Adventurer #01
31 декабря 1995 |
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Presentation - On the new game genre Adventure "Ship of Doom".
ADVENTURE 'C' SHIP OF DOOM Fatal SHIP =============== Authors: Artic Computing (C) 1982 The second program, which we present, was circumvented attention, we think, because of its venerable age and terrible interface. Once it was made complete Disk version, upgraded input / output, get something that meets in our view current requirements. This game in English. But you should not have this scare, because description of the game short and understandable. As we know, this program is the third in a series adventyurnoy. In the first (ADVENTURE 'A'), as far as is known, must be "... on an alien planet to find and free the trapped and powerless spaceship. "What should do ADVENTURE 'B' - is unknown. Likely to have it repaired. If anyone have any thoughts about this or the above programs - call, write, COME! So the plot. When the intelligence fly your ship was captured by the gravitational beam with alien craft. Your goal - to free your vehicle by pressing the control button on the main computer Hall. Do not confuse this button with ESCAPE BUTTON, which will fall to you in the first location. ESCAPE BUTTON need to fly, and managing Konopka - to turn off the gravitational beam. So, make sure of the uselessness ESCAPE BUTTON go south and take away aboard an alien ... To take key, located under the lid, you need a screwdriver ultrasound SONIC SCREWDRIVER. But it still needs to be assembled from parts scattered throughout the ship. With you constantly robot FRED, which sometimes gives smart tips or useful information. Need to say about governance. The program only understands design: "Verb + noun" or "verb". In addition, a different perception of the name of some items. Ie If you see ANDROID MAN, you should check which part of the name of the program understands (ANDROID or MAN). Unfortunately, the program has no equivalent command LOOK. Rather, the team is there, but She serves as EXAMINE. And in order to recall a description of the location, need to get out of it and enter again. Most big problem is not guessing, and selection of readable phrases. Example: you have the key KEY, and you see keyhole KEYHOLE. Logically suggest that we must insert a key: INSERT KEY. Here the question arises: INTO WHAT? Do not attempt to try to be clever, such as INSERT KEY INTO KEYHOLE. Just specify: INTO HOLE. Besides, sometimes you have to specify what to give, and sometimes - to whom. Check experiment. GOOD LUCK! *
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