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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... 15 November