Spectrofon #11
23 февраля 1995 |
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Expertise - Game "Swords & Sorcery". This is the predecessor of the popular role-playing games will surprise you with a vast game space, lots of monsters, monsters and witches.
EXPERTISE Today we present you the game "SWORDS ' SORCERY ", a genre D'D. It has created firm "MIDAS" for quite some time, but widespread in our country, this game has not received due to "unusual" control and menu system. It is a pity that such a masterpiece have not been given enough attention - in fact done by the authors grandiose work, resulting in which made the effect of "immersion in the virtual world" games. You probably will be pleasantly surprised abundance of all kinds of weapons that can be used, magic spells, which you to learn, and treasures you'll find in during the game. Add here three-dimensional image, a whole an army of monsters, a cascade of secrets and riddles - and the play "SWORDS ' SORCERY "will appear before you in all its splendor. - - - Dmitry Usmanov, 1995. SWORDS 'SORCERY PSS Before we talk about features of the game, deal with control. It is quite unusual and may even initially scare away beginners. All management of the program is six keys: "1" - rotate anticlockwise arrow. "2" - go ahead. "3" - rotate in a clockwise clockwise. "8" - to the left of the menu. "9" - the choice options. "0" - right on the menu. First run will be a little uncomfortable, but then you quickly get used to it, and soon it management would seem the easiest and most natural for this game. It should be noted that unfold in the game can only stand the center of the floor plate, so do not surprised if you click on Keys "1" or "3", your hero will go a little forward (this is due to three-dimensional image in program). When the game is loaded, you will see a primary menu - the line at the bottom of the screen. Flashing arrow to the right or left means that the menu bar is going in this direction. Traveling krsny marker options, you will be able to see them All: 1. DEFAULT GAME 2. LOAD GAME 3. NEW CHARACTER Consider these options: 1. DEFAULT GAME (pre- set up the game). This option allows for "quick Start - you will immediately find yourself in game, controlling the character of Name FLUBBIT THE DULL. This man is more inclined to physical combat, using traditional kinds of weapons, magic is not strong, has all the necessary warrior outfit. This option is good if you want to quickly get acquainted with the game, but if you choose to do it seriously, then you have to first train the character (this later). 2. LOAD GAME - get a deferred status. Do it only from the menu that appears only one time early in the game. 3. NEW CHARACTER (new character) - allows you to choose a the hero and bring him to his taste. When you select this option, You will be prompted for the future of adventure. Name entered directly from the keyboard, the maximum number of letters - 16. If you immediately press "ENTER", your hero will call FLUBBIT THE DULL. Once you choose a name for yourself, you will be offered services of 12 teachers who can teach you within 14 days. Each day you will choose a mentor who will develop your hero those or other qualities. Here's what they teach different teachers: YAMA - God of death in India mythology, Yama can teach you the secrets of death. This doctrine is not reflected in the Magic Numbers (about them later), but in my opinion, it helps to successfully hit the enemy in combat. BOG - this instructor teaches You are treated with a sword. Sword - the most powerful weapon in the entire game, therefore, education should have BOG'a pay a substantial part of the time. SCRAG - this teacher will Techniques you fight with a spear. If you decided to choose for themselves as weapons of sword, then this skill You do not need too. GROL - teach you how to make a regular staff formidable weapon against enemies. Such skill especially need witches but the game is a possibility operate separately in the magic and in combat, so that science is not is for you to the core. IVA VESTOV - it will help you improve health and develop physical strength. VILLA teach you the art of theft. Unfortunately, even giving this master all fourteen days, I was not able to confidently pick locks and remove the trap. The main positive quality after training at VILLA - simultaneous increase agility and instincts. JACK - increases agility. After taking a course in it, you'll be able to move significantly faster than their opponents. However, the more Things you carry, the slower you move. GRIVES - will teach you etiquette so necessary in small talk. May be due to the fact I once did not pay due attention to this subject, my conversations with the inhabitants usually ended in nothing. ISCATH - the wizard will teach You are fighting. Sometimes the punches are worth more than the most spectacular fencing techniques. VERNA - will teach you to easily transfer kick. Number of possible vitality in this increase. MERLOCK - most important, the my opinion, the teacher. He You will reveal the secrets of magic, without whose path to victory is simply impossible. HUBRIS - will be targeted to work with you to develop instincts and premonitions. On what the teacher you devote more time will depend on the success of the enterprise. Notice the font used in the program. Because of the abundance of jewelry he was difficult to read, especially easily confuse the digit "8" and "3". Difference clearly visible now, when the screen there are remaining until the end of training days. So, you've completed the course young fighter and mage, and can go towards the unknown. But before you go to castle, full of dangers, you will appear in the armory shop, where be able to choose their outfit. All calculations are made for local currency - dragon's teeth. At first, you have them for forty - you can buy everything you need. In the shop you will be offered: SWORD - the sword, he stands 20 teeth dragon (W) porazhyuschaya conventional power of the sword is 6 units. SPEAR - a spear, only 9 W His striking power - 4 unit. STAFF - Staff. It costs 16 W, and its striking power is also equal to 4 units. SHIELD - Shield. It can be used in combat, to reflect blows of the enemy. It is necessary to shield 15 W ARMOUR - armor. For them will have to shell out the forty teeth dragon. Armour, despite its considerable weight, allow dramatically increase their protective properties. HELMET - 7 W You will be able buy a helmet. Unfortunately, it is obviously not your size (it is not dresses), so wear it can only be as a decorative element. GOLD - gold worth 20 W But buying gold before going to the castle, full of treasures - at least silly. WINE - a bottle of the best wine 5 W Sometimes it helps a lot to quench thirst, but buy it all, we should not, in Castle you can not find one a bottle. PIE - a sweet cake for 8 W The castle is very little food, so no good stocks you are doomed to die of starvation. An interesting feature of this the shop is that the owner ready to forgive you the lack of money, and pay for those goods that You still have. Thus, you be able to buy armor for the last dragon's tooth. If you have not sufficed to that some money - do not worry, just around the castle lie and swords and wine - not necessarily buy everything here. But here's all the preparations are finished and you find yourself in a mysterious castle. This castle built a sorcerer by the name of Zob (ZOB), to store their wealth. To protect the treasures he peopled locking variety monsters, laid a trap and divide, to destroy the hapless wanderers. Your task - Collect the majority of the treasures develop your skills and find out of the castle. Fortunately, the invisible guide who accompanies the You have to walk on the castle, gives You the opportunity to start a new life Again, if you get killed. In this case, you start the game with the launch pad. Screen in front of you is divided into five parts: the top left - three-dimensional image of all What you see with your own eyes. The upper right-hand side - information. Usually there is shown map the current sector (quadrant) of the castle, with a schematic a picture of you all found the monsters, as well as all wandering monsters (at the beginning of their No, but they will appear after your the first death, or move in a different quadrant). In addition, this part of the screen displays Your status in the mode of "STATUS", as well as your energy and energy of the enemy in combat. Located in the center of the scroll, to derive some of the messages during the game, the names of the rooms that you visit, the conversations with other characters and etc. Two lines under the roll show the impact was something or other weapon or magic. The string "NOW HOLDING" indicates on an object at a given currently in the hands of the hero. At the bottom is a window Action - an extensive system menu allows you to implement variety of actions in game. The menu includes the following areas: 1. HIT 2. MAGIC 3. HANDLE 4. ACT 5. TALK 6. USE 1. HIT - hit. This submenu allows you to start the bout, the first kick. Going into it, You can choose a type of attack and defense. First Attack (ATTACK): 1.1.1. EXIT - exit to the main menu, while maintaining the previously selected type of attack. (This option is in absolutely all the submenus, so then I will not mention it.) 1.1.2. PUNCH - a punch. This option appears if you no weapons in their hands, and you decide work hand to hand. As I noticed his fists bad killed the creature with snake body (you meet a lot of varieties these monsters). But still, this way of attack is the least effective. 1.1.3. HACK - inflict slashing strike weapon. From such a blow difficult to dodge, but he often leaves only light scratches. 1.1.4. LUNGE - Apply thrust weapon. Get this attack on the enemy rather difficult, but the wound is serious. In addition to these types of attacks, there are others, but they apply only to the inhabitants of the castle against you. They are: 1.1.5. BITE - bite. Applied beastlike monsters Have a head cat, snake and etc. Snake bite is poisonous and can lead to disastrous consequences 1.1.6. THRUST, pierce stroke - the most dreadful blow which I had just seen. After such a piercing, I usually ended up nanizanym on the opponent's sword as a piece of meat on a skewer, and This is despite the shield and armor. Perhaps such a hit with time may appear in your menu if you reach a certain success in the art of combat. After selecting the type of attack, you fall into the selection of protection: 1.2.1. STAND - stand and do nothing. Attack the enemy while unrestrained. 1.2.2. SHIELD - cover shield - reduces the probability of getting your arms. Option appears only under the condition that on your arm wearing a shield. 1.2.3. RETREAT - running back. Character, which is installed this type of protection will tend to run off from the enemy, that often ends in a very sad. 1.2.4. ATTACK - attack the best way of defense. In this mode, each received a blow applied an adequate response to the enemy, that is, it is removed from the same units of energy. Therefore, often fighting in this mode ends with the death of both characters. ATTACK mode does not work against bites. 1.2.5. DODGE - dodge of a stroke. Makes use of thrusting lunge almost ineffective. 1.2.6. GRAPPLE - fight. Hampers the use of weapons. As in most other menu, in this you have not first is such a variety of options. But, with an increase in your skill, you will become available to all new and new opportunities. If you enter the menu, "HIT", Facing the enemy, and if enemy attacks first, the game goes into the bout. (You will be notified about this phrase in a book "PREPARE TO BATTLE"). Instead of map on the screen there will table "MEELIE" (fight). It is divided into two parts: the upper displays your status as a lower - the state of the enemy (THE MONSTER). The table shows the value of your life Energy (HITS) and the magical power (MAGIC). Below shows information about the required one protection (DEFENCE) and assault (ATTACK). The monster You can watch his energy and a way of fighting .. As is easily noticed, the inhabitants of the castle the word " takes as much energy in opponent. Lasts the majority of the monsters, although there are also such that indifferent to any magical attack. 2.7. WEACKNESS - weakness. Trbuet 7 One unit of magic and causes weakness of the object invocations. 2.8. PARALYSE - paralyzed prey, reducing its ability to movement and attack. The following spells to me yet not available, but they are actively use other inhabitants of the castle: 2.9. BLAST - a blast. Decreases vitality. Very powerful action. 2.10. MISSILE - missile. Action, as before, although weaker. 2.11. SLOW - spell sluggishness slows movement. 2.12. BLINDER - dazzle you cease to see. To get rid of this spell is enough povertet head left and right (although it is At this point you can head and cut off). 2.13. STONE - a spell, causing consternation among the victims. Generally, after the effect of such often spells the hero simply can not budge. To again regain the ability to walk, go to mode pause (press "C.S." + "SPACE") and exit it. After this numbness, usually goes away. Creation of combat spells confirmed some effects (lightning, flash, etc.) If it had its effect, at the bottom of the screen appears the inscription "FULL EFFECT". Saying the other spells confirmed by a short sound effect. If the spell is not enough magical powers, you will hear longest losing streak of different sounds. 3. HANDLE - in this menu considered all of the actions that you make with objects without changing them. This includes options such as: 3.1. PICK UP - to raise a subject that is directly under you or in front You. Do not lift capacity, that stores other objects (with one exception - chest in the fourth quadrant). 3.2. DROP - drop the subject. In front of you there a list of all things that you know, for except that the object that You hold in your hands. By choosing a subject you throw it on the ground. This option is very important because any thing in the program has a weight that affects your ability to move quickly and jump. 3.3 WEAR - suit the subject. Necessary for the use of shields, armor, etc. In addition, to dress and can be very different Jewelry - Crown, suspension and etc. The program allows simultaneous dressing several similar items which increases their properties (Eg, three armor-clad increase your security in three times). A curious fact: if you throw an object to put on you, he automatically withdrawn. But if You then lift it up, he again will be dressed. 3.4. TAKE OFF - remove the object. Often it helps to increase the speed of movement. 3.5. HOLD - to take the subject in hands. From what the subject is in your hands, depends Your range of possible actions, varies attack, defense, your state. Therefore, if you have found a new unusual items, I suggest you first attempt to dress, and then pick up and see how to change your status. Just so you be able to distinguish from the usual stuff magic and simply dangerous. 3.6. TAKE OUT - pull object from the container. To to carry out this action You have to stand next to open or a broken trunk, bag, bag, etc. 4. ACT - main menu action, it includes following options: 4.1. STATUS. When you select this options in front of you there large information table, reflects your core abilities. Its upper part is almost not different from background windows in Battle mode - it also reflect your name, number of vital energy and magical power, as well as a way to protect and attack. In the normal state parameters of energy and magic gradually increases to certain values, readings in the table below. This table is called "MAGIC NUMBERS" (magic number), and placed under the previous reports. Each number in table indicates the degree of development of any of your ability. In numbers there is no signature, so deal with them values had to be empirically. What I found out: Column 1, line 1: this figure shows the extent of your susceptibility to missed shock. The higher the number, the easier it blows tolerated. This figure can be increased if the suit armor. K.1, c.2: This figure shows the degree of your skill in possession of a weapon. Increases After studying with BOG'om, SCRAG'om or GROL'om. Of how large a number that depends on your ability to use additional forms of attack and defense. The number will gradually increase along with your military experience. K.1, c.3: This number describes your instincts. What is number is greater, the sooner you will get a warning of impending danger. Here is an example: All castle crammed with wells, decrease in which is certain death. If you have a well developed instincts, then the approach to the well camouflaged, you will receive message "YOU SENSE A PIT" ("You feel well "). Also instincts can detect enemies out of your eyes - there is an inscription type: "BEWARE BEHIND YOU" (Watch out, behind!). Unfortunately, Instincts are the property of decrease with improved protection and magical abilities. Indeed, when a person owns a series of deadly spells, but still "packed" in a powerful suit of armor, it becomes difficult to hear their "Inner voice". This indicator is developing a teacher and HUBRIS VILLA. K.1, p.4: This number shows maximum limit to which able to increase your magical power. It is from this rate depends on the number available to you spells. To increase this number, you have to spend a lot of battles monsters and find the correct use some magic subjects. Figure can be increased if the deal with MERLOCK'om. K.1, p.5: This reflects the degree of your ability to conduct close combat. Number increases, if the deal with ISCATH'om. Column 2, line 1: This is an indicator of health and physical force. If it reaches zero, you perish. Number is reduced if you are bitten by a poisonous canine, hit a poisoned sword or curse (in this case you read the inscription "YOU ARE CURSED "). Health may be in poor health, if you carelessly handle magic items. Following these events, the force is gradually returning to its previous level. This number also increases with combat experience, it can improve, if engaged with the teacher IVA VESTOV. K2, c.2: This number shows the power of weapons in your hands. If it is zero, then the object that you hold is not weapons. The most powerful weapon a magic sword. Such I found two swords - in the first and second quadrants. Unfortunately, the first sword has a serious drawback - when you hold it in your hand, it reduces your ability to fence immediately at 30 points. K.2, p. 4: Number of here pokazyaet maximum level, to which can raise the life energy (HITS). Sometimes you can and exceed this level if take advantage of some things. This number can be increased by learning from the master VERNA. It remains unclear what mean number of N3 and N5 in the second column. Number number five is never changed, keeping the value of 14. The third number has changed only once, replacing value of 16 to 48. (Then I emptied a bottle of wine with potassium cyanide. The program is reasonable noticed that I did it completely wrong ...) As you can see, not All information is reflected in this table. On it does not detect their degree of hunger, weight equipment, agility, agility and much more. But let us continue to get acquainted with sub-ACT: 4.2. DISARM - liquidate trap. When you try to open some capacity in the lock, trigger magical traps that can cause you a lot inconvenience - the curse to teleport to another location of the labyrinth. Often when trying to open trunk arises a small detachment kotoobraznyh monsters, which will have to fight. DISARM option is valid for any trap in the room, even if you do not look at it. If all goes well, the program tells you to "TRAP DISARMED "(trap disarmed). Otherwise - "FAILED, A TRAP GOES OFF "(did not work, trap worked), and then - effect, which it contained. There are also trap-Dummy, in which there is no danger effects. If you face no no traps, you see the words "NOTHING HAPPENS" (personal did not happen). Removing the trap, it should be remembered that some of these works is when you try to neutralized. What to do every case - you decide. 4.3. PICK LOCK - pick a lock. I have this operation retrieves a very, very rare. Crack lock possible, if before You is locked chest. And, if you managed to unlock lock, the trunk should be more and open. 4.4. OPEN - open chests (CHEST), as well as sacks (SACK) and Bags (BAG). If you try open the locked chest, the screen will display "IT'S LOCKED "(it is locked). 4.5. SMASH. Much more efficient way to open coffers is the command. One blow - and the lid flies smithereens, you can immediately remove things. Option will not work If the chest in front of you is not locked. Thus, for some things are often required perform a series of actions using menus and HANDLE ACT, for example: DISARM, SMASH CHEST, TAKE OUT [CHEST] - BAG, OPEN BAG, TAKE OUT [BAG] - GOLD, PICK UP GOLD. 4.6. SAVE GAME - a game written to disk. The game ships "To itself", so if you want to have more shipment, use different CDs rewritten program. After loading the state, you will be set to attack ATTACK - PUNCH, and DEFENCE - STAND, and you can not them immediately change, entering the submenu "HIT". To still establish themselves normal combat mode, make the following: Pick up (HOLD) any object, and then again their weapons - now you can select the desired attack and protection. This operation requires time, so we never ships, if in front of you is a monster. 4.7. EAT - is. Need food for the main character is fully realized in the game. Therefore, if there is a long time, your hero will feel hungry. On this tell the program which issued the phrase: "YOU NEED A PIE". If then you do not back up pie or a sandwich, hunger become intolerable, and will depletion. You will be warned about this more sharp phrase: "YOU FOOL, TRY EATEN. "(You're a fool to try to eat.) At this point, Your life energy will be decrease. When it comes to zero, you will perish without warning. If you have at hand There is no food, do not despair - you can periodically restore energy spell "HEAL". So it is possible to stretch very long, though hunger is increasingly strengthened, and its already do not drown out the consumption of food. On command "EAT", a character trying to eat what is in his hands. If the subject inedible, then hero all the same ingested, the message "NOT EDIBLE" (inedible). In his hands after this remains only dust (DUST). 4.8. TASTE - try it. By this command, the protagonist tries to drink a sip of that that he holds in his hands. If the hands is not a bottle of wine, the message "YOU CAN'T" (you do not can). Be sure to try all the wine, which can be found in Castle. If you get an answer "OK" - so everything is in order, you can drink. Message "IT'S TASTES OF PEPPERMINT "(pungent taste) means that drinking this liquid is not worth, otherwise you will stop increase vitality. Well, if you get a message "IT'S TASTES OF BITTER ALMONDS "(it has the taste of bitter almonds) - that means you have to the hands of a bottle of potassium cyanide (This is a taste of this poison). And to drink the contents of this bottle is extremely dangerous to life. 4.9. DRINK - drink. For this team, you drink the contents of bottle in your hands. If you feeling very thirsty, then after drinking the energy increases by 10 points (even if corrosive liquid), and you will be told that you feel better. The bottle then becomes empty (EMPTY). If you do not feel thirsty, no effects does not arise. 4.10. RUN - to run. In contrast, from all the other options after use this, you do not go to the main menu, but only increases the speed at the time. To run a significant distance, you need to choose this option multiple times. After a quick run normally thirsty. 4.11. JUMP - jump. At first jump you do not really know how, so do not even try to jump the gap "from scratch". However, his leaping ability can be developed, if the wear ring (RING), and better - some (of them I found five). The ability to jump on Long-range need You to pass the third and 4 th quadrants, where else to go impossible. Jumping evoke a sense of hunger. 5. TALK. Talk to other characters can, using this extensive menu system. Available to you such types of communication, such as: 5.1. GREET - greeting; 5.2. WAR CRY - the battle cry; 5.3. BRIBE - bribery; 5.4. GROVEL - humiliation; 5.5. INSULT - an insult; 5.6. THREATEN - a threat; 5.7. BOAST - boasting; 5.8. COMMAND - orders. 5.1. GREET - Welcome divided into three types: 5.1.1. FRIENDLY (friendly) 5.1.2. NEUTRAL (neutral) 5.1.3. HOSTILE (evil) On how you greet the character will depend on it will talk to you or rush into battle. Possible options for greetings are very much they change with the development of your etiquette. If it is not height, the "friendly" greeting would be: "Hello, on not too hideous skeleton with a sword, a bone head!". Although the skeleton is not able to speak, and therefore him indifferent to all your attempts. 5.2. WAR CRY. Battle cry of help to some, not too clever creatures to understand who standing in front of them. I have a few just witnessed, the as monsters, hearing a phrase such as: "The death of witches by the sword!" Unfold and go for good - Health. 5.3. BRIBE - After selecting this option, you will be asked to choose a subject and that you are going to give the character. If gift like the monster will take it by adding something like: "Give me more a fan of mercy!". If not, the monster will throw the object with the words "Take it back, humanoid." In principle, bribery makes most of the characters more pliable. 5.4. GROVEL. If you select the option "humiliated", you'll beg for mercy enemy. A set of expressions is rather long, and all they dramatically increase the self-esteem opponent. 5.5. INSULT - insulting character, and for each type Monsters insults are different. If you are not afraid of monsters, then after the insults come to you in battle. 5.6. THREATEN - threaten. To pronounce a phrase such as "Beware of me, about a dead soldier, or I cut off your arms and legs. " Sometimes it works - a warrior takes back home (if there is room for retreat). 5.7. BOAST - it's too sredtvo deterrence. Show off our hero can, and does so with gusto. Many of the monsters decide not to mess with a man who beats his fist in chest and shouting that he was "the most terrible sorcerer of all time. " 5.8. COMMAND - command. You can give five orders: 5.8.1. SURRENDER - "Surrender", "kiss my foot" and so on. 5.8.2. GO AWAY - "go away" 5.8.3. STAND AND DELIVER - "Stop and give their treasures." 5.8.4. EVALUATE THIS - by This team needs a hero opponent to assess how much object in his hands. 5.8.5. INFORMATION - the requirement to inform the Chief hero. The usual phrase is issued this command: "GIVE ME INFORMATION, ARMOURED MAGE ". Unfortunately, nothing coherent response, I have not heard. I usually respond with "cheating" in different Interpretation - from "Go in peace" to "rake away." In general, I was pleasantly impressed dictionary program and construction phrases. Sometimes some passerby dead because "make" that just the ears in a tube minimized. That there is only one greeting - "Good luck, hog manure hurling pies. "However, in maintaining the conversation has a certain sense - you get the opportunity to pause to recover the magic and power, can search the room. And then, when all things are made, can be calculated and for "shvyryatelya pies" and for "Knight buckets and brooms .. I recall that conversation only with those who are can do, rather than grunts to you response (
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В этот день... 21 November