(C) Music PHANTOM LORD/ACCEPT CORP.
(C) RAY
Yes... It's been a while since we've heard about adventures in Russian in our magazine. Why? Elementary - we just haven't encountered them. However, recently a couple of representatives of this genre have appeared. So, meet... "APOLLO" (author JOKERSOFT, written on G.A.C.) and "ALIEN" (author Terminator, written on A.B.S.).
What can be said about "APOLLO"? At first glance, the program makes an impression - a decent intro, non-vector graphics that are quite decent, a rather original plot, music during the game. But that's where it ends. Suffice it to say that the program does not understand the word "inventory," even though it exists in the dictionary. To figure out the program, I had to extract the data block for G.A.C. and analyze it. Because, as it seems to me, it's logically difficult to guess what to do in one situation or another. So, in most cases, the program understands only verbs (sometimes a noun acts as a verb!). There is no description of items, such as "I see:...", so if there is an item in the location description - inspect it right away.
Most problems with this game start on the second location (with the cyborg). Here's what you need to type: LIE DOWN, SHOOT, NECK, SHOOT, EXAMINE, CYBORG, TAKE (all), REMOVE HELMET, PUT ON ARMOR.
After that, you can run around the ship. In general, this game resembles little of an adventure. Rather, it's a text QUEST, since in most cases you need to find a key to open the next door. These keys have to be taken from the killed cyborgs. You can take down a cyborg by shooting at different parts of its body. Different cyborgs require shooting at different body parts. I managed to pass "honestly" 25 locations before it came to a standstill. After rummaging in the logic block, I discovered that there is location 26 - the command center and a bunch of others. But how to get there - that's the question. And something needs to be given to Sam, but what? If anyone has managed to do this - write to us and send your version of the game, as it may be that we have a beta version. And finally, I will provide the program's dictionary (verbs): COMPASS or DESCRIPTION, USE or APPLY, INVENTORY (not working), PUT ON or WEAR, REMOVE, SHOOT or FIRE, EXAMINE, OPEN, LIE DOWN, GIVE, REPEAT, GET UP, ENTER, TAKE, TURN OVER, UP, DOWN, CLOSE, NORTH, SOUTH, WEST, EAST. The program understands abbreviations up to 3 letters.
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The next game, as usual, we handed over for testing and refinement to KIT, and he, having fixed the bugs, made its description in his characteristic style.
A small digression, but on the topic: An appeal to authors writing on A.B.S. - GENTLEMEN, CITIZENS, COMRADES (underline the necessary), IF YOU ARE READING THIS - SEND US YOUR WORKS FOR TESTING! Otherwise, we're already fed up with fixing bugs in your programs!
(C) KIT
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He woke up. Images from the outside world slowly began to penetrate his brain. Somewhere a detached panel was banging. Occasionally, a gust of cold wind mixed with sand touched his skin. Nearby, water was gurgling. Moving slightly, he discovered that he was lying in a puddle of something disgusting. Apparently, the dream was restless. He opened his eyes. At first, he saw nothing, but then some gray shadows began to emerge in the surrounding pitch darkness... Suddenly, a metallic ceiling clearly outlined itself before his eyes, riveted and poorly welded here and there. A wide bright stripe was visible on the ceiling - apparently, some warm pipe or energy cable passed above. An indecent word was written nearby.
Numb joints refused to straighten. He tensed his muscles, noticing in passing that during his sleep another pair of limbs had grown. The crunch of joints and the creaking of chitinous armor echoed through the old ventilation pipe as he rose to his feet. A scent reached his sensitive receptors again, breaking the long sleep. He was not alone here. Somewhere nearby, organic beings appeared again. A signal from the formation that could be called a stomach in normal beings awakened an old feeling of hunger. Mucous saliva dripped from his long fangs.
The alien turned and limped along the ventilation pipe, tearing apart the poisonous web woven in his spare time. Ripley opened her eyes. Looking around, she felt a growing anger. Jumping to her feet, Ripley swore loudly and kicked an innocent can containing the Alien preserved in it. The can shattered, splattering everything around with alcohol and Alien bits. It happened again! Some crazy computer genius had shoved her onto this damn base again, and she would have to wrestle with those slimy losers once more! Ripley spat at the broken can. At least after all these films and games, the task was crystal clear: get off the base, board a spaceship, and fly into space, preferably blowing up everything explosive beforehand. After kicking everything around and thanking the programmers obsessed with the movie "Aliens" several times, Ripley calmed down a bit and began to carefully inspect the room.
The alien wandered through the tangled corridors of the ventilation system. Suddenly, a dull thud echoed from somewhere near the storage areas. The scent of the organic being leading the monster intensified sharply. A powerful telepathic wave struck the Alien at the lower end of its spine, where its main brain was located. The monster turned its head, splattering slime around. There was something familiar about this smell... The Alien turned into a side corridor and hastened to the target at double speed. Ripley squealed and jumped away from the crumbling wall. Behind the falling bricks, dust, and debris, a nightmarish silhouette resembling a monster from a horror movie appeared...
Looking more closely, she nervously laughed and crawled out from under a nearby rack for antipersonnel mines. Behind the fallen wall stood a huge old model space suit, on the chest plate of which someone had drawn a grinning skull in black glasses. The Alien stopped at the next turn. The food was clearly moving, and determining its location in this giant base was not so easy even for him. Angry thoughts raced through the main brain, the general meaning of which an experienced hacker would translate as "Are we playing FAST FOOD here?" One thought caught the attention of the additional brain located at the upper end of the spine, and it eagerly began to think it over. The thought was that an ambush should be set up in a place where food would inevitably appear sooner or later. Having thought it through to the end, the additional brain began to act. The Alien flipped upside down, swapping the main and additional brains, and ran in the opposite direction.
Wandering through the station, Ripley stumbled into some ancient room with brick walls. Probably, this old base was started to be built by Spanish conquistadors who accidentally landed on this planet. Torches were affixed to the walls here and there. One of them was even burning. Ripley felt upset, thinking that someone might still be on the station and now she would have to risk her life to save a foolish settler from monsters. But after examining the torch, she realized that it was simply made of a special fireproof wood. Looking at the fire, Ripley thought it would be nice to have a snack. She had already managed to snack on chicken found in the fridge, but that was clearly not enough. After strolling to the nearby indoor park (which was set up on the base so that settlers wouldn't accidentally phase out in closed space), Ripley gathered a bundle of cut branches and took them to the cafeteria, where there was a decorative fireplace. Having caught some small underdeveloped monsters in a puddle nearby, she skewered them on one of the branches. Everything was ready for a kebab. Ripley brought the torch to the branches. They flared up, singeing her hair, and then immediately went out. Cursing, she grabbed a tube of glue that had been lying around in her pocket and used it for its intended purpose, pouring the contents into the fireplace. She hoped that the glue was flammable and would burn at least until she broke the nearest chair. But the sticky stream, hitting the hot ash, somehow did not ignite. The glue began to shrink and soon hardened into something resembling an old door key. Ripley looked at the hardened lump with irritation and at the wriggling Aliens on the stick and thought that there would be no dinner today. Suddenly, a completely wild idea popped into her head. Somewhere behind the park, she had seen a locked door...
The Alien was whipped by cold wind from all sides, the sharp sand piercing its armor. It tried to turn into the wind with the part of its body where its main brain was, but the icy gusts immediately changed direction, continuing to fill its huge mouth with sand. The Alien involuntarily burped, curled into a huge stinking ball, biting its belly, and began to wait. Food had to come here sooner or later.
Passing through the indoor park again, Ripley no longer paid attention to the blooming apple trees, the blooming flower beds, or the caterpillars crawling here and there. Soon, behind the sprawling trees, she saw the entrance to another part of the base, cleverly disguised as a compost bunker. Right behind the creaky wooden door lay a huge stone with a rope tied to it. Ripley carefully climbed over it, trying not to break her leg on the scattered shards around and not to slip on the slugs that had crawled out from the torn floor (the shards had formed an hour ago from a hammer blow to the defenseless lying stone, and the slugs had staged a demonstration here). At the far end of the corridor, a small metal door was visible. The glue lump fit perfectly into the hole in it and turned easily. The door was unlocked!!!
Behind it was an airlock. The walls were full of various instructions, the most noticeable of which proclaimed: "Before exiting to the planet's atmosphere, do not forget to zip all the zippers on the spacesuit." Glancing down involuntarily, Ripley swore and unlocked the outer door. The wind hit the transparent face shield of the spacesuit. It was dark outside, although above the horizon, piercing through clouds of sand, debris, and SNICKERS wrappers, two crimson suns glowed dimly. Huge monoliths protruded from the ground here and there, under which something greenish-brown was growing. Taking a few steps, Ripley lost sight of the base. She was heading south by compass, where the landing shuttle should be. The Alien became alert. The telepathic signals emitted by the food were clearly approaching. The additional brain sent a message to the main one, and it awakened. Opening its eyes, the Alien saw someone's belly in front of it and immediately bit it. Immediately, with a disgusting squeal, it jumped into the air. Acid flowed from the bitten belly. A thought raced through both brains, which even an inexperienced hacker would translate as "Good thing we don't have to worry about reproduction in the near future." But then a tall black figure appeared through the sandstorms. The Alien rose on all fours and screamed threateningly. Suddenly, a huge figure of a monster grew before Ripley. Disgusting saliva dripped from its terrible fangs, all its limbs and claws were threateningly clenching and unclenching, and on its chest plate, a crooked tattoo read "I ate the sheriff." Ripley screamed and threw the first thing that came to hand - a sealed night pot, which she had grabbed from the station just in case. The Alien, mistaking the flying object for Ripley due to its near-sightedness, lunged at it and instantly tore it apart.
A disgusting green smoke began to pour from the broken pot. The Alien realized its mistake and tried to leap at Ripley, but paused halfway, grunted thoughtfully, and fell on its side, kicking up a fountain of sand. Its eighth upper claw twitched a few more times and froze. The monster ground its teeth and finally kicked the bucket. Ripley couldn't move right away. Going around the Alien's corpse in a wide arc (to avoid stepping in the slime oozing from it), she ran with all her might towards the shuttle. The shuttle stood in place. Unlocking the airlock, Ripley ran down the corridor and pressed the "START" button. The engines roared. The shuttle bounced several times in place and launched into open space. With a relieved sigh, Ripley lay down in the anti-gravity chamber. Now she was safe.
From the knee pocket of an old spacesuit, a small yellow monster crawled out. Twisting its round head and thoughtfully clicking its teeth, it cheerfully waddled into the anti-gravity chamber and lay down beside Ripley.
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Tips for several games were sent to us by Kuranov Sergey from Velikiye Luki.
Greetings to the strategists of the ZX-SPECTRUM world!
Information for "lazy" players about the game
-= LORD OF CHAOS =
(honest players do not need)
All traps are of multiple action, i.e., upon re-entering the center, they will trigger again, even if removed by magic. You can fly anywhere, but take off and land only in the forest and throne room. There is a great way to win easily. Skip the first turn. On the second, take the cauldron and teleport nearby into the forest. There, summon a "horse" and flying guards (so they don’t stay behind the fence but accompany you to Ragaril), as usually, after 3-5 turns, two griffons will visit you. You can collect "gifts of the forest" a bit (though you won’t see everything while flying) and head to visit. Two advantages of the method: 1. You can calmly choose a safe landing spot in the hall. 2. Once seated (for this you need a bit of energy), you have the opportunity to cast spells with full power in this(!) turn. Simple teleportation deprives you of these possibilities. Green flame is extinguished by flooding (FLOOD).
And now designations for the diagrams:
K - key to the door; S1-S3 - chests; 1C-6C - scrolls; l.l. - trap: vines; l.water. - trap: water; ^g. - golden head; Z, p, g - zombie, ghost, goblin: ambushes; b. - diamond; violet circle - entrance of invisible teleport; purple diamond - its exit; lighter areas of walls - passable; 1, 2, 3, 4(red) - correspond, i.e., "1" at the red circle - entrance, "1" at the purple circle - exit.
It remains unclear whether one can simply enter Ragaril's hall without teleportation or flying from the forest. (So you have to take three teleportation spells, as sometimes teleportation fails - it says: "Spell is incorrect.") And in conclusion, I want to say a huge thank you to Andrey Shkolnikov for his "fantasy" that inspired me to this work.
. . .
-= WAR GAME 1 =
Those who have played this game know that the slowest unit (hence the most vulnerable) is the headquarters team. So, if they manage to cross the river behind the enemies' backs, the enemy somehow loses keen interest in them and stumbles around the bridge like a blind kitten, not attempting to cross it and finish you off. You can cross yourself - you are saved!
. . .
-= LAND OF MYTHS =
Description of the adventures of a lonely traveler
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When choosing a character, I took the supreme mage, as an army of 4 druids fights very well, helping themselves with magic. It's also good to start as an emperor.
Now, general combat techniques. The number of warriors under your command depends on your rating. It increases when capturing castles, defeating enemies, and the easiest way to raise the rating is to give all found money to the warriors. But this method is only good if you have a certain capital. There is an easy way to get rich: capture a castle (preferably with a strong army), leave the army in the castle, go out, and press "S" - "search." You will get 4 salaries. It can be 8, 12... If you don't leave the army, its strength will drop in ranks (knights will turn into soldiers, etc.). Buying spells goes the same way, plus joining the sect that sells spells. The price will be 5 times less. As your rating increases, the time of peaceful (without battles) walking increases. And my wizards, with a rating of over 3000, became "irrevocable." You are looking for a map torn into 24 pieces. They are hidden in castles, and if you capture a castle that has a piece of the map, it is considered found automatically, and even if the enemies take the castle back - it will not change your knowledge, although it may damage the overall strategy. Do not go into the city while fleeing in a hopeless situation. The city will turn out to be your grave if there are no soldiers in it or you have no money. You will not be able to leave it. Better try to poke around in different directions - maybe ZX-SPECTRUM will make a mistake and give you a chance to escape. Also, do not go into cities with hellish forces (dragons, ogres, giants, etc.) - you will have to fight, and you will lose their support until the end of the game. As you delve into the land of myths, castles become stronger due to the strengthening of the garrison both quantitatively and qualitatively. Now, without capturing nearby castles and accumulating large reserves of forces in them, it becomes simply impossible to take a "hard nut." Personally, I had to storm a castle with 470 dragons, not counting the "small fry." A bit about the warriors. The strongest warriors are dragons. And although it was written that they are not afraid of magic, some of mine were sometimes killed with some kind of spell. Next are giants (they shoot powerfully and fight well in skirmishes), knights (they fear no one - "without fear or reproach"), druids (they cast spells and fight decently); elves shoot well, but are weak in skirmishes. In general, the computer is not stupid and primarily targets shooting and spell-casting units. Sometimes vampires are very useful; dying from strong warriors (giants, etc.), they restore their numbers by killing weak human warriors. You need to be careful with ghosts - they increase by as much as they kill weak opponents and can exceed the maximum number and go out of control. Trolls, dragons, cavalry, and sometimes others do not walk in the mountains. Rivers, swamps are difficult to traverse, and in forests, your archers will not be able to shoot. Knights quickly turn into soldiers (approximately in 1.5 - 2 weeks). If you lost a battle and paid off, you lose siege weapons - don't forget that! The "D" key is used to dismiss warriors, but if the commoners simply leave, trolls will leave, taking some of your money, while dragons, etc., will be offended and will immediately start a fight. Assess your strength. There may be a chance to get rid of the burden with the help of bandits? You will kill two birds with one stone, and it's better to assemble your army based on the terrain. When going for a decisive assault on a strong castle, spend extra money on buying strong warriors and leave them in a nearby castle. In case of defeat, you will not waste your money in vain, and you will be able to repeat the attack. Never take distant castles when you are exhausted. You will neither leave a garrison nor go further, nor return! At the end of the game, the trick with the "S" key does not work - the enemy does not sleep and quickly increases the remaining garrison. Your number of fighters in castles also increases gradually, so you can run for free reinforcements. Although, ogres, for example, do not get along well with knights and eat them little by little. Of the spells, "magic shield" and "subjugate to your will" take the most energy. And "invisibility" lasts for two turns. If you have many knights, then with this spell, you can chop even a bunch of dragons into cabbage. After finding all the pieces of the map, you will see the place where the staff is hidden. Find a similar place on the continent, press "S," and you will see the last trick of the authors. And then your glorious name will be inscribed on the honor board after the praise. That's what will help you in battles, and sort out the details yourself. Good luck!!!
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(C) Alexey "NEVER" Kolin
SORCERER LORD
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PSS 1987
I thought for a long time about what to develop until this wonderful strategic game caught my eye. As a complete maniac of various strategic gadgets, I immediately sat down to play it, but I faced a terrible disappointment. The thing is that the version I had did not have the ability to save the deferred situation to disk. And since I am not a coder myself, I had to "brutally" pressure RAY, and after a week of "fun" with the letter "M," he finally made a full disk version, which we present to your attention.
So, let's begin...
Voice of the oracle: On the 22nd day of the month of Pisces, the Lord of Shadows, breaking the non-aggression pact, without declaring war, attacked the alliance of states of the magical land... (Recently, a lot of films about war have been playing on TV. Well, never mind, let's continue...) The magical land consists of eight separate principalities. Each has several cities - fortresses inhabited by various creatures - inhabitants of the magical land. These are elves, gnomes, trolls, etc. In the future, when commanding your troops, you need to take this factor into account (for example: you send a squad of forest elves to fight in the desert. They (the elves) will fight worse than if they were fighting in their native forest). In the face of a common danger, all principalities united into an alliance, headed by you - GALANOR (that's what they call you in the magical land) - the supreme commander. At the head of the armed forces of each city stands its national leader. All leaders are subordinate to GALANOR. So, the main big guy is you, and your task is to protect the peoples of the magical land from the dirty interference of the SHADOW LORD (that's your enemy's name). Let's move on to the description of the control keys and actions in the game... After loading, you will see the following on the screen:
1.CONT 2.LOAD
Pressing button 2 allows you to load a deferred game. Pressing 1 takes you to the difficulty level selection menu:
1.BEGINNER 2.ADVANCED 3.EXPERT
With buttons 1, 2, or 3, you choose, respectively, easy (?!), medium, and hard. Next comes the so-called report menu.
In this menu:
TURN: turn number. PHASE: turn phase. It can be MOVEMENT, i.e., the movement of your troops, or COMBAT, i.e., battle. PLAYER: this is either you (GALANOR) or your enemy SHADOW LORD. LEVEL: selected difficulty level: BEGINNER, ADVANCED, EXPERT. TOTAL LOSSES: this is total losses during hostilities WARRIORS - foot soldiers, RAIDERS - riders from the enemy and you. FORTRESS CONTROL: control of fortresses.
Next is a small hint that cities marked in red are loyal to SHADOW LORD, while those in white are loyal to you, GALANOR. Then comes a list of leaders of the cities of the magical land.
RUNE RING CONTROL: this point needs to be elaborated on. In the magical land, each principality has rings of rune stones. These rings are sources of magical power. At the beginning of the game, you have 8 such rings, and you can successfully use magic in battles. Depending on the distance at which your troops are from such a ring, the magic can vary from weak (if you are far away) to very strong (if you are close). If you stand in the very ring, even destructive magic can be applied (which is not always good). As the enemy captures your rings, the level of your magic will weaken, while the enemy's will increase. Therefore, guard the RUNE RINGS especially carefully.
After the report menu, the right to make the first move will be given to your opponent, and then, after a repeated report display, a flickering cursor will appear on the local battle map, and you can move.
Control keys:
S - left
F - right
E - up-left
R - up-right
X - down-left
C - down-right
D - selection
Your troops are marked on the map with squares, on which a shield is drawn. Depending on which nation the given unit belongs to, the design on the shield may vary. Squares with disgusting faces drawn on them are enemies. By the way, if you hover the cursor over any place and press the T button, you will be able to read what is located under the cursor in the command line, which is located at the top of the screen (it can be: forests, water, hills, mountains, glaciers, plains, or deserts, etc.). This line also displays all messages in the game.
The overall battle map is called by pressing the M button.
Hovering the cursor over your unit and pressing the D button, you will see something like the following menu in the command line:
LEADER:THROLL OF SAVANTOR
ARMY :1450 WARRIORS 500 RIDERS
LDR:6 SOR:0 FTG:0 MOVE:0
1:NORMAL 0:FORCED READY
LEADER - this is the leader and further who he is and where he is from.
LDR - his characteristic. The bigger the number, the cooler he is, and the better the troops fight under his wise leadership.
ARMY - the army and its composition in warriors and cavalry.
SOR, FTG, MOVE - these are the characteristics of your squad.
SOR - characterizes the training of this squad in magic. The higher the number, the more powerful magic your squad can use in battle.
FTG - the level of combat and physical training. It increases as the squad participates in battles, as well as if the FORCED mode is selected.
MOVE - mobility. It can change depending on the terrain and the chosen mode of action:
NORMAL - does not affect,
FORCED - increases.
By pressing button 1, you will enter NORMAL mode. In this mode, the squad moves at a normal march and fights without much effort. However, if you press button 2, FORCED mode will be activated. In this mode, the squad moves with a reinforced march, attacks fiercely in battle, and defends to the last (bullet, arrow, stone.......)
The mode you selected will be displayed in the lower right part of the command line instead of the READY message. So, you have selected a squad by hovering over it and pressing D, assigned it a mode (buttons 1 or 2). Now you can move it on the map. If the squad is standing in a city-fortress (FORTRESS) or in a citadel (CITADEL), by pressing button G, the following menu will appear:
GARRISON (garrison)
300 RIDERS 1500 WARRIORS (the number of the city garrison)
0.RETURN 1.RECRUIT 2.STATION
In this menu, you can manipulate the troops in the cities. GARRISON - garrison. And you can do the following with it: By pressing button 1, you can recruit from the city garrison into your squad. After pressing 1, enter the number of RIDERs (cavalry) and WARRIORs (warriors) as requested. By pressing 2, you can leave the necessary number of your soldiers in the city garrison. Pressing 0 will return you to the previous menu. When the enemy squad is standing next to yours, you can see its numerical composition by hovering over it. And if there are many enemies, they will overwhelm you not with skill, but with numbers, so it's worth considering whether to charge in or not. If you hover your squad over the enemy one, a square with crossed swords will appear in that spot. This means that in the COMBAT phase, there will be a battle between your troops and the forces of the SHADOW LORD. After making all movements and preparations, press button O (not zero). This action will trigger the transition to the COMBAT phase and then pass the turn to your opponent.
In the COMBAT phase, the battle occurs automatically, without your participation. First, the command line will show the number of your and enemy troops participating in the battle. Then, if magic was used in the fight, it will indicate its strength and who used it. After that, the number of casualties on both sides will be reported. Next, a report menu will be shown and the turn will pass to the opponent. Almost before each turn, messages will come in stating that mobilization has occurred here and there. So, before passing the turn to the enemy, carefully examine the map - you might have missed your new squad somewhere. When you finish the game and complete it with a triumphant victory, you will be able to read a message on the screen stating that you are the greatest commander of all time and peoples. However, if you lose, you will read that you are the most foolish and ignorant commander, and you should only play LASER SQUAD.
Well, that seems to be all. You will manage the remaining nuances of the game on your own.
Contents of the publication: Adventurer #06
- Presentation
This is an introduction novel for the game Return to Home 4, featuring space battles and a narrative about pilot Raifus navigating challenges in a military context.
- Presentation
The article presents K.KAV software's new game 'DEATH WORLDS: TORISTAG INVADERS RETURN TO HOME 5', a real-time strategy continuation of 'RTHЧ'. Players will battle against competitors on resource-rich planets while managing technology and military forces. The game's projected release is between late spring and summer of 1997.
- System Software Updates for ZX Spectrum - Котов А.В.
The article reviews various software updates and utilities for ZX Spectrum, highlighting their features, usability, and performance. It provides insight into programming tools, disk management, and database applications. The tone blends critique and personal experience to inform readers about the latest developments in Spectrum software.
- Overview of ZX Spectrum Software
The article provides a comprehensive overview of new software for ZX Spectrum, highlighting various games, their features, and recommendations for players.
- Interface
Discussion of the ZX Spectrum's interface issues and user frustrations with compatibility and modern enhancements. The author critiques the push for users to modify their machines for non-standard features and expresses dissatisfaction with current trends. Reflection on the future of the ZX Spectrum and the need for a more vibrant community involvement.
- Interface
The article discusses feedback from readers regarding games and programming tools for ZX Spectrum. It includes cheat codes for a game, opinions on assemblers, and insights into user preferences for computing. Various reader inquiries about games and software are also addressed.
- Interface
The article discusses issues surrounding the OVER FILE GROUP, a game developer known for mail-order sales, and the impact on user trust in software distribution. It also raises the question of whether to transition the magazine to 128K ONLY, seeking reader feedback. The piece reflects on the importance of user support for maintaining a trusted gaming community.
- Interface
The article discusses recent news in the ZX Spectrum community, including game development updates, personal news about developers, and local happenings in the Rybinsk and Yaroslavl areas.
- Presentation
The article presents new software releases by SURDAKAR GROUP, including a demo of ROAD FIGHTER and updates on FONT EDITOR and RAY DISK MONITOR.
- Promotion of Adventure Games
The article provides a detailed analysis of the adventure games 'APOLLO' and 'ЧУЖОЙ', evaluating their gameplay, challenges, and shortcomings in design.
- Ottyag
Discussion of computer slang and its impact on modern language, highlighting humorous interactions among users.
- Оттяг
The article presents a humorous collection of absurd lists, including reasons for dinosaur extinction, alternative names for Robinson Crusoe's Friday, and more.
- Ottyag
The article presents a test for aspiring demo makers, assessing their skills and commitment to demo creation on the ZX Spectrum. It evaluates their approaches to music, graphics, effects, and their overall engagement with the demo scene. Results determine their standing from novice to expert in the demoscene community.
- What Not to Say or Do When Drunk
The article provides humorous advice on what to avoid saying or doing when drunk, based on personal anecdotes. It emphasizes the consequences of poor decisions and offers cautionary tips. The content is lighthearted and reflects on typical drunken behaviors and their repercussions.
- Friendship Quiz
The article presents a humorous quiz about friendship, evaluating how friends would react in various social scenarios, culminating in a scoring system to assess the depth of one’s friendships.
- Ottag
Статья представляет собой сборник китайских пословиц с юмористическим подтекстом, отражающих различные аспекты жизни и отношений. Она сочетает в себе элементы сатиры и легкого фольклора, используя ироничные наблюдения о человеческом поведении. Текст включает в себя аллюзии на сексуальность, настольные игры и религиозные вопросы.
- Оттяг
Статья представляет собой пародийное евангелие, где события жизни Иисуса Христа изображаются в неформальном и юмористическом ключе.
- Experience Sharing
The article provides a detailed guide on creating a complete disk version of a program for ZX Spectrum, including code examples and practical advice.
- Experience Exchange
The article provides a comparative analysis of the PC and Amiga platforms, highlighting their respective advantages and disadvantages based on personal experience.
- Experience Exchange
The article discusses the existence and behavior of computer viruses on the ZX Spectrum, particularly the BASIC file infecting virus known as 'Drunken Djinn', first seen in the game Last Battle.
- Code Protection Methods
The article discusses various methods of software code protection, detailing techniques like inversion masking, obfuscation, P-code, cryptographic algorithms, and the use of ISR. Each method is evaluated for effectiveness and application, particularly within the ZX Spectrum environment. The author invites further information and collaboration on information security methods.
- Anniversary
The article celebrates the sixth issue of 'ADVENTURER,' marking one year since the founding of the AURYN group. It reflects on the past year for the Speccy community, including the emergence of new programs and the first demomakers' gathering in the CIS. The author expresses hope for the future of Speccy and encourages readers to support and promote the platform.
- Anniversary
Article celebrates the 15th anniversary of the Spectrum, reflecting on its enduring legacy and recent developments in hardware and software.
- Novella
The article narrates a novella centered on a covert mission involving a programmer named Gerald O'Brien, who is hired by a drug lord called Swede to infiltrate a rival's computer network, leading to a thrilling sequence of espionage and violence.
- Contest
The article discusses a contest related to ZX Spectrum, showcasing submissions and participants' creativity.
- Advertisement
The article is an advertisement section in Adventurer #06, inviting hackers, programmers, artists, and musicians to contribute to the ZX Spectrum community. It outlines collaboration opportunities, offers specific requirements for software submissions, and includes contact information for advertising and game distribution. Additionally, it promotes a range of ZX Spectrum software and services available across various cities.