Beyond Zork: The Coconut of Quendor

Posted by Matthew Murray.
First posted on 31 March 1999. Last updated on 13 August 2009.
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Beyond Zork: The Coconut of Quendor is a game that works very hard to bridge the gaps between the Zork and Enchanter trilogies. Rightly regarded as among the most distinctive games from Infocom, Beyond Zork: The Coconut of Quendor's innovations are many, and its successes plentiful. Though it does not achieve complete success as the adventure/role-playing hybrid it aspires to be, it is…

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Previous Comments

Randomized combat was the biggest problem for me in this game, far more than in Zork 1. Beyond Zork has an "undo" feature that fails when it's needed most, when the player is facing a monster, and especially when the player is cornered by a monster in a random maze. Saving was always necessary before combat.
This was remedied when I used FROTZ to play Beyond Zork, and I could use the FROTZ hotkey to undo, rather than BZ's "undo" command.

By Steve E • On 21 April 2002 • From Somewhere

I went back to the guestbook, and realized that it wasn't entirely on Beyond Zork: The Coconut of Quendor. My bad. :-)

By Ben Sweeney • On 29 September 2000 • From Somewhere

I have actually spent hours on end playing this game, before we got a more advanced computer, with our old Apple //c. It was one of the few games I really enjoyed, and still like text adventures best. I would find myself immersed in the game entirely, oblivious to the time, trying to solve intricate puzzles and beat ingenious monsters. I think it was actually the best game of its kind, but as this site's review said, it wasn't a major leap in role-playing. The only thing I never enjoyed about the game is that since all copies I have been able to find are old and used, I would be plagued with Internal Errors. Besides this, It would be my nearly-perfect game.

By Ben Sweeney • On 29 September 2000 • From United States