In the FANTASY section, we want to present to you a computer novel: "Sphere of Power," written based on the game LAST NINJA - 2. This is a magnificent game with three-dimensional graphics and a dynamic plot. The authors managed to wonderfully combine two seemingly incompatible things: fighting and solving complex puzzles. Writing a novel is no easy task, as it must make you want to drop everything and rush to find this game among your friends or on the shelf. But it might also turn out the other way; someone might fall asleep in front of the screen reading "this nonsense" and never want to play this game. So please don't judge too harshly.
The story goes: "Whoever does not know the past is deprived of the right eye." In 1688, a prolonged bloody war for power broke out in Japan between the Taira and Minamoto clans. The head of the Taira clan hired a group of ninjas to steal the Sphere of Power from Kyoto. As a result, the goal was achieved, and Kunito, the head of the ninja group, succeeded in his plan. To restore justice, a samurai was sent, tasked with bringing back the Sphere of Power.
From this moment, our game begins. With the help of magic, Kunito moved to New York, but our samurai followed him to fulfill the task assigned to him.
The building where the hero materialized was filled with bribed police officers and thugs. "This will be a tough job," thought Uira, seeing the heavily armed guards. Sneaking behind the curtain, Uira saw an opponent guarding the control panel of the hatch. After fighting him, Uira decided to quickly search the room but found nothing useful. Meanwhile, the guard was starting to regain consciousness. Uira decided not to waste time and deal with the control panel. It was not difficult - just press the button, and the hatch above would open.
He had to hurry, or the hatch would close. Approaching the edge, Uira bravely jumped down and found a key and a guard in this room! The skirmish was short - the enemy did not expect your appearance. Calmly picking up the key, Uira walked down the basement corridor and found himself in a park, where a police officer immediately charged at him with a rubber baton. "Better not to get involved," thought Uira, but quietly slipping away was not possible, and you had no choice but to teach the enemy some good manners. "Good thing no other guards came running at the noise." Now the path ahead was clear.
Walking along the road, Uira saw a juggler throwing sharp knives. But using his skill, you managed to dodge the daggers and safely proceed further. But on the next screen, a surprise awaited you: a map of the park and a guard. Not bothering with him, Uira knocked him out with a "Snake Bite" strike and calmly took the map. Climbing up the grate, Uira saw a great staff. Jumping over the moat and taking it, you became the owner of a formidable weapon.
Descending, Uira discovered that the guard had already recovered and decided to test his new weapon in action. Quickly finishing off the opponent, you glanced at the map again and saw that nunchucks lay in the hut, and before the entrance, there were shurikens in a box by the juggler. Taking all these items was not particularly difficult, and deciding to leave the park, Uira headed for the iron grate.
But approaching the gate, Uira saw the police officer he had knocked unconscious at the very beginning of his journey through the park. Killing the enemy and opening the gate, you reached a river where a boat was floating. Skillfully jumping, Uira crossed to the other side of the canal and boldly moved on. But there was no way out of the park.
Suddenly, you were attacked by an invisible enemy. You had to run away, and jumping, Uira found himself on an island. A boat was hidden here, but after thinking for a moment, Uira decided to push it with the staff. After several unsuccessful attempts, he succeeded. The boat floated downstream, and you followed it, hoping to catch up and cross the river.
Jumping off the island, Uira ran through the park and turned right. You found yourself at the dock and, after waiting a bit, noticed the boat floating downstream. Calculating your trajectory, you jumped onto the boat. After the second jump, you were already on the other bank. This was the desired exit from the park. Not wasting precious time, Uira boldly headed for the exit and found himself on the street. Without waiting for the traffic light to turn red, Uira unsuccessfully tried to cross the road.
After dealing with several bandits, you found a spot where a lockpick lay. It didn't take long to grab it. Waving the staff, Uira sent the guard to a well-deserved rest and continued down the street, hoping to find something useful or a hatch that could be opened with the lockpick. Near a shop, Uira found a bottle. Skillfully using the staff and nunchucks, you searched the surroundings, getting rid of pesky guards and bribed police officers, who immediately attacked as soon as they spotted Uira.
Finding a hatch and killing the guard, Uira pulled out the lockpick and opened the hatch. Descending down, you discovered that you were in the enemy's underground base. Using all his will and endurance, Uira began to advance forward, facing new dangers. The prepared nunchucks were needed in the very first room; the guards were well-trained and equally well-armed. In one of the rooms, you found a key. But the bandit did not want to give it up, which was a mistake. Exiting the room, Uira jumped over a whirlpool and found himself near the exit.
Finding a grate, Uira opened it. After that, he entered the lower level of the dungeon. Wandering through dark corridors, you often had to engage in combat with bandits, but you persistently approached your goal. Besides the people, in one corridor, Uira was attacked by huge rats, but our hero managed to jump aside in time. At the very end, Uira even had to fight a crocodile. Of course, you managed to outsmart the monster and transition from the dungeon to the drug factory.
PART-I PART-II
Park Factory
Street Building
Basement Headquarters
Thus, the first part of Uira's adventures ends, but we will definitely write a continuation in the next issue of ZX-News.
Contents of the publication: ZX-News #01
- Экспертиза
Introduction to the game HERO QUEST-1, developed by GREMLIN GRAPHICS LIMITED in 1991. The game involves gathering magical items to stop the forces of chaos. Includes character descriptions and gameplay instructions.
- Expertise
Review of the game Seymour at the Movies by Code Masters, following the Dizzy series. The protagonist takes on the role of a Hollywood director. Released in ZX-News #01, 1995.
- Дебют
Gameplay of an elf navigating mazes, using magic and spells to solve puzzles. Descriptions of spells like LIGHTING, FIRE BALL, and REVIVAL are provided. Strategies for collecting insects and using magical items to progress are discussed.
- Дебют
Overview of a Polish logical game from 1990 called LOGO. Description of gameplay mechanics and strategies to complete levels. Includes list of level codes for easier progress.
- Задание
Challenge to find Oscar in SEYMOUR AT THE MOVIE and count screens in SPOOKED labyrinth.
- Фантазия
A computer novella based on the game 'Last Ninja 2' blends combat and puzzles. The protagonist, samurai Uira, embarks on a mission to retrieve a stolen power sphere. The story follows his adventures through various obstacles and enemies.
- Hit Parade
Analysis of popular programs among Spectrum users in Lugansk. Highlights include ELITE and adventure games. Shift towards smart games and interest in musical demonstration software.
- Система
Discussion of two system programs, ADM 7.08 for disassembling programs and ADS 2.00p for floppy disk management. ADM is useful for program modification and analysis. ADS optimizes disk drive operations and repairs disk sectors.
- Exchange of Experience
An in-depth guide on creating the YES DEMO for ZX Spectrum, covering everything from basic auxiliary procedures to loaders. Key techniques include screen planning, sprite handling, and sound integration. The demo combines assembly and BASIC programming for effective demonstration.
- Electronics
Description of a device for playing 'twitch' games with a scheme illustration.
- Advertisement
Introduction of the ZX-News magazine by ACTION group with an apology for errors and a proposal for a ZX-SPECTRUM club in Lugansk.
- Macro-Modem v2.1
Introduction of Macro-Modem v2.1, a terminal program for Vicomm. Features include file handling, macro support, and Scorpion enhancements. Operates autonomously during file exchanges.
- Enlight '96
Coverage of Enlight '96 event participants and results, discussing highlights of the demoparty in music and graphics competitions. Speculation on the future of demoscene technologies and artistic achievements. Insights into organizational challenges and notable performances.
- FIDO
The article discusses FIDO's role and terminology in modem communications and BBS usage.
- Авторы
Details about contributors to ZX-NEWS #02, distribution methods, and contact information for submissions.
- Competition!
ZX-News extends the competition for three issues, encouraging participants to submit a save from UFO-2. The winner is determined by the fastest game time. The prize is 20 floppy disks of GMD-130 or TDK.
- Advertisements
The article details paid advertisements in ZX-News, including pricing, contact methods, and examples of current ads.
- От редакции
Editorial reflections on reader feedback, magazine improvements, and changes in columns.
- Letters
Discussion of Enlight demoparty feedback through two contrasting letters. Observations on platform preferences: Amiga, ZX Spectrum, and IBM. Challenges in organizing large events highlighted.
- Hit Parade
A ranking of top games and demos based on weekly demand. The focus is on popular titles like 'UFO-2' and 'Vibration'. Reflects evolving interests of ZX Spectrum enthusiasts.