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Myth — History in the Making

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Иногда встречаются такие всеобъемлющие игры, что диву даешься – как это их удалость уместить в память домашнего ZX Spectrum 48. Одна из таких игр — Myth — History in the Making, рассказывающая о похождениях главного героя в аду и нескольких исторических периодов с целью восстановления нормального течения времени и истории.

Когда-то давно люди верили, что всё в мире управляется посредством волшебной, божественной силы. Скандинавы верили в своих богов, египтяне – в своих, а в римляне – в своих. Боги определяли жизненный уклад. Боги управляли поведением людей и животных, могли вмешиваться в природные явления и в саму суть вещей. Так было не всегда. Однажды один из древних богов Дэмерон взбунтовался и решил переписать ход истории так, чтобы лишь он один имел власть над Вселенной, Землей, человеком и времени. А нашему герою предстоит поставить зарвавшегося бога на место.

В игре несколько уровней. Каждый из них охватывает свой исторический период. Начинается игра в аду – ведь только через смерть можно попасть к богу. Игроку предстоит путешествие в древнюю Скандинавию, в древний Египет, Рим, чтобы собрать необходимые предметы, которые смогут привести его к финальному сражению с Дэмероном. Последний предстает в пустоте в виде парящего сердца с лицом — картина жуткая и забавная одновременно. На каждом уровне нужно собирать волшебные сферы и предметы. Сферы дают жизненную энергию и позволяют пройти дальше по ходу игры, а предметы — это оружие. Оружие необходимо для борьбы с врагами: скелетами, существами из разных эпох. Некоторые предметы нужны, чтобы открыть проход, другие позволяют быстро покончить с боссами в конце уровней – трехглавым драконом, например. Что-то можно использовать многократно, а какие-то предметы, отрубленную голову медузы в мешке, например, только в битве с драконом

Игра совмещает в себе платформенную аркаду, лабиринт и приключения. Нужно и двигаться по уровню дальше, и в лабиринте уровня отыскивать нужные предметы. И догадываться, как их затем использовать. Для перемещения между уровнями необходимо пользоваться телепортом.

Для ZX Spectrum игра просто великолепна. Она по праву вошла ТОП 100 лучших игр на «Спектрум» всех времен. Жаль только, что в версии для Spectrum 48 отсутствует музыка, а версия для 128 килобайт так и не была закончена.

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MYTH - History in the Making
(c)1989 System 3
Programming: Peter Baron
Graphics: Bob Stevenson
Producer: Mark Cale
Concept: Mark Cale
Additional Design: Bob Stevenson & Peter Baron
Music: Jeroen Tel/Maniacs of Noise - Stefan Hartwig (loader)
-----------------------------------------------------
GENRE: Action Adventure


THE MYTH STORY

Magical tales of intrigue and mystery were spawned thousands of
years ago, as the world's civilisation believed that
mythological gods and demons carved out the way of the world.
They were said to have dealt their own hand in the epic Game of
Life and ruled their domains with cast iron law and powerful
sorcery not known to mere mortals. The subsequent fear of such
sorcery enabled the gods to mold their own world, like an
elaborate game of chess, and pre-ordain the fate and destiny of
their minions. The combination of ruling bodies kept the world
in balance and laid the foundations of our history.

Only a mortal can attempt to change the eras of time...

***********
An everyday lad lounges at his desk fully submerged in an article
he reads aloud in his complex mind, about Medusa, the terrifying
snakes that entwine her scalp, and shivering coldness of her
black-eyed stare as she turns courageous men to solid stone. The
lad seems arrogantly amused with what he reads and curls his
upper lip in an aggrieved sneer, signaling his resentment at the
brash, uniformed way in which his favorite daydreams had been
handled.

"This guy's a jerk", rolls off his silver tongue as he hurls the
trash magazine into an overused bin. It seems near bursting with
a hive of knowledgeable mythological drawings, screwed up and
scribbled out, that weren't quite good enough or didn't depict
how a certain fable was meant to annihilate all who dared
challenge it or who didn't respect its vital role in the strat-
egic Game of Live and History. He would spend hours thumbing
through books and sketching the theories as he understood them,
believing that mythology was for real, believing everything was
there for a reason, believing that titanic gods watched his
every moves and even played some of them for him so as to ensure
that foreseen destiny would indeed take its course.

This guy was hooked, at times he wore blinkers to everyday life,
or upset school teachers with his hankering on about myths and
how they were the only history any of us need learn if we were
to ensure the future turns of the world were in the right
direction.

Maybe he seemed a little confused, strange to some teachers, but
everyone warmed to him. He wore the right trainers, the right
jeans, he hung out with the right guys, danced to the right
music. His cockiness and arrogance was a lure to all the best
girls in school and his contempt for those who wouldn't listen
to him, shieded him, and gave him bigger following than the
school football captain. This guy was a happening, a hero to
younger kids, a thorn in the side of history teachers and a
real worry to his parents who had seen his obsession grow from a
passing interest to the only supporting crutch his life seemed
to be leaning on. This obsession wooed him to sleep at night and
led him through everyday life with hypnotic effect. He couldn't
wait to get home and lose himself in mythological literature, to
draw his favorite characters and dream of long-fought battles
through time itself.

If he only knew. Word of his undying loyalty to mythology had
not only spanned the length and breadth of the school playing
fields and formed major points of discussion over school dinners,
but had astonishingly penetrated the Heavens.

The last remaining good titans had been casting a hopeful net
over our planet for some time, a global search that had them
clammering for a mortal with character, cunning, and most of all,
belief. These great universal dictators had swallowed their pride
and had finally succumbed to the fact that their means of
rulership was now rapidly becoming a laughing stock. Strong,
steadfast beings who aggressively ruled the Heavens, the Seas,
the Land, were now in a state of panic. The evil god Dameron, a
self-appointed leader, turning the skies black with rage and the
seas red with the blood of many a god who dared question his
tyranny. Bloodbaths arose in the Heavens, death was meeting
those who refused to control their part of History in his way
and the once seemingly solid temple of this History was now being
severely rocked to its very foundations.

The law stated that the great gods could not interfere directly
with the destiny of Modern History, but that the world's future
lay with its past and therefore by changing the past, Dameron
will conquer the future and forever destroy mortal Life.

An encouraging fire engulfed the era of time as they found who
they were looking for and with the discovery of a mortal with
such a belief they breathed tentative, if not premature, sighs
of relief into the soul of our hopeful History.

They were to visit him in his sleep and bargain with mortality,
convince him that his relentless pursuit of mythology was to be
rewarded by actually meeting the gods he dreamt of by battling
the demons he scribbled on pieces of old paper, by solving the
life and death riddles of ancient leaders. He must confront the
twisted power of Dameron and struggle through all the corner-
stones of time, putting right the evil god's wrongdoings and
setting the wheels of our History in motion once again in the
right direction.

They were to take him through all mythological eras of time,
including roman-greek, norse-viking and egyptian. then onwards
towards the greatest challenge for no mere mortal except this
one, Dameron. The world's future is at stake and must be
brought back to tranquil normality. He must remember his
arrogance, he must have faith in the prophecies he tried to
enforce upon others.

He must believe that this is

History in the Making!

**************************************************

INTRODUCTION TO THE GAME

This game has 4 levels. They are:

1. Greek Legends
2. Norse Legends
3. Egyptian Legends
4. The Final Confrontation (with Dameron)

Each level has several phases, which can be quite different in
play. The end of the last level is followed by a game End
Sequence.


CONTROLS OF THE CHARACTER MOVEMENTS

Plug joystick in Port 2 (no keyboard controls).

Upon Level load completion press Fire to start (this allows you
to take a rest in-between levels...).

Without Fire button pressed, the joystick controls the movements
around the screen. There is walking and jumping (2 kinds). With
Fire depressed, you are in the fighting mode, and motion of
joystick then gives (Level 1 through 3):

Throw Daggers
High kick (pulled _____ | ______ High punch
opposite to facing) \ | / or weapon blow
\ | /
\ | / Middle punch
Kick (pulled -------------X------------ or stab with weapon
opposite to facing) / | \ (or throw fire bolts)
/ | \
Low kick (pulled _____/ | \_______ Lower punch
opposite to facing) | or stab with weapon
Kneel / Crouch
(or icon pick up)

Notes:
1. Directions are for facing right. When facing left, reverse
all directions.
2. Some weapons have to be worked with fire button in conjunc-
tion with joystick movement (you will have to try!).


WEAPONS

Levels 1 thru 3 have various weapons that you obtain by
various ways (for you to find out - hints are provided below).
You start with your bare fists...

You select the weapon by pressing the < | | > keys to scroll
left-right or right-left. The center top of the screen shows
only 3 slots, so not all the weapons you have show. You have to
scroll. The center one is the one in use.

Level 4 is unique in this area as you are on a magic carpet
fighting like a jet fighter... So the controls are like hori-
zontal shoot'em up games. You do get various weapons there too.


LIVES/ENERGY

The top right of the screen shows the number of lives in reserve
and your energy. Instead of an energy bar you have 3 (at start)
energy pellets which change color upon use. In the game you may
have up to 4 such pellets as you can gain new ones in the play.
So it is for lives. You can have up to 7 in reserve even though
you start only with 2.


GENERAL HINTS

Always remember you can pause/unpause the game using the P key!

The first aspects of the game you should MASTER are the JOYSTICK
controls. The highly interactive nature of the game is required
because of some of the COMPLEX MOVES the main character has to
perform. A high level of competence at the controls will enhance
your game play CONSIDERABLY. Try use with trainers on!

Because of the adventure elements, our second suggestion is that
you should get into the habit of RECORDING what happens on each
screen. This will enable you to obtain HIGHER SCORES with
repeated play.

The last point is, NEVER take anything FOR GRANTED - some things
are not as they appear. Be curious, nosey, etc. and try
everything. Throwing things in fire can bring unexpected results
for example.

-------------------------------------------------------
Written in June 2000 with input by COWBOY of FBR (1989), and
hints from Kim Lemon's Site discussion board, as well as the
VOID Site info for the Spectrum.


-END-


(extras from the original instructions sheet)

Keyboard controls

[...]

For Spectrum and Amstrad owners

SPACE BAR - Cycle through and select icon in window
- Press again outwards to get back in the game
Q - Left
W - Right
I - Up
J - Down / small jump
O - Fire
H - Pause game

If these keys prove unsuitable to some games players, there is an option to define the keys at the beginning of the game.


Status area definitions

For Spectrum and Amstrad owners

Status area
Ŀ Ŀ Ŀ
Score Amount Energy

Ŀ Ŀ Ŀ
Lives Collected items Teleport cons


Lives - Ammount of lives (up to six)
Score - Current score
Amount - Shows the number of times the currently selected item can be used
Items - Shows what you are holding. Press SPACE to select them
and LEFT and RIGHT to move
Energy - Shows your energy. When energy is low the man will pulse
colours. When energy reaches zero a life is lost and
energy reset to maximum
Teleport icons - The amount of these you have collected so far. When all
have been collected they will flash continuously to
confirm that the master icon is on the map

[...]

Clues

For Spectrum and Amstrad owners

Collect all the "TELEPORT ICONS" to reveal a "MASTER ICON". This is then
used on the "TELEPORT PAD" to get results.

CHEST
Treasure what you may find.

VASES
Take a welcome break and your quest could prove fruitful.

GEMS
Just what the doctor ordered.

HEART ITEM
Conserve your strength and realise your limitations.

DOVE
Be flight and cause a major coo!

SKULLS
A burning desire brings out the devil in you.

MEDUSA
Head off in the right direction and open your eyes to all around you.

TRIDENT
Be a kill joy, two's company but there's a crowd.

SACK
As you journey onwards, remember you have certain statutory rights.

BOLTS
It all adds up to a lot, so save some for a rainy day.


==========================================================================
Taken from Project 64 with additional material by Cristian Secara.
Readapted for the Spectrum in 2000 AD by
Alessandro "Gazzosa" Grussu
http://members.nbci.com/gazzosa