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:
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.
Год: 1995
Издатели: Zenobi Software
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
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.
(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.