GETTING IT TO WORK:
DOSbox, no fancy wrangling.
Catacomb Abyss or whatever that lame other name they gave it is the story of an unnamed wizard implied to be the player and his evil nemesis, called Nemesis. Who is the big evil wizard who was named Grelminar in the last game, or possibly the guy named Nemesis last time. Protip: Don't name your villain after a completely unrelated character in a franchise you only have three characters in. I guess we know that the Greek gods really don't exist in this universe then, if there are multiple people running around calling themselves Nemesis.
So the game begins. I'll be playing on Warrior, because I am a badass. The game doesn't start with sound on, which really confused me. And you have to turn it on every time. I don't remember that. We don't really have another John Carmack working here, but that's okay. If you've already read the first entry for Catacomb 3D, you'll know that this series uses little notes on the hud in order to show the player where they are. This is immensely useful at this point in time and will be of great use to me.
A zombie appears, a quiet unpleasant one to behold, even today. I dispatch him with no trouble. After looting the place and accidently using a zapper. I have one of every item. The Zapper, or machine gun, the nuke or the eXterminator, that shoots a circle out from you, and a potion or Cure, which heals you. From here, I quickly discover no more open road. No further place to go. It feels weird talking about things I already know the answer to.
The way out is to destroy a wall. There is no activation of anything. Just shoot it or bump into it for it to work. Life's funny that way. Despite having played this quite a number of times, I still get blindsided by the first two zombies. One behind another wall I destroy, aptly called "Weakened Walls". SUBTLE. This brings me to the first scroll.
Now that I'm an adult and I start to question the logic of this scroll. Who wrote this? Who has a reason to? Whatever, I'm sure one questionable item is peanuts to whatever inane garbage I could be playing right now. Now, let's journey onward-
Enemies are sneaky in this game. Really sneaky. |
SNEAKY! |
Just like Heaven's Gate |
Is it just me or is that Japanese? |
These lead you to the next level |
The door offers the option whether or not you want to advance. Very useful if you missed a gem.
The Garden of Tears starts off with no short amount of time in getting to enemies. I dislike levels like this, but I'm just going to let that slide for a moment. The opening hallway contains goodies. To my left and right are further passages. These a north and south respectively.
There's something written in stone at the end of this corridor. "A garden of tears to expose your fears." Who put this in a town cemetery? You know, come to think of it, there are a lot of statues of demons and trolls here.
North first. I keep forgetting I don't have Z set as an alt key subtitute* anymore and fire off a zapper at a potion, a zombie just getting up and a wall I didn't realize I needed to destroy. I meant to that that. It would have been obvious anyway, "Unstable walls". This is still the second level and "doors" are easy to spot.
New enemy, some kind of shade. I assume that's the case. He's not very difficult to kill, but he doesn't make any sound when he hits you. That would be a problem if this game didn't give you health potions like Doom gives you health potions. I advance and reach an open area, with many paths and some presumable destructible walls.
The central midway, is of course connected to the northern midway |
"The Field of Sighs", another ambush place. Because when an enemy comes out of the ground, might as well ambush the player. After about twenty enemies later, I find the level exit, I just need to find the red key. I think there aren't any useful secrets, I.E., another gem. Further exploration of the field reveals to walls without any vines on them. I wonder what's in there...
More zombies, more items, and a yellow key. I guess its somewhere else, maybe south of the entrance. Judging by even more zombies popping up where I've already been, there could very well be a horde of them down there. Better check out the last part of "Midway" before doing so. Another obvious wall, revealing a bat and a locked door. What's behind door #1?
Which I probably should've taken a picture of. |
The Mausoleum Grounds start off with a corridor that only has a single thing blocking access. Progress! Of course, these have zombies in them. Zombie on the side, and while you're distracted with him, another pops up at the exit of the corridor. These guys have set up a weird daisy-chain of pop-up zombies. Each time one in the starting area goes down, another pops up.
After dealing with the swarm of zombies, I finally get to breathe again. Then I turn slightly and discover Mr. Skeleton. He looks a lot like the skeletons from Golden Axe, but I'm sure that's just a coinky-dink. I think he's slightly tougher than the zombies. I'm not certain. Speaking of which, they just keep popping out.
Why is there a town here again? |
Strategy? What's that? I don't even need a zapper |
Tough crowd. |
What? Another one? |
Enemies can't move past items in this game, and items usually break when shot, except for keys. You have to think about stuff like this for a moment, because otherwise you'll break something useful. Really useful, like this gem that lets me see them. That's not a problem right now, but later it should be useful. After I'm done spraying these guys with a few zappers.
Next time, The Mausoleum interior and whatever else until the next scenery change.
*Because the alt key usually causes you to get out of whatever game you're playing in Ubuntu. I don't know if this was a change from 16.04 to 18.04 or not. I also don't care.
No comments:
Post a Comment