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Beyond Zork

Game Description

In Beyond Zork, you leave the confines of the dungeon behind to explore the wider world. Your character has been chosen the champion of a select group of wizards. They want you to retrieve the magical coconut of Quendor.

Your character starts out as a peasant and gains levels and experience by slaying monsters and finding treasure. It all culminates in finding the magical coconut.

Unlike previous Zork games, your character has stats, which go up or down and can be increased, either by gaining a level or by performing a specific action in the game. ~ Lisa Karen Savignano, All Game Guide

Review: Enjoyment

Very enjoyable, with kooky puzzles and even stranger monsters. ~ Lisa Karen Savignano, All Game Guide

Review: Overall

Coming six years after the release of the original Zork game, Beyond Zork attempted to revive the original feeling of dungeon-crawling, with some major differences.

For one thing, even though the rooms are still described in text format, a small graphic now accompanies the text, showing exits from the room or place you are now in. This works both indoors and out, and arrows show where rooms or stairs go up and down.

A description of the room appears in a box next to the graphic. As you explore more rooms, you are shown how they sit in relation to each other.

In addition to this new view, you do not have to be a standard, generic character any longer. You also have ability scores, called stats. Six variants are included which you can choose from, or you can build your own. If you choose one of the variants or build your own, you can also choose your character's sex and name.

As is usual in Zork games, you start out with nothing but a pack on your back and this time, a zorkmid in your pocket. A zorkmid is a coin. Along the way, you will have to use your wits to take things that could be useful to you on your quest.

Included in the manual are a list of creatures and plants, all of which you will encounter on your travels through the world of Zork. It would be wise to read about them and use the information you find.

While this feels like a very unusual Zork game compared to the earlier versions, it is a stepping stone to the newer Zork games such as Zork Grand Inquisitor and Return to Zork. And, more to the point, it is a worthy successor to the Zork legacy. ~ Lisa Karen Savignano, All Game Guide

Review: Graphics

None, really. ~ Lisa Karen Savignano, All Game Guide

Review: Sound

None. ~ Lisa Karen Savignano, All Game Guide

Review: Replay Value

Once you have solved the game, there is little reason to replay. ~ Lisa Karen Savignano, All Game Guide

Review: Documentation

Includes a monster and plant compendium and a few hints. ~ Lisa Karen Savignano, All Game Guide

 
 
Wikipedia: Beyond Zork
Beyond Zork
Beyond Zork game box cover
Developer(s) Infocom
Publisher(s) Infocom
Engine Z-code version 5
Release date(s) Release 47: September 15, 1987

Release 49: September 17, 1987

Release 51: September 23, 1987

Release 57: December 21, 1987

Genre(s) Interactive fiction
Mode(s) Single player
Platform(s) Apple II, Apple IIGS, Atari ST, IBM PC, Commodore 128
Media 1 3½" floppy disk

Zork universe

Zork games

Zork Anthology

Zork trilogy

Zork IZork IIZork III

Beyond ZorkZork Zero

Enchanter trilogy

EnchanterSorcererSpellbreaker

Topics in Zork

Encyclopedia Frobozzica

Companies

Miscellaneous

Beyond Zork (full title: Beyond Zork: The Coconut of Quendor) was an interactive fiction computer game written by Brian Moriarty and released by Infocom in 1987. It was one of the last games in Infocom's Zork series; or, rather, one of the last Zork games that many Infocom fans consider "official" (titles such as Zork: Nemesis and Zork Grand Inquisitor were created after Activision had dissolved Infocom as a company and kept the "brand name"). It signified a notable departure from the standard format of Infocom's earlier games which relied purely on text and puzzle-solving: among other features, Beyond Zork incorporated a crude on-screen map, the use of character statistics and levels, and RPG combat elements. It is Infocom's twenty-ninth game.

Plot

The player explores the Southlands of Quendor somewhat aimlessly at first. Soon, however, a task is bestowed by the Implementors, a group of godlike creatures jokingly based on Infocom's game designers. The Coconut of Quendor, an incredibly powerful artifact that embodies the whole of Magic, has fallen into the claws of an unspeakably foul beast: an Ur-grue. Rumoured to be the spirits of fallen Implementors, Ur-Grues can surround themselves in a sphere of darkness that only sunlight can pierce. The player must recover the Coconut from this monster's grasp or face the unthinkable consequences.

Feelies

Almost since the company's beginning, Infocom's games included "extras" (called feelies) in the packages, often serving a dual purpose of entertainment and copy protection. Beyond Zork is no exception. The game package contained:

  • A large fold-out map of the "Southland of Quendor"
  • A small book titled The Lore and Legends of Quendor, a field guide of sorts to the flora and fauna of the area (several entries contained information necessary to defeat or incapacitate creatures in the game)

Notes

Beyond Zork bears many similarities to a simplified role playing game or Multi-User Dungeon, particularly in the implementations of character statistics and levels. The "attributes" that affected the character were endurance, strength, dexterity, intelligence, compassion, and luck. These attributes could be manually allocated by the player at the beginning of the game or randomly set by the computer. Additionally, there were several preset characters that could be used. The values of these attributes affected combat and other aspects of the game; the values could be changed by gaining experience levels, eating or drinking certain things, or wearing or using certain objects. (Humorously, repeated typing of profanities would lower the player's intelligence.)

Many locations, creatures and events encountered in other Zork games were referenced in Beyond Zork.

A short section of the game involves the magical land of Froon, "the setting for a series of beloved children's books by L. Frank Fzort, and later became a successful movie musical starring Judy Garlic." This is a not-very-subtle tribute to (or parody of) L. Frank Baum's The Wonderful Wizard of Oz.

Beyond Zork was one of 20 Infocom games bundled in the 1991 compilation The Lost Treasures of Infocom published by Activision.

Technical details

The game's biggest enhancement is the addition of an onscreen map, which shows the player's location in relation to the surrounding area. In addition, game navigation can be accomplished via mouse clicks on the map. Some other features of Beyond Zork previously unseen in Infocom's games include a number of magic items whose initial locations and descriptions are randomly determined, and area maps in which the same set "rooms" appear in random configurations. The game also includes the rare feature of semi-randomized combat, which Infocom had used before only in Zork I and, to a limited extent, Zork III.

Like Infocom's other games, Beyond Zork is platform independent and runs on a virtual computer architecture called the Z-machine. There were 4 versions of the game released in 1987, all using version 5 of the Z-machine. The game has 144 rooms and 77 objects, with a vocabulary of 1569 words and a total of 32778 opcodes.

Tagline

Hunt the Coconut of Quendor!

External links


 
 

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Copyrights:

Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia. This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Beyond Zork" Read more

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