Dynamic Modelling Group incorporated Infocom as a software company for members to join after leaving MIT. No specific projects were initially agreed upon and Infocom had no paid employees, but discussions were focused on developing software for smaller mainframe computers. Blank and Joel Berez came up with a plan to make Zork work on personal microcomputers, which were then beginning to become popular and which would greatly expand the audience for the game. Although microcomputers had very limited memory space compared to mainframe computers, they felt the project might be viable using floppy disks and a custom programming language if the game was cut into two pieces. The pair worked on the project through the summer and fall of 1979 without pay, as the new company had the funds for only the computers. They ported the game to a new Zork Implementation Language (ZIL), which would then be run on a standardized "Z-machine" software-based computer. For each type of microcomputer they wanted to release Zork or other ZIL-based games on, they could write an interpreter program that could run the Z-Machine instead of rewriting each game. Lebling divided Zork in half to create standalone episodes, modifying the game's layout to improve its flow and disconnecting locations now in separate episodes. By the end of 1979 Berez had been elected the company's president. The core game was complete, but it had been run only on DECSYSTEM-20 and PDP-11 mainframe computers. Infocom purchased a TRS-80 personal computer early in 1980, which could run the game after Blank and Scott Cutler created an interpreter program. Infocom began preparing to release the first section under the title Zork: The Great Underground EmpirePartI. Mike Dornbrook, who had never played the game, tested it as an audience surrogate. He felt that the game would be wildly successful and develop a cult following, and urged Infocom to produce tie-in products like maps, hints, and shirts. The rest of the company was not convinced enough to start producing any such add-ons, but they did add an object in the game that gave an address for players to mail in for maps and hints in case it proved popular. The game now complete, the company began looking for a professional publisher with store and distributor connections. They felt this was preferable to self-publishing. Berez approached Microsoft, who declined based on the game competing with Microsoft Adventure (1979), their version