Автор: A.S. Humphries
Год: 1983
Издатели: Assassin Software
Языки:
Английский
Формат:
TZX лента
Требования:
ZX Spectrum 16K
Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Год: 1983
Издатели: Assassin Software
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
ASSASSIN SOFTWARE
KRAGO CASTLE
- the first Adventure of
Mogadishu
INTRODUCTION
Set in the time of magic and monsters this program
recreates both the feel and excitement of traditional
role playing games, giving the opportunity to search,
explore and use logical ingenuity in a real time
environment
The Upper two floors of the castle contain in various
locations, all the items required to gain access to the
treasure room in the dungeons below. Some of the
artifacts found, although needed later, are cumbersome
to carry around and they tend to adversely affect your
retrieval in a different room - but be warned, more than
one item on the floor in any room can attract the
attention of passing monsters and will consequently
disappear.
MAPPING
While lack of information on room dimensions and
corridor lengths precludes exact mappings, it is strongly
recommended that a flow system of recording room
relationships should be adopted. In this respect two
areas may cause confusion. Remember that having
entered the staircase and left by another door, you will
then be on a different floor. Also, if you fall into a pit
trap, the escape tunnels, although on the same level
pass under the floor of rooms which you may have
already mapped.
COMBAT
Having failed or not attempted to run away from an
approaching opponent, the ensuing combat is decided
on your defensive capability (armour), offensive capa-
bility (weapons) in formula with the strength of the
attacking monster. Generally you will win but each
session of combat will sap you stamina until you
eventually die - unless of course you either find the
treasure or manage to magically rejuvenate yourself.
EXPLORING
Both testing for secret doors and looking for items of
value can be a very hurried affair and things can easily
be missed. Having drawn a blank once does not mean
that a later return to repeat the search will be equally
unrewarding.
VOCABULARY
ACTION KEYS N: Go North S: Go South
E: Go East W: Go West
V: Look around - as view below
C: To issue a command
VERB NOUN Effect
VIEW Describes room contents
LOOK Furniture item. To search for
hidden items.
TAKE Item name. To acquire anything
found using LOOK above.
PICK (UP) Item name. Anything on the floor.
LIFT Anything in a room
DROP Item name. Anything which you
no longer want to carry.
EAT (Food, Rations, Vitals etc.)
DRINK WATER, POTION or name of
artifact containing liquid.
TEST WALLS.
INVENTORY Catalogue of items carried and
current status
USE Potion: Many situations require
the use of one.
Scroll: Specific item before pro-
gress is allowed.
Item name: Use of the correct item
presumes an appropriate chain of
actions which do not need to be specified.
ASK (SAGE) only the old man - for the advice of
his choice.
REST Helps stamina - but leaves you
vulnerable if surprised.
RUN (AWAY) You have chance to escape attack-
ing monster but risk dropping
something which you are carrying.
HELP A limited amount of cryptic help is
available from you deity e.g.
when to search, how to open
locked doors etc., but he soon
looses patience with too many questions.
WAIT Allows you to leave the game and
not be killed during you absence.
SAVE Saves the current status for rein-
Your Name forcement later - it is suggested
that the tape be taken out and
reversed before using the SAVE
facility.
All words in parenthisis are optional.
The program understands both grammatical English
and COMMON the language adventuring.
e.g. look in the furnace Loo furn
will have the same effect
In the event of your premature demise there are three
alternatives for continuation.
1. Reload a previous status frozen using the SAVE
facility.
2. Obtain a clean start by loading the code preceding
MOGL LOAD "cod" CODE 31750,1010.
3. Press CONTINUE - when you will be rejuvenated
and restocked with food but any items which you
carried are presumed to have been stolen during
your period of "unconciousness".
NOTE: The program is too full of adventure to monitor
the inadvert pressing of wrong keys. Should this
happen go to 50 will put you back in the game - at the
place where you were.
(c) A.S. Humphries 1983 Assassin Software
KRAGO CASTLE
- the first Adventure of
Mogadishu
INTRODUCTION
Set in the time of magic and monsters this program
recreates both the feel and excitement of traditional
role playing games, giving the opportunity to search,
explore and use logical ingenuity in a real time
environment
The Upper two floors of the castle contain in various
locations, all the items required to gain access to the
treasure room in the dungeons below. Some of the
artifacts found, although needed later, are cumbersome
to carry around and they tend to adversely affect your
retrieval in a different room - but be warned, more than
one item on the floor in any room can attract the
attention of passing monsters and will consequently
disappear.
MAPPING
While lack of information on room dimensions and
corridor lengths precludes exact mappings, it is strongly
recommended that a flow system of recording room
relationships should be adopted. In this respect two
areas may cause confusion. Remember that having
entered the staircase and left by another door, you will
then be on a different floor. Also, if you fall into a pit
trap, the escape tunnels, although on the same level
pass under the floor of rooms which you may have
already mapped.
COMBAT
Having failed or not attempted to run away from an
approaching opponent, the ensuing combat is decided
on your defensive capability (armour), offensive capa-
bility (weapons) in formula with the strength of the
attacking monster. Generally you will win but each
session of combat will sap you stamina until you
eventually die - unless of course you either find the
treasure or manage to magically rejuvenate yourself.
EXPLORING
Both testing for secret doors and looking for items of
value can be a very hurried affair and things can easily
be missed. Having drawn a blank once does not mean
that a later return to repeat the search will be equally
unrewarding.
VOCABULARY
ACTION KEYS N: Go North S: Go South
E: Go East W: Go West
V: Look around - as view below
C: To issue a command
VERB NOUN Effect
VIEW Describes room contents
LOOK Furniture item. To search for
hidden items.
TAKE Item name. To acquire anything
found using LOOK above.
PICK (UP) Item name. Anything on the floor.
LIFT Anything in a room
DROP Item name. Anything which you
no longer want to carry.
EAT (Food, Rations, Vitals etc.)
DRINK WATER, POTION or name of
artifact containing liquid.
TEST WALLS.
INVENTORY Catalogue of items carried and
current status
USE Potion: Many situations require
the use of one.
Scroll: Specific item before pro-
gress is allowed.
Item name: Use of the correct item
presumes an appropriate chain of
actions which do not need to be specified.
ASK (SAGE) only the old man - for the advice of
his choice.
REST Helps stamina - but leaves you
vulnerable if surprised.
RUN (AWAY) You have chance to escape attack-
ing monster but risk dropping
something which you are carrying.
HELP A limited amount of cryptic help is
available from you deity e.g.
when to search, how to open
locked doors etc., but he soon
looses patience with too many questions.
WAIT Allows you to leave the game and
not be killed during you absence.
SAVE Saves the current status for rein-
Your Name forcement later - it is suggested
that the tape be taken out and
reversed before using the SAVE
facility.
All words in parenthisis are optional.
The program understands both grammatical English
and COMMON the language adventuring.
e.g. look in the furnace Loo furn
will have the same effect
In the event of your premature demise there are three
alternatives for continuation.
1. Reload a previous status frozen using the SAVE
facility.
2. Obtain a clean start by loading the code preceding
MOGL LOAD "cod" CODE 31750,1010.
3. Press CONTINUE - when you will be rejuvenated
and restocked with food but any items which you
carried are presumed to have been stolen during
your period of "unconciousness".
NOTE: The program is too full of adventure to monitor
the inadvert pressing of wrong keys. Should this
happen go to 50 will put you back in the game - at the
place where you were.
(c) A.S. Humphries 1983 Assassin Software