Beyond Zork
Encyclopedia
Beyond Zork 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.
The game, Infocom's twenty-ninth, was available on the Amiga (512kb)
, Apple (128kb)
, Atari ST
, Commodore 128
, and IBM (192kb), and the Macintosh (512kb)
computers.
—the term "Ur-grue" combines the German prefix ur- signifying "original" and "grue"—as well as the source of many other evil monsters. He is said to have originated as the shade of a "fallen Implementor". This is a reference to Satan
, since Infocom
frequently made metafiction
al references to the "Implementors" as the creator-gods
of the Zork setting, "Implementor" being the preferred in-house term for a game designer.
The Ur-Grue character in Beyond Zork may be a reference to Brian Moriarty
himself, the creator of the game, who is notably absent from the game's portrayal of an "Implementors' Luncheon", where each Implementor is recognizably based on a member of the Infocom staff. His persona as the progenitor of grues and creator of monsters may be linked to his role as the creator of the games' challenges, Infocom having long made joking references to grues' being the foremost example of the Implementors' capricious, sometimes nonsensical design decisions.
The Ur-grue is revealed to be the primary villain of the story. The player, sent to retrieve the Coconut of Quendor from the Implementors, arrives at the Implementors' Luncheon on the Ethereal Plane of Atrii only to find he has been followed by the Ur-grue in shadow form, who takes the opportunity to steal it for himself. The player must then venture into the Ur-grue's extensive underground lair and retrieve it.
The Ur-grue is shown to be a dungeon master
of sorts, controlling huge parts of the Zork underground and having accumulated an enormous hoard of treasure, of which the Coconut is his crowning acquisition. He has not only an army of grues at his disposal but also bizarre creatures of evil such as Lucksuckers, spirits who attack the player by draining his good fortune (reducing his Luck stat). The Ur-grue himself is surrounded by a pool of magical darkness that is capable of overcoming and destroying all artificial light sources, and is therefore only vulnerable to pure sunlight—the player, therefore, can only best him by using a series of mirrors to transmit a beam of light at him from outside the dungeon.
After doing so, the Ur-grue's shadowy form is dissipated revealing what may be his true form, that of a broken, withered old man. It is implied that the Ur-grue cannot survive long in this form and must possess others' bodies, like a demon
, in order to survive—he attempts to possess the player. If he succeeds, a negative ending is revealed where the possessed player-character finds and strangles baby grues until he finds one strong enough to hold the Ur-grue's essence, implying that the Ur-grue's usual shadowy form is an enhanced version of a grue's body.
If the player's Compassion stat is high enough—represented by having done enough good deeds throughout the game—the Ur-grue is shown to be unable to possess the player, his evil apparently unable to coexist in the same body with an extremely pure or virtuous spirit, and the Ur-grue's old man form fades away. Whether this means the Ur-grue was permanently destroyed in this encounter is unclear, as is the possibility of others of his kind existing somewhere in the world, although, being magical in nature, it seems unlikely any Ur-grues could survive in Quendor following the Great Change.
s) in the packages, often serving a dual purpose of entertainment and copy protection
. Beyond Zork is no exception. The game package contained:
that the game is running on supports mouse input.
In addition, the game continued the Zork
series' early use of procedural generation
in videogaming. A number of magic items have initial locations and descriptions that are randomly determined, and some sections of the area map are randomly reorganized, each time a new game is played. Role-playing game
-like elements are also present in the combat, including the concept of hit points and character statistics. Infocom had used these concepts before only in a rather limited way in Zork I
and 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.
was pleased with some of Beyond Zorks features, particularly the ability to define macros and bind them to the function keys. The randomness of the game was described as frustrating, particularly as maps and item properties randomize upon restoring a previous game save. The review concluded by describing Beyond Zork as "a curious hybrid... mostly tough Infocom adventure with a patina of role-playing elements."
The game was reviewed in 1988 in Dragon
#132 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 5 stars.
Interactive fiction
Interactive fiction, often abbreviated IF, describes software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives and as video games. In common usage, the term refers to text...
computer game written by Brian Moriarty
Brian Moriarty
Brian Moriarty is an American video game developer who authored three of the original Infocom interactive fiction titles, Wishbringer , Trinity and Beyond Zork: The Coconut of Quendor ....
and released by Infocom
Infocom
Infocom was a software company, based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced one notable business application, a relational database called Cornerstone....
in 1987. It was one of the last games in Infocom's Zork
Zork
Zork was one of the first interactive fiction computer games and an early descendant of Colossal Cave Adventure. The first version of Zork was written in 1977–1979 on a DEC PDP-10 computer by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling, and implemented in the MDL programming language...
series; or, rather, one of the last Zork games that many Infocom fans consider "official" (titles such as Zork: Nemesis
Zork: Nemesis
Zork Nemesis: The Forbidden Lands is a 1996 graphical adventure game developed by Zombie Studios and published/edited by Activision. It is the eleventh game in the Zork series, and the first such title not to appear under the Infocom label...
and Zork Grand Inquisitor
Zork Grand Inquisitor
Zork: Grand Inquisitor is a graphical adventure game, developed by Activision and released in 1997 for the IBM compatible PC and Macintosh . It builds upon the Zork and Enchanter series of interactive fiction computer games originally released by Infocom. The cast includes Erick Avari, Dirk...
were created after Activision
Activision
Activision is an American publisher, majority owned by French conglomerate Vivendi SA. Its current CEO is Robert Kotick. It was founded on October 1, 1979 and was the world's first independent developer and distributor of video games for gaming consoles...
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
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...
combat elements.
The game, Infocom's twenty-ninth, was available on the Amiga (512kb)
Amiga
The Amiga is a family of personal computers that was sold by Commodore in the 1980s and 1990s. The first model was launched in 1985 as a high-end home computer and became popular for its graphical, audio and multi-tasking abilities...
, Apple (128kb)
Apple II series
The Apple II series is a set of 8-bit home computers, one of the first highly successful mass-produced microcomputer products, designed primarily by Steve Wozniak, manufactured by Apple Computer and introduced in 1977 with the original Apple II...
, Atari ST
Atari ST
The Atari ST is a home/personal computer that was released by Atari Corporation in 1985 and commercially available from that summer into the early 1990s. The "ST" officially stands for "Sixteen/Thirty-two", which referred to the Motorola 68000's 16-bit external bus and 32-bit internals...
, Commodore 128
Commodore 128
The Commodore 128 home/personal computer was the last 8-bit machine commercially released by Commodore Business Machines...
, and IBM (192kb), and the Macintosh (512kb)
Macintosh
The Macintosh , or Mac, is a series of several lines of personal computers designed, developed, and marketed by Apple Inc. The first Macintosh was introduced by Apple's then-chairman Steve Jobs on January 24, 1984; it was the first commercially successful personal computer to feature a mouse and a...
computers.
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.Ur-grue
Beyond Zork introduces the "Ur-grue", a being which game materials describe as the progenitor and ruler of the monstrous race of gruesGrue (monster)
A grue is a fictional predator that dwells in the dark. The word was first used in modern times as a fictional predator in Jack Vance's Dying Earthuniverse ....
—the term "Ur-grue" combines the German prefix ur- signifying "original" and "grue"—as well as the source of many other evil monsters. He is said to have originated as the shade of a "fallen Implementor". This is a reference to Satan
Satan
Satan , "the opposer", is the title of various entities, both human and divine, who challenge the faith of humans in the Hebrew Bible...
, since Infocom
Infocom
Infocom was a software company, based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced one notable business application, a relational database called Cornerstone....
frequently made metafiction
Metafiction
Metafiction, also known as Romantic irony in the context of Romantic works of literature, is a type of fiction that self-consciously addresses the devices of fiction, exposing the fictional illusion...
al references to the "Implementors" as the creator-gods
Deity
A deity is a recognized preternatural or supernatural immortal being, who may be thought of as holy, divine, or sacred, held in high regard, and respected by believers....
of the Zork setting, "Implementor" being the preferred in-house term for a game designer.
The Ur-Grue character in Beyond Zork may be a reference to Brian Moriarty
Brian Moriarty
Brian Moriarty is an American video game developer who authored three of the original Infocom interactive fiction titles, Wishbringer , Trinity and Beyond Zork: The Coconut of Quendor ....
himself, the creator of the game, who is notably absent from the game's portrayal of an "Implementors' Luncheon", where each Implementor is recognizably based on a member of the Infocom staff. His persona as the progenitor of grues and creator of monsters may be linked to his role as the creator of the games' challenges, Infocom having long made joking references to grues' being the foremost example of the Implementors' capricious, sometimes nonsensical design decisions.
The Ur-grue is revealed to be the primary villain of the story. The player, sent to retrieve the Coconut of Quendor from the Implementors, arrives at the Implementors' Luncheon on the Ethereal Plane of Atrii only to find he has been followed by the Ur-grue in shadow form, who takes the opportunity to steal it for himself. The player must then venture into the Ur-grue's extensive underground lair and retrieve it.
The Ur-grue is shown to be a dungeon master
Dungeon Master
In the Dungeons & Dragons role-playing game, the Dungeon Master is the game organizer and participant in charge of creating the details and challenges of a given adventure, while maintaining a realistic continuity of events...
of sorts, controlling huge parts of the Zork underground and having accumulated an enormous hoard of treasure, of which the Coconut is his crowning acquisition. He has not only an army of grues at his disposal but also bizarre creatures of evil such as Lucksuckers, spirits who attack the player by draining his good fortune (reducing his Luck stat). The Ur-grue himself is surrounded by a pool of magical darkness that is capable of overcoming and destroying all artificial light sources, and is therefore only vulnerable to pure sunlight—the player, therefore, can only best him by using a series of mirrors to transmit a beam of light at him from outside the dungeon.
After doing so, the Ur-grue's shadowy form is dissipated revealing what may be his true form, that of a broken, withered old man. It is implied that the Ur-grue cannot survive long in this form and must possess others' bodies, like a demon
Demon
call - 1347 531 7769 for more infoIn Ancient Near Eastern religions as well as in the Abrahamic traditions, including ancient and medieval Christian demonology, a demon is considered an "unclean spirit" which may cause demonic possession, to be addressed with an act of exorcism...
, in order to survive—he attempts to possess the player. If he succeeds, a negative ending is revealed where the possessed player-character finds and strangles baby grues until he finds one strong enough to hold the Ur-grue's essence, implying that the Ur-grue's usual shadowy form is an enhanced version of a grue's body.
If the player's Compassion stat is high enough—represented by having done enough good deeds throughout the game—the Ur-grue is shown to be unable to possess the player, his evil apparently unable to coexist in the same body with an extremely pure or virtuous spirit, and the Ur-grue's old man form fades away. Whether this means the Ur-grue was permanently destroyed in this encounter is unclear, as is the possibility of others of his kind existing somewhere in the world, although, being magical in nature, it seems unlikely any Ur-grues could survive in Quendor following the Great Change.
Feelies
Almost since the company's beginning, Infocom's games included "extras" (called feelieFeelie
Infocom used the term feelie to refer to the extra content included with the boxed versions of their interactive fiction computer games. Feelies differed from game to game and were of the same theme as the game they came packaged with...
s) in the packages, often serving a dual purpose of entertainment and copy protection
Copy protection
Copy protection, also known as content protection, copy obstruction, copy prevention and copy restriction, refer to techniques used for preventing the reproduction of software, films, music, and other media, usually for copyright reasons.- Terminology :Media corporations have always used the term...
. 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)
Technical details
The game's most noticeable enhancement relative to its Infocom predecessors is the addition of an onscreen map to the heads-up display, 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, if the operating systemOperating system
An operating system is a set of programs that manage computer hardware resources and provide common services for application software. The operating system is the most important type of system software in a computer system...
that the game is running on supports mouse input.
In addition, the game continued the Zork
Zork
Zork was one of the first interactive fiction computer games and an early descendant of Colossal Cave Adventure. The first version of Zork was written in 1977–1979 on a DEC PDP-10 computer by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling, and implemented in the MDL programming language...
series' early use of procedural generation
Procedural generation
Procedural generation is a widely used term in the production of media; it refers to content generated algorithmically rather than manually. Often, this means creating content on the fly rather than prior to distribution...
in videogaming. A number of magic items have initial locations and descriptions that are randomly determined, and some sections of the area map are randomly reorganized, each time a new game is played. Role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...
-like elements are also present in the combat, including the concept of hit points and character statistics. Infocom had used these concepts before only in a rather limited way in Zork I
Zork I
Zork: The Great Underground Empire - Part I, later known as Zork I, is an interactive fiction computer game written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson and published by Infocom in 1980. It was the first game in the popular Zork trilogy and was released for a wide range of...
and III
Zork III
Zork III: The Dungeon Master is an interactive fiction computer game written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson and published by Infocom in 1982. It was the third game in the popular Zork trilogy and was released for a wide range of computer systems...
.
Like Infocom's other games, Beyond Zork is platform independent and runs on a virtual computer architecture called the Z-machine
Z-machine
The Z-machine is a virtual machine that was developed by Joel Berez and Marc Blank in 1979 and used by Infocom for its text adventure games. Infocom compiled game code to files containing Z-machine instructions , and could therefore port all its text adventures to a new platform simply by writing a...
. 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.
Reception
A review in Computer Gaming WorldComputer Gaming World
Computer Gaming World was a computer game magazine founded in 1981 by Russell Sipe as a bimonthly publication. Early issues were typically 40-50 pages in length, written in a newsletter style, including submissions by game designers such as Joel Billings , Dan Bunten , and Chris Crawford...
was pleased with some of Beyond Zorks features, particularly the ability to define macros and bind them to the function keys. The randomness of the game was described as frustrating, particularly as maps and item properties randomize upon restoring a previous game save. The review concluded by describing Beyond Zork as "a curious hybrid... mostly tough Infocom adventure with a patina of role-playing elements."
The game was reviewed in 1988 in Dragon
Dragon (magazine)
Dragon is one of the two official magazines for source material for the Dungeons & Dragons role-playing game and associated products, the other being Dungeon. TSR, Inc. originally launched the monthly printed magazine in 1976 to succeed the company's earlier publication, The Strategic Review. The...
#132 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 5 stars.
External links
- Beyond Zork overview and information
- Beyond Zork screenshots and review
- Scans of the Beyond Zork package, documentation and feelies
- Partial transcripts of Beyond Zork
- Infocom-if.org's entry on Beyond Zork
- The Infocom Bugs List entry on Beyond Zork
- The Dot Eaters page featuring a history of the Zork games and Infocom