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* TheMaze: At least once per game in the text-based games, though only the first game really has straight examples.
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* TheMaze: At least once per game in the [[{{MUCK}} text-based games, games]], though only the first game really has straight examples.
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* GuideDangIt: Some of the puzzles were ''ridiculous!'' For example, in ''Zork Zero'' a wizard casts a hunger spell on you which will eventually kill you unless you eat something, but the only food in the game is a granola bar (which is bird food). The solution? [[spoiler:''Turn yourself into a flamingo!'']] And even THAT was absurdly difficult!
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* GuideDangIt: Some of the puzzles were ''ridiculous!'' For example, in ''ridiculous!''
** In ''Zork Zero'' a wizard casts a hunger spell on you which will eventually kill you unless you eat something, but the only food in the game is a granola bar (which is bird food). The solution? [[spoiler:''Turn yourself into a flamingo!'']] And even THAT was absurdly difficult!
** In ''Zork Zero'' a wizard casts a hunger spell on you which will eventually kill you unless you eat something, but the only food in the game is a granola bar (which is bird food). The solution? [[spoiler:''Turn yourself into a flamingo!'']] And even THAT was absurdly difficult!
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** ''[[VideoGame/{{Enchanter}} Spellbreaker]]'' was so hard the developers actually ''apologized'' and admitted most people would have to use a hint book to finish it.
*** Even most walkthroughs can't adequately explain the bank vault puzzle, and suggest the player just save the game (which resets the puzzle) and keep trying until the partial solution works.
*** Even most walkthroughs can't adequately explain the bank vault puzzle, and suggest the player just save the game (which resets the puzzle) and keep trying until the partial solution works.
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** ''[[VideoGame/{{Enchanter}} Spellbreaker]]'' was so hard the developers actually ''apologized'' and admitted most people would have to use a hint book to finish it.
***it. Even most walkthroughs can't adequately explain the bank vault puzzle, and suggest the player just save the game (which resets the puzzle) and keep trying until the partial solution works.
***
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* {{Foreign|Remake}} VideoGameRemake: In March 1991, about 11 years after the original ''Zork I'', Japanese software development company [=SystemSoft=] developed and published its [[http://pc98library.tistory.com/1572 remake for]] [[UsefulNotes/PC98 the PC-9801]]. Unlike the original, this game has some of the most common verb commands ("look", "take", etc.) that can be accessed by pressing a corresponding button (the player still has to type the name of an object, though), and enhanced graphics, especially in the list of objects on which the text is super-imposed.
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* {{Foreign|Remake}} VideoGameRemake: In March 1991, about 11 years after the original ''Zork I'', Japanese software development company [=SystemSoft=] developed and published its [[http://pc98library.tistory.com/1572 remake for]] [[UsefulNotes/PC98 [[Platform/PC98 the PC-9801]]. Unlike the original, this game has some of the most common verb commands ("look", "take", etc.) that can be accessed by pressing a corresponding button (the player still has to type the name of an object, though), and enhanced graphics, especially in the list of objects on which the text is super-imposed.
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** These were actually ''very'' common in the earliest, noncommercial versions; you were in danger of falling into one whenever you were in pitch black areas. At least, until one of the programmers questioned why someone would fall into a bottomless pit in the attic of a building. And that's how the grues were created.
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** These were actually ''very'' common in the earliest, noncommercial mainframe versions; you were in danger of falling into one whenever you were in pitch black areas. At least, until one of the programmers questioned why someone would fall into a bottomless pit in the attic of a building. And that's how the grues were created.
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** These were actually ''very'' common in the earliest versions of what was then called ''Dungeon''; you were in danger of falling into one whenever you were in pitch black areas. At least, until one of the programmers questioned why someone would fall into a bottomless pit in the attic of a building. And that's how the grues were created.
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** These were actually ''very'' common in the earliest versions of what was then called ''Dungeon''; earliest, noncommercial versions; you were in danger of falling into one whenever you were in pitch black areas. At least, until one of the programmers questioned why someone would fall into a bottomless pit in the attic of a building. And that's how the grues were created.
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** ''Dungeon'' (1977-1979, noncommercial)
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** ''Dungeon'' (1977-1979, ''Zork'' (aka ''Dungeon''[[note]]The name it was first known under was "Zork". The Fortran port, released 1978, was named ''Dungeon''. Creator/{{TSR}} claimed it violated their trademark on ''TabletopGame/DungeonsAndDragons'', so the game title was reverted to ''Zork''.[[/note]]; 1977–1979, noncommercial)
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* {{Feelies}}: As became standard for Infocom games, all the text-based Zork games after the original trilogy came with several feelies. Almost all were essential for completing their respective game.
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* ShoutOut: The thief's description, as a "lean and hungry gentleman", is a reference to a line from Theatre/JuliusCaesar.