Beyond Zork - Commodore Magazine, May 1988

Started by Blacklord, October 21, 2007, 09:09 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Blacklord

Beyond Zork
By Russ Ceccola (Commodore Magazine, May 1988, pages 22-23, 105)

Bold moves can meet with either success or failure in the entertainment industry. As one of the first feature films to use color, The Wizard of Oz became a classic. However, recent attempts at box office success by using stars of the past proved disastrous in King Kong Lives and Jaws: The Revenge. The computer and software industry is also susceptible to such laws of chance.

Last October Infocom held their breath in anticipation of audience reaction as they released their most innovative work of interactive fiction ever, Beyond Zork, which combines interactive fiction, an enhanced user interface and a role-playing element that assigns seven attributes to each character you create for the game. What the Cambridge-based company didn't realize is that they would be releasing the most addictive, playable and challenging adventure of the year, the success of which will last into 1988 and beyond.

Beyond Zork's uniqueness lies in its interface between the computer and its user. The game takes full advantage of the processing power, keyboard layout and peripherals of every computer for which it has been translated. In the Commodore 128 version, you can use the keypad for movement and the function keys as substitutes for commands, and you'll marvel at the intelligent use of windows and graphics capabilities.

Game implementor Brian Moriarty remarked, "The reason for the interface is to use the full power of the machine as well as to make Beyond Zork easier to play. One of the two best-looking versions of the game is the Commodore 128 version. It has good color, graphics use and full support from the machine."

At the start of the game, an introduction is given which details a conversation between the Guild of Enchanters, in the form of lizards, newts and salamanders, and Y'Gaell, a woman wise in the ways of the Zorkian universe. She describes how someone must be sent out on a quest in search of the fabled Coconut of Quendor, which contains all the wisdom of the Age of Magick and is guarded by the Implementors deep underground. The Coconut must be recaptured so that the knowledge it contains will last beyond the Age of Magick, beyond the Age of Science and beyond Zork. That someone is you.

What you don't realize is that you must use all of the knowledge that you accumulate in Beyond Zork to achieve your goal. Although playing previous games in the Zorkian universe, which include the three Zorks, the three Enchanters, and Wishbringer, is not at all necessary, you will more thoroughly enjoy all of the innuendos, characters, objects and places in Beyond Zork if you have. When asked why he decided to do Beyond Zork, Moriarty replied "We thought it was time. We hadn't done a Zork in five years (it's been that long since Zork III) and hadn't visited the Zorkian universe since Spellbreaker. 'More Zorks!' is all we ever hear from our fans -- it's the most suggested theme for a game."

Beyond Zork takes place in the Southlands of the Kingdom of Quendor. This region of the Zorkian Universe is a place "mentioned many times, but never actually visited in any of the Zorks or Enchanters," reported Moriarty. The game takes place at the same time that the character in Spellbreaker is going off in search of the white cubes and toward the end of the Age of Magick. Magic is losing its power and there are a lot of, as Moriarty put it, "scared enchanters who have been turned into reptiles wondering 'Now what are we going to do?'"

It's not for the enchanters to worry about any more, for you are the one who must undertake the quest for the Coconut of Quendor. Moriarty told me "The Coconut is an old joke around here. It's mentioned in Spellbreaker on one of the cards and in Wishbringer in the poem." To help you in your quest are an assortment of features implemented by various keys on the Commodore 128, as well as a set of new commands. Also, an on-screen map using boxes as locations shows the places closest to you and the directions you must move to get to them, by using lines to connect the boxes.

The on-screen map proved to be the most useful feature for me in playing Beyond Zork. I didn't have to spend time to draw out a map and instead wrote down only important pieces of information, such as what a magic item did or how much it was worth. Although Moriarty was happy that I found the map so useful, he told me his original intention: "The map wouldn't be used as a substitute for, but instead as a guide to, mapping the game. It shows the exact spacial relationship of locations in the game. The map seems to be the most-liked feature of the new interface, and I'm glad that people have found it easy to use. I designed it to make the job of the die-hard adventuring mapmaker easier."

In addition to the on-screen map, Beyond Zork contains a lot of features never before collected in one entity. The Commodore 128 version allows the use of the numbers one through nine on the keypad as the directions of the compass, with the number five used to go up or down. The eight function keys can be defined to execute a command or group of commands when pressed. I found that because there are not really eight function keys, but four dual-purpose keys, it is best to define the most-used commands for the odd-numbered keys which don't require the use of the SHIFT key.

An assortment of new commands lets the player vary the conditions under which Beyond Zork can be played. COLOR allows you to change the colors of the screen and characters. DEFINE accesses the function key defining mode. MODE allows players to toggle the enhanced window-using screen and the normal, all-text formats in which to play the game. MONITOR toggles the option to display the character's endurance in battle. NOTIFY toggles the option to display when character attributes change. SETTINGS accesses the screen that displays more game options, such as producing a transcript of the game on your printer or receiving shorter descriptions of locations.

STATUS displays all of the character attributes. ZOOM switches between two views of the on-screen map: a more detailed version with a smaller number of "rooms" and a version that depicts more locations in the same screen area -- in effect, zooming out from the first view. PRIORITY lets you choose whether you always want the inventory or attributes of your character to appear on the screen. NAME is one of the neatest commands in that it allows you to give a new name to objects and characters. This command is one of my favorite parts of Beyond Zork and allowed me to kill off many an enemy by renaming the monsters (i.e., "Tipper Gore" the hellhound).

Another major element of Beyond Zork that makes it so successful is use of attributes/qualities for your character, in an attempt, as Moriarty stated, to "attract the role-playing people to interactive fiction. Instead of having just one score, you have seven, and you have to balance these different attributes, much like in a role-playing game." These attributes are: Endurance, Strength, Dexterity, Intelligence, Compassion, Luck and Armor Class.

By performing various actions in >Beyond Zork, these attributes rise and fall. You must, in the course of playing the game, make these attributes as high as possible in order to face the greater challenges of the game. Typical of Moriarty's humor, which permeates the game from the cover of the box to the finale, is the reduction of your Intelligence by a point if you use any "four-letter words."

Yet another unique aspect of Beyond Zork (how many can there be?) is the use of randomly-generated geography and objects throughout the game. Each game is different because of this randomness, contributing to Beyond Zork's high replay factor. Different areas of the game are generated right before entering them and various items are given different names, so another part of playing Beyond Zork involves finding out what these objects do and navigating this changing terrain. Don't restart a game from the beginning, because then all the maps you've drawn and uses of objects you've found will be useless.

Moriarty commented, "Randomness was an interesting experiment. It split the old-timers who liked static adventures and the newcomers who like the degree of mystery in what comes next in the game. If I would do it again, I would make the game more random. Before you enter certain areas, they don't even exist. The monsters are smart, once the geography is generated, they run around in it."

Beyond Zork offers a lot to the adventurer. Because of the size of the game, you can wander for hours, getting acquainted with the Southlands. Moriarty offered, "You can play Beyond Zork as a role-playing game, a magic-oriented game, a hack-'n-slash game or an exploring game or simply try to reach the end of the game. There are also whole planes of reality in Beyond Zork."

Included in each Beyond Zork package is a handsomely-illustrated book entitled The Lore and Legends of Quendor as well as a meticulously-drawn map of the Southlands of Quendor. The book is necessary to finish the game, because of all the information it contains about various characters and objects, such as spenseweed, Pheebor, the ur-grue, the monkey grinder and the dust bunny. Commenting on the new characters in Beyond Zork, Moriarty said, "The two favorites of players are the monkey grinder and the cruel puppet. A personal favorite of mine is the cruel puppet."

Because of the vast number of places, objects, monsters and characters, I won't spoil them by describing them to you. I'll let you find them out for yourself. There are simply too many to touch upon in a review of this size, but suffice it to say that you won't be disappointed by Beyond Zork, an adventure in the classic meaning of the word. If you think that Beyond Zork may be too challenging or too simple, let some words from "Professor" Moriarty put you at ease: "I was frantic that I wasn't putting in enough puzzles until one day it dawned on me that I had put in far too many. However, there is a good mix of puzzles -- hard ones like the arch puzzle and easy ones like the amulet puzzle."

Beyond Zork may just have set a precedent in the software industry for adventures of all kinds, text and otherwise, because of its dependence on a strong story with captivating elements that uses both the creativity of the player and the computer it is played on to come to life. If you call yourself an adventure game fan, Beyond Zork is a must. After having played five different Beyond Zork games and annually replaying the Zork series like most others reread certain books, I can honestly say that it is destined to become a classic. Moriarty spent exactly one year and three days in readying Beyond Zork for a discriminating world. His careful work is evident throughout the game and must be experienced to be believed.

Hints
These are some hints on how to play Beyond Zork -- a guide written in hindsight after playing Beyond Zork for 40-50 hours. If you follow these tips, your stay in the Southlands of Quendor will be more enjoyable and less tedious:

    * Kill the eldritch vapor in the Moors first. He steals items, and if you haven't killed him you'll become quickly annoyed every time you go through the Moors.

    * Write down what each item is worth to the old women in the shops. Separate them into magic items, weapons and clothes/miscellaneous for easier game play and instant reference.

    * The higher the intelligence, the easier it is to determine the name that activates a particular scroll or potion. Keep this in mind in creating a character.

    * There are a lot of unusual and different creatures that you'll meet in Beyond Zork. Some include: giant spider, slug, guttersnipe, giant bloodworm, crocodile, hellhound, rat-ant and most of the creatures in the book. Some are friendly, some are out for blood. Two or more are usually guarding a certain location together. Some example groups are: eldritch vapor/guttersnipe, rat-ant/discipline crab/skeleton, cruel puppet/hellhound, bloodworm/crocodile, and giant spider/slug/dust bunny/dorn. Each creature has its own peculiarities. Figuring them out is half the fun.

    * While in battle, if your endurance is very low and you have an escape route, run and wait somewhere safe until your endurance is back to normal. Only then should you try to attack the creature again. Otherwise, save the game and keep restoring and fighting until you kill the monster.

    * In every game you play, the scrolls, potions, stave/stick/staff-type objects and other magic items have different purposes. Take them to the old woman in the Magick Shoppe as soon as you can to find their purposes.

    * You need greater dexterity to get something in the wine cellar. The answer lies in The Lore and Legends of Quendor and in close examination of every room. The descriptions of room locations in Beyond Zork are sometimes of things necessary to your quest, but don't list them as objects. Read carefully!

    * The Lore and Legends of Quendor contains hints about creatures and other things in Beyond Zork; without this knowledge you can't finish the game.

    * Take careful note of what the old women in the shops say about the items that you bring to them for examination. The three shops you need to visit are: the Magick Shoppe in Gurth City, the Boutique in Mizniaport and the Weapon Shop in Accardi-by-the-Sea.

    * Some magic items that you need may have to be bought from the Magick Shoppe. Most items that are useful in the earlier part of the game are found during your travels.

    * Most magic items like staffs, sticks and rods give you only three tries to use them. You can only call upon the magic from scrolls and potions once.

    * Not all creatures require a sword, dagger, club or other weapon to defeat them. Some other items may be perceived as "weapons" to them.

    * The lighthouse is a good combination of combat and use of your brain power. There is a monster on every level to give you a real challenge.

    * Some magic items aren't necessary to finish the game. They're put in as red herrings -- only good for getting you more zorkmids. The Scroll of Mischief and the Scroll of Fireworks are such items. Save the game and try them for fun.

    * Using rod/staff/stave-type items reduces your strength. Make sure that you have enough strength before using them.

    * Author Brian Moriarty has used several names of Infocom staff members in various places in Beyond Zork. Chances are that if you see a strange name, it might be that of an Infocom staffer.

    * When you sell something back to an old woman after using it, she'll only give you half of what you paid for it. No haggling is possible. Also, she'll charge you double for any item that you wish to buy back.

    * Note carefully what effect the giant onion has. Perhaps one of your nemises could be affected in the same way.

    * Without a doubt, you should be using the F7 function key (ATTACK MONSTER) very often. It saves a lot of typing. Also, programming one of the keys to type ASK WOMAN ABOUT saves your fingers.

    * When monsters are defeated, they don't return. After the battle, you won't need any special items that you've used to defeat them.

    * Read the labels on all scrolls and potions before using them. They may contain special instructions.

    * To enter the gondola from either the dock or a tower platform, type GET IN GONDOLA. To get onto the platform, type JUMP ONTO PLATFORM.

Beyond Hints
Warning: Consult these hints only if you're really stuck. They will get you a little further in the game but are useless if you don't have any of the items I've mentioned, haven't seen the monsters or haven't encountered the situations. That means that you haven't explored enough on your own yet!

    * Kill the slug by putting salt on it. Logical, huh?

    * Kill the dorn by cutting the giant onion and attacking the monster while it is defenseless.

    * Read the runes on the amulet through the wine bottle and use the amulet to get out of the wine cellar.

    * Kiss the unicorn's horn to increase luck. This is another example of why you should read The Lore and Legends of Quendor carefully.

    * Use levitation to release the unicorn, get the saddle and save the baby hungus.

    * Use the rug to defeat the dust bunnies.

    * Use the sea chest to defeat the monkey grinder.

    * Look at the discipline crab's throne carefully.

    * To move the onion, imagine that it was a giant beach ball. How would you move such a thing?

    * The sea chest is a gateway to the Plane of TransInfinite Splendor. But do you really want to go there?

    * To help the pterodactyl, you need the hurdy-gurdy from the monkey grinder, spenseweed and the magic saddle.

    * Hide the footprints of the minx to save him from the hunters and increase your compassion. Use the minx to get something else you need.

    * To get the jewel from the idol, anger the mother hungus by attacking her baby and have her follow you into the idol's maw. Try to get the jewel, teleport yourself out of the maw with some magic and use inversion on the mother hungus.