Debut - description of the game "Murrey Mouse Super Cop".

Spectrophoby #04
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 ─── DEBUT ───      
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  Today in DEBUTwe will look at
a game that hasn't even appeared yet
was on our radio market. Although
chances are that she is
will only remain in the magazine,
practically none.                
  To be honest, it was done
lano specially. Like, a new game
ra! only in the magazine! But the game is not
so great to hide it.
                                
                                
                                
                                
                                
                                
                                
                                
                                
(C) Sharmanov Alexey, 1996      
                                
MURREY MOUSE SUPER COP     
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(C) CODEMAStERS, 1992           
                                
  You have a hard job ahead of you
to save the world. For this you
one's plans have to be ruined
mafia structure, the base of which
the swarm is on the cheese moon.
Actually, the plans of this very
structures are not fully known
succeeded. It is only known that this
somehow connected with the son-
rum                            
  It's possible that they want
deprive the entire mouse world of that sa-
my cheese, without which, as
it is known that bourgeois mice cannot live
they can.                          
                                
                                
                                
 This is what rotting leads to
total capitalism, I mean from
dependence on a certain type
products, are now deprived of American-
all sorts of hamburgers and meh-
mendems, they will die out just like dino-
saurs. But this is true, by the way.     
  When you finally start the game, you will find...
you live that you are falling from somewhere,
then immediately after they fell,
a lot of written text appears
a little bit not in Russian,
I mean so poor
language like... English (something I
I'm running into everyone today). yes
behold, this inscription reads "Good
welcome young Murray.  we
(probably all the authors) we see
you enjoy your adventure.
Catch 10 Ugly Mouse Leaders -
no conspiracy.  Abstract: thesethe bastards set a lot of puzzles
and traps to stop those
bya".                            
 After reading all this, you can think
mother that your affairs are bad, but
to be honest, in my opinion this game is
the handle is much simpler than DIZZY.      
  After all that has been said, you can
feel free to start the game itself.
Immediately go left. Occasionally you
you will see messages like
"The sun in the sky said "Good
morning young Murray"". More likely
this is just one of the plans of the mafia
put pressure on your hero’s psyche.
so, having reached the wall of some
then you will see buildings that look like
passing a bent pipe, this is a
the registration key and it's for you
will come in handy very soon, so
I advise you to take it. Next hanpab-
we turn in the other direction and get
Dim to the sewer hatch
(as sad as it is to say,
but most of the time in the game you will
children precisely in these very underground
nal structures).              
 Open the hatch and accordingly
We go down into it.  On your right
you will see the board, it is necessary
take.  We go right and see again
Dim text literary translation
koteporo looks something like this:
"screams of pain echoed across the
sewer rooms". After going to
nextthe screen you will see running-
the following line that reads "Do not
everything always happens the way you see it
look", and strange as it may seem, but I’m with
I agree with this inscription, and you then-
you will agree if you jump
and turn on the torch...             
   Take the saw and fall down.
If you fall you will find out, and if there is
more accurately read what you got
to the mouse house, and on the locker you
find that some kind of mouse
collects
wood worms.  How is it not
It's terrible, but a jar of these worms-
we'll have to pick it up.           
Afterwards, jump onto the ledges and
take something that looks like a pig-
I smell the muzzle, and it turns out that
this is one of the leaders. Ho-
at the same time Murray shouts out
something like "got a squeak"
(to be honest, all the leaders of the co-
the ones I caught looked exactly
yes).                           
  Then you return there, from
where did you come, and to be precise-
where did you go when you opened
hatch and then go left. here you are
you can read what is already about
guessed it, I mean torches,
which can open secret
moves. Let's go further and, having gone down
to the bottom step, we find out that
the sewerage system is very old and can-
but quickly fall into a trap. And
We carefully go down. And not
under no circumstances try to jump
ratb...                         
                                
 And here comes the first surprise! Having fallen
we see a hole in the floor and if
we made a jump, then hitting the fa-
kel would definitely get into this
failure. Without hesitation, use
eat the board you hope
took, crossing which blocked
rubaem up and take the pickaxe there.
Then we go downstairs and go
to the right and again the creeping line with
with the inscription "deep and dark", although
there is some secret meaning in this
I couldn’t find the expression. Let's jump in
onto the ledge and meet another one
the hero of this toy. I mean
doo bat. They were not in the game
how many pieces and they toss
some smart thoughts for you,
probably feeling something for you
kinship, so this mouse speaks
rit that there are rumors about some
there "lost sewer pipe".
                                
                                
We fall down and find out that the old
the wooden door closes you
leaving the room.  here we are
we use so vilely stolen
wood worms, which by the way
you break up pretty quickly
are fighting with this door (probably their
haven't fed for a long time). Let's go further and
again we find ourselves in another komha-
the one where there is a piece on the cabinet
cheese, and there’s another one in the bed
leader.  We take both, and
again we remember interesting
properties of some torches.ta-
how we jump and hit
we turn on the left torch.  Let's jump in
up into the opened passage.
We return to where we were
we lived the board and sawed it
Loy, then let's jump down and go
to the right, there we take another one
leader and go back to the big one
stone. We break it with a pickaxe.    
                                
Afterwards the text will appear that
will inform you that you have entered the unknown
famous place full of mysticism and
magic, and also that of those who
no one wandered there and returned
said goodbye... Although to be honest,
this is the most blatant lie I've ever told
ever read in toys. Here
This is where I'll leave you alone
with my hero and I will provide
you to solve further problems and
puzzles.  And if there are any
or problems with the toy then call
thread, write and just come
to the Krasnooktyabrsky radio market,
place N70, we will help in any way we can.
                                
GOOD LUCK TO YOU.           
                                
                                
                                
                                
                                
                                

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