Ready Player One

I’d played and solved Zork once, a long time ago, back during the first year of the Hunt. But I’d also played hundreds of other classic text adventure games that year, including all of Zork’s sequels, and so most of the details of the game had now faded in my memory. Most old text adventure games were pretty self-explanatory, so I’d never actually bothered to read the Zork instruction manual. I now knew that this had a been a colossal mistake.

 

On the manual’s cover was a painting depicting a scene from the game. A swashbuckling adventurer wearing armor and a winged helmet stood with a glowing blue sword raised over his head, preparing to strike a troll cowering before him. The adventurer clutched several treasures in his other hand, and more treasures lay at his feet, scattered among human bones. A dark, fanged creature lurked just behind the hero, glowering malevolently.

 

All of this was in the painting’s foreground, but my eyes had instantly locked on what was in the background: a large white house, with its front door and windows all boarded up.

 

A dwelling long neglected.

 

I stared at the image a few more seconds, just long enough to curse myself for not making the connection on my own, months ago. Then I fired the Vonnegut’s engines and set a course for another planet in Sector Seven, not far from Archaide. It was small world called Frobozz that was home to a detailed re-creation of the game Zork.

 

It was also, I now knew, the hiding place of the Jade Key.

 

 

 

 

 

Frobozz was located in a group of several hundred rarely visited worlds known as the XYZZY Cluster. These planets all dated back to the early days of the OASIS, and each one re-created the environment of some classic text adventure game or MUD (multi-user dungeon). Each of these worlds was a kind of shrine—an interactive tribute to the OASIS’s earliest ancestors.

 

Text adventure games (often referred to as “interactive fiction” by modern scholars) used text to create the virtual environment the player inhabited. The game program provided you with a simple written description of your surroundings, then asked what you wanted to do next. To move around or interact with your virtual surroundings, you keyed in text commands telling the game what you wanted your avatar to do. These instructions had to be very simple, usually composed of just two or three words, such as “go south” or “get sword.” If a command was too complex, the game’s simple parsing engine wouldn’t be able to understand it. By reading and typing text, you made your way through the virtual world, collecting treasure, fighting monsters, avoiding traps, and solving puzzles until you finally reached the end of the game.

 

The first text adventure game I’d ever played was called Colossal Cave, and initially the text-only interface had seemed incredibly simple and crude to me. But after playing for a few minutes, I quickly became immersed in the reality created by the words on the screen. Somehow, the game’s simple two-sentence room descriptions were able to conjure up vivid images in my mind’s eye.

 

Zork was one of the earliest and most famous text adventure games. According to my grail diary, I’d played the game through to the end just once, all in one day, over four years ago. Since then, in a shocking display of unforgivable ignorance, I’d somehow forgotten two very important details about the game:

 

1. Zork began with your character standing outside a shuttered white house.

 

2. Inside the living room of that white house there was a trophy case.

 

 

 

 

 

To complete the game, every treasure you collected had to be returned to the living room and placed inside the trophy case.

 

Finally, the rest of the Quatrain made sense.

 

The captain conceals the Jade Key

 

in a dwelling long neglected

 

But you can only blow the whistle

 

once the trophies are all collected

 

 

 

 

 

Decades ago, Zork and its sequels had all been licensed and re-created inside the OASIS as stunning three-dimensional immersive simulations all located on the planet Frobozz, which was named after a character in the Zork universe. So the dwelling long neglected—the one I’d been trying to locate for the past six months—had been sitting right out in the open on Frobozz this entire time. Hiding in plain sight.

 

 

 

 

 

I checked the ship’s navigational computer. Traveling at light speed, it would take me just over fifteen minutes to reach Frobozz. There was a good chance the Sixers would beat me there. If they did, there would probably already be a small armada of Sixer gunships waiting in orbit around the planet when I dropped out of light speed. I would have to fight my way through them to reach the surface, and then either lose them, or try to find the Jade Key with them still breathing down my neck. Not a good scenario.

 

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