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ZX SPECTRUM online игры a Firefox overview

Управление эмулятором: Escape-сервисное меню с настройками эмулятора.
ЛЕВЫЙ ШИФТ+6 7 8 9 0 в TR-DOS

При загрузке страницы фокус передается эмулятору для управления с клавиатуры,если перевели фокус щелчком мыши на другой элемент,то перегрузите страницу.


Еsc-service menu. LEFT SHIFT + 6 7 8 9 0 in the TR-DOS. Emulator management: when loading the page, the focus is transferred to the emulator for keyboard control, if the focus is moved by clicking on another element, then reload the page. that is, when the page loads, the emulator itself will stand in the field of visibility and ready to be manipulated from the keyboard. If you left-click on the page, the focus will go to it. Return to the management of the emulator in this case, reload the page. In this case, you can safely position the screen along with the keyboard with the mouse wheel.

Более удобная навигация по играм здесь

Файлы страницы

ZX SPECTRUM play online игры

если игра не запустилась,то нажми reset в левом меню эмулятора и обнови страницу для корректной работы и музыки это желательно делать всегда

Нажмите старт и играйте,прямо в браузере,кратко по управлению тк не все помнят,,,Qaop полностью эмулирует спекки,если нужно из бэйсика запустить игру-нажать R затем ENTER,клава по умолчанию 6-влево,7-вправо,8-вниз,9-вверх,0-огонь,,,спэйс и энтер как ввод

---» START только для Мозилла Файрфокс

Это превиев,он грузится только в 48кб,если программа не пошла-жать START,для смены картинки обычно SPACE или ENTER


Управление эмулятором на этой странице через контекстное меню правой кнопки мыши,
чтобы включить звук и музыку,включите 128,а F5-перезагрузить игру,ДЛЯ ПОЛЬЗОВАТЕЛЕЙ ХРОМА - управление только с онлайн эмулятора

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Spectrum zx Sinclair online in you browser


FOTO


      Прикрепления: LOTR-1.tap(69Kb) · LOTR-1.png(15Kb) · 3097893.txt(16Kb)

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THE SPECTRUM GAMES DATABASE

LORDS OF MIDNIGHT

PUBLISHER
Beyond

AUTHOR
Mike Singleton

YEAR
1984

DESCRIPTION
Graphical Adventure Game, with single key stroke controls

CONTROLS
1-8 Look in direction (N-NE-E-SE-S-SW-W-NW)
Q Move in current direction
E Look in current direction
R Think
T Choose
U Night
S Save
D Load
G Yes
J No
Z Print (crashes most emulators)
C Select Luxor
V Select Morkin
B Select Corleth
N Select Rorthron
M Select

In Select
1 The Lord of Gard
2 The Lord of Marakith
3 The Lord of Xajorkith
4 The Lord of Gloom
5 The Lord of Shimeril
6 The Lord of Kumar
7 The Lord of Ithrorn
8 The Lord of Dawn
9 The Lord of Dreams
0 The Lord of Dregrim
Q Thrimrath the Fey
W The Lord of Whispers
E The Lord of Shadows
R The Lord of Lothoril
T Korinel the Fey
Y The Lord of Thrall
U Lord Brith
I Lord Rorath
O Lord Trorn
P The Lord of Morning
A Lord Athoril
S Lord Blood
D Lord Herath
F Lord Mitharg
G The Utarg of Utarg
H Fawkrin the Skulkrin
J Lorgrim the Wise
K Farflame the Dragonlord
C Luxor the Moonprince
V Morkin
N Corleth the Fey
M Rorthron the Wise

INSTRUCTIONS
The object of the game is to otherthrow the evil Witchking
Doomdark, who controls the north half of the land of Midnight.
Thus freeing the land of Doomdarks evil spell of cold that
aflicts it.

The game can be completed by completing one of two different
tasks:

1: Take control of Doomdarks Home Citadel of Ushgarak in the
North
2: Destroy the Icecrown the source of Doomdarks Power. This is
located in the Tower of Doom northwest of the Citadel of Ushgarak

In order to do this you must assume the role of Luxor the
Moonprince, who has the power of vision and command over those
loyal to him by virtue of the moonring which he wears. This
allows you to control many different allies even though they may
be spread across the land of midnight. Also the moonring acts
against the Ice fear of Doomdark which saps armies strenth and
morale. At the start of the game you control 4 characters, Luxor
the Moonprince, Morkin (Luxor's Son), Corleth the Fey and
Rorthron the Wise. Using these Characters you must attempt to
defeat Doomdark. Morkin will be central in ant attempt to destoy
the Ice Crown as only he is immune to the ice fear and can get
close enough to steal it without detection. In order to conquer
Ushgarak a large army must be ammassed by recuiting the Lord of
the free in the South of Midnight. The Fey will also help but
must be persuaded by Corleth to join the cause.

The hopes of the free will only be destoyed if Doomdark can
suceed in either killing both Morkin and Luxor, or by killing
Morkin and taking Xajorkith deep in the south of the lands of the
free. Should Luxor be killed and Morkin still live, you will
loose control of all you other allies save Morkin. Morkin must
then retreive the Moon Ring from the site were Luxor fell and put
on the moonring in order to gain its powers. Unfortunatly as the
Moonring radiates warth in order to ease the Icefear Doomdark can
sense its wears location, thus making Morkin's quest for the
icecrown almost impossible.

Features of the Landscape

Army
A friendly army will offer no hindrance to the traveller but a
hostile army should be avoided or engaged in battle.

Cavern
Can provide shelter from the weather or enemy, but it may have
already done so for fouler creatures.

Citadel
A strongly fortified city which may harbour friendly or enemy
forces. Storming a citadel is a hard task.

Down
Slow down travellers slighly and may hide unseen dangers ahead.

Forest
Home of the magical Fey. Movement through a forest slows down
all but the Fey.

Frozen Wastes
These surround the land of Midnight. They cannot be crossed
by anybody.

Henge
Possess strange powers which may help or hinder an army.

Keep
The fortress of a minor Lord. They cannot resist a determined
assault from an enemy for very long.

Lake
Often magical, these can have powers to revive and heal those
who oppose Doomdark.

Lith
Ancient standing stones, often with strange magical powers.

Mountains
Moving across a range of mountains takes many hours and leaves
you exhausted.

Ruin
Abandoned fortresses of long-forgotten wars. May harbour dark
creatures or lost treasures.

Snowhall
Large structures which offer shelter to hundreds if need be.

Tower
The refuges of the wise. Although impregnable, help may be
sought at these - it may not always be granted though.

Village
Can offer warmth and shelter if the people prove friendly.

CHEATS
This is more a bug than a cheat. If Luxor is killed you loose
control of everyone other than Morkin. However, Morkin can begin
to re-recruit Lords without retrieving the Moonring from the site
of Luxor's demise.

As for tips:-

The simplest way always seemed to be to send Morkin north to find
Farflame and send to two of them straight to Ushgarak. Farflame
could usually manage to wipe out the few armies they would meet
en-route and them could destroy the ice crown when they got
there.

Alternatively, the longer (and far more entertaining way) is to
split your four main characters up at the start, each going in
a different direction and recruiting as many people as possible
then sending them all south to Xajorkith to wait for the enemy
to arrive. You may want to leave the northern Fey (sorry, can't
remember their names now) at home rather than send them south,
so that you have a large, spare army left for later use. Don't
bother trying to defend individual citidels, as you'll usually
lose (take as many troops as you can and run before the enemy
arrives).

Try to recruit Lord Blood within the first few moves and leave
him at his keep. He will delay the oncoming armies giving the
rest of the characters time to get going (you may want to pull
him out before his armies get completely wiped out, as he's a
very useful commander to have around - ie. he doesn't get scared
easily, unlike some).

You'll have to pick the route they each take fairly carefully,
as the main characters have limits on who they can recruit. Once
Doomdark's troops arrive at Xajorkith you will have a number of
rather large battles, but should win them all (Doomdark's armies
are usually outnumbered). After the onslaught stops, send your
armies north (reclaiming keeps, etc. as you go) and fight your
way into Ushgarak (meeting up with the northern Fey when you get
there).

SEQUELS/PREQUELS
Followed by Doomdark's Revenge which uses similar control
methods. Was suposed to be the first part of a trilogy but part
3 (The Eye of the Moon) was never completed (although some work
had reportedly been done on it). Recently Lords of Midnight: The
Citadel has been released for the PC, this does not have the same
scenario as Eye of the Moon was suposed to have, and uses a
further advanced form of Landscaping (more like that found in
Midwinter). The story does continue on from Doomdark's Revenge.

SCORES RECEIVED
10/10 (CRASH #7, August 1984)

BOOKLET TEXT

URLS
ftp.dcc.uchile.cl/pub/OS/sinclair/snapshots/l/lordsmid.zip

GENERAL FACTS
The original game came with a keyboard overlay, designed to fit
on a rubber-key Spectrum, which had all the keyboard commands
written on it.

You may also like to try the Lords of Midnight Web Page, at
http://www.gatewest.net/~cpb/lom.html.

NOTABLE FEATURES
This was the first game to use 'Landscaping' to generate the view
of the world of Midnight from the perspective each of the
characters under your control.

THE LORD OF THE RINGS - SOLUTION - TYPED BY VAXALON - 1994
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PART 1 (played as Frodo)
~~~~~~~~~~~~~~~~~~~~~~~~
Open the drawer, chest, cupboard and door, take one of the canvas backpacks
and put into it the matchbox, bottle and food. Go east, then south to the
main highway, the west until you reach the turn-off for the town hall. Go
north and then east to meet the Mayor. Now go west, south, west and west to
enter the Mathom House (if the guard refuses you entrance, just WEAR RING
and go west). In here take the book and the candle. Then go west until you
are back at the highway outside your cottage, then go east, north-east,
north-east, south-east, south and east (through the yellow door) to find
Merry. EAT MEAL until it's finished and go west and north. If there are no
riders about go east and then south-east into the forest with the trees that
move. If the riders are present then go north, south, east and south-east
into the forest (moves east and west are fatal when the riders are about,
but others are usually safe until they've gone).
In the forest you need to remember two locations, the wide glade and the
grassy glade. To pass from the wide to the grassy you need to go east,
so just type WAIT and then EAST until the trees let you pass. In the grassy
glade it's the same, except that you want to go south-east to find the
hilltop. At the hilltop go south to the riverbank then north-east to the
willow. At this point your companions should fall asleep, so go north-east
to Tom Bombadil and SAY TO TOM "HELP". Now return to the willow and WAIT.
As soon as they are free go north-east to Tom's and EAT MEAL until it's
finished. Thank Tom then go east until you meet the Barrow Wight. Now tell
your companions to take a sword each, then WEAR RING and go east.
At the gate, TAKE OFF RING and KNOCK. When asked, SAY TO GATEKEEPER "FRODO"
and then SAY TO SAM "GO SOUTH-WEST AND OPEN RED DOOR". Once sam has gone
go south-west and then south into the store. Here take all the food supplies
and then SAY TO SAM "GO NORTH AND KILL A BLACK RIDER". Do the same with
Pippin, and when Sam returns tell him to do it again. WAIT until they both
return and then go north and west and SAY TO STRANGER "HELLO". Now WAIT for
Strider to leave, then FOLLOW STRIDER and continue to do so until you find
the flat stone. READ STONE and WAIT, then Strider will go off again so
FOLLOW STRIDER once more until you reach the Fortress Of Fornost. Here WAIT
until the Starling talks to Strider and then FOLLOW STRIDER back to the gate.
Now WAIT twice and them go east, WAIT twice more and go east again. Around
this point the Black Riders should enter, so go north and then east to the
bare hilltop and WAIT five times. Now go south and FOLLOW STRIDER.
At the bridge Strider will stop, so SAY TO STRIDER "GO EAST" (you will have
to do this at least twice). When he agrees to follow you, go east until
you can go no further and Part One is complete.

NOTE REGARDING BLACK RIDERS:
This solution depends on timing to avoid the Black Riders, but the 'correct'
way to pass time is to use the pale green jewels. The following routine
should enable you to learn the words needed to release their powers:
Go to the lake, then w, w, s, sw, s, e, ne, sw, w, s, to locate the Monk
who will tell you what to do next. Then go n, w, n, w, s to locate the
Green Knight. Attack and defeat him and make sure you take the Broken
Medallion that he leaves behind. Then back to Monk, then, n, e, se, to
locate the Red Lady, kill her and take her medallion. Return to monk and
you should be allowed to pass through the stone door to the south of him,
where you will find yet another door. Knock and wait until Radagast answers
and he should give you the scroll with the magic words on. Now whenever you
encounter the Black Riders, make sure that Frodo, Pippin and Sam are
carrying one jewel each and type in magic words to get rid of Riders.
Give any spare jewels to Merry to carry.

GENERAL TIPS
1)Keep up your strength by eating at regular intervals.
2)If the riders enter the same location as yourself, go any direction bar
east and west.
3)Elfstones can be found in the willow (Pippin will be carrying them when
he is rescued), at the top of a tree that can be climbed by Hobbits
and in a plant pot (TAKE THE PLANT and EXAMINE POT).
4)If you ever visit farmer Maggott's farm, just WAIT three times when dogs
arrive and all will be well.
5)If you must go via the tunnel, then light the candle before you enter it
(OPEN MATCHBOX, LIGHT MATCH, LIGHT CANDLE WITH MATCH).
6)If you want to use the ferry than take it in turns to wind the handle.
7)If you really want to live like a Hobbit, then you need to get the pouch
and a pipe. Now OPEN POUCH, FILL PIPE and LIGHT MATCH (as before).
Then LIGHT PIPE WITH MATCH and enjoy a good smoke of the pipeweed.

PART 2
~~~~~~
Go north-east and north and you should encounter a small brown pony, then
go south-west to meet Glorfindel. Talk to him and he will tell you that he
has been sent to guide you. Go south and then east, then RIDE STALLION and
SAY TO STALLION "GO EAST" as soon as you see the Black Riders approaching.
Continue east until you have crossed the ford, then GET OFF STALLION and
WAIT until your companions appear. Go east to Elrond's courtyard, then
north and east until you meet Bilbo. EAT MEAL until it's finished, then
FOLLOW BILBO to his bedroom. WAIT for him to speak, then SAY TO BILBO "NO"
and repeat until he gives you the sword. Then WAIT and he will also give
you the Mithril Shirt. WEAR SHIRT then go west, east, south, west to meet
the council of Elrond. When the meeting is over and you are assembled
outside, WAIT and the pony will be laden with supplies. Proceed south,
south, south-west, south-east and then WAIT again. Go south-east and WAIT.
Go south-west and WAIT yet again. Now take Strider's advice and EAT. Then go
south-east and at this point distribute the bundles of cakes amongst the
company (e.g. SAY TO BOROMIR "TAKE CAKES"). Go east until you encounter
the outline of a door upon the rock, EXAMINE DOOR and then SAY TO DOOR
"FRIEND". At this point you will be grabbed by the tentacle (ouch!), so
ATTACK TENTACLES and when they release you, go east.
In the mines, go u, e, e, e, d, d, w, w, w, d, and you should be in a
corridor (but see note 2). PUSH HORSE and the slab will open, so now go east,
e, e, u, and east and you should be in a room with a book and a stone block
in it, along with a pile of armour. READ BOOK and EXAMINE BLOCK in order to
hear a noise in the corridor. WAIT and when they enter, ATTACK ORCS. Now go
east and WAIT. When Gandalf talks to you, go east and LIGHT CANDLE WITH
MATCH. Go down, d, s, d, south until you enter the square room. If all the
party are not with you, you can backtrack at this point to round them up.
When all are present, s, d, and then proceed east until you get to the
bridge. WAIT on the bridge and Gandalf will tell you to flee, so go east
until you emerge into Dimrill Dale then WAIT and FOLLOW GIMLI. Now head
south-east until you arrive on the eastern bank of the Nimrodel. When the
elf enters, WAIT, then proceed east to the river. Here the best policy is to
SAY TO ELF "HELP" and then SAY TO GIMLI "GO NORTH-WEST". When he has gone,
you must go north-east over the rope and then WAIT. Now go west and WAIT
again. When the doors have opened, head east to the tree and then go up,
then SAY TO GALADRIEL "HELP". When she has replied, climb down and go west
to the bridge but do not cross it. Now go south until you reach the banks of
the Anduin river and your quest is complete.

NOTE:
1)There are many other incidents and happenings along the way, this is just
one solution, but it is impossible in a game with so many variables to
include a comprehensive guide to everything. If you have managed to get
through the game once, however, you should then be able to go back and
explore the complexity of it some more.
2)If the route given above when entering the mines doesn't work, try instead
going up, e, e, e, d, d, w, d, s, d.
3)If Gimli insists on killing the Tactiturn Elf then you can either send him
away or else try to take his axe from him.
4)The above solution relies on timing to avoid the black riders, as follows:
After the Starling has talked to Strider, return to the gate of Bree and
WAIT twice, then go east and and WAIT twice more. Now go e, n, e, e, and
WAIT five times before heading south then east over the bridge. In case of
problems, just try varying the number of times you WAIT in each place until
you find the correct sequence to enable you to pass over the bridge in
safety.

если игра без автозапуска,то нажмите "R" затем "Enter" (ну или Ввод по рабоче-крестьянски))

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Многие современные устройства, включая даже карманные компьютеры и коммуникаторы,располагают достаточной мощностью для эмуляции Z80. Благодаря большой базе готового программного обеспечения (в основном игр и музыкальных демо) «Sinclair ZX Spectrum» является, возможно, наиболее эмулируемой платформой в мире. Этот сайт окунет вас в атмосферу детства,когда были деревянные игрушки,ламповые телевизоры и наш любимый спекки. Только у нас можно поиграть в онлайн без загрузки дополнительно Java и с качественным,удобным интерфейсом эмулятора позволяющим интерактивно загружать свои файлы и сохранять имеющиеся.

Разработчик эмулятора © Jan Bobrowski

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СКРИНШОТ
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Многие современные устройства, включая даже карманные компьютеры и коммуникаторы,располагают достаточной мощностью для эмуляции Z80. Благодаря большой базе готового программного обеспечения (в основном игр и музыкальных демо) «Sinclair ZX Spectrum» является, возможно, наиболее эмулируемой платформой в мире. Этот сайт окунет вас в атмосферу детства,когда были деревянные игрушки,ламповые телевизоры и наш любимый спекки. Только у нас можно поиграть в онлайн без загрузки дополнительно Java и с качественным,удобным интерфейсом эмулятора позволяющим интерактивно загружать свои файлы и сохранять имеющиеся.
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