The Immortal ENGLISH (GENESIS)


El Immortal es un juego de aventuras isométrico creado originalmente para el Apple II GS , que fue portado a los PC de Amiga , Atari ST , MS-DOS , NES y Génesis . La trama principal gira en torno a un mago
tratando de encontrar a su mentor en un gran y peligroso laberinto .
El juego es conocido por su alto grado de violencia gráfica (se reduce mucho en la versión NES) junto con su dificultad de castigo.
La música para Apple II GS versión fue hecha por Douglas Fulton. En algunas conversiones, Rob Hubbard y Michael Bartlow son acreditados.



El juego comienza con el jugador en control de un mago sin nombre. En la primera sala, el jugador tiene la opción de ver la imagen del mentor del personaje, otro mago llamado Mordamir. Él está pidiendo ayuda desde lo más profundo en el laberinto, aunque está tratando de comunicarse con otro hombre llamado Dunric.
Los dos principales tipos de criaturas presentes en la mazmorra son los goblins y los trolls, que están en guerra unos con otros. Este es un elemento secundario en el juego. Dependiendo de las acciones del jugador en las primeras etapas del juego, también es posible que el personaje principal forme una alianza con una de estas razas. [2]
La mayoría de la historia se revela a través de secuencias de ensueño desencadenadas cuando el personaje principal descansa sobre camas de paja colocadas a lo largo del laberinto. Finalmente se revela que Mordamir está luchando contra un dragón en la Fuente de la Juventud. La trama del juego sufre un giro cuando el personaje principal encuentra a Dunric atrapado por Mordamir. Al final, el personaje principal se ve obligado a tomar una decisión sobre quién ayudar, el Dragón o Mordamir.

JUGAR:




The Immortal is an isometric adventure game originally created for the Apple IIGS, which was ported to the Amiga, Atari ST, MS-DOS based PCs, NES, and Genesis. The main plot revolves around a wizard attempting to find his mentor in a large and dangerous labyrinth. The game is known for its high degree of graphic violence (it is much reduced in the NES version) along with its punishing difficulty. The music for Apple IIGS version was made by Douglas Fulton. On some conversions, Rob Hubbard and Michael Bartlow are credited. The game begins with the player in control of an unnamed wizard. In the first room, the player is given the option of viewing the image of the character's mentor, another wizard named Mordamir. He is calling for help from deep below in the labyrinth, though he is attempting to communicate to another man named Dunric. The two main types of creatures present in the dungeon are the goblins and the trolls, who are at war with one another. This is a minor plot element in the game. Depending on the player's actions in the earlier stages of the game, it is also possible for the main character to form an alliance with one of these races.[2] The majority of the story is revealed through dream sequences triggered when the main character rests on straw beds placed throughout the labyrinth. It is eventually revealed that Mordamir is battling against a dragon at the Fountain of Youth. The plot of the game undergoes a twist when the main character finds Dunric having been trapped by Mordamir. In the end, the main character is forced to make a decision on whom to aid, the Dragon or Mordamir. The game takes place on a 7- or 8-level labyrinth, depending on the version of the game. The player must solve puzzles, avoid deathtraps, use magic spells (in the form of books and scrolls), and acquire various items in order to survive the labyrinth. However, certain items will bring instant death to the player if used in an unwise and careless manner. Combat in the game is offered in the form of a variety of non-player characters wandering or protecting a specific portion of the map. Fireball spells can be freely used to dispatch these enemies on the isometric field. However, they can not be used once the game has entered combat mode. Combat mode is initiated upon coming into close contact with these characters, and the game play shifts from the standard isometric view to a zoomed-in two-dimensional view in real-time. The real-time battle engine is limited to dodging opponent's attacks and performing sword swings and stabs. In addition to walking, certain levels allow the main character to possess a magic carpet that flies and paddle through water while sitting on a floating barrel.

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