Other than the released version of Mini-Zork I, there was an earlier attempt. These two versions appear to have been made independent of each other, because they differ in several ways.
In restoring it to working condition, I have tried resisting the temptation to add new gameplay elements. Certain game-breaking bugs and obvious contradictions have been fixed, though.
The commit log is the definitive list of changes, but some notable changes include:
-
A number of rooms had map connections to invalid rooms. I have fixed these so that they point to where I assume they should. I've changed the direction from
DEAD-END-5
toTIMBER-ROOM
from north to west, since the room has no description and you now enter from the west. -
Some things that had been removed were still referenced. I've restored the missing bits with code from the full game. Most noticeably, the prayer on the temple wall.
-
It is now possible to cross the reservoir after draining it.
-
Don't leave the troll's axe behind when he dies. The message says the weapon disappear, and it wasn't possible to pick it up anyway. (The thief already didn't leave his stiletto behind.)
-
When uncovering the grate, show it in the room's description. (There was already code for doing that, but it was in an action routine for a room that had been removed.)
-
The thief didn't fight back. Now he does.
-
When the player dies and is resurrected, move him to the forest instead of leaving him in the same room.
-
The maximum score 287, not 350, as far as I can tell. Changed that so that the map will appear at the end.
-
A number of little bugs have been fixed where the game would print the wrong message, or even garbage.
In an earlier attempt, I tried making it a complete game rather than the beta version it probably was. To that end I made a number of changes that I have not imported into this version. Some things I have not fixed include:
-
There is no leaflet in the mailbox.
-
The grate in the forest can't be unlocked. I had to add the key because there was code that referred to it, but there is no way for the player to actually find the key. (I've added commented-out code for locking/unlocking the grate for reference.)
-
The thief does not open the egg. It appears that the correct solution actually is to break the egg to get the canary and brass bauble.
-
The inflatable boat works, but since there is no buoy and no emerald there is little point in using it.
-
TROLL-ROOM
does not mention the exit to the northeast.RIVER-3
claims there are beaches both to the east and west. Other similar bugs may exist. -
RIVER-3
andARAGAIN-FALLS
should probably be lit. MaybeSANDY-BEACH
too, since that's where you land fromRIVER-3
. -
The tool chest in the Maintenance Room does not crumble.
-
There is no indication if an object in your inventory provides light.
-
There is no indication that a pot of gold appears along with the rainbow. I had actually fixed this in an earlier version, but decided against it later.
-
It's probably possible to get more than the maximum score. The sword is regarded as a treasure as long as it's glowing, possibly to make it of interest to the thief. Since the Cyclops Room is now right next to the Living Room, you can put the glowing sword in the trophy case for an extra point. This does not happen in the full game. Even if the thief can be in the cellar below, the sword daemon doesn't see him because of how the downward exit is implemented. I also have my doubts about the whole egg and canary thing, but I haven't managed to exploit that myself.
-
I have made no effort to find and fix the more obscure bugs. For instance, you can still get rid of the troll by giving him to himself.