IzhNews #09
05 сентября 2000
  Игры  

Adventure - Guide adventyurnym games (Part 3).

<b>Adventure</b> - Guide adventyurnym games (Part 3).
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    Guide adventyurnym games.

(C) Translation for "the KU-2, Vladimir Saveliev
(C) Nabil for IZHNEWS NoViSeT / BrC
__________________________________________


          Continued ...

         Start looking in the sixth and eighth rooms.


             ZORK I

  Program ZORK I: THE GREAT UNDERGROUND
EMPIRE (Great Underground Empire) Mark
Blank and Dave Leblinga is thoroughly stripped-down version of 
the original ZORKa with very minor additions.

Reduced the number of rooms. Descriptions of the remaining, 
processing instruction, opportunities programs, in general, 
remained unchanged. ZORK I took a lot of ADVENTURE. It is also 
worth on the surface of a house near the Great

Underground Empire: resembling a maze formed by a mass of short 
corridors: there is even a thief - a pirate version of 
ADVENTURE. But map of the maze and the puzzle perfectly

others. The Great Underground Empire - it
world, based upon yavlyaetsya magic, whereas Huge Cave in 
ADVENTURE - World as close to reality. Anything resembling a 
plot in the game there. Your goal zaklyuchaetsya only walking 
on the cave and finding treasures that should be put in yashik 
for trophies in the house. Not all the treasures found in the 
cave - some are scattered in the woods on the surface and along 
the coast of the Cold River, starting from the dam to the 
waterfalls Arageyna N3. When you have collected all the 
treasures, the game ends. End game is a preface to the second 
part - ZORK II. Dungeons need to highlight, as in the dark 
waiting for you hungry subterranean creatures. Only light can 
make them keep their distance. These creatures have become 
typical for All infokomovskih [not to be confused with 
INFORKOM'om, "ca. Ed.] adventyur in all cases when you have to 
somehow justify the need for lighting, they lie in wait, even a 
player in the dark corridors of science fiction

adventyur. At the heart of the game is not just logic.
Some things are purely technological, such
such as a dam or a machine in the coal
mine. Even the brass lantern (similar to the one
I was in ADVENTURE) runs on batteries. Everywhere there are 
elements of pure magic like the rainbow bridge. Cyclops, 
Polyphemus attributable sons of Odissenya, too somehow got into 
the game. Unquenchable flame torch seems magical, but sometimes 
behaves in accordance with the laws of physics. Some puzzles 
reshayutsya strictly logical, some require innovative intuitive 
moves. Problems may have several possible solutions. From 
apparent at first glance, invulnerable Cyclops can be, for 
example, rid of, as at least two ways. Ships found treasures 
back to the house also becomes a problem: someone is always 
locks up doors, and have to find workarounds.

These paths are generally, but
sometimes they are so narrow that they can sneak in, only the 
emissions of things. As a player there are several types of 
weapons. Some better, some worse, and some threaten life of the 
player. This program serves good introduction to the series 
infokomovskih adventyur. For performing each task prisuzhaetsya 
certain number of points. This creates a sense of progress, so 
necessary for beginners. Such infokomovskie Programs like 
DEADLINE, or WITNESS, not add points for the solution of the 
intermediate problems are therefore more suitable for 
experienced Players who have a chance to go through these games 
entirely. Other programs, including ENCHANTER and PLANETFAL, 
based on achieving a specific purpose and for every solution of 
the problem increases the expense. ZORK I - only adventyura 
Infocom, which allows even novice players to find a few 
treasures, and drag them into the house, creating a certain 
sense of satisfaction. 


            ZORK II

   ZORK II: THE WIZARD OF FROBOZZ (Wizard
Frobozza) Marc Blank and Dave Leyblinga
starts from the place where it ends ZORK I. Before you 
otkryvaetsya more underground tunnels. You will meet

with dragons and unicorns, to see which
here you did not expect. Soon you discover that your main enemy 
is Frobozza magician, constantly bombarding you with their 
spells. He specializes in spells with the letter F - FEAR, 
FALLING, FIERCENESS (fear of falling, ferocity) Most of them 
brings only minor trouble, but being sent at the wrong time, 
can provoke you to a senseless attack on dragon or cause a fall 
from a cliff. In Finally, you win the Magician, but the price 
of victory can be very high. How to ZORK

I you collect treasures, getting points for
it. This time, however, you do not need to refer them back to 
the house. Exit the cave you can only solve all puzzles. Then 
you get into the corridor, leading to ZORK III. The greatest 
difficulty is a maze of acting, at first glance, at random. For

passage of the maze you must use a complex system of hints that
may be hidden in the window with a baton
inscription BABE FLATHEAD, and that says Wizard chuckling over 
your difficulties. But even raspologaya this information, you 
can spend a lot of time in search for the secret of the 
labyrinth. The game has very insidious explosive device. When

there is a need to blow up any blockage, try to burn all the 
available items, one of them could easily explode. Just do not 
use it before you need it. 


            ZORK III

   ZORK III: THE DUNGEON MASTER (Master
dungeons) Marc Blank and Dave Leblinga
differs somewhat from the first two. Your
task is not to collect treasures, and find the entrance
the inner sanctum of Dungeons Boss. Determine what you will 
need for this, possible only through careful investigations.

As in previous episodes, you will encounter
with enemies, but the usual ways of dealing with
they are not always the right decision. Themselves create a 
feeling of a collision, George Lucas, apparently, playing this 
game before it, how to create his film "Return of the Jedi" 
(RETURN OF JEDI). Instead of scoring points as the collection 
Treasure, ZORK III gives you a "potential" rating from 0 to 7, 
which depends, in Basically, from what to what room you got the 
maze. Account is not an indication of the passing game, because 
you can reach all the places in the maze which must be visited, 
but did not commit when This requires action and not to collect 
the necessary items. More useful indicator is the response of 
the Boss's Dungeons. It expresses a kind of disappointment if 
you did not find any needed items, and more inspired to the 
extent that, as you find them. But there is a feat which has 
not made you even do not see the owners. In most adventyur

map remains unchanged except
passages that can open and close.

   At the same time, this section ends
We hope the information contained therein,
seemed useful for you, or you find it
those answers that have been looking for. If
you want to know more about adventyurah, we
encourage you to find a full translation of the book
Gary MakGata and become familiar with it. We wish
good luck!





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