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A Dungeon Romp

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Автор: Karl Bunyan
Год: 1995
Издатели: Zenobi Software
Языки: 🇬🇧 Английский
Формат: 📼 TZX лента
Требования: 🖥️ ZX Spectrum 48K

Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing

Скриншоты:
DungeonRompA.gif
DungeonRompA.png


Описание:
A Dungeon Romp— это текстовая приключенческая игра, выпущенная в 1995 году компанией Zenobi Software. Игра разработана для ZX Spectrum 48K/128K+2 и рассказывает о Бернарде Брейнбитере, который отправляется в квест по исследованию местного подземелья, наполненного орками. Приключение начинается после того, как Бернард проигрывает пари на пиве и вынужден отправиться в опасное подземелье.

В игре игроки управляют Бернардом, который готовится к своему путешествию, начиная с забавного утреннего ритуала, где он борется с похмельем. Бернард оснащается необходимыми предметами, такими как рюкзак, меч, щит и фонарь, которые он находит по всему дому, добавляя игре юмора и реалистичности.

Путешествие приводит Бернарда через деревню, где его приветствуют местные жители, демонстрируя интерактивное повествование игры. При приближении к подземелью игроки сталкиваются с задачей обойти королевских стражников, что задает тон предстоящему приключению. Игра включает типичные команды текстовых приключений, позволяя игрокам взаимодействовать с окружением и персонажами.

В целом,A Dungeon Rompсочетает в себе юмор и классические элементы приключений, предоставляя увлекательный опыт для любителей интерактивной литературы. Игра позволяет игрокам исследовать, решать головоломки и взаимодействовать с миром, наслаждаясь легким повествованием, созданным Карлом Буньяном.

A DUNGEON ROMP

(Zenobi Software)



Spectrum 48K/128K+2





PLUNGE INTO THE DARKNESS

It was no use - Bernard just couldn't take any more. He was

reduced to a sprawled heap clinging to the bar as Malcolm

downed his seventeenth pint. Bernard had lost his bet and

now regretted challenging Malcolm to a beer drinking

contest. The price of his defeat? Exploring the local

"dungeon" - a dark and dangerous place, off limits

to the public due to the profusion of orcs seen to

emerge from there. But Bernard Brainbeater was not

going to back out, and with this decision he lost

the fight to stay upright and slumped to the floor

of the pub ....





THE AWAKENING

Bernard arose early the next morning,

the way adventurers are supposed to, but

the hangover and a brief, but terrifying.

look in the mirror served to convince

him to stay in bed for a while longer.

A few hours later Bernard made a

second, successful attempt at waking up

and although the headache had receded

somewhat he could not bring himself to

eat his usual fried breakfast, settling

for a bowl of something with an "amusing"

pun on the word "wheat" in the name. Nearly

suitably refreshed, Bernard set about equipping himself ...





THE HUNT

After rummaging through drawers for some time

Bernard found the object of his search -

his "Adventurer's Checklist". He scanned

the list and started the hunt for the

items it recommended: backpack, sword,

shield, lantern - although finding these

proved an adventure in itself, said

objects not having been used for quite

some time. However, after searching

around in the shed he soon had all he

required, also finding a small penknife

he'd owned since he was a boy scout.

This last he placed in his backpack and

after positioning his pipe and slippers where

he could get to them immediately on his return

he left the house ...





JOURNEY TO DOOM

A leisurely stroll took him through the village

and most people greeted him with a cheerful

"Good luck, Mr Morris!" ("Brainbeater" was only his

"stage" name) and Bernard thought that being the object

of attention, even admiration, was at least one compensation of this "quest".

Passing the weapons shop, a polished blowpipe caught his eye and Bernard

bought this with the change he'd found at the bottom of the backpack, never

noticing the "Blowdarts not included" sticker. Leaving the town, Bernard

saw fewer and fewer people and the surrounding wilderness became more and

more inhospitable (although Bernard had to admit that any wilderness was

inherently inhospitable, so he didn't bear it a grudge). He eventually approached

the dungeon entrance and saw what was to be the first of many problems -

how to get in past the royal guards? ...





THE ADVENTURE

The adventure accepts the usual commands - RAMSAVE, RAMLOAD, GET ALL,

EXAMINE (and X), AGAIN (and A), and also has a SAY TO command which can give

any willing and obedient servants that you may meet up to five commands at

a time, such as SAY TO HAROLD "GO NORTH. BUY THE PAPER BUT DON'T READ IT.

SOUTH AND TAKE THE DOG FOR A WALK." (although these commands may not be necessary

when in the dungeon). Also SAY TO HAROLD "FOLLOW" and "STOP" to stop him

following will also work (HAROLD is used here only as an example and won't

be coming on the adventure with you). The commands "GRAPHICS" and "TEXT"

switch the graphics on or off respectively. LOOK will redescribe the current

location, and HELP ... I'll leave you to work out what that one does.
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