Deja Vu #05: Detailed Walkthrough of Operation R.R.

SoundTrack: DJ.DARKMAN & SECTOR OF SERIOUS
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(C) Card!nal/PGC/BD
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Hello, dear readers of the Kemerovo magazine DEJA VU! The fifth issue has been released, and we have not yet published promotions for overly smart games. There are not many domestic games of the Logical GFX Adventure class. These are DIZZY X; DIZZY Y; 48 IRONS, maybe a few more - I don't remember. I suggest a promotion for a relatively new game "OPERATION R.R." Surely, many of you already have it, and if you got stuck somewhere, then read below. The game is quite passable without immortality. I lost only one life on the 1st and 2nd levels. And now about the game...

1. Use the long log on the picture "Just clouds".
2. Dig up worms with the shovel and can near "Apple tree on soft soil".
3. Place the heavy stone on the picture "Just a little bit is missing".
4. Give the worms in the can to the "Rare bird".
5. Glue the old shards with "Moment" glue.
6. Give the new jug to the gardener.
7. Use the vacuum cleaner "Whirlwind" to suck in the cloud on the screen "Seems like an ordinary building" by jumping on the tree.
8. Take a strong shoelace in the house on the screen "Village in the trees". You can get into the house by jumping down from the cloud in the picture "Abandoned settlement". Throw the shoelace on the ground for now.
9. Jump across the clouds to the picture "Probably this is the roof". There, saw off the antenna with a saw and release the cloud from the vacuum cleaner.
10. Cut a short pipe with the cloth on the picture "They drove here on a tank". Here, in the bushes, find dry twigs, but don't take them yet.
11. Take the torch from DIZZY and defuse the bomb in the picture "Hangs or doesn't hang".
12. Go underground with the torch, pipe, and twigs and use them there.
13. Go to the picture "Still a strong lantern" with the bicycle tube and use it.
14. With the night pot, go underground again and fill it in the picture "Representatives...".
15. Use the key on seventeen at the water tower booth.
16. Use the inflatable balloon, gas cylinder, and shoelace in the far-right picture "End of the height".
17. Carefully go right. In the garbage pile on the picture "Interesting phenomenon", find rusty pliers. Take the can and return.
18. Use the rusty pliers on the picture "Seems like an ordinary building". (Don't go down!!!)
19. Fill the empty can at the fountain.
20. With the filled can and full pot, go to the gardener. Water the flower from the can, then from the pot. Take the flower.
21. Take another nut and jackhammer, and go down in the picture "Seems like an ordinary building". Quickly use the nut near the broken compressor.
22. Clear the stone blockage on the right with the jackhammer.

This ends the first level. The code for the next level: COW. Naturally, this code is entered using English (or, if you prefer, Latin) equivalents. So, second level...

1. Drop the jackhammer near the tent and peek inside. Take the knife and cut the leaves from "Oil-containing plants".
2. Dig out the super onion with the shovel and throw it into the fire. Take the baked onion.
3. Use the fishing rod to pull the opener from the mouth of the "Hungry wonder of nature".
4. Jump straight into the mouth with the oily plant and baked onion. (Note: never drop the baked onion until I say so!)
5. Fly left and use the oily plant near the juicer.
6. Pick a cactus on the left.
7. Water from the flask near the scrap on the picture "Sand".
8. With the crowbar and cactus, return to the campfire. There, use the cactus. Drop everything except the onion.
9. Take the canned food, the can of oil, and rush to the right. At the main entrance, drop the can of oil and jump down. Take the magnet.
10. Give the tourist's breakfast to the hermit in the bunker.
11. Open the passage to the ancient basement with the remote control.
12. Take the battery and open the lock in the hangar with the magnet.
13. Use the opener to gut the battery.
14. Put the lead plate on the fishing rod - it will become a bottom fishing rod.
15. Use the bottom fishing rod on the picture "Coastal area".
16. Go down the main shaft and go left. Use the jackhammer and cart to mine coal. There you will also find a valve.
17. Go down to the aggregate, use the coal and burning cactus.
18. Use the valve in the hangar.
19. Go to the bunker and take the feather.
20. Dig up the wind indicator with the crowbar.
21. Stick the wind indicator near the ghoul.
22. Tickle it with the feather.
23. Take the light bulb from the wind indicator and screw it in at the airfield.
24. A hippopotamus will fall on your head, but don't worry, refuel it with the fuel canister. Now you can drop the onion. You can refuel the hippopotamus as much as you want, there is enough fuel for a long time. You can only land on flat ground.
25. Take the burning cactus and fly far to the right. There you will find an angular stone. Next, find an ancient man, light his fire, and give him the stone.
26. With the round stone, go up to the sign "1KM". Drop it off the cliff.
27. Find the fragments of the sign and use them on the picture "Landslide".
28. Now you can fly to the ancient ancestor on the hippopotamus. There, find the axe and trade it with the ancient man for a hammer.
29. With the shovel, rope, and saw, go down to the very bottom. Fly left. Near the crocodile, saw off the ladder and immediately take the spotlight.
30. Now fly far to the right and use the rope on the hook in the picture "Emergency exit".
31. Hit the emergency exit with the stone hammer.
32. From the ghoul, the disgusting creature, take half of the crystal.
33. Give half of the crystal to the observer.
34. With the spotlight and professor's robe, fly to the left ghoul. There, hang the spotlight and put on the robe. Take the second half of the crystal.
35. Give the second half of the crystal to the observer. He will teleport you to the blue tree.
36. Take the fruit and give it to the professor.
37. With the liquid, get on the hippopotamus and fly a bit until the monsters disappear.
38. Fly to the enemy castle and enter it in the picture "Now it will blow!".

This ends the game. I want to note that the game is not bad. I especially liked the choice of music with the "M" button! You have to see and hear it! They came up with it great :)). However, I didn't like the frame in the game. They could have drawn it better. It looks like DEJA VU...
Finally, I want to say that a new coder from Kemerovo MAX/CYBERAX/BINARY DIMENSION helped me to pass the game. You can assess the level of his CODING by watching the INTRO in this issue. Well, that's it, memory is running out, bye...

Contents of the publication: Deja Vu #05

  • Аперативчик - Max
    Detailed instructions on managing the DEJA VU interface, highlighting different input methods and navigation commands. Explanation of the new and old interfaces for enhanced user experience. Discussion on additional features like frame scrolling and music management.
  • Аперативчик - Max
    Discussion on supporting machines with more than 128k memory, leading to separate shells for 128k and 256k systems. Testing was mainly done on Scorpion and Profi, with functionality on other models anticipated. Article includes guidance on unpacking source files and insights on using improved algorithms.
  • Тема - M.M.A
    This article explores the theory behind digitizing sound on ZX Spectrum, focusing on sampling and quantization processes. It provides practical insights into converting sound files using specific hardware and software. Additionally, it offers methods to enhance sound quality while working within the hardware limitations.
  • Theme
    The article discusses the Save Our Scene initiative aimed at uniting Spectrum users and developers to promote software distribution and enhance the scene's development.
  • Charter of the Amazing Soft Making Association
    Discussion of the founding charter of the Amazing Soft Making association, detailing its goals, membership criteria, and operational principles.
  • Theory of Magazine Creation
    The article provides a detailed guide for aspiring magazine creators, focusing on technical aspects such as interface design, memory management, text formatting, and music integration for ZX Spectrum publications.
  • Solder Drop
    The article provides a personal account of purchasing and using the General Sound device for ZX Spectrum, detailing installation and sound performance. It discusses the initial issues encountered and praises the enhanced audio experience in compatible games. The author encourages further software adaptation for the device and reflects on multimedia capabilities with simultaneous hardware use.
  • Solder Drop
    The article discusses the capabilities of Sound Forge 4.0c for professional audio processing on PCs, highlighting its extensive features such as sound editing, effects, and restoration tools.
  • SOFTWARE
    The article reviews the latest software developments for the ZX Spectrum from Samara, including updates to MAXSOFT SCREEN PACKER, File Commander, and new applications like S-Terminal.
  • SOFTWARE - Card!nal
    Review and walkthrough of the logical graphic adventure game 'Operation R.R.' with detailed level instructions. Discussion on game elements like music choice and graphic design. Mentions new coder MAX/CYBERAX/BINARY DIMENSION's involvement.
  • SOFTWARE
    Discussion on the current state and evolution of the demoscene, highlighting the rise of 4K intros and upcoming competitions like FUNTOP'98.
  • CODING
    Article discusses assembly language coding techniques for optimizing screen scrolling on ZX Spectrum, featuring example code and performance analysis.
  • CODING - RLA
    The article explores stack manipulation techniques during second type interrupts for graphical effects on ZX Spectrum. It discusses solutions for preserving data integrity when interrupts disrupt graphical operations. Practical examples are provided to handle stack issues efficiently.
  • CODING
    The article describes the MS-PACK packer and its DEPACKER, detailing usage scenarios and providing BASIC and assembly code examples for handling packed files. It emphasizes optimizing performance by allowing unpacking with interrupts enabled and separating the DEPACKER from packed files. Additionally, it includes insights on programming techniques for loading and executing BASIC files on ZX Spectrum.
  • CODING
    The article discusses various coding techniques for ZX Spectrum, focusing on sprite rendering, rotation algorithms, and optimization methods to enhance performance.
  • ANOTHER WORLD
    Discussion on the evolution of multimedia technologies and their impact on various fields, including education and entertainment. It covers advances in computer hardware and software that have facilitated the integration of audio, video, and text. The article reflects on past developments and speculates on the future of multimedia systems.
  • ANOTHER WORLD
    Comparison of PC and Amiga systems highlighting performance, software costs, and user experience with multimedia capabilities.
  • Honor Roll
    Interview with PROGRESS discusses their creative journey on ZX Spectrum and AMIGA, addressing challenges in demomaking and the current state of the scene.
  • Honor Roll
    The article details the activities and future projects of the Eternity Industry team, based in Kovrov, including successful releases and collaborations with other groups.
  • Honor Roll
    Discussion of the Artcomp'98 festival, focusing on its mail-in format and guidelines for various competitions, including demo, graphics, and music categories.
  • Honor Roll
    The article provides a glossary of terms used in the demo scene, explaining roles such as musician, coder, and graphician, as well as different types of demos and effects. It serves as a useful resource for understanding the terminology and dynamics of the community. This is a descriptive piece aimed at educating readers about the jargon of the demo scene.
  • Honor Roll
    The article discusses the issues with mouse support in various ZX Spectrum magazines and the frustrations of users when encountering compatibility problems. It critiques developers for not adhering to standards, leading to poor user experiences. The author expresses the importance of consistent improvements in software for the ZX Spectrum community.
  • Honor Board
    The article discusses the process of creating tricolor images for ZX Spectrum using Photoshop and a simplified approach. It outlines how to divide an image into RGB channels and convert them for use on the Spectrum. Additionally, it provides tips on how to manage the files for optimal results.
  • Honor Roll
    The article discusses the comparison and perspectives on various computer systems, particularly emphasizing the strengths of AMIGA over PC and advocating for appreciation of all machines.
  • Seven and a Half
    Article discusses the humorous absurdities and peculiarities of military training and academia, blending satire with real anecdotes and witty observations.
  • Seven and a Half
    The article provides a satirical manual on programming methodologies, mocking the rigidity of formal programming practices and advocating for a more creative approach to coding.
  • Seven and a Half
    Instructions on safe sex practices, including guidelines on eligibility, preparation, and actions during and after the sexual session, along with handling emergency situations.
  • Seven and a Half
    The article discusses a call for a talented artist in Krasnodar for a ZX Spectrum group, raises concerns about the unethical practices of Scorpion regarding software rights, and critiques a video review of E'97.
  • Seven and a Half
    The article 'Семь и 1/2' narrates a humorous picnic adventure involving the editorial team of Deja Vu, highlighting their camaraderie and mishaps while preparing a barbecue.
  • Trial of the Pen
    The article is a humorous take on the fictional adventures of Winnie the Pooh as he interacts with computers and friends, discussing the absurdities of technology and daily life.
  • First Pen
    The article discusses the new section in Deja Vu dedicated to fantasy and science fiction literature, featuring book reviews and reader participation in content creation.
  • Advertisement
    The article is an advertisement section from Deja Vu #05, promoting collaborations with designers and musicians for future issues, and offering various software and hardware for ZX Spectrum.
  • News
    The article announces the launch of a new magazine, AMIGA RULES, focused on the AMIGA computer, addressing the lack of quality Russian-language publications. It aims to provide information on programming, hardware, software, and gaming, while fostering a community among AMIGA enthusiasts. The magazine will include contributions from readers and regular updates on the AMIGA scene.