Автор: Antony R. Lill
Год: 1989
Издатели: Firebird Software Ltd
Производитель: Probe Software Ltd
Языки:
Английский
Формат:
TZX лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на Virtual TR-DOS
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Описание:
Dynamic Duo— это приключенческая игра, разработанная компанией Probe Software Ltd и выпущенная Firebird Software Ltd в 1989 году. Действие разворачивается в загадочном 'Ночном доме', где игроки управляют двумя персонажами, Гномом и Уткой, исследуя лабиринт скрытых комнат и коридоров.
Цель игры — собрать десять частей ключа, спрятанных в сундуках с сокровищами по всему дому. После сборки этот ключ позволяет войти в Комнату вычислений, ведущую к свободе. Игра предлагает уникальный режим двойного управления, где игроки могут разделять дуэт для более обширного исследования.
Дом полон опасностей, включая Жнеца, который следит за каждым движением игроков. Игрокам необходимо использовать стратегию для избегания угроз, собирая части ключа и находя настоящую Комнату вычислений среди фантомных.
Игра рассчитана на одного или двух игроков и использует разделенный экран для отображения прогресса обоих персонажей. Верхний экран показывает основное действие, а нижний — карту и собранные предметы, обеспечивая увлекательный и стратегический игровой процесс.
Год: 1989
Издатели: Firebird Software Ltd
Производитель: Probe Software Ltd
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
Описание:
Dynamic Duo— это приключенческая игра, разработанная компанией Probe Software Ltd и выпущенная Firebird Software Ltd в 1989 году. Действие разворачивается в загадочном 'Ночном доме', где игроки управляют двумя персонажами, Гномом и Уткой, исследуя лабиринт скрытых комнат и коридоров.
Цель игры — собрать десять частей ключа, спрятанных в сундуках с сокровищами по всему дому. После сборки этот ключ позволяет войти в Комнату вычислений, ведущую к свободе. Игра предлагает уникальный режим двойного управления, где игроки могут разделять дуэт для более обширного исследования.
Дом полон опасностей, включая Жнеца, который следит за каждым движением игроков. Игрокам необходимо использовать стратегию для избегания угроз, собирая части ключа и находя настоящую Комнату вычислений среди фантомных.
Игра рассчитана на одного или двух игроков и использует разделенный экран для отображения прогресса обоих персонажей. Верхний экран показывает основное действие, а нижний — карту и собранные предметы, обеспечивая увлекательный и стратегический игровой процесс.
DYNAMIC DUO
===========
Dwarf and Duck are the Dynamic Duo! Lost in the realms beyond magic, in the Dark and
Dingy "Night House" they have to find their way out against incredible odds. Duck
normally sits on Dwarf's shoulder, but Dwarf dawdles along, whereas Duck can dash around
above the heads of the evil guards, and look for the treasure chests which contain the
keys to the Calculation room, and freedom! So, divide and conquer!
- DUCK AND DIVE TO STAY ALIVE IN THE EVIL "NIGHT HOUSE".
- SUPER DUAL CONTROL MODE, USING A CLEVER "DOUBLE SCREEN".
- CUTESY CHARACTERS WHICH REALLY PACK A PUNCH.
- 1 OR 2 PLAYERS INTERACTIVE GRAPHIC ADVENTURE.
The Game
Beyond the realms of magic lay the 'Dark Powers' able to control the destiny of any who
enter the 'Night House'.
This building is full of hidden rooms and treasure chests, waiting to be found by any
with the strength of will, and body, to enter the House.
The House is built up of many corridors and secret rooms, they all have to be explored
in search of the Treasure chests, which, if in luck, contain a part of the ten pieces
required for the key to the Calculation room.
The rooms you seek are hidden and are only eliminated, on the map carried by Dwarf, when
all ten pieces of the key have been collected, and once the key is formed, fake 'Phantom
rooms' are eliminated which the Duo will have to investigate in his search for the real
Calculation Room.
In your travels it would be impossible for just one being to navigate and locate all that
is required in the 'Night House', but you have a companion on which you can depend.
A winged bird with the ability to fly separately from you travelling through the house
and searching for the required items.
In the House lurk enemies that can halt you in your determined mission. The Grim Reaper
has been watching your entrance into the house and your movements with great interest,
he has the power to attack you when you are least expecting it and can call upon all his
power to defeat your quest if you are off guard.
Together you and your partner are a strong force but limited in the amount of ground that
can be covered and the areas of the House you can investigate, but separated the two are
able to move in different directions and cover a wider area.
The Play Area
The screen is divided up into 3 parts, as follows.
1. The first at the top contains the playing screen for when the Duo is joined as one, or
just for 'Duo one' when separated.
2. The second part of the screen contains the map showing the area covered by the
player(s) and any items or objects that are in that part of the map. When the two
players separate the map will be replaced by a copy of the First screen but this time
showing 'Duo twos' progress. This screen will be able to scroll independently from
the top.
3. The third and final screen contains both scores as well as the number of pieces of
the key collected so far.
How to Play
In order to enter the Calculation room, you need 10 pieces of the key, which can be found
in the treasure chests that are scattered around the 'Night House'. Duck can fly much
faster than Dwarf can run, but only Dwarf can open the treasure chests, so it's a good
idea to separate, so Duck can look for them, and have Dwarf break them open when they've
been found. If there is a piece of the key in a chest, it will automatically be picked up.
There are several Phantom Calculation rooms, these will disappear from your map when you
have picked up all key parts, revealing the location of the real room!
Also scattered around the floors of the house are large orbs. These can be shot and will
roll along the ground. When they hit a wall, they will explode making a hole big enough
to run (or fly) through.
Duck and Dwarf can only go up and down floors of the 'Night House' when they are together.
To go down, go over a hole and press the DOWN control. To go up, go to a large door and
press the UP control.
Loading
Use standard loading instructions. Refer to your computer manual for more information.
Controls SPECTRUM
Use either keyboard, Kempston or Sinclair joysticks.
Key controls.
Player one Player two
Up 1
Down Q Y (Use lift/hole)
Left Caps/Shift L
Right Z Enter
Fire Space P
Pause B
Quit Q,U,I & T together (in pause mode)
Toggle control in one player mode SYMBOL SHIFT
© Probe Software 1988
Published by Telecomsoft
First Floor, 74 New Oxford Street, London WC1A IPS
Copyright subsists in all Telecomsoft and Telecomsoft affiliated software, documentation
and artwork. All right reserved. No part of this software may be copied or transmitted
in any form or by any means. This software is sold on the condition that it shall not be
hired out without the express written permission of the publisher.
A free catalogue of all Telecomsoft products is available on request.
Telecomsoft and Firebird are trademarks of British Telecommunications Ltd.
===========
Dwarf and Duck are the Dynamic Duo! Lost in the realms beyond magic, in the Dark and
Dingy "Night House" they have to find their way out against incredible odds. Duck
normally sits on Dwarf's shoulder, but Dwarf dawdles along, whereas Duck can dash around
above the heads of the evil guards, and look for the treasure chests which contain the
keys to the Calculation room, and freedom! So, divide and conquer!
- DUCK AND DIVE TO STAY ALIVE IN THE EVIL "NIGHT HOUSE".
- SUPER DUAL CONTROL MODE, USING A CLEVER "DOUBLE SCREEN".
- CUTESY CHARACTERS WHICH REALLY PACK A PUNCH.
- 1 OR 2 PLAYERS INTERACTIVE GRAPHIC ADVENTURE.
The Game
Beyond the realms of magic lay the 'Dark Powers' able to control the destiny of any who
enter the 'Night House'.
This building is full of hidden rooms and treasure chests, waiting to be found by any
with the strength of will, and body, to enter the House.
The House is built up of many corridors and secret rooms, they all have to be explored
in search of the Treasure chests, which, if in luck, contain a part of the ten pieces
required for the key to the Calculation room.
The rooms you seek are hidden and are only eliminated, on the map carried by Dwarf, when
all ten pieces of the key have been collected, and once the key is formed, fake 'Phantom
rooms' are eliminated which the Duo will have to investigate in his search for the real
Calculation Room.
In your travels it would be impossible for just one being to navigate and locate all that
is required in the 'Night House', but you have a companion on which you can depend.
A winged bird with the ability to fly separately from you travelling through the house
and searching for the required items.
In the House lurk enemies that can halt you in your determined mission. The Grim Reaper
has been watching your entrance into the house and your movements with great interest,
he has the power to attack you when you are least expecting it and can call upon all his
power to defeat your quest if you are off guard.
Together you and your partner are a strong force but limited in the amount of ground that
can be covered and the areas of the House you can investigate, but separated the two are
able to move in different directions and cover a wider area.
The Play Area
The screen is divided up into 3 parts, as follows.
1. The first at the top contains the playing screen for when the Duo is joined as one, or
just for 'Duo one' when separated.
2. The second part of the screen contains the map showing the area covered by the
player(s) and any items or objects that are in that part of the map. When the two
players separate the map will be replaced by a copy of the First screen but this time
showing 'Duo twos' progress. This screen will be able to scroll independently from
the top.
3. The third and final screen contains both scores as well as the number of pieces of
the key collected so far.
How to Play
In order to enter the Calculation room, you need 10 pieces of the key, which can be found
in the treasure chests that are scattered around the 'Night House'. Duck can fly much
faster than Dwarf can run, but only Dwarf can open the treasure chests, so it's a good
idea to separate, so Duck can look for them, and have Dwarf break them open when they've
been found. If there is a piece of the key in a chest, it will automatically be picked up.
There are several Phantom Calculation rooms, these will disappear from your map when you
have picked up all key parts, revealing the location of the real room!
Also scattered around the floors of the house are large orbs. These can be shot and will
roll along the ground. When they hit a wall, they will explode making a hole big enough
to run (or fly) through.
Duck and Dwarf can only go up and down floors of the 'Night House' when they are together.
To go down, go over a hole and press the DOWN control. To go up, go to a large door and
press the UP control.
Loading
Use standard loading instructions. Refer to your computer manual for more information.
Controls SPECTRUM
Use either keyboard, Kempston or Sinclair joysticks.
Key controls.
Player one Player two
Up 1
Down Q Y (Use lift/hole)
Left Caps/Shift L
Right Z Enter
Fire Space P
Pause B
Quit Q,U,I & T together (in pause mode)
Toggle control in one player mode SYMBOL SHIFT
© Probe Software 1988
Published by Telecomsoft
First Floor, 74 New Oxford Street, London WC1A IPS
Copyright subsists in all Telecomsoft and Telecomsoft affiliated software, documentation
and artwork. All right reserved. No part of this software may be copied or transmitted
in any form or by any means. This software is sold on the condition that it shall not be
hired out without the express written permission of the publisher.
A free catalogue of all Telecomsoft products is available on request.
Telecomsoft and Firebird are trademarks of British Telecommunications Ltd.