Before the Code Starts
Fire up an AAA game nowadays and you have all of the output regarding things directly in front of you, in up to 4k+ HD Splendor.
Sounds: be they vocal, atmospheric, background, or foley come at you in your high definition delivery system of choice.
PyZork is NOT one of those games.
PyZork spiritual ancestor/inspiration for is the original Zork,
- Zork: The Great Underground Empire - Part I. (https://en.wikipedia.org/wiki/Zork)
Effectively a labyrinthian dungeon crawl, where the only feedback the player received was in text form, as a direct response to --whatever the player told the game to do...
- Thus, no shiny sparkles to draw your attention to an object.
- No on-screen maps.
- No radar/sonar/psychic-warning-device that misfortune was right around the corner.
This genre is before the advent of hex/grid based adventure games also, so a player could effectively leave a zone through the east/west side and enter the NEXT zone from the east/west side.
Can't happen, you say?
Well, draw a circle and a square and a triangle. Now draw a line from the right side of one to the right side to another.
The shortest distance between two points IS a straight line, but look at a map (or google map/directions) and find the path between Columbus, OH, USA and Toronto, ON, Canada. Driving in a straight line just puts another car in Lake Erie.
So, forget all of the assumptions and established tropes generated by the 40 years of computer gaming since 1977, and get a taste of the glory of text-based adventure games.
Advisement
The similarities to Zork are in spirit and in style, based only on personal familiarity with playing the game and series. In no manner or fashion was any code found, utilized, or reverse engineered from any of the Zork Products, Entities, or IP
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