Zork I: The Great Underground Empire
A white house, a boarded front door, and beneath it the ruins of an empire that swallowed every adventurer who came before you.
SAVE creates a named Lampward checkpoint on this device. Nothing is saved automatically.
- Z-code
- Fantasy
- Parser
- About 5 hours
- 85 KB
About
Zork I is where the commercial text adventure begins. You arrive west of a white house with nothing but a mailbox and a leaflet, and within a few moves you are underground, carrying a brass lantern and an elvish sword, in a kingdom that is generous with treasure and unsentimental about your survival.
The game descends from the mainframe Zork written at MIT between 1977 and 1979 by Tim Anderson, Marc Blank, Bruce Daniels and Dave Lebling — a direct answer to Adventure, with a parser that understood far more than two words. It was too large for the home computers Infocom wanted to sell to, so it was cut into three; this is the first part, and the company's first product.
Tags
History
This chronology includes the world around Zork I: The Great Underground Empire: background that may predate the game, its creation and publication, and later editions, research, and preservation. An early date is historical context, not necessarily a game release.
Background
Mainframe Zork at MIT — Tim Anderson, Marc Blank, Bruce Daniels and Dave Lebling
Adventure reached MIT's Dynamic Modeling Group in 1977 and was solved more or less immediately. Four of the people who solved it decided they could do better, and spent the next two years writing Zork in MDL on a PDP-10.
Background
Zork: A Computerized Fantasy Simulation Game — P. David Lebling, Marc S. Blank and Timothy A. Anderson
The authors explaining their own parser while they were still building it. Written for an engineering audience two years into the mainframe version, it sets out how Zork understood sentences, why that was harder than it looked, and what the designers thought they were making.
Publication
Zork I: The Great Underground Empire published — by Marc Blank and Dave Lebling
The publication year for the work itself. Earlier entries are historical background, not earlier releases of the game.
History
Selling Zork — Jimmy Maher
How a game that ran on a PDP-10 with a megabyte of memory became something you could buy for a TRS-80. The mainframe Zork was far too large for a home computer, so it was cut into three, and this is the first part.
History
Zork I, II and III go open source — Microsoft, Team Xbox and Activision
The announcement that made this page possible. Without it Zork I would be a game Lampward could describe and link to, like the titles still waiting on permission, rather than one it can build from source and serve.
Source & preservation
Zork I source code, released under MIT — Infocom; released by Microsoft
The ZIL source Lampward compiles to produce the file you play.
Lampward
Playable release — Lampward build of the release 119 source
The exact release Lampward currently serves. It may be a later edition or port of an older work.
Documents & sources
source archive · External archive
Zork I source code, released under MIT
Infocom; released by Microsoft
The ZIL source Lampward compiles to produce the file you play. It survived as a snapshot of Infocom's development system taken around the company's shutdown, was preserved for years as code you could read but not use, and was relicensed under MIT in November 2025 — which is what turned it from a historical document into something Lampward can build and host.
GitHub · 97b7b3d68c075dd9af7da499c3e9690ada3471fd · MIT License
source record · External archive
Original ZILCH compilation record (zork1.record)
Infocom
A log written by Infocom's own Combined ZIL Compiler as it built the game, listing every routine in the order it compiled and naming the files on the development system down to their version numbers — SS:<ZORK1>ZORK1.ZIL.29. The closest thing preserved to a photograph of the machine the game came off.
GitHub · MIT License
reference · Reference
Zork I on IFDB
Bibliographic identification, IFIDs and release history for the commercial editions.
article · Reference
Selling Zork
Jimmy Maher · The Digital Antiquarian
How a game that ran on a PDP-10 with a megabyte of memory became something you could buy for a TRS-80. The mainframe Zork was far too large for a home computer, so it was cut into three, and this is the first part. The compromises in that cut are why Zork I is shaped the way it is.
reference · Reference
Mainframe Zork at MIT
Tim Anderson, Marc Blank, Bruce Daniels and Dave Lebling
Adventure reached MIT's Dynamic Modeling Group in 1977 and was solved more or less immediately. Four of the people who solved it decided they could do better, and spent the next two years writing Zork in MDL on a PDP-10. It was never sold; it ran on a research machine and people played it over the ARPANET. Everything Infocom later shipped was carved out of it.
article · Reference
Zork: A Computerized Fantasy Simulation Game
P. David Lebling, Marc S. Blank and Timothy A. Anderson · IEEE Computer 12:4
The authors explaining their own parser while they were still building it. Written for an engineering audience two years into the mainframe version, it sets out how Zork understood sentences, why that was harder than it looked, and what the designers thought they were making. The best primary source there is on the machinery this game is descended from.
Richard Bartle's mirror · IEEE Computer, April 1979, pp. 51–59
reference · Reference
The Z-machine standard
Infocom's answer to a fragmented market: rather than port each game to each incompatible home computer, compile it once for an imaginary machine and write a small interpreter per platform. That decision is the reason a 1980 game still runs — Lampward plays Zork I through a modern interpreter for the same virtual machine, not through emulation of any particular computer.
announcement · External archive
Zork I, II and III go open source
Microsoft, Team Xbox and Activision
The announcement that made this page possible. Without it Zork I would be a game Lampward could describe and link to, like the titles still waiting on permission, rather than one it can build from source and serve.
archived listing · External archive
Zork I in the Obsessively Complete Infocom Catalog
Andrew Plotkin
Every released build of Zork I, with its serial number and the differences between them. Useful here because Lampward serves none of them: it compiles its own file from the release 119 source and gives it a serial that says so, rather than claiming to be a binary Infocom shipped.
documentation · Reference
Infocom manuals, maps and packaging
Zork I shipped as an object: a manual, a map, and later the feelies Infocom became known for. The Infocom Documentation Project preserves that material. Lampward links to it rather than mirroring it — the MIT licence covers the source code and says nothing about packaging, trademarks or artwork, and permission granted to one preservation project is not permission granted to another.
The Infocom Documentation Project
Linked, not mirrored: Lampward holds no redistribution right to Infocom's packaging.
Rights to these documents are separate from rights to the game. Lampward links to archives it may not mirror, and says so rather than implying it holds a copy.
Credits & License
- Credits
- Marc Blank and Dave Lebling, Infocom. Descended from the mainframe Zork by Tim Anderson, Marc Blank, Bruce Daniels and Dave Lebling. Source released under the MIT License by Microsoft in November 2025; this story file was compiled by Lampward from that source with ZILF and ZAPF 1.9.
- Playing
- Zork I: The Great Underground Empire — Lampward build of the release 119 source, Z-code 3, serial 251121Lampward build, compiled from licensed sourceIFID ZCODE-119-251121-72EF
- License
- MIT License
- Use
- Open source: the MIT License permits redistribution, modification and commercial use, provided the copyright notice and licence text travel with it.
- Source
- Notices
Copyright (c) 2025 Microsoft
MIT License Copyright (c) 2025 Microsoft Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- Artwork
- No cover art is used; the title card is generated by Lampward.
Rights to the game binary, to cover art, and to any documentary material on this page are separate. A permission covering one does not cover the others.
More bibliographic detail: this title on IFDB