Inferno #06
03 декабря 2004 |
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Gameland - 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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В этот день... 21 November