Spectrofon #04
31 марта 1994 |
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Exam - summed up in game problems, given in previous issues (Driller and Deactivator).
EXAM So, it's time to take stock of tasks that we have offered you solve in the first three numbers our magazine. The task of the program "DRILLER" apparently, was too simple for our readers. Probably Only this can explain the low activity, since all probably thought that we were bombarded with answers. Actually it's all correct answers two: from Gene Malkova from Chelyabinsk and from CHUNAREVA Sergei Mikhailovich of Sayanogorsk Krasnoyarsk Territory. Response Gene Malkova: ALABASTER X 5645 (error -233) Y 2528 (error 22) ~ 0288 (error 0) Absolute error: / 255 / Reply SERGEI CHUNAREVA: ALABASTER X 5750 (error -128) Y 2581 (error 75) ~ 0288 (error 0) Absolute error: / 203 / We conclude: the answer Chunareva was the most accurate. Winners of the contest task, we send this issue. Correct answer: ALABASTER X 5878 Y 2506 ~ 0288 - - - The most difficult task was the task of program "DEACTIVATORS", which we represented in the second issue magazine. The more pleasant it was to get great letter from Andrew Shkolnikov from Moscow with a detailed response to our task. I am pleased to present the response of our readers: B-bombs D-droids sappers O-guards C-Card T-teleport. 0-box =- Doors The second level of this game can go without using the spare droid. To do this: (see fig.) The rooms B4, D2 and E2 "naughty" Gravity: Droid there attract the walls or even ceilings. In beginning of the game the doors between rooms D4 and E4 - no. In C3 dark, and Transitions marked K - lethal. The first has to act droid 5, which is located in Room D2. He picks up a card C1, is in the E2 and throws it into the hole in the ceiling (the ceiling there below). In order to successfully throw the card must stand under the hole and choose to throw angle close to straight. The card comes in E1, where it takes a droid, 6, and inserts console. Opens the door D4-E4. Droid 2 goes to E4, takes a C2 card and throws it through a window in F4. Droid 6 teleports there, picks up a card, returns, and inserts the card into the console. After that, become safe vertical transitions F1-F2, F2-F3, F3-F4. 6 droid is in F3, C3 picks up a card and inserts it into the console. In the room the lights go out C3. Droid 3 goes into this room and picks up a card C4. Then comes a E3 and throws it into the F3. There this card picks up the droid 6. After he inserts it in console will secure all the remaining doors, which are indicated in the figure by the letter K. Now receives freedom of movement droid 4. He get away from the guard O1 route: B1-C1-D1-teleportation-A2-B2-B1, until it falls apart (by the way, This guard is very tenacious: sometimes it can withstand up to 10 drops). Then the droid 4 throws card C5 from C2 to D2 droid 5 and he throws it in E1. There's the card picks up the droid 6 and inserts into the console. This includes teleportatory T3 and T4. Now droid 1 can get rid of the guard O2 and throw through the window of B3 and C3 and C6 card bomb B1. Destroying the security guards, droids can proceed to the main problem - the elimination of bombs. This is already easier, you just have to be more careful, or else the bomb detonate. All bombs are thrown at one scenario: the first bomb being transferred to the vertical F. There she picks up the droid 6 and throws it through the window of F2-E2. In the E2 bomb droid takes 5 and throws the D2-C2. And picks up the baton C2 Droid 4 and in a hurry with a bomb in A1. There is the front door. Repeat it all three times and level of clean! So, Andrew Schoolboy correctly solved this problem and we will send him to the fourth issue of our magazine. Congratulations! So Keep it up! - - - We did not expect that the question the game "CASTLE MASTER" (See "SPECTROFON" N3) come so a lot of feedback. Many of our readers quickly and absolutely correctly solved this problem. Can draw an unambiguous conclusion: igrygolovolomki use in our country's enormous popularity. Unfortunately, it is difficult to decide how to encourage correct answers. Not like would offend those who missed the day sending email. We decided to send protected copy number four all who correctly answered this question. The most detailed answers sent to us by Lenya Nikitin from Moscow and Malcolm Eugene. By the way, Jack is already receiving room our magazine for the correct answer on the game "DRILLER". But, as says Eugene, he is actively helping Dad, who loves these games so special for Dad we send to the memory of another Room "SPECTROFON" Yes. That's what we wrote Lenya Nikitin: The key to the home of ghosts located in one of the cellars underground labyrinth. In this Basement is accessible from the room with swimming pool. To the left of the springboard is column control drain water. Lower the lever down and water from the pool is gone. Go down the stairs to the bottom of the pool and you will see a hole, through which can fall into the dungeon. Once You get down - shoot ghost. Look down, lying on the floor a piece of bread, you can eat. Now lift your head up, and, on the wall, closer to the ceiling see a dark spot. There lies the key to the home of ghosts. Now only remains to take him. - - -
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