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BUG
1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2
VERSION 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8
2/AS000C Y Y Y Y Y Y Y Y Y Y N N Y Y Y Y N Y N Y Y Y N Y N N Y Y
5/ N N Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y N Y Y Y
15/UG3AU5 N N N N N N N N N N N N Y Y Y Y Y Y Y Y Y Y Y Y N Y Y Y
20/ N N N N N N N N N N N N N Y Y Y Y Y Y Y Y Y Y Y N Y Y Y
23/820428 N N N N N N N N N N N N N Y Y Y Y Y Y Y Y Y Y Y N Y Y Y
25/820515 N N N N N N N N N N N N N Y Y Y Y Y Y Y Y Y Y Y N Y Y Y
26/820803 N N N N N N N N N N N N N Y Y Y Y Y Y Y Y Y Y Y N Y Y Y
28/821013 N N N N N N N N N N N N N Y Y Y Y Y Y Y Y Y Y Y N Y Y Y
30/830330 N N N N N N N N N N N N N N Y Y Y Y Y Y Y Y Y Y N Y Y Y
75/830929 N N N N N N N N N N N N N N N N N N N Y Y Y Y Y Y Y Y Y
76/840509 N N N N N N N N N N N N N N N N N N N Y N Y Y Y Y Y Y Y
*88/840726 N N N N N N N N N N N N N N N N N N N N N Y Y Y Y Y Y Y
(SG) 52/871125 N N N N N N N N N N N N N N N N N N N N N N N N N Y Y Y
Mini-Zork 1
34/871124 N N N N N N N N N N N N N N N N N N N N N Y N N Y Y N N
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: EXAMINE "" >DROP TRIDENT IN SLIDEThe 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! 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. (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 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. 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. 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. >OPEN COFFINOR: >OPEN COFFINIn versions 75, 76, 88, and 52, this is fixed, and you get these responses: >OPEN COFFIN 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. magic boat: Taken.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 their 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.
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. 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 Mini-Zork), Zork 1 apparently uses trick relighting candles. 23. Here's a variation on the Starcross disk bug. If the sack and the bottle are both empty, it's possible to put the sack in the bottle, then put the bottle in the sack, causing both to vanish. This exists in all versions except the Solid Gold, Mini-Zork, and Version 2 (because the bottle is too small to hold the sack in that one). -- New Zork Times 24. BOTTLE BUG: In all versions except the Solid Gold and MiniZork, you can POUR WATER regardless of whether the bottle is open or closed. -- Graeme Cree
25. TRAPDOOR BUG: In versions 75, 76 and 88, there is a way to open the trapdoor from the inside. At the beginning of the game, enter the following commands: N. E. OPEN WINDOW. W. W. TAKE LAMP. MOVE RUG. LIGHT. OPEN TRAPDOOR. D. N. G. 26. Another container bug, but this one is in all versions, even the Solid Gold edition (Except for Version 2 with its notoriously small containers again). If you put the (inflated) raft in the coffin, then the coffin in the raft, both will disappear. This does not work the other way around, however. If you put the coffin in the raft first, then the raft in the coffin, you get a message saying that there is no room. In Mini-Zork, this bug not only appears, but the game locks up to boot (no pun intended). -- Graeme Cree 27. THE RAFT OF HOLDING: When you put objects in the raft and then deflate it, they effectively cease to exist, allowing you to carry as much weight and as many objects as the raft will hold (it won't hold the gold coffin, unfortunately, and of course sharp objects are out). This is because the game handles the pile of plastic and the raft as two separate objects, and there's no provision for handling any objects inside the raft when the switch is made. -- Stu Galley in The New Zork Times 28. TEETH OVERBOARD: All versions of the game (except Mini-Zork) have an odd problem synonyming the word overboard (which really shouldn't be a noun at all, should it?). In versions 2-28, overboard is a synonym for object 212, in version 30 object189, and in versions 75 onward as teeth (!), as can be seen by typing EXAMINE OVERBOARD on the first turn of the game. -- Gunther Schmidl
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