Inferno #06
03 декабря 2004
  Игры  

Gameland - the passing game from the Level 9 Snowball.

<b>Gameland</b> - the passing game from the Level 9 Snowball.
     Snowball (Level 9)

   Cyberdaemon found prohodilovki many text of toys, including 
all games  company Level 9.


   He sent me a full backup, but this archive is so large that 
there was a proposal to publish only 3 tekstika and indicate 
the direction of where they lie lie ostalnye.A on ftp.gmd.de. 


   We taught English in such games. Then boom with translations 
into Russian everything. It was a good way to not

give the children to become smarter: (



   Almost all of the text adventyury
have the language, obey certain rules. It always contains the 
command directions N, S, E, W (often there is

U, D, IN and OUT), Inventory I, re-examination of location L, 
sometimes through - SCORE. Standard action: TAKE (GET), DROP, 
EXAM, OPEN, PUSH, WEAR. HELP banal and USE are almost always 
does not help. For words that are not in the dictionary, 
usually displays a message. In some games the latter is not 
satisfied, and it is for the player  very unpleasant.


   In those games, which today I will consider are the 
following rules apply: You can enter on the 4 letters of most 
words, the word did not enter BUTTON, to indicate the direction 
of one letter is enough; commands can be listed separated by 
commas. In some versions of games (there are several

to ZX), if mistaken, can command OOPS
(Or UNDO) to roll back previous stroke, and not even 
odin.Tochnee, undo all the action on current location and 
return to the previous page. (Made it, apparently, by 
automatically create multiple shipments at the top

memory. Their number is large, but limited.)
128k versions of games usually have a command RAM
SAVE and RAM RESTORE, whose meaning is clear.



   Here's an interesting report on:


   Renowned designer and author of the IF-games Graham
Nelson wrote the book "Mastery Adventure". In it, in 
particular, is composed of prelyubopytneyshy document: Bill on 
the Rights of the player. It contains basic, in his opinion 
(which I personally tend to trust), the rules that must be 
respected in any adventyure. Read this Bill. Do you agree with 
all the provisions? I bet it does. Now, take your

favorite graphic adventyuru and Estimate,
how many points it breaks. Here! A
Any text game - much less.
By the way, with this bill are encouraged to review all the 
developers of quests, if one of them reading our magazine. 
Perhaps they do not will repeat the mistakes of their foreign 
counterparts. Thus,


   GRAHAM NELSON'S BILL OF RIGHTS PLAYER



  1. A player can not be killed without predup remit.

  2. A player must not get totally
 vague hints.

  3. The player must be able to pobe dit not using the 
experience of the past "lives". 

  4. The player must be able to win without the knowledge of 
the events that await him in the future. (And this, in the 
previous points we have in mind an opportunity to pass

game on the first try, without a single perezag manual 
ultrasonic). 

  5. The game should not "shut down" without warning. 
(Irreversible actions leading to commit a fatal error allowed

only in cases where gaming gets a fair warning that, given 
effective action is irreversible.) 

  6. The player is not obliged to make unnatural
 action.

  7. A player must not unnecessarily do the monotonous, boring 
and tedious action. 


   These three points relate only to the tex tovym games:

  8. A player must not superimpose completely
 exactly the right verb.

  9. The player has the right to use the Sino parable nouns.

  10. The player has the right to service in the analyzer 
commands. 



  11. The player must have a reasonable freedom
 action.

  12. A player must not depend too much on luck. (Refers to 
rendomno  current events).


  13. Gaming should be able to understand the problem after it 
was solved. 

  14. A player should not get too
a lot of "bogus." (snag - a subject which
You can pick up, but that is certainly not for
 What is not needed).

  15. The player is entitled to a reasonable explanation as to 
why this or that action  impossible.


   16. The game does not have to be an American.

  17. The player has the right to know how he
're doing.


   Add to this can be the following. Of course, wrote the bill 
for the games of text, because the mistakes they made and Pobol,

and the early graphic (because they appeared
earlier, and their number is not weak:)). But
graphical games, as it turned out to suffer
the same diseases. And, unlike the text, are treated with great 
difficulty. And finally, special for the fifth generation 
adventyur, I suggest  18-th point:


  18. The game should not be "designed for
novice, "that is stupid and debility.



   Many older games require a firmware or a standard 48k 128k. 
It stops a few. By the way, I would like to note that many 
domestic games cracks, which was originally It works 
everywhere, after breaking off requires memory above 128k. 
Especially such releases of sin and Ascendancy Flash. And, 
logically, the hacker should, conversely, to correct the 
incompatibility. But who This will, when the disk versions of 
games already thousands (only zx.da.ru - 4264), and

They barely fit on a CD media?



   For those interested in contemporary
Text adventyuroy, we recommend to find ZX
Z Virtual Machine. Multiplatform games
at. z3,. z4,. z5,. z8 written so far and
placed on the same ftp.gmd.de. Even at
zx.da.ru inside archives zxzvm *.* them so much that last for 
years to come;) 


   And my text adventyuru 1997
hidden part ZX-Guide # 4 one person has already
passed:) By the way, I have somewhere lay it
English version!


   Description Return to Eden I had come from
check, but ... Unfortunately, the game may
situation (not depending on player), making
it impassable. We have a game called buggy ... There also are 
long descriptions of locations, which sometimes slips and 
disappear without a request to click - This is the case, if you 
log in location that is happening. Unreal Speccy and

ZXMAK can not read a snapshot of this
game. But what a schedule! 8) Our vaunted
programmers have not been able to surpass the degree of
padding-screen games Snowball, Return to
Eden, Eric the Viking, or, say, Spellbound Dizzy. We just 
painted screens, and as a result of playing the same complexity 
takes the whole disk ... 


                 SNOWBALL

                (Level 9)

            (Later released as
 Part 1 of the 'Silicon Dreams' Trilogy)



          Start inside a Coffin.

EXAMINE (you will notice a lever beside
you, even though it's pitch black!), PULL
LEVER (the lid rises), OUT, N, PUSH RED
BUTTON, PUSH RED BUTTON, PUSH RED BUTTON,
(A coffin will now slide from an arpeture)
S, UP (you now stand on the coffin), UP
(You scramble through a trapdoor), WAIT
(Several times until the 'clanking noise'
of the deadly Mechanical Nightingale
"Fades away"), N, OPEN DOOR, N, E, PUSH
BUTTON (the elevator arrives), S, DOWN
(You now cling to a rope below the
elevator!), DOWN, TAKE TOOLBOX, UP, UP,
PRESS BLACK BUTTON, N, W, W, W, UP (to a
Significant Cylindrical Ledge), S, S, S,
S, S, S, S, S (you are now in a Featureless Airlock), PRESS 
YELLOW BUTTON (the door slides open), S, S, DOWN, DOWN (you

are now lying on a comfortable couch),
SCORE (the table will now massage you, and
you've got 150/1000 so far!!).

UP (a Dumpy Droid is now shuffling about),
UP, S, [Ed.: Apparently, skipping W. ] WAIT,
(Several times until a Scruffy Robot shuffles on to the 
Cyladder and is carried down) [Ed.: Instead WAIT easier to type 
I] DOWN (you fall into a Large Low Room), S,

DOWN (you are now seated at a Console),
WEAR VISOR (the screen will light up),
LOOK AT 2 (it becomes brighter), BLINK
(The screen displays information numbers),
UP, S, SEARCH BODY, WEAR LEOTARD, WEAR
NECKLACE, WEAR BRACELET, N, N, N, EXAMINE
TABLE, TAKE VIEWER, N, TAKE MEMPAK, INSERT
MEMPAK, EXAMINE VIEWER. (You will now be
given TWO important colour codes. One is
for your OWN coffin location and the other
for the FROZEN CREW MEMBER'S coffin location ....... These are 
DIFFERENT for EACH GAME! ....... Make a note of the TWO SETS

OF COLOUR CODES, including the MORTUARY
COLOURS. You should have SEVEN COLOURS in
EACH CODE! ). [Ed.: Do not forget to write
second sequence on a piece of paper! A
not the first! You need a second! ]

OPEN TOOLBOX, TAKE SPANNER, DROP SPANNER,
TAKE SCREWDRIVER, TAKE BATPAK (you lever
it out with the screwdriver), DROP
SCREWDRIVER, DROP VIEWER, S, S, E, N, E,
N, TAKE LAMP, INSERT BATPAK, TAKE CUP, S,
INSERT CUP (the machine fills it with thin
lentil custard!!), W, LOOK UNDER BED, TAKE
LED [Ed.: LEDS. ], S, W, UP (you are
carried up the Cyladder), S, N, N, DOWN (a
Robot welcomes you), DOWN, DOWN, S, S, U,
W, N (the Damaged Droid requests a spare
part ..... 'EXAMINE' or 'WAIT', until it
does), ATTACH PROBE (this is the 'LED' you
collected earlier. Make a note of the
spare part it requires ....... this will
DIFFER FOR EACH GAME ........ then follow
the given route around the junk and
collect, what you were asked for, returning
to the Damaged Droid) [Ed.: I have a droid
wanted BUMB BEARING. Any part can be
found here, in a landfill. ], E, N, N, W, S,
S [Ed.: It was a way to get to the droid from
any landfill site. ], GIVE ... (The item
you were asked for) (the Droid then gives
you a battered Bubble Helmet).

DROP PROBE, E, DOWN, DOWN, E, E, TAKE RED
TICKET, N, N, N, TAKE GREEN TICKET, W, W,
GIVE RED TICKET, TAKE RED FORM, S, S, S,
GIVE GREEN TICKET, GIVE RED FORM, TAKE
ORANGE FORM, E, E, TAKE RED TICKET, N,
N, N, TAKE GREEN TICKET, W, W, GIVE RED
TICKET, GIVE ORANGE FORM, TAKE YELLOW FORM,
S, S, S, GIVE GREEN TICKET, GIVE YELLOW
FORM, TAKE GREEN FORM, E, E, TAKE RED
TICKET, N, N, N, W, W, GIVE RED TICKET,
GIVE GREEN FORM, TAKE LANCE, S, UP, OPEN
DOOR, U, U, [Ed.: And now, DO NOT FORGET
fetch STACKER LIFT: W, D, E, GET STACKER
LIFT, W, U, E. ] N, PRESS BUTTON (the door
slides open), N (We're now coming to the
complicated bit, which cannot be mapped
correctly as it DIFFERENT for EACH GAME!
Follow the directions carefully), SCORE
(Should now be 450/1000).


          LOCATING AND REVIVING

         THE FROZEN CREW MEMBER!!

PRESS YELLOW BUTTON, N (continue North and
every time there is an exit DOWN, 'EXAMINE
BRACELET 'until the FOURTH colour on the
bracelet is the SAME as the SECOND colour
of the Frozen Crew Member's code that you
noted earlier. [Ed.: What is the first message you color in the 
second sequence, except for color mortuary. ] When the colour 
matches ....), DOWN (now proceed EAST until you reach an 
elevator, indicated by a button protruding from the floor),

PRESS BUTTON (the elevator arrives) [Ed.:
Now you have to S, to enter into the elevator], PRESS
... (The FOURTH colour of the code [Ed.:
That is the third, except for color
mortuary. ]) ... BUTTON, N (from now on,
whenever you hear a noise, go in the
OPPOSITE direction of the source of the
noise, usually from the West, and find a
door, [ed.: Door to the south I personally do not
helped. If you are already at the door
to the south, try to push the sarcophagus and
hide top: S, U, U] open it, and
'WAIT' until the noise fades away, then go
OUT and proceed EAST until you are at a
GREEN door), [Ed.: Color correct door
depends on the color mortuary, which you
reported. Because the door is mortuary
the same color. ] EXAMINE LIGHTS (there are
THREE colours and they must match the
SECOND, THIRD and FOURTH colours of the
Frozen Crew Member's code. [Ed.: So
the first three, not counting color mortuary. These
mortuary and a myriad of corridors.
The first color you choose is going through a tunnel
with the bracelet, the third - the button in the elevator, and
second (and at the same time the color of mortuary) - now.
Then, in the mortuary enter the last 3
color. ] If they don't, proceed EAST again
until you reach the next GREEN door and
repeat the procedure, bearing in mind what
to do if you hear the noise! When the
lights match the SECOND, THIRD and FOURTH
colours, in the SAME SEQUENCE .....), OPEN
DOOR, N [Ed.: Maybe, and S, the door to
alternate corridor in opposite directions. ]
(There is a panel here and you must press
the buttons corresponding with the LAST
THREE colours of the code, that is FIFTH,
SIXTH and SEVENTH), PRESS ... (5th colour)
BUTTON, PRESS ... (6th colour) ... BUTTON,
PRESS ... (7th colour) ... BUTTON (a coffin
slides out from an arpeture), N [Ed.: Or
S, respectively. ], TAKE COFFIN, S [Ed.:
or N, respectively. ], WAIT (several
times, until the clanking sound approaches
and eventually fades away) [Ed.: Only in
if you're outside the door to the north, ie
green], OPEN DOOR, S [Ed.: or N, respectively. ], E (continue 
EAST until you arrive at a button in the floor .... bearing

in mind the procedure if you hear the
clanking noise again!), N (a machine grabs
and opens the coffin to reveal the Frozen
Crew Member!!), GIVE LIQUID (she drinks it
and gives you the HABIDOME CODE .... make a
note of these THREE COLOURS). (Well, that's
the hard bit over !!.... now on with the
adventure!!)

S, PUSH BUTTON, S, PUSH BLACK BUTTON, N,
W, W, [Ed.: Repeat until the
out on top. ] UP, S (continue SOUTH until
you arrive at an Airlock), PUSH YELLOW
BUTTON, S (You are now back at the North
End of the Marblon Cylinder. See Map 2
[Ed.: Map draw yourself;)]), S, S, S,
WEAR HELMET, PUSH YELLOW BUTTON, S, PUSH
YELLOW BUTTON, S, TAKE GUN, LIGHT LAMP, S,
S, S, JUMP (you are told that there is no
web that way, are you sure?), YES, SHOOT
GUN (the recoil spins you and you float
down), SHOOT GUN (you now have to quickly
match your velocity with the fast-moving
ice below you!!), SHOOT GUN (That did the
trick! You are now on a Flat Snowfield),
DROP GUN, UP, UP, PUSH BUTTON (the Shuttle
arrives), IN, PRESS BUTTON (on to the next
Station), OUT, DOWN, DOWN, IN, PRESS
BUTTON, S, PRESS YELLOW BUTTON, S, DOWN
(You are now confronted by a Security
Door. The combination is the THREE COLOUR
HABIDOME CODE given to you earlier when
you revived the Frozen Crew Member), PRESS
... (1st colour) ... BUTTON, PRESS ... (2nd
colour) ... BUTTON, PRESS ... (3rd colour)
... BUTTON (the door will now slide open!),
IN.

DOWN (the Forest Glade is really a hologram!!), E, ​​E, IN, 
TAKE WAND, OUT, W, W, WAVE WAND (it whistles, and you are now in

a Large Round Room), DROP WAND, DOWN, PUSH
BUTTON, DOWN, PUSH YELLOW BUTTON, DOWN,
DOWN, WEAR GLASSES, UP, PUSH BUTTON, UP,
PUSH YELLOW BUTTON, UP, UP, SE, SE, TAKE
CAT, NW, NW, OPEN DOOR, NE, TAKE TRAY,
OPEN DOOR, SW, UP, OPEN DOOR, OUT, UP,
S, TAKE CAN, PUT CAN IN TOOLBOX, CLOSE
TOOLBOX, TAKE FLASK, N, PUSH BUTTON, N,
PUSH YELLOW BUTTON, N, OUT, UP, UP, PUSH
BUTTON (to call the Monorail Shuttle), IN,
PUSH BUTTON, PUSH BUTTON, OUT, DOWN, DOWN,
TAKE SHOVEL, UP, UP, PUSH BUTTON, IN, PUSH
BUTTON, PUSH BUTTON, OUT, DOWN, DOWN, IN,
DOWN, DOWN, S, TAKE CYLINDERS [Ed.: First throw STACKER LIFT, 
otherwise hands is not enough. ], N, UP, UP, OUT, UP, UP,

PUSH BUTTON, IN, PUSH BUTTON, PUSH BUTTON,
OUT, DOWN, DOWN, OPEN DOOR, IN, WEAR
ARMOUR, OPEN DOOR, OUT, UP, UP, PUSH
BUTTON, IN, PUSH BUTTON, PUSH BUTTON, PUSH
BUTTON, OUT, DOWN, DOWN, DIG (you find a
bunch of keys and you are now in a Tiny
Hole).

DROP SHOVEL, TAKE KEYS, MEND SNOWDOZER
(You fix the tracks), DROP LANCE, DROP
CYLINDERS, IN, DOWN, TAKE EXTINGUISHER,
UP, TURN KEYS (you are now advised to
leave the Snowdozer!), OUT (the Snowdozer
moves off, pushing ice blocks into the
hole), DROP KEYS EXAMINE TRAY (it holds an
Electro-Flute), TAKE FLUTE, UP, UP, PUSH
BUTTON, IN, PUSH BUTTON, OUT, DOWN, DOWN,
N, N (you are now at the base of Jacob's
Ladder, guarded by a massive Waldroid!),
OPEN TOOLBOX (the aerosol paint can
explodes in the vacuum and blinds the Waldroid!), UP, UP, UP, 
UP, N (the ramp here is coated in 'unislime'), DROP CAT (likes

slime, does this cat!!), UP, UP, UP, UP,
OPEN DOOR, IN, ATTACH FLASK (the helmet is
now recharged with air), W, WAVE TRAY (the
tray reflects a laser beam back on itself
and you hear an explosion), W, S, OPEN
DOOR, IN (a figure, holding a petrol bomb,
warns you to keep back!!), PLAY FLUTE (it
shatters the bomb and engulfs the female
figure in flames), PRESS EXTINGUISHER (the
Nitrogen kills the fire), W, PULL LEVER.


              FINAL MESSAGE

"It turns! ... Engines roar! ... The Snowball
turns away from the sun .... you have won! ".



      "You scored 1000 out of 1000.
[Ed.: Last Post I have not seen.
Thus, it is unclear what has turned from me. Probably also 
1000. Until PULL LEVER was 950.]





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Interview - Interview with AIG - coder from the group MKHG.

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For Coderz - Arithmetic coding.

Inferno - The authors of the magazine.

Softinka - BGE 4 graphical editor for ZX.

Events - The Compo 2: The results of the vote.

For Coderz - Decompiling programs - the revival of the old prog.

Inferno - Errors in the previous numbers.

For Coderz - Small programmers' tricks.

DIY - The scheme of my elektrofumigatora.

Gameland - about passed games: Imperia 2, Hexagonal Filler, From Beyond.

Iron - device extended keyboard (58 keys).

Gamedev - Gaming cycle - a cycle within which caused all the sub games.

Gameland - the passage of Lords of Time on Level 9.

For Coderz - Macros Part 2 - makes your life in programming.

Inferno - Letters to the Editor.

Gameland - passing a level playing Raven Black.

For Coderz - Description of the modular structure of programs.

Inferno - On the shell.

Softinka - the benefits of packing algorithm Optimal LZH.

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Gameland - the passing game The Price of Magik by Level 9.

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Advertising - advertising and announcements.

DIY - advice on repair hours, Dream Cast and joystick.

Interview - An Interview with Shaitan / Stars of Keladan: Interred Inferno.

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

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В этот день...   28 April