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Kentilla

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Автор: Derek Brewster
Год: 1984
Издатели: Micromega
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:
Kentilla.gif
Kentilla.png


Описание:
Kentilla— это текстовая приключенческая игра, выпущенная в 1984 году, разработанная Дереком Брюстером для ZX Spectrum 48K. Действие игры происходит в мифической стране Караланд, когда-то находившейся под угрозой темного колдуна Грако. После его поражения воином Ашкой казалось, что мир вернулся, но новая угроза возникает, когда зловещий колдун Вельнор находит тома Грако. Путешествие игрока начинается с побега Грако, теперь более могущественного, обладающего лунным камнем Алграфа.

Игра сочетает в себе интерактивный текст с графическими элементами, позволяя игрокам перемещаться по различным локациям, решать головоломки и взаимодействовать с персонажами. Игровой процесс включает в себя ввод команд для перемещения, изучения и манипулирования объектами, обеспечивая богатый повествовательный опыт. Игроки должны исследовать лабиринтные пути под горой Элк, чтобы сорвать планы Вельнора и в конечном итоге снова столкнуться с Грако.

Команды в Kentilla разнообразны, включая глаголы, такие как ВЗЯТЬ, БРОСИТЬ, ИССЛЕДОВАТЬ, и более сложные действия, такие как ОТКРЫТЬ КРАСНУЮ ДВЕРЬ БОЛЬШИМ КЛЮЧОМ. Игра поощряет исследование и эксперименты, с множеством секретов и скрытых элементов, ожидающих открытия. Игроки могут использовать однобуквенные сокращения для упрощения игрового процесса, что делает его доступным, несмотря на сложность.

Подсказки вплетены в повествование игры, побуждая игроков мыслить критически и возвращаться к локациям для продвижения. Игра подчеркивает важность объектов и взаимодействий, причем само название имеет значение в сюжете. Уникальное сочетание повествования и игровых механик делает Kentilla запоминающимся опытом в жанре интерактивной литературы.



Kentilla_Front.jpg
KENTILLA

(Micromega)



An interactive text/graphics adventure by Derek Brewster for 48K Spectrum.





GRAKO had grand designs in CARALAND. It could be a perfect playground

of hate, torture, walking dead and eternal darkness. The inhabitants

of the land, however, had other ideas. Making his castle on the

central plains of Caraland, Grako grew in power, turning the once

fertile plains to scorched dust. But being so far from his place of

power he was unable to maintain his demonic influence. Grako was

finally defeated by the great warrior ASHKA and was returned in shame

to the tortuous fires of the Abyss.

As the world rejoiced, other sinister plans were afoot. VELNOR - the

evil sorcerer long-since vanquished for the black arts he practised

(see VELNOR'S LAIR from Quicksilva) - was planning revenge. Hidden

within the labyrinth beneath Mount Elk, Velnor had found the nefarious

Tomes of Grako. The power of eternal life and sovereignty over all he

hated was in his hands. Velnor could become a true demon on Earth.

Born of Earth and not of the Abyss, his power would be supreme.

Unknown to mortal man, this was all part of Grako's plan. The spells

were flawed, and during metamorphosis Velnor's powers were weakened.

His traps were cunning and his guards loyal and fierce, but a wizard

by the name of TYLON was equal to the challenge. In a mighty battle of

magic in the central chamber of Mount Elk, Velnor was slain and his

soul dragged through the void to the flames of the Abyss.

For a few faint seconds a corridor was open and Grako made good his

escape to breathe hate once more on the free plains of Caraland. And

now Grako's power could be supreme, for no longer did he have a rival

and he now had within his grasp the source of all Velnor's power: the

MOONSTONE OF ALGRATH.

Here starts the second tale from the myths and legends of CARALAND.





To load press J key and, holding down red SYMBOL SHIFT, press P key

twice. Screen should show LOAD "". Press ENTER and start playing the

cassette. KENTILLA is recorded twice on one side of the cassette only.

KENTILLA has a sophisticated input editor to ease command entry.

CAPS SHIFT 0 - Delete character to left of cursor.

CAPS SHIFT 9 - Insert a space at cursor.

CAPS SHIFT 8 - Move cursor right.

CAPS SHIFT 5 - Move cursor left.

CAPS SHIFT 1 - Recall last command. This must be used before any other

input is made. It is useful for lengthy battles, correcting mistyped

commands or conveniently altering a command (eg. after KILL URGA you

might want to EXAMINE URGA so just recall the last command and over-

type KILL with EXAM).





Single word commands

NORTH, N, etc. Move in specified direction

INVENTORY, I List carried objects

LOOK, L Redescribe location

SAVE Save game present position

LOAD Load saved game

QUIT End game; start again

SCORE Check % progress through game

WAIT Do nothing



The following are some of the more important verbs which are accepted.

There are many more which you will have to find for yourself.



GET TAKE DROP EXAMINE

SEARCH KILL ATTACK ENTER

LEAVE SAY CLIMB TIE, UNTIE

THROW WEAR REMOVE OPEN

UNLOCK LOCK GIVE PULL

PUSH LOOK EAT LIGHT

TURN HIT PUT CAST

EXTINGUISH



ALL can be used with the verbs GET and DROP to pick up everything in a

location or drop everything carried. It will ignore hidden objects,

etc, and dead characters. LOOK is used for seeing into containers; eg.

LOOK INTO CHEST. It can also be used to look at adjacent locations;

eg. LOOK EAST will tell you what objects and creatures (except hidden

ones) are there.

GIVE: When giving an object to a character, it must be done in the

form GIVE (object) TO (character); eg. GIVE SACK TO ELVA.





Talking to other characters

To talk to another character you must mention the character and use

quotes; eg. SAY TO OGERON "GIVE ME SWORD". Friendly characters will

usually cooperate if they can - others not necessarily!

Sentences are not limited to VERB/NOUN, although this is sufficient in

many cases; eg. GET SHIELD or GET THE LARGE SHIELD.

In many cases longer sentences are necessary, eg. PUT SWORD INTO CHEST

or UNLOCK RED DOOR WITH LARGE KEY.

Many objects are described by both noun and adjective; eg. LARGE KEY

or NASTY KNIFE. If you want to get the large key you could try GET

LARGE, GET KEY or GET LARGE KEY. The first two might be accepted,

unless there are other large objects or keys around - this would cause

confusion.



Abbreviations

Most words can be abbreviated to two letters, and some to one; eg.

OPEN DOOR can be OP D. Ambiguity can arise, though; eg. LOOK IN CHEST

as LO CH will be taken as LOCK CHEST - LOO CH would work.



HINTS

KENTILLA is a richly devious adventure. Collecting objects is not an

end, just a means to it. You may have to revisit some locations a

number of times in order to make overall progress, and time may be of

the essence. Much is hidden, and not revealed at first examination.

The pictures might sometimes hold clues for you. You may befriend some

enemies. Apparently useless things might have curious effects on those

who threaten you. The very title of the game is of great importance in

its playing ... but you will find that out ...





Loading screen by Image Systems



This programme uses a special loader. Do not be alarmed if the normal

striped border does not appear during loading.
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