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Mini-Zork 1
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1. Many commands which produce strange output in later versions, give
no response at all in Version 2, and the game simply goes on to the next
turn. For example, the commands READ MAILBOX, and EAT ME give no response
at all in Version 2, but in the next version (Version 5), you get "How can
I read a mailbox?" and "I don't think that the you would agree with you."
-- Alan Franzman
2. THE SLIDE BUG: In Version 2, when you drop items down the slide, the
game first tells you that it's done, then tells you it can't be done, and
then removes the item from the game entirely. For example:
>DROP TRIDENT IN SLIDE
The crystal trident falls through the slide and is gone.
I can't do that.
The trident is now out of the game. -- Alan Franzman
3. The earliest releases of Zork I (Versions 2 and 5) can become very
confused if you nest objects too deeply in your inventory, such as putting
the lunch in the sack, then the sack in the coffin. You may get very
spurious output from the INVENTORY command like "Such language in a
high-class establishment like this!" messages, with other random junk
interspersed in it. This can also lead to the object hierarchy getting
screwed up, in such a way that an INVENTORY might claim that you are
carrying a bunch of rooms around!
ADDITIONAL: Technically this bug is present in all versions of the
game. In Versions 2 and 5 it occurs when three objects are nested (i.e.
canary in egg in sack). In later versions it only occurs when 7 objects are
nested, which is difficult but not impossible to create. Take the canary,
egg, sack, buoy, coffin, and (inflated) boat to the Shaft Room, and issue the
following commands: PUT EGG IN SACK. PUT CANARY IN EGG. PUT SACK IN BUOY.
PUT BUOY IN COFFIN. PUT BOAT IN BASKET. PUT COFFIN IN BOAT. LOOK. (As
everything can't be carried simultaneously, some TAKE and DROP commands may
need to be interspersed here.) When you LOOK, a random phrase from
somewhere else in the game may be mixed with the output. In the Solid
Gold version, the phrase "up to your ankles" (from when the water is rising
in the Maintenance Room) will be before the description of the canary. In
other versions there are different effects, some random phrases, and some
gibberish. -- Michael the Great
4. In Versions 2 and 5, commands such as GO DOOR or GO TREE can send
players into random locations. -- New Zork Times
5. In Version 5, the command HIT MIRROR WITH SWORD will generate
combat responses, such as "The mirror parries", or "The mirror dies in a
cloud of sinister black fog." In Version 2, you miss the mirror and the
game crashes with a Stack Overflow error. -- Graeme Cree
6. In Versions 2 and 5, the command GIVE AXE TO TROLL will generate a
response like:
"The troll accepts your gift, and not having the most discriminating
taste, eats it.
The troll, dismarmed, is cowering and begging for forgiveness in the
gutteral language of the trolls."
(In Version 2, he GLEEFULLY eats it. Picky, picky.) Though the troll can
no longer attack you, he still blocks the exits and parries, while continuing
to beg for forgiveness. -- Graeme Cree
7. In Versions 2 and 5, if you give the troll to himself, he eats
himself and disappears. He still bars you from leaving the room though,
only now he can't be attacked. -- Graeme Cree
NOTE: In fact, as Ethan Dicks has pointed out, virtually anything can
be given to the troll (or thief) in this version: your hands, your eyes, the
eastern wall, a compass direction, even "ME". The troll will then eat them
and you will be unable to interact with them for the rest of the game
(although you can still go "east" if you give "east" to the troll). The
thief of course will leave them lying around instead of eating them.
8. In Versions 2 and 5, if you give the troll to the thief, the thief
puts the troll in his bag, but the troll still blocks the exits. If the
thief is killed, the troll reappears. -- Graeme Cree
9. In all versions after Version 5, if you try to use a compass
direction while in the boat, the game will (reasonably) tell you that you
can't go that way in a magic boat. In Versions 2 and 5, it will tell you
that you can't go that way in a tan label. -- Graeme Cree
10. In all versions after Version 5, when you reach the portion of the
river where the buoy is, the description will tell you that the buoy is
"(outside the magic boat)". Versions 2 and 5, tells you that the buoy is
"(in the room)"! -- Graeme Cree
11. If you try to GET OUT OF THE BOAT while floating down the river, all
versions of the game tell you that you realize "just in time" that such a
course would be suicidal. In all versions before and after Version 5, the
game prevents you from leaving the boat. In Version 5, it lets you leave and
kills you, despite having told you that you had realized not to do
it. -- Graeme Cree
12. THE FLOODGATES BUG: In version 5, if the nest is not taken at
location "Up a Tree", the room description eventually changes to a
torrential flood of output, several screens long, containing a mishmash
of fragments of room, noun, and action descriptions that you see whenever
you enter the room (except in superbrief mode), or do a LOOK.
It isn't clear precisely what causes it, but it happens every time if
you go down into the GUE, through the maze, grab the bag, come out through
the Cyclops Room into the Living Room, and outside to the tree. It might be
triggered by a certain point level, or something else.
If you try to TAKE the nest after the bug has triggered, the game will
lock up. Taking the egg before or after has no effect. -- Graeme Cree
13. In Versions 2, 5 and 15, shaking an open container that isn't empty
may crash the game. This works with the sack, but not the
bottle. -- New Zork Times
14. In Versions 2, 5, 15, 23, 25, 26, and 28, you can bump your head on
things such as the river by trying to enter them. -- New Zork Times
15. THE WIMPY PHANTOM THIEF BUG: You know, that thief is really tough
in combat. Why not fight his phantom instead? He doesn't fight back.
In Versions 2, 5, 15, 23, 25, 26, 38, and 30, engage the thief in combat
(outside of his lair). Wait until he robs you and leaves; you will see this
message:
The other occupant just left, still carrying his large bag. You may not have
noticed that he robbed you blind first.
At this point, continue to attack the thief, using the AGAIN command.
You will continue to attack the no-longer-present thief, but he will not
fight back, and eventually you can do enough damage to kill him.
A couple of points; this won't work if you attack the thief with the
sword, since when he "robs you blind", he takes the sword as well as your
treasures. You must use the axe or nasty-looking knife. Also this only
works with the AGAIN command, (with AGAIN representing ATTACK THIEF WITH AXE,
or something like that) not by attacking him directly. Thirdly, it may take
several tries to get this to work, since the thief does not always rob you
in the middle of a fight. Sometimes he stays and fights (and kills you).
Killing the phantom thief kills the real one as well, and you can now
explore the game without interference from him, even when you find his lair.
Sound great? Well, there is one SLIGHT hitch. Remember the things the thief
took when he robbed you blind? He never had a chance to stow them in his
lair, and they are nowhere to be found when you kill the phantom (his
stiletto is left behind, but not his bag). This means any treasures that he
took are out of the game, and the game may be unwinnable. Therefore, the only way to use this bug to your profit is to engage the thief in combat when you are carrying no treasures (except the sword, which he will take). -- Kevin (Piouhgd@aol.com)
16. In Versions 2, 5, 15, 23, 25, 26, 28, and 30, you can take the torch
into the Gas Room without setting off an explosion, provided that it is
inside the Raft or the Coffin (open or closed). -- Allen Garvin
17. In versions 5, 15, 23, 25, 26, 28, and 30, the single-line
description of the torch and candles stays unchanged after they have been
removed from their initial locations.
For example, put the torch into the gold coffin, close it, then open it
again. You will see:
>OPEN COFFIN
The gold coffin opens.
Sitting on the pedestal is a flaming torch, made of ivory.
OR:
>OPEN COFFIN
The gold coffin opens.
On the two ends of the altar are burning candles.
In versions 75, 76, 88, and 52, this is fixed, and you get these
responses:
>OPEN COFFIN
Opening the gold coffin reveals a torch.
>OPEN COFFIN
Opening the gold coffin reveals a pair of candles.
This doesn't seem to work in Version 2, if only because in that one, the
coffin is so much smaller, and can't contain either the torch or candles.
-- Graeme Cree
18. In Versions 2, 5, 15, 20, 23, 25, 26, 28, and 30 you can take the
boat while already in it.
Drop the (inflated) boat in the living room. Then GET IN BOAT,
PUT BOAT IN CASE, and then GET ALL FROM CASE. The game will respond:
magic boat: Taken.
nail: It's not in that!
At this point you will be both occupying and carrying the boat. A
LOOK command (and attempting to move) will tell you that you are in the
boat, but it will not show up in an INVENTORY command. Once you get out
of the boat, it will be placed in your inventory.
This assumes that you are playing the game from the original Infocom
interpreter. Frotz 2.32 will put up with none of this nonsense, and will
crash the game when you try to GET ALL FROM CASE.
In versions 75, 76, 88, and 52 this does not work, because you are
prohibited from PUTting things unless you TAKE them first. But the lack
of such a prohibition in earlier versions may be responsible for
numerous bugs. For example in versions 30 and earlier, you can take
the raft to the Treasure Room, and PUT CHALICE IN RAFT without first
defeating the Thief in combat. -- Allen Garvin
19. THE PICKUP BUG: In games like Planetfall and Enchanter, people have
reported situations where one could exceed normal weight limits, and carry
something that they could not pick up themself, simply by having someone hand
it to them. I have never regarded these as bugs, reasoning that if you're
holding an armload of equipment it's easier to take something that someone
gives you than bending over and picking it up.
I can't defend this bug, though. In all versions up to Version 30,
(except perhaps Version 2 again, where the containers are so much smaller)
you can pick up items that you normally couldn't, simply by putting them into
something else that you're already carrying.
For example, try this: 1) Put the bell and axe (nothing else) into the
gold coffin, and leave it open. 2) Have only the lunch, garlic and coffin
(loaded with bell and axe) in your inventory, with the empty sack at your
feet. If you then try to PICK UP SACK you will be told "Your load is too
heavy.", but if you PUT SACK IN COFFIN it works, and you're told "Done."
You can signifigantly exceed your weight limits this way if you pick up
items by putting them in the coffin and then take them out of the coffin to
make room for new items, but there are limits. Eventually things will start
slipping from your fingers and falling to the ground when you try to take
them out of the coffin.
In versions 75 and later, you cannot put something into something else
unless you already have it in your inventory when you issue the command.
--Fredrik Ekman
20. THE PHANTOM BOAT: In Versions 2, 5, 15, 20, 23, 25, 26, 28, 30, 75
and 76, you may continue to occupy the boat after you've destroyed it.
Inflate the boat, and drop it. GET IN BOAT, then CUT BOAT WITH SWORD.
The game will reply: "Your skillful swordsmanship slices the magic boat into
innumerable slivers which evaporate instantaneously."
However, you will still be considered to be in the boat for all
locational purposes, save that you will not be able to refer to it. If you
were in the water when you destroyed the boat, you will still be afloat.
Unfortunately, in most versions you will not be able to get out of the boat,
(such as by saying DISEMBARK BOAT) not being able to refer to it, nor will
you be able to give it directional commands (if you are in the river), which
means that you are trapped, and the game is unwinnable.
In versions 75 and 76, you will at least be able to escape the
phantom boat by typing STAND, a command that exits the boat without directly
referring to it. Earlier versions do not know this word.
The same thing will happen if, instead of destroying the boat, you
give it to the thief while inside it, and he leaves with it. -- Allen Garvin
21. If you knock the thief unconscious and try to take his stiletto, the
game says that it is "white hot," and that you drop it -- obviously some sort
of protective magic. However, in Versions 2, 5, 15, 23, 25, 26, 28, 30, and
75, if you try to PUT STILETTO IN SACK (for example) it will let you, but
when the thief wakes up, he continues to attack you with the stiletto, even
if you have moved it to a different room! In later versions, it refuses to
let you put it in the sack at all, saying that you don't have the
stiletto. -- B.J. Parker
22. BIRTHDAY CANDLES BUG: In all versions except the Solid Gold (and