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Rogalik on the Sega – Fatal Labyrinth

    Home blog-461 Rogalik on the Sega – Fatal Labyrinth
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    Rogalik on the Sega – Fatal Labyrinth

    By wertuslash | blog-461 | 0 comment | 23 septiembre, 2025 | 0

    Now Roguelike And Roguelite Games also called a slang butter ""bagel", No one is surprising. The games of this genre simply filled all the virtual regiments of digital stores. It is amazing that after a large genre boom and a clear oversaturation of the market, such games are still created. Although, in my opinion, the cucklers are now clearly shifted aside by various “metro-vanning” and KKI of all colors and colors.

    So this is what I mean? Ah, yes – cuckaps! What is your first pungent, and? Nuclear Throne? Enter The Gungeon? Risk of Rain? Yes, quite good games. But mine – Fatal Labyrinth. That’s just at the time when I played it, I didn’t even know such words – Roguelike..

    I have never seen this game on pirate cartridges. Maybe they are, but I repeat, I did not stumble upon them. And how then the child of the early 2000s was able to play in it? The answer is simple – the Chinese console with built -in games! And one of the hundreds of built -in small games was just "Deadly labyrinth". When I first saw her, I immediately thought "VOU, cool! It’s just like Diablo, only on the seg!". And so I remembered it – ""Diablo on the Sega". Deciding to refresh the old memories, I turned on this game. And, know what, I expected the worst, but more on this is in more detail.

    Once, a dark castle emitting from under the ground grew out of the ground- Dragonia. Traikar, daredevil from the local village, volunteered to enter the monastery of evil spirits and find stolen by the roams Holy Cup, vitro. And on this the whole story of the game ends. We, being an ordinary village guy, should make our way, as is usually the case in games of a similar genre, through dark Labyrinths Castle, stuffed Luta, traps And a bunch of caches enemies. And we can’t waste time in vain, otherwise the dark energy of the castle will turn the whole world into darkness!

    As it is in the pants – almost every gaming element is subjected to random generation. Dungeons, consisting of quadrangular rooms connected by narrow winding corridors – there is. Random span of equipment – There is. Potions And Spells, marked in colors, the properties of which cannot be recognized without applying them – there is. A huge variety of enemies – There is. And all this is good for 30 floors And 1 boss. One life is one attempt. Died – start again (well, almost again, more on that).

    Gameplay is different from ordinary console games. Let’s be honest, despite the presence of tactical and JRPG-game on Sega Genesis, console gaming has always been mainly about Platforming And action. A "Labyrinth»As if step by step. One Your action, whether it is a movement or attack, spends one move. The moves are not spent in a motionless state, the game stands still, opponents, respectively, do not move. They make their movements along with the player’s course.

    As mentioned earlier, random is scattered throughout the maze Lut. Their properties, especially in magical objects, random. And initially they are completely Unknown. To identify a new thing, it must be equipped. But there is a risk, because every clothes may turn out Damned. For example, having attached the first potion that came across, you can Get blind or lose strength.

    There are no separate buttons in the game. To attack the enemy, you must, approaching him closely, literally Fighting his carcass, clicking on the buttons. I know that this is the usual control for old role -playing games, but in any case, it looks pretty strange for the consoles. But this method of attack is relevant only for near -fight weapons. And then how to attack the enemy from the bow? Not to fit closely. Well, know, this violates the very nature of the onion. I have to do this from the menu, choosing the item "Use"In the tab"Onion", Having previously equipped it. Management itself is convenience!

    Inventory menu generally causes some discomfort. It opens with pressing the button WITH – Extreme button on the controller. And so I choose the desired point and click A – First button on the controller, button actions And the selection of Luta in the game. And the menu closes. After all, in the inventory open to the button WITH, Confirmation button is the same button WITH. This is somehow logically wrong. Opening the menu by one button is logical, which is closed by the same button. This is natural, it is everywhere. Imagine that in order to leave the pause menu, it was necessary to click on Start, And on Mode. In short, Unknown.

    So what is I talking about? A, battles! Well, they are. In most cases, they look like Backing enemy to death. And the only two obstacles that do not allow the character to be imboe is a chance miss And parrying. These chances are acting against the player.

    IN close combat Only https://betso88casino.co.uk/login/ three types of weapons: Spears, axes And Swords. At the very beginning, the character has a knife, but he is still properties Counts for swords. And they all have the properties. More precisely, not even properties, but addiction. The shorter the weapon, the higher the chance to miss. T.e. The spear will almost always hit the target, and the blow with a hand ax will only fall on your knee, and not by the enemy. But this dependence also acts in the opposite direction: a more accurate weapon causes much less damage than the rest. T.e from the spear Damag will be like from a needle, and the ax will cut the knee in two. And, taking into account all these dependencies, swords remain the most balanced weapon.

    IN Far battle You can use bows and shurikens. It is strange that the latter are in the tab of ordinary weapons, and not in the section with bows. After all, the principle of application is absolutely the same. Another note about an uncomfortable menu.

    To increase the indicator protection, The character must have armor. The category of armor includes Shields, Bibs are bibs And helmets. Here, again, no dependencies, as it was with the weapon of near -battle. The more steeper the armor, the better it is – nothing unusual. The funny thing is that the armor, however, like a weapon, displayed On the character. And in old role -playing, such a trend was generally not often found (recalling many console jrpg). This small artistic technique positively affects perception. The player clearly sees and feels his development as it passes. I like it.

    All other points in the inventory are allotted for Magic: This Scrolls, Staffs, Rings And Potions. Potions quite standard: health, poison, speed, etc. Even stop your attention on them is not hunting. Disposable Scrolls And Staffs Able to apply Effects. They can be like Positive, For example, the equipment search spell, or negative, Like the aforementioned blindness. Also, if there is no necessary condition for the spell, for example, the presence of opponents for the “sleep” spell, then no effect will occur. You just spend your spell in vain. In addition to buffs, scrolls and stoves can cast combat spells.

    Equipped Rings Also give random Effects. A spontaneous rings can not only be worn by increasing your combat skills, but also throwing them into opponents. Then they will apply characteristic spontaneous damage. But in this matter you must be more accurate. Once I was so carried away by throwing the magic rings that I accidentally threw a ring of power into the enemy, which only pumped him.

    Throwing objects This is generally a funny feature of the game. In enemies you can Throw Absolutely everything that lies in your bag: swords, axes, helmet, shields. And everything that enters the enemy will cause damage (unless, of course, he does not defend himself from the blow). Damage will be less than from a standard attack, but in any case it will be. Thus, you can fight at a distance even when the quiver is already empty. Yes, and so trite Effective get rid of excess cargo, because the bag is not rubber.

    And take in the face your worn ports will be motley Opponents. Well, almost motley. There are quite a lot of sprouts themselves: there are standard fantasy creatures, and characters of ancient mythology, and all game out of place (Japanese ninja and “flooring” sharks). But the springs themselves are often repeated, changing only the palette. And such repetitions of ascets are found everywhere. But I will tell you more about this later, just keep it in your head.

    But the enemies differs in behavior. Someone is more well-oriented in the corridors, following the player, someone is not. And someone is completely dug. Some opponents beat only with distant or close attacks, and some combine them completely. Separate enemies are able to use spells. The most annoying spell I call "The conspiracy of a frantic flex"(All due to the fact that the inscription" appears in time "You Feel Like Dancing"), Under the influence of which the character begins to behave as crazy and not react to management at all. So that this does not happen, a staff can be used against sorceresses "magical oblivion", So that all enemies on the floor (and only on this floor) forget about their magic.

    As expected Roguelike, The game contains standard role elements, only instead of levels here titles or ranks. The title is generally a strange thing. The idea is cool, the higher the experience, the higher the rank. That’s just the gradation of the titles is unknown. For example, I walk around the dungeons for about half an hour, I want to find out what level my character is, I look at the corresponding menu, and it says "Leader". And what level is it? Maybe the seventh? Fifth? And then I get another level and increase my rank before "Soldier". The soldier is above the leader? And then where between "Warrior" And "Fighter" located "Swordsman"? Even in the leadership that was attached to the game, this sequence was not painted.

    In addition to the character level, the player is available strength, protection, gold And hunger. If everything is extremely clear with force and protection, then I want to say a few words about the rest of the parameters. The game has a simple Hunger system. The indicator must be kept within normal. The hungry character weakens. If you eat too much, the character will become bad. And from critical overeating, the hero can completely throw off the hooves. I’m going, for some unknown reason, you cannot put it in the inventory. It must be eaten right from the floor in the same place where you found it. So there is a great chance that the gods of the random will not give you food at the hungry hour.

    But with a random it often sleeps Bags with gold. There is only one question – why? In the game Not There are NPC traders who could redeem some equipment! In the game it is forbidden scatter moments to divert enemies. Their Not will turn out to convert into any other indicators. Then why in the game gold? And I will answer – it is not used by gameplayino. Ultimately, as in life, the number of coins affects only the cost of your grave. If this is not vital enough for you, then know that the higher the rank, the higher the character’s fame. And the higher the fame, the more people at your funeral.

    It turns out that some kind nonsensical indicator. Why spend space and display it on the screen? But the game has speed potion, So there is speed indicator, Why not display it on the screen? And the weapon has characteristic of accuracy, Why don’t the player show him so that he knows that he was equipped? Weapons and armor can break in the heat of the battle, and the game has a scroll that protects the equipment from rust. We conclude – in the game the equipment has strength. Why not show him? These are important variables, why hide them from a player?

    What else can you stumble in the maze? On Deadlocks. As a child, I reached the dead ends and, not knowing where to go further, told myself "I don’t know where to go further – I was not lucky"And restarted the game. It turns out I just did not find secret doors. Therefore, remember: if you do not know where to go further, then just "Put " on all walls in a row – maybe you will find. And hope that this is something Alarms of pressure plate, attracting enemies. Or not Secret Luke, falling into which you find yourself one floor below. I I hate These hatches! I constantly fell into them, because the environment of the game is completely the same. I just can’t remember the location of the traps! And this is really a problem: the environment is faceless. And the fact that the palette is changing at the walls and gender every 10 floors. At least some decor was scored, so that it was not so dull.

    The only two unique places are village At the very beginning of the game and roof Castle in the battle with final boss. The latter does not stand out in anything remarkable, except that the boss has a lot of spells and health. The boss does not even have a unique spray. He looks like an ordinary opponent of a dragon found on the last floors. Only that green, and the boss is red.

    And remember I said that the maze should be passed quickly? I said this for a reason. If you walk along the floor Too long, game trigger And Brown all the enemies you killed. And this can become critical if the player has little health during SPAVN. Because there is no no game in the game conservations, Neither password systems. So you need to go into one sitting. Moreover, and after death, the game will have to restart again, losing all its progress. Standard chipper chip! Well, how would it be, but in fact there is no. You will start again only if you die on the first 5 floors. Because every 5th floor of the player is waiting checkpoint. He retains the level, and the lout, and the characteristics of the character in RAM console. Yes, the game still needs to be gone at a time, but this chip at least somehow facilitates the passage.

    The final screen of the game. Traikar, after winning the dragon, takes his wings and plans from the roof of the castle towards his native village.

    And play that I want to! After all, despite obvious Cons, the game is very attractive and you can stick in it for the evening. And this is a good sign for Roguelike Games, as for me. I even passed it twice in a row! There was no sense in this, in fact, there was all the content and the first time you can see. You can play the game, it is also not much difficult to go through it. The main thing is to try not to make stupid mistakes: not to pump opponents, to be treated in time and not allow monsters to surround themselves. And, of course, eat right. And no one canceled the uniqueness of the game. Do you know more games with procedural generation on Genesis? Personally, I can remember only one – TOEJAM & EARL.

    Despite the fact that the game was distributed on physical media in the USA and Europe, it initially went out in Japan and was one of the exclusive games for such a stray as Sega Mega Modem. Company Sega At that time, she very often experimented with web services and devices, and Mega Modem In this matter was not her only attempt. Speaking very briefly, then the modem connected to the telephone line provided a huge number of services, and not only an entertaining nature (for example, provided access to banking services). But we are now interested in games.

    The happy owner of the modem could buy a special cartridge Sega Game Library. Using it, the user could go to the service Sega Meganet Through the modem. Meganet – Online service with exclusive game content that the player could download from the Internet and use it for his pleasure. Most of these games were relatively small in size so that they could be easier and faster to download (and where to store it). This factor imposed restrictions on the developers – hence the short 30 seconds instead of normal music, constant repetitions of ascets and the total scarcity of the visual part. This is some kind of madness. Scarring And cut Games that could be launched only by spending a lot of money on a modem, a cartridge and additionally paying a monthly subscription for access to Meganet… It is not surprising that this idea was quickly bent, and some of the games were then sold separately without bindings to modems (Fatal Labyrinth, Flicky, Columns).

    Remember how I talked about self -reproaches? So, Fatal Labyrinth This is a full carrier of another game – Dragon Crystal! And they did it alone and The same People. Stop … and then is it possible to call the game a copy? Probably not … it doesn’t matter! Original Japanese version Dragon Crystal, How "Labyrinth"I went out in the 90th year, but not for Mega Drive, And for Game Gear. But I played, for some reason, on Sega Master System – Just because I so wanted.

    And similarity is visible with the naked look: this is also Roguelike, same inventory, The same characteristics And the system titles, same character, The same Enemies. But that the game is not as gloomy as "Labyrinth". The game sounds easier non -straining music (especially in the initial levels). There is no darkness, it is made in its black and white walls made in the form of mushrooms, bushes, stones, columns, etc. D. Well, at least the decorations are diverse. Even the ultimate goal is the same – to find a sacred cup. In short, a very strange move from developers. Both games have their pros and cons, and if you fix the first and unite the latter, I would have seen the light great 16-bit bagel. But, alas, this did not happen.

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