decoded the protections the group had made for the source code, and another DEC employee, Bob Supnik, created a port of the game to Fortran. This port, released in March 1978, opened the game to a wider set of players without access to a PDP-10 mainframe. At the time, the team had decided to give the game an actual name besides "zork", and chose Dungeon. This name was used for the Fortran version, which was spread through the DEC users group as one of its most popular pieces of software. TSR Hobbies claimed the title violated their trademark for Dungeons & Dragons, and the developers reverted to their original title. Over the course of 1978, the team added the bank and Royal Zork Puzzle Museum sections, along with some puzzles and ideas suggested by players. The last puzzle was added in February 1979, though the team continued to release bug fix updates until the final update in January 1981. Anderson attributes this to the team running out of ideas and time, and having run out of space in the one megabyte of memory allocated for the game. Very little of the game was planned ahead of time, nor were aspects of the game specific to one developer; instead, whenever one of the developers had an idea they liked, that developer would add it to the game, developing the concept and writing the text to go with it. According to Lebling, Blank ended up focusing mostly on the parser, Anderson on the game code, Blank and Daniels on new puzzles, and Lebling on descriptions of locations. Anderson says that Blank wrote "40 or 50" iterations of the parser, and describes Daniels as designing puzzles that were then largely implemented by the others. He credits Blank with vehicles and saving, and Lebling with the robot, grues, and the fighting system. To immerse the player in the game, the developers decided not to describe the player character, removing any accidental descriptions or gendered pronouns. The text responses to the player's commands were frequently opinionated and sarcastic, a design choice that mirrored the group's speaking patterns. The team felt it would both make the system feel less like a computer and also train the player to write commands in a way that the parser could understand rather than ways it would misinterpret. Infocom In 1979, Anderson, Blank, Lebling, and five other members of the