Adventurer #13
31 марта 2002
  Игры  

Presentation - new game from Studio Stall - opener.

<b>Presentation</b> - new game from Studio Stall - opener.
     (C) Stanly / Studio Stall


         . I.n.t.r.o.


     I wanted to do something. I'm attracted to this people, 
and together we have made game. What was intended at first, and 
then that was the result - two different

things. But I do not regret it. Turned
even better.

     But the game itself is not sufficient information, so I 
doskazhu missing. So read it ...



     . O.t.k.r.y.v.a.sh.k.a.


     It is a pity that the diary of the game was
lost somewhere in the middle of the process, so
exactly how I wanted to give him, instead of text. In his diary 
reflected the many interesting facts. 

     Were ...

     I will not retell the contents of
diary. I will not describe what happened during the writing of 
the game that slowed time. Why? I'll tell you what remains to 
this day. 

     Yes, the game was written as a mockery
contemporary scene. Not demoscene, and Spectrum scene in 
general. We specifically did so that the game no one would 
play. Zero information. Zero sense. Null ideas. And many small 
but annoying chips, which are constantly thwarted, distracted, 
nervous. 

     We did not write the game impassable, no.
All levels have been covered by me personally. At the level I 
am reckoning on the basis of its own success. We have written a 
game that nobody would play. 

     The sequence of the plot limps on
both legs, both arms and one head (mine).
Looking intro, reading the info, playing in
game and looking outro, you can absolutely
do not see any connection between them. The impression that the 
authors simply took the word 'can opener', and hung on him

All that came to mind. I hasten to dispel
such an opinion - about the way it was.

     We tried ...

     We did not want anyone to know
what we are doing the game. We do not want to call
terms, since these terms all the time shifted. We were not even 
sure that the game be done.


     Creating a game depended only on
us. Why talk about creating the game and hope for the support, 
if we know that the support would not be? The only motivation 
was our desire to do so we have not promised anything. Because

desire could abyss. A break off people waiting game, we do not 
want. Him without have broken off, and not once.


     Generally, this game - sort of statement 'bird in the hand 
is better than a pig under my pillow. " If no one wants to do

normal game, scoring on their design, you'll get here is. 
Obtain and sign it. This does not apply to those who

still makes the game until the end, no matter how
They have not received, not hoping for a reward.

     We made a game for yourself. In the first
all for himself. Just to make.
The game served as a kind of experiment.
And we did we need the conclusions that you know is not 
necessary. Based on the findings of etoh, or we will not

will do the next project. But in any
case, no one will know what we're working.

     And what about work at all, despite
my optimistic statements, our
activity is at issue. But
our problems. So what to expect from us
More projects are probably not worth it, though it
your business, you want to - wait, you want - no.

     I promise nothing will. E-mail
me, and we will discuss the feasibility of our
further action. Or better still, nothing
Do not write and leave it at our discretion.

     I do not care ...


          . K.o.d.o.n.


     And in conclusion, I wish to say that
our game is not without its hidden parts, passwords and other 
things. For the sake of Inters can dig it. Although, of course, 
if you do not like the game, and it does not delve into worth 
it. I also want to thank CyberPunks Unity. Yo, guys, Decl Loh, 
and your Journal - rulez.


     Okay, it's time to round out and this
text. However, I bid you farewell ...

     Happy End!






Other articles:

From the authors - help: a description of the shell magazine.

From the authors - the contents of the new magazine.

From the authors - Forever young, or the Spectrum in the new millennium. Call Jam / XPJ to save the log ZX Power.

From the authors - The authors of the magazine.

Presentation - new game from Studio Stall - opener.

Presentation - the new font editor Hewly Font Editor.

Presentation - A new version of the music editor of Sound Tracker Pro.

Presentation - a program for optimization of black and white images skonverchennyh with a PC.

Presentation - ASCII graphics editor for directories in the TR-DOS.

Presentation - "Bard's Tale Merger Programm" - a program to manage shipments of the game Bard's Tale.

Interface - News from: Placebo, Brain- wave, Phantom Family, Volga Soft, Studio Stall, Gogin, Anarchia, Image Crew, Hackerz 'Design Software, Peters +, Fatal Snipe, Ellipse.

Interface - see what tusni are scheduled for Speccy freaks vtechenie year: Forever 3, ASCII ^ 2002, 2nd International Sinclair Sam days, Millenium 1902, Twilight Demoparty 2002, Syndeecate Demoparty 2002, Paradox 2002, CaFe 2002, Chaos Constructions 2002.

Interface - a letter reading rooms: NoViSeT / Brutal Creators, Di / LSg, Moroz1999, Shame / Madness Technology, Cannibal / Techno Lab.

Interface - "for the market to answer!" Russian language is so "Great and powerful", that well use it, unfortunately, is given not for everyone.

Interface - Overview of Windows like shells and systems for ZX Spectrum.

Interface - City of Dzerzhinsk and its Spectrum inhabitants.

Exchange of experience - How to write a 3D game such as DOOM.

Exchange of experience - Floyd-Steinberg method for converting images from a larger number of colors in the least.

Exchange of experience - an unscientific Algorithm for Random Number (RND).

Exchange of experience - Direct Programming General Sound.

Exchange of experience - work with the western disk systems MDOS and MD02.

Chaos Construction 2001 - an interview with Raid.

Chaos Construction 2001 - an interview with Stanly / Studio Stall.

Chaos Construction 2001 - an interview with Gogin (Hacker Smir).

Chaos Construction 2001 - an interview with the Constellation Team: Screamer, Kot, Justinas.

Chaos Construction 2001 - Interview with EYE-Q: Organism, Time Keeper, Mr. Wizard.

Chaos Construction 2001 - an interview with Justionas / Constellation.

Chaos Construction 2001 - an interview with the Moscow encoder Asman / Proxium.

Chaos Construction 2001 - intevyu with Vivid, Megus, Tiggr of Brain-Wave.

Chaos Construction 2001 - an interview with Stingrey and Steep from Izhevsk.

Chaos Construction 2001 - an interview with amizhnikom and organizer CC - Big Black.

Chaos Construction 2001 - an interview with the encoder from Ulyanovsk Faster / TNL.

Chaos Construction 2001 - an interview with Cyberfreak (mooh).

Chaos Construction 2001 - an interview with Ming spektrumistom Equator / PHD.

Chaos Construction 2001 - mini interview with Kano.

Chaos Construction 2001 - an epic dispute: Vivid VS Sairoos, Chanks VS Multicolor, Dogma VS Triptomine Dream.

Chaos Construction 2001 - an interview with Maddy and Drv53b6 of the Phantom Family.

Chaos Construction 2001 - an interview with the Paracels and Sairoos of Placebo.

Chaos Construction 2001 - an interview with Pheel and EA from Antares.

Chaos Construction 2001 - continuation of the epic dispute between megakoderami Vivid and Sairoos.

Chaos Construction 2001 - a detailed report from the CPU.

Promotion - Another shattered dream or a description of the "500 games" - where truth and falsehood.

Promotion - the story creators of the game Star Glider 2 - Steven dunn / Software developement and design.

Promotion - Dizzy in a dungeon or omelette again did not turn out: short story for the game Dizzy Unterground.

Promotion - description of the game "Talisman" - RPG with elements of arcade.

Iron - the modified scheme IDE-HDD adapter.

Ottyag - clean ottyag: Children's self-made newspaper Bird Kar Kar. "

Ottyag - intro: We will not pull the cat by the balls and start with the run ...

Ottyag - Army Suxx or How zakosit from the army, if you are completely healthy.

Ottyag - the depth of a gloomy world outlook Maxima Magnet ...


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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В этот день...   21 November