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1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 | ~1_1
The first level is rather symbolic.
You'll just taste a bit how the bugs
actually move and you won't have to
burden you with thinking or another
similar activity. Sure you can try all
game keys, especially the function key
"F1" which can provide you with a
relatively large help. It will come in
handy in the beginning, you can trust
us...
~1_2
This level is focused on manipulation
with explosives. Try in practice what
can be destroyed using the explosives
in Bugs . And please don't call
the phone number, it's just a decoration
and the line owner docent Mrazek would
wex with you a bit I guess.
~1_3
Another interesting elements in Bugs
Escape are pickaxes. We'll talk about
them in the level after the following
level but you can try their function
together with another game elements
now. Besides the pickaxes there are also
small bush hammers in Bugs Escape,
designed for the same purposes - for
stone removing.
~1_4
Now it's time for hard steel fans. With
its aid it's possible to crunch stone
and make one's way further into
unaccessible areas. It's got a significant
disadvantage, though. The stone in Bugs
Escape are so terribly resistant that once
you break them you can throw the blunt tool
away and start looking for a newer one.
~1_5
You've seen the door in Bugs Escape for
sure, you leave each level by them. What
you'll see now is a very special, one-way
door. Well, it's actually not that special,
it has just one interesting property.
Once you go through it, it closes and
there's no way to open it again. Only by
a cheat, but let's talk about that later.
~1_6
We met boxes, barrels and other junk once.
The following level is supposed to exercise
sliding, moving, pushing them off...
Anyway, you'll be moving them until you
stand by the exit with all five keys.
~1_7
You have six levels behind you already,
that's indeed not bad. Once you finish
playing Bugs Escape, you may experience
significant growth of grey matter volume,
sometimes up to one half a percent! One
fellow even matured when playing Bugs
Escape. Although, he started at the age
of ten, finished at the age of nineteen,
maybe it's not because of the game, who
knows...
~1_8
The bugs differ from each other by colors.
We can list them individually: red, green
blue, beige and violet. It's got a meaning
in the game. There are a few elements which
are adherent to certain bug by color. One
of them is a gate-way. Only a bug with
identical color can go through it.
~1_9
The last element is a color locked door.
Only a special key with identical color
can open it, and to make it harder, only
a bug with identical color can take the
key. Once opened, it stays available for
the other insects, too, and even a box or
a dynamite can be pushed through it.
~1_10
Since you've met all game elements, the
last exam will have a slightly harder
level, containing all that you've had a
chance to meet so far, plus something
new - cooperation of the insect friends.
In order to solve the level you'll have
to involve not one or two, but all five
bugs to accomplish the desired result.
~2_1
The first level of this difficulty can
be successfully listed among the ultra-
easy ones. As a matter of fact, even
the hard levels are not hard if one knows
what it takes. Additionally, this rule
applies in computer games: if there's no
intelligence nor skills, there's a cheat.
When you finish this level we'll disclose
a few chats to you.
~2_2
As we've promised, here are the cheats:
"CTRL+ALT+E" - quit the level,
"CTRL+ALT+SHIFT+A" - five keys,
"CTRL+SHIFT+W" - go through the wall,
"ALT+SHIFT+S" - one more pickaxe,
"CTRL+ALT+D" - open every door
If you use a cheat once more you'll
invalidate it. Cheats do not apply in
difficulty level 'Hard', that makes
the competition regular.
~2_3
You may have may noticed that the cheats
do not work. We admit it, we've been taking
the mickey out of you. As a matter of fact,
Bugs Escape do not contain any cheats, and
it would be questionable if so. But
thinking that anyone believed that and was
pressing the keys furiously and cursing the
game author is pretty funny, maybe even
spiteful.
~2_4
As you've seen yourselves, Bugs Escape
is not a serious game at all. Therefore
try not to take it serisouly, do not
be unnecessarily angry, do not curse the
game authors, even though they might
deserve it sometimes, and when the game
really upsets you, you can revenge to
it - to move it from the hard dist to a
floppy disk and then throw it to a trash.
~2_5
It is possible that you find a grammar
error or a typo in the Bugs Escape
leading text. Although the texts were
checked carefully, it's not possible
to deny this possibility completely.
Thus, please be tolerant, and if you
find a discrepancy send us an e-mail and
we'll do our best to fix it.
~2_6
The following level should be a question
of a few dozens of seconds for you. When
in these kinds of levels it's useful to
use the turbo key "ALT", which make the
bugs fly on the screen literally like mad.
And if you also have a high image refresh
rate set, the speed increases even more.
~2_7
Another interesting key in Bugs Escape is
the letter "D". It lets you save a demo,
which can later be played back from the
command line. You can use that to show
someone that you actually completed the
level. Demo records can of course be made
from custom levels created using the
editor. More information is in file
"BERUSKY.TXT".
~2_8
Give the editor a try, too. It is not
too user-friendly but you can create
something in it. You can then send us
your creation, we'll be more than happy
to play something which has not been
created by our fingers. As for the
editor, the best functions are hiding
themselves under hot keys, a list of
them is again in the well-known file
"BERUSKY.TXT".
~2_9
Some of you may mark this level as
non-doable. It actually appears so in
the beginning, but after a detailed
exploraion you figure out that it's
really possible to get to the exit.
It's indeed a damned lousy trick, easy
to overlook so we rather notify you
in advance, in order for you not to
quit Bugs Escape in the very beginning.
~2_10
Have you ever played Boovie? If not, we
highly recommend that. It's really a
quality game with lots of nice animations
that you can't see here for sure. We've
seen only a demo but even that was worth
it. A brutal, free minigame Bloodie,
having an original scenario and great
playability, is even better than Boovie;
definitely do not miss it, it's one of
the best games on the free market.
~2_11
Have you ever drunk a beer? Not we, but
it's said to be worth it. Reportedly,
it's better than Bugs Escape and Boovie
together. Thus, it's necessary to test
it properly, which will apparently
happen on the prepared Bugs Escape
baptism. If the beer meets the
expectations we'll quit producing games
and we'll launch creating the 'soup of
the nation'.
~2_12
Do you know that one of the Bugs Escape
programmers represents the Czech Republic
in karate? Well, he has only a yellow belt
together with a kimono after his
grandmother, but he's supposed to make it
into the regional championship in a year.
As he says, when games start boring him
he'll be doing a sport for living, which
we depraise a lot, since beating people
for fun and getting paid for it is a
barbarism.
~2_13
The level ahead is pretty trivial. The
principle is to push a barrel with a
radioactive waste to the exit to next
level. Since there's only one bug in
this level, it has to walk a lot,
especially if you torture it with the
'ALT' key. It's worth saying that this
level is the youngest in the whole Bugs
Escape, it was created approximately
fifteen days before the release date.
~2_14
An ordinary trained monkey - chimpanzee,
can have IQ 85 and more. Some individuals
are even able to control various office
devices, including a personal computer.
A dolphin could possibly make it, too,
maybe even better, but the problem is that
it needs water and doesn't have hands,
only fins. Which means that it's better to
put a monkey than a dolphin into an
office.
~2_15
The following level will apparently make
troubles. Not that it would be extremely
hard, but you may happen to suffer from
an urgent lack of explosives. We should
not advise you but a tiny hint can't hurt.
So, try to gain as many radioactive barrels
as possible and use them where they're
needed the most.
~2_16
Listen to a band from Plzen called
Znouzectnost. This music is officially
recommended by all beta-testers, it's
not demanding for listening, contains
extraordinary lyrics and has especially
positive impact on thinking, which is
good when playing. Though we don't
condemn the original Bugs Escape songs,
they're good for playing, too.
~2_17
The following level hides a few smaller
gimmicks. Although it seems easy at first
sight, you may get stuck there for a while.
You can, however, pass it at first without
complications. For those of you who will
not be lucky, here's a little help again:
consider carefully where to use the two
radioactive barrels.
~2_18
Interesting situations appeared often while
making the levels. Since Bugs Escape were
being developed slowly for about two years,
some levels were forgotten, and when we
were getting back to them after the months
the author sometimes happened to be unable
to resolve the logic game an appropriate
way. It's possible to see a few of those
bits in the difficulty level 'Hard'.
~2_19
So, this level is definitely worth talking
about. The design side is no big deal, it's
even embarrasing how it's easy but what's
interesting is the principle of solving.
If we can give you a good advice, remember
it very well since a similar situation
appears in almost every other level of
Bugs Escape, and it's in fact the most
often used plot.
~2_20
We'll give you a riddle. It doesn't sound
too logic but it can be solved. You may
know it already, we didn't think it out
ourselves, someone told it to us. So:
Two elephants sit down on a fence. What
time is it? That sounds weird, doesn't it?
If you don't resolve it yourselves it
doesn't matter at all, you'll get the answer
once you complete the following level
anyway.
~2_21
"It's time to change the fence", that's
the complete solution of the previous
riddle. We suppose you evidently expected
something more intelligent, however, this
is the only correct answer to the question
"What's time is it when two elephants
sit on a fence?". We've also prepared two
more, intellectually demanding riddles,
but they appear in completely different
difficulty levels.
~2_22
Longer is dead who dies later. This is
a universal old phrase, which has, though,
absolutely no implications. But this
statement can't be denied. Think: Jan Hus
died in 1415 and Karel Capek in 1938. This
means that Jan Hus is 523 years longer
dead than Karel Capek! One can surely find
many similar examples in the rich history of
our nation.
~2_23
This level appears very gross, moreover
- it's very blind and you'll have a very
hard time finding all five keys. That's
exactly how it looks when the authors
are running out of phantasy. It's then
better to take a time off, consider
everything carefully and then to get
back to the creation, otherwise, there's
a vacuum in the air which then makes for
levels of this kind.
~2_24
Some people admire AnakreoN for their
extra self-criticism, which we reputedly
express only by our hidden arogancy.
No wonder it's an interesting thesis,
however, as it happens to be in similar
cases, completely nonsensial. We can afford
self-criticism for several reasons: ... I
see it can't fit in here so we'll tell you
the reasons in the next level.
~2_25
First - we do freeware, and for this simple
reason we can't claim that we're good, that
our games are the current peak and stuff.
Second - we're powered by critique, although
we admit that if all e-mails from testers
were like 'You're damned, better quit!', we
would probably give up.
~2_26
There's currently a big boom of the Linux
operating system. In the beginning, we
thought we would issue Bugs Escape for
Linux, too; it was even written on our
WWW, but it didn't happen. Another concerns
appeared, we had a lot to do in order to
make it run in DOS, and this is the way we
apologize to all those who hoped so.
~2_27
27 is considered a lucky number in
numerology. Correct, there were cases
in the past which argue against this
superstition, the execution of twenty-
seven Czech aristocrats, or the first
27 years of the thirty-years war, though
we hope you'll pass the twenty-seventh
level without bigger problems.
~2_28
There's no word about number 28 in
numerology. It's a very bad number for
programmers, though. If you know
anything about Y2K you definitely guess
what we're talking about. But Bugs
Escape will pass the year 2000 problem
because we tested the program thoroughly,
and we can swear that Bugs Escape will
be working on the feared 29th of February
in the third millenium.
~2_29
It's proved by science that people born
on 29th of February die very soon, usualy
between fifteenth and twentieth year. This
interesting phenomenon has not been
explained by anyone so far, and it's
possible to successfully doubt that it
will ever be. The only known and very
effective defense is a pragmatic
conception, which is something all
beginning parents should have on their
minds.
~2_30
The following level is very trivial,
and would better fit into difficulty
level "Training". Take it as a nice
relaxation before the following storm
of extremely hard levels. You'll wait
for them for a while, on the other
hand, it's worth knowing that Bugs
Escape is not that easy-going, as it
may have appeared so far.
~2_31
The first dog in space was Lajka, Yuri
Gagarin went after it. There are some
speculations that he had never returned
back to the Earth and that's why he was
actually less successful than his dog
colleague, but there are no proofs. We
in AnakreoN believe that Yuri returned
and died in that civil airplane, as they
say.
~2_32
Another tragicly easy level. If you
don't like it anymore, choose a higher
difficulty, you can always return here,
that's what passwords in Bugs Escape
are for. They are not too brainy,
courtesy of our designer who progammed
the random password generator although
he can't do programming at all.
~2_33
A recent study about game playing
malignity, or about their negative
impact on children's psyche
respectively, fully proves the scientists'
fears. Yes - playing games, especially
the action, strategy and logic ones,
seriously affects children's psyche,
damaging their natural creativity.
Caution, parents - do your children
have TFS or Bugs Escape on their hard
disk by any chance?
~2_34
Have you ever thought how games will
look like in the year 2052? Think,
there are 20 years between Tetris and
Quake, and where have games got in
the mean time? In next 20 years, e.g.
Unreal will be just a technical
excavation from the beginning of the
millenium. Funny how the gaming world
is so ephemeral.
~2_35
We were polemizing about gaming future
a few moments ago, gaming in the second
half of 21st century. Who knows if our
forecasts are right, but we can say now
with no doubts how the games of the
future won't look like - definitely not
like Bugs Escape, Manic Miner or similar.
~2_36
A nice design can often improve a not
too brainy idea. The level you'll see
now is a direct evidence of that. Though,
if there's no idea nor designer skills,
what is created is not playable nor
watchable. Fortunately, we haven't
included such levels in Bugs Escape,
or we're not aware of it.
~2_37
We once considered translation into
another language. Slovakian and Polish
languages were planned but both of them
wrecked because we can't speak Polish
and we have huge holes in our Slovakian
language skills, e.g. we don't know how
to translate the title itself, which is
a really big deficiency. We excluded
English in the very beginning, it's
completely beyond our translation
skills.
~2_38
The following level has a very
interesting history. It served for
testing for more than a year, new
game features and the overall
functionality were tested on it. Then
it was the initial level in a few
beta versions of Bugs Escape, mostly
used for internal purposes. Finally,
we deleted it by accident, recovered,
modified and included into difficulty
level "Easy".
~2_39
Have you ever considered how the world
would look like without computers? It's
a terrible idea for someone, another
one would like it because computers just
complicate their lives, or they don't
care at all. But we would mind, if there
were no computers we would have to ship
Bugs Escape as a board game.
~2_40
At the first sight, this level may appear
to be difficult, but that's not the case
of this level. Sometimes it's the other
way round - one takes a look, says -
"nothing to worry about in two minutes"
and spends half an hour with it, which
can happen in the last level of the
difficulty level "Hard".
~2_41
For kids, that's a short description of
the level in front of you. To push a
radioactive barrel through a labyrint
is a usual subject of the level
designers. Here you can also fully use
all five insect friends' skills, which
makes the plot much easier.
~2_42
Bugs Escape should have originally
contained also a special arcade game
mode, where you would fight against
another player or the computer, which
would be represented by a form of
aphides, ants, necrophores, bark
beetles and Colorad beetles, using the
standard Bugs Escape weapons. But we
changed our minds because the game would
lose its natural essence. Maybe next time.
~2_43
This level is quaint because it takes
only 36 steps to complete it, which
shouldn't take an experienced player
more than 15 seconds, even without
pressing the "ALT" key. There are two
ways to finish this level, one of them
takes more steps. Do you think you can
find both ways? Or will you put up with
a trivial finish?
~2_44
Another easy level. Just think how to get
into one of the radioactive waste heaps
and you win. For there are four heaps,
you'll have to plan four times. You must
be thinking it would be worth having a
bit more chances to load the position,
but would it still be a logic game?
~2_45
You definitely know this level from the
Bugs Escape demo, if you had a chance
to see it. It doesn't look exactly like
the original model but the principle
has been saved. It's interesting that
this relatively easy level is considered
a rather hard nut to crack. Why is that
- who knows - anyway, check it yourself.
~2_46
From the scientific point of view, Eyed
Ladybird (Anatis Ocellata) is the eared
insect from the beetles subfamily. In
other words, it's a zooid with six legs
with a disgusting head, two palps and
colorful wing-case with black dots.
Compared to a pig, Eyed Ladybird has a
smaller brain, compared to a cow, it has
a smaller digestive tract. It grows up
to 10 mm.
~2_47
From the game point of view, this beetle
is pretty affable, even a sociable being,
who obeys you, is able to push boxes,
break stones with a pickaxe, unlock door,
and even is not afraid of radioactive waste
if needed. This beetle is generally a very
talented animal, fated to certain activities.
~2_48
Aphides are the greatest enemies of Eyed
Ladybirds. Ladybirds hate them so much
that they kill an eat them; that's why
they are considered a beneficial insect.
Aphides, who often cooperate with ants,
have a very different oppinon on this;
they make it clear by their behavior that
doubt this usefulness.
~2_49
The last but one level in the "Easy"
difficulty level doesn't seem easy at
all, but that's just a delusion. Once
you look around a bit you'll find out
that there's no allegory there. All you
need is five pickaxes... Hmmm, we've
likely disclosed something we shouldn't
have. Nevermind, take it as a hint.
~2_50
There we go. The last, 50th level in this
difficulty level is between you and a
successful finish of the second episode of
the Bugs Escape saga, if we can call it so.
Once you see the final episode sequence,
you can decide if you try another - harder
episode or not.
~3_1
Vita vas prvni uroven obtiznosti "Stre-
dni". Oproti beznym zvyklostem zacneme
tentokrat vice nez ostre. Za pomoci
pouhych dvou berusek, budete muset
zvladnout uroven, kde by byli potreba
nejmene tri berusci kamaradi. Dve be-
rusky sice take hodne zmuzou, ale stras-
live se pritom napremysli, nez vykou-
maji stravitelne reseni.
~3_2
Kdo nekdy hral prvni demoverzi Beru-
sek, zajiste si vzpomene na tuto uroven.
Moc lidi neprijemne potrapila, pricemz
nekteri dokonce prohlasili, ze je nere-
sitelna. Pritom se nejedna o nic extra
sloziteho. Staci vzit pet klicu, sem
tam posunout nejakou tu bednu, rozbit
dva tri kameny a je to. Je to vlastne
porad to same dokolecka, a prece to
stale cini velke potize...
~3_3
A mame tu dalsi zajimavost ze sveta.
Co jsou to cunami asi vite - jedna se
se o giganticke morske vlny vznikajici
vetsinou zemetresenim. V asijskych ze-
mich kazdorocne zpusobuji obrovske ma-
terialni skody a ztraty na zivotech.
Obycejne dosahuji vysky nekolika metru,
avsak na pocatku tohoto stoleti spat-
ril jeden rusky badatel na Aljasce
vlnu vysokou pres 600 metru. To je, co?
~3_4
Sprostaci. Zrejme prvni slovicko, kte-
re vas napadne pri shlednuti nasledu-
jici urovne. Jeste nez nas ale zazalu-
jete pro moralni pohorseni, chteli by-
chom vas upozornit, ze uroven nevyro-
bil nas designer, nybrz jakysi clovek
jmenem Hacker Chris, ktery nam slibil,
ze kdyz uroven zverejnime, nasemu web
serveru se nic vazneho nestane. Co by
jste asi delali vy, na nasem miste?
~3_5
Pri pohledu na nasledujici uroven nas
svrbi jazyk. Moc bychom vam zase po ca-
se chteli napovedet, ale nemuzeme, pro-
toze bychom vam tak nechtene prozradi-
li uplne cele reseni. Chte nechte na
to zase budete muset prijit sami.
Nebudte ale smutni, az to bude nejvice
potreba, urcite nejakou dobrou radu
obrzite, ve stychu vas rozhodne nene-
chame, to nam muzete verit.
~3_6
Jeden fyzik na jiste australske uni-
verzite dokazal, ze jedna plus jedna
nejsou dve, nybrz opet jenom jedna. Po-
kusem se dvema slevajicimi se kapicka-
mi rtuti presvedcil cele auditorium o
nutnosti zmeny ucebni latky pro prvni
rocniky zakladnich skol. S timto zavaz-
nym vedeckym objevem tu vsak vyvstava
palciva otazka: jaky vliv to bude mit
na hrace Berusek? Hmmm... zrejme zadny.
~3_7
Tento typ urovni je pomerne velmi obli-
ben. Ve skutecnosti se totiz jedna o
pet malickych, od sebe navzajem oddele-
nych urovni, z nichz kazdou resite samo-
statne, vzdy pouze s jednou beruskou.
Kdyz nahodou cokoliv spletete, prepnete
si na dalsi berusku a zkusite jiny lo-
gicky ukol, pricemz k tomu predchozimu
se muzete vzdy vratit po restartu uro-
vne. Jak prostinke...
~3_8
Takova jedna mala zajimavost ze sveta.
Slavny osmibitovy procesor Z80 koncer-
nu ZILOG, na jehoz architekture pra-
coval nemene znamy pocitac ZX-Spectrum,
ted s uspechem vyuziva spolecnost
Adaptec, ktera ho montuje jako podpu-
rny obvod do svych SCSI radicu. Ted
jenom vyvstava otazka, zda je to pro
duchovniho otce ZX-Spectra sira Sin-
claira duvod k pyse, anebo k placi?
~3_9
Na Cheopsovy pyramidy se mimo archeo-
logu v posledni dobe zamerili i nume-
rologove. Rozmery pyramid jim skytaji
netusene informace, ktere lze v praxi
vyhodne uplatnit. Vite, ze kdyz napri-
klad sectete vysku podstavy nejvyssi
pyramidy s obsahem jejiho pudorysu,
vysledek umocnite na druhou a vynaso-
bite nulou, vyjde prekvapive rok naro-
zeni Krista?
~3_10
Tak v teto urovni "aby se prase vyzna-
lo", jak se lidove rika. Jeste stesti,
ze cest k cili je tentokrate nekolik,
coz sice nebyva zvykem, ale v tomto
pripade vam to hodne ulehci vasi, jiz
tak nezavidenihodnou situaci. A kdyby
jste nahodou marne hledali vychod
z urovne, pak vezte, ze to oko v pra-
vem hor... Ne, ne ne. To uz by byla
velka napoveda. Kdo hleda - ten najde.
~3_11
Jestlize uz vas nebavi vsechny ty su-
permoderni 3D hry a zatouzili jste ta-
ke trochu po herni klasice, vrele do-
porucujeme nektery z nepreberne skaly
consolovych emulatoru. Jeden z nejzna-
mejsich a zrejme i nejlepsich je "MAME".
Najdete na nem ty nejhranejsi stare
pecky, jake kdy existovaly. Stahnout
si jej muzete z Internetu, adresu vsak
zamerne neuvadime kvuli reklame.
~3_12
Ted ale trochu vazneji. E.A.Poe, kontro-
verzni spisovatel z pocatku stoleti, je
vam zrejme znam. Psal predevsim povi-
dky, z nichz asi nejznamejsi je "Jama
a kyvadlo", ci detektivni pribeh "Vra-
zdy v ulici Morgue". Prekvapive byl ale
tento polosileny literat i vytecnym bas-
nikem, coz uz vi malokdo. Az dohraje-
te Berusky, zkuste se v knihovne pozep-
tat po jeho dile, nebudete zklamani.
~3_13
Trinacta, nestastna uroven vas vita ve
svych osidlech. Kdyz rikame nestast-
na, myslime tim, ze vas uroven sku-
tecne muze dohnat k placi. Muze se to-
tiz velmi lehce stat, ze po jednom ti-
sici kroku, tesne pred cilem, zjisti-
te, ze ten soudek, co jste jim prave
pred chvili zlikvidovali drevenou be-
cku, mel zjevne jiny ucel. Jednou mer,
dvakrat rez.
~3_14
Dalsi z urovni, ktera spatrila svetlo
sveta jiz na osmibitovych platformach.
Spada do oblasti sede prumernosti a
to jak v otazce slozitosti, tak desig-
nu. Jedinou zajimavosti, ktera by
snad hrace mohla upoutat, je fakt, ze
se zde nenachazi zadna vybusnina.
V dobe vzniku urovne, totiz tento dule-
zity herni prvek jeste nebyl vymyslen.
~3_15
Domnivame se, ze by to po case opet
chtelo nejakou peknou hadanku na odre-
agovani. Jednu mame shodou okolnosti
pro tyto pripady schovanou do zalohy a
zda se, ze prave ted nadesel ten spra-
vny cas. Tak tedy: "Vite proc u sebe
homelessaci vzdycky a vsude nosi zapnu-
ty mobilni telefon?" Pro ty co nejsou
z Brna podotykame, ze slovo homelessak
zastupuje ve slangu bezdomovce.
~3_16
Spravna odpoved na minulou hadanku
"Proc u sebe nosi homelessaci mobily?"
zni: "Protoze je prakticky nemozne je
zastihnout doma". Osobne jsme tedy u
zadneho bezdomovce jeste nikdy mobilni
telefon nevideli, ale presto se domni-
vame, ze hadanka ma jiste logicke opod-
statneni. Jak jinak - nelogickymi hadan-
kami bychom si vas v zadnem pripade
nedovolili obtezovat.
~3_17
Snad kazdy herni team ma svuj vzor, ke
kteremu by se chtel alespon mirne prib-
lizit, dospet jeho kvalit a samo-
zrejme i financni zisku. Hodne lidi by
moc rado dosahlo uspesnosti ID-Softu,
nebo oblibenosti Westwoodu. My, jakozto
freewarovy team, prozatim ponejvice
vzhlizime k Zilvarovi z chudobince, ke
kteremu se v soucasne dobe financne
nejvice priblizujeme.
~3_18
Nasledujici uroven je po designerske
strance vypracovana tak, aby fungovala
jako stereogram. Sundejte si bryle, po-
kud nejake nosite, prilepte oci na mo-
nitor a s mirne primhourenymi vicky je
pomalu oddalujte asi do vzdalenosti
dvaceti centimetru od stinitka obra-
zovky. V teto pozici byste meli videt
pomerne jasne obrysy napisu, jenz v so-
be skryva propagandisticky podtext.
~3_19
V Beruskach samotnych byste nasli
animaci jako safranu. Mimo kmitani no-
zicek nasich hmyzaku lze jeste zhle-
dnout explozi vybusniny, ci pozvolny
rozpad ztvrdle horniny pod udery pneu-
matickeho kladiva, ale to je asi tak
vse, co je tu k videni. Nasledujici
uroven se pokousi tento zavazny nedo-
statek alespon castecne, byt velmi
chabe, kompenzovat.
~3_20
Kdysi, jeste na "osmibitech", bylo velmi
popularni jedno brutalni demo, ktere se
shodou okolnosti jmenovalo "Beruska".
Vypadalo asi tak: po dlani jednoho mu-
ze lezlo slunecko sedmitecne. No a ten
chlapek rekl: "Berusko, zazpivej." Be-
ruska se nadechla a spustila: "La la,
la la la - tra la la." A ten clovek
z toho mel takovou radost, ze ma zpi-
vajici berusku, ze ji hned zatleskal...
~3_21
Pokud se domnivate, ze se v jedne urov-
ni nemohou vyskytnout dve Berusky
stejneho barevneho vzezreni, jste sa-
mozrejme na omylu. Tato situace neni
nikterak vyjimecna, i kdyz na druhou
stranu docela ojedinela. Pohybovat lze
v takovemto pripade pouze s jednou Be-
ruskou, dalsi pak zastupuji jakousi ved-
lejsi roli "mrtveho brouka", coz lze
v tomto pripade brati doslovne.
~3_22
Nez zacnete hrat, dobre zvazte, kolik
berusek budete vlastne na zlomeni logic-
keho problemu potrebovat. Zdanlive za-
zdena, nepotrebna beruska se totiz muze
v urcite situaci docela hodit. Cela za-
pletka se pak muze zvrhnout z prosteho
dobyvani klice na zoufaly pokus o osvo-
bozeni uvezneneho broucka. To uz jsme
vam ale zrejme poradili presprilis...
~3_23
Predchozi uroven vam, predpokladame,
dala docela zabrat, i kdyz jsme vam po-
merne hodne napovedeli. Ehmm, ta napo-
veda vubec neni zla vec, ta by vlastne
mela byt u kazde urovne, snad s vyji-
mkou tech opravdu moc jednoduchych.
Jenze ono to neni jenom tak. Vymyslet
kvalitni napovedu je castokrate mnohem
tezsi, nezli vyrobit samotnou uroven,
proto ji v Beruskach tolik setrime...
~3_24
" WWW.FEE.VUTBR.CZ/*GREBENIC/ORIGAMI/ ",
neni odkazem na syna predsedy Komuni-
sticke strany cech a Moravy, nybrz na
nejlepsi ceskou stranku pojednavajici
o starem japonskem umeni - o ORIGAMI.
Origami jsou papirove skladanky, povet-
sinou zrobene z jednoho kusu papiru
ctvercoveho tvaru a skladaji se jiz
po stovky let. Muzete to take vyzkou-
set, je to zabavne a hodne premyslive.
~3_25
Zrejme jste si vsimli, ze v Interneto-
ve adrese pouzite v predchozim textu
se naleza jakysi podivny znak, pripomi-
najici hvezdicku. Za toto nedopatreni
muze programator Berusek, nebot pri se-
stavovani grafickeho fontu zapomnel na
zdanlive nedulezite pismenko - na horni
vlnovku, jinak taky tildu. Proto jsme
pristoupili k nouzovemu kroku a nahra-
dili puvodni symbol zastupnym znakem.
~3_26
Pokud umite alespon trosku kreslit,
jste z Brna a meli byste chut spolu-
pracovat na tvorbe pocitacovych her,
muzete nas zkusit kontaktovat. Nemu-
site byt ani zadni extra maliri, hla-
vne kdyz vas to bude bavit a budete
mit vuli neco dotahnout az do sameho
konce. Mame zajem i o pokrocilejsi za-
catecniky, respektive pouze o ne, ne-
bot profesionaly nemame cim zaplatit.
~3_27
Nekteri lide se domnivaji, ze Berusky
tezi ze zasle slavy prastare logicke
hry Sokoban, u nas zname spise pod naz-
vem "Skladnik". Neni to sice az zase
tak uplne spravna domnenka, nicmene my
sami si musime priznat, ze k jistym
napadum nas Sokoban neprimo inspiroval.
Osobne na tom ale nespatrujeme vubec
nic zleho. Beruskam to na hratelnosti
neubralo, naopak spise mnoho pridalo,
tak o co vlastne jde?
~3_28
Na prvni pohled neprehledna uroven se
zahy muze projevit docela usporadane,
coz plati zejmena o urovni dvacet osm.
Pokud si ji dobre prohlednete, zjisti-
te, ze jednotlive berusky obyvaji male
teritorialni casti urovne, ktere jsou
neprodysne uzavreny pred okolnim sve-
tem. Berusky o sobe ve sve podstate na-
vzajem nevi, z cehoz vyplyva, ze kazda
beruska si musi pomoci sama...
~3_29
Zatouzili jste nekdy rozbit neochvej-
nou pozici dolaru na Wallstreetu? Po-
kud ano, jste zcela na spravne adrese.
Pad burzy vam tu sice zprostredkovat
nemuzeme, ale ono pomyslne rozdrceni
meny ano. Ne, opravdu nefantazirujeme,
zahrajte si nasledujici uroven a sami
poznate, o cem jsme tu celou dobu tak
sahodlouze mluvili.
~3_30
Pokud se vam Berusky zdaji infantilni
hrou, nebudeme vam vas nazor vyvracet,
nutno ovsem podotknout, ze onen osudny
napad s hmyzem se zrodil z cire znou-
zecnosti. Kdyz jsme jeste nemeli schopne
grafiky, kreslil postavicky nas scena-
rista, ktery nebyl s to neco kloudneho
vytvorit. A ze vsech tech hruz, ktere
zplodil, byla nakonec nejhezci utapla
beruska, ktera uz ve hre zustala.
~3_31
Existuji tri druhy hracu logickych her.
Prvni je hraji pro potechu ducha,
druzi proto, aby sami sebe ujistili o
svem vyjimecnem intelektu a treti je
proti sve vuli musi hrat proto, ze je
v roli vyrobcu testuji. My jsme si po-
stupne prosli vsechna tri stadia, ale
jiz ted muzeme s jistotou prohlasit,
ze nejlepsi hracsky pozitek vam muze
prinest pouze hrani pro potechu ducha.
~3_32
Nejvetsi a zaroven jedinou odmenou,
kterou muzeme za Berusky ziskat, je
hrejive sluvko pochvaly nahodileho
hrace. Mene potesi vytka, jeste mene
pak nadavka, ale i to uz jaksi k zivotu
vicemene patri. A proto se neostychej-
te, kdyz nam budete chtit neco sdelit,
proste napiste. Dopisy cteme radi, na
nektere i radi odepisujeme. Nase elek-
tronicka adresa se naleza v kreditech.
~3_33
Byt v teto urovni vice berusek, snad
by se i dala s uspechem zaradit do
tech jednodussich, jenze takto, kdyz
si musite vystacit pouze s jednou, ne-
jenze budete muset vice premyslet, ale
i vice behat. V betatestech se ukazalo,
ze je treba ujit neco pres devet set
kroku, aby se za vami zavreli dvere,
ustici do dalsi urovne! A pritom se ne-
jedna o uroven nikterak rozsahlou.
~3_34
Predposledni uroven je v porovnani se
vsemi triatriceti predchozimi nesmirne
jednoducha. Dle vyjadreni nekterych ne-
jmenovanych clenu tymu je dokonce o
dost lehci nez posledni uroven z obti-
znosti "Trenink", coz je docela mozne.
Tematicky je uroven rozdelena do dvou
logickych celku, z nichz ten vlevo jsem
nazval "milenci bez noh" a ten vpravo
"sedici kote". Anebo je to naopak?
~3_35
Touto urovni se s obtiznosti "Stredni"
definitivne rozloucime. Samotna hra jes-
te samozrejme zdaleka nekonci, jsou tu
i jine obtiznosti, a pokud je uz naho-
dou mate vsechny v malicku, muzete tre-
ba vyzkouset sestrojit vlastni - super
tezkou uroven a tu nam poslat Interne-
tem, my si ji zahrajeme a kdyz se nam
bude libit, prilepime ji i s vasimi
personaliemi na nas web.
~4_1
Vita vas prvni uroven obtiznosti "Tez-
ka". Jiz na prvni pohled dava znat, ze
se nejedna o nic jednoducheho, i kdyz
pravda - skutecnost, ze si zde muzete
vybrat z celkem osmi klicu, situaci do
jiste miry ulehcuje. Ale i tak se mys-
lim na uvod docela zapotite. Hlavne
to nevzdavejte hned v prvopocatku,
kdyz to nepujde po dobrem, musi to jit
dokoncit jinou, komplikovanejsi cestou.
~4_2
Az spatrite nasledujici uroven, prvni
co vas asi napadne bude, jak to ze jsme
ji zaradili sem. Po chvili hrani byste
dle nasich predpokladu meli do-
stat padnou odpoved v podobe nekolika
minut stravenych nad probadanim princi-
pu souvztaznych logickych mechanismu,
na kterych je tato uroven koncipovana.
Kdyz ale zjistite, v cem je pes zakopan,
podivite se, ze vas to nenapadlo drive.
~4_3
Jsme velmi zvedavi, jak si poradite
s nasledujici hrickou. Zvlaste pak ti
z vas, kteri se aktivne zapojili do
Berusci souteze, by si meli davat vel-
mi velky pozor na zbytecne kroky, kte-
rych tu muzete ujit opravdu spousty.
I zde totiz plati, ze komplikovanejsi
reseni urovne je tez spravne, ale ob-
nasi vetsi pocet kroku...
~4_4
Hodilo by se neco lehciho na pookrati,
co rikate? Muze byt. Obtiznost "Tezka"
sama o sobe neznamena to, ze by vas
kazda uroven mela trapit desitky minut
ci dokonce hodin. Obcas je potreba se
zastavit, odpocinout si trochu a teprve
potom se zase s velkou vervou vrhnout
do reseni novych a novych narocnych
ukolu, skryvajicich v sobe vselike na-
strahy a chytaky.
~4_5
V tehle urovni na vas ceka zakerny chy-
tak. Mozna si ho vsimnete ihned, anebo
take ne. Druhy pripad se pro vas muze
stat osudny, protoze pak se budete sna-
zit najit smysluplne reseni marne. Snad
proto vas zvyhodnime malou napovedou.
Pokud si jeste vzpominate na uroven
cislo devet, v obtiznosti "Lehka", ma-
te dosti znacnou sanci najit reseni
behem nekolika malo minut.
~4_6
Nekdy se jevi jako velmi dulezite ne-
presahnout hranici dobreho vkusu. Tak
napriklad nekde v Plzni nechal manzel
zahrat sve choti na pohrbu pisen na
rozloucenou od Jarka Nohavici "Dokud
se zpiva, jeste se neumrelo". Hoste
obradu jen stezi skryvali usmevy, poba-
veni pritom trefnym textem naseho fol-
koveho velmistra. Jak cynicke. U Beru-
sek se vam tohle nastesti stat nemuze.
~4_7
Tato uroven je jedna z nejstarsich. Vy-
robil jsem ji asi ve dvanacti letech
na osmibitovem pocitaci Spectrum, pocha-
zejicim z dilny sira Marlese Sinclaira.
uroven je velmi neprehledna, tezko se
v ni budete z pocatku orientovat, a to
i presto, ze pouzita logicka zapletka
neni nikterak genialni. Vzdyt co by
jste take mohli ocekavat od mozku
dvanactileteho nenadaneho ditete...
~4_8
Napis EASY neberte prilis vazne, jedna
se spise o ironii, nezli o charakteri-
stiku. Na prvni pohled prehledna uro-
ven s jasnym cilem zpusobi zrejme mno-
ha hracum nehezka prekvapeni v podobe
situaci z nichz neni, krom restartu,
mozny navrat zpet. A z toho plyne dalsi
ponauceni: "Nikdy nesudte veci a lidi
vyhradne dle jejich vzhledu, spise se
zamerte na nitro a jeho hloubku."
~4_9
Suverenne jedna z nejtezsich urovni vu-
bec, alespon nam se tak subjektivne je-
vi. Podobne jako dve predchozi pocha-
zi tez z doby, kdy jeste osmibitove po-
citace vladly hernimu svetu. To uz je
ale davno, tak strasne davno, ze uz to-
mu spousta lidi ani nechce verit. A
prece to byl zlaty pocitacovy vek.
Vsechno bylo v plenkach, o originalitu
nebyla nouze - kdo nezazil, nerozumi.
~4_10
Ale nechme te nostalgie, ono uz to dnes
stejne neni prilis aktualni. O tom, ze
osmibitova architektura je jiz delsi
cas pase, svedci i fakt, ze na jistem
veletrhu informacnich technologii
v Brne, byl pocitac Sinclair vystavovan
v obdiv navstevniku jako historicky
exemplar, pochazejici z dob pocitaco-
veho praveku. Pritom se jeste pred pe-
ti lety tento starecek dobre prodaval.
~4_11
Vite, ze celosvetova sit Internet vznik-
la na zakladnich kamenech armadniho
projektu Spojenych statu americkych,
na Arpanetu? Skutecne, je to cira prav-
da. Vzdyt hodne veci z prastareho
Arpanetu zustalo dosud zachovano! Na-
priklad na adrese "WWW.OWLET.COM" lze
najit jeden z nejstarsich CGI skriptu
vubec - "BXTACK.CGI" slouzici k nava-
deni raket stredniho doletu.
~4_12
Vetsina lidi si mysli, ze beruska je
takovy ten sympaticky brouk s cerveny-
mi krovkami, co jich je kazde leto vi-
det na tisice. Bohuzel to neni pravda,
nebot onim brouckem je ve skutecnosti
slunecko sedmitecne. Skutecna beruska
pak neni nic jineho nez maly sladko-
vodni korys, dorustajici delky az 12
mm. Opravdu si to nevymyslime, jen se
zkuste podivat do encyklopedie!
~4_13
Tato uroven je zajimava tim, ze neopa-
trni jedinci si v ni mohou nechtene
uzavrit cestu nekam, kam by jeste po
case chteli opetovne zavitat. Ackoliv
zde nejsou zadne jednopruchodove dvere,
koncepce urovne tuto situaci umoznuje
zpusobit. Obzvlaste neprijemne to muze
byt tesne pred koncem, to pak ma clo-
vek prisernou chut sebrat ze stolu kla-
vesnici a rozmlatit ji nekomu o hlavu.
~4_14
Dalsi z rady velmi neprehlednych uro-
vni. Vetsina hracu tento druh hricek ze
srdce nenavidi, ponevadz misto aby se
zabyvali skutecnymi logickymi problemy,
musi ve zmeti prvku nejprve najit sa-
motne berusky, potom klice spolecne
s vychodem a teprve posleze resit pro-
blem, kterou bednu kam zasunout, popri-
pade kolik krompacu bude potreba na
tu straslivou haldu kamenu...
~4_15
U mnoha urovni je hned v prvopocat-
cich zrejmy zpusob reseni, jez je ovsem
pomerne narocny na prevod do praxe. No
a ted to bude presne naopak - budete
mit moznost kamkoliv cokoliv presunout
nebo prenest, ale nebude vam to nic
platne, protoze vubec, ale vubec nebu-
dete mit potuchy, jak se dostat k tomu
zpropadenemu vychodu. A pak se vam na-
hle znicehoznic rozsviti v hlave a ...
~4_16
Statistiky pravi, ze rocne zemre dva-
krate vice lidi na bodnuti zihadlem,
nez na pokousani zralokem lidozravym.
Uvadi se tak v sestem cisle casopisu
Sea Torture z roku 1972. Autorem clan-
ku je dnes jiz zesnuly podmorsky ka-
meraman Joe Pumblechook. Paradoxem je,
ze prave on, prukopnik teto revolucni
studie, zahynul pri filmovani mureny
zelene pod zuby zraloka modreho.
~4_17
Jak jsme slibili, prinasime vam jeste
jednu hadanku: Je to zelene, velke,
chlupate, je to na strome a kdyz to
z toho stromu spadne, tak vas to zabi-
je, co to je? Priznavame, ze tato ha-
danka je mirne tezsi, nez ta predcho-
zi, na druhou stranu je ale naprosto
adekvatni obtiznosti, kterou prave
hrajete. Odpoved se jako obvykle doz-
vite az po zlomeni teto urovne.
~4_18
Kulecnikovy stul. Je zeleny, velky, ma
na sobe chlupaty semis a je tak tezky,
ze kdyz na vas spadne z vetsi vysky,
tak vas muze i zabit. Hadanka take sa-
mozrejme neni originalni, zaslechli
jsme ji nekde na Internetu. Jestlize
by jeste nekdo prisel na to, co muze
byt velke, chlupate a muze to v urci-
tych pripadech zabijet, tak nam napis-
te, at si trochu rozsirime obzory.
~4_19
Berusky se pozvolna, ale nezadrzitelne
blizi ke svemu definitivnimu konci.
Doufame, ze chvile u nich stravene, pro
vas nebyly pouhou ztratou casu a ze
se bez znacnych obtizi prokousete i po-
slednimi dvema urovnemi, aby jste tak
dovrsili sve snazeni do definitivniho
finale. Drzime vam palce.
~4_20
Posledni hratelna uroven Beruscich
trampot. I protentokrate jsme si necha-
li to nejlepsi (nejtezsi) na konec. Po
skonceni urovne bude nasledovat ctvrta,
finalni epizodni gratulace v niz autori
vyjadri obdiv vasim intelektualnim
schopnostem. A pokud se jiz ted, v teto
chvili, citite tak, jako mladsi bratr
Alberta Einsteina, zkuste doresit i
pet urovni obtiznosti "Nemozna"...
~5_1
Komu se podari dohrat nasledujici uro-
ven na libovolny pocet kroku, v neome-
zenem case, dostane od AnakreoNu novy
pocitac s procesorem Pentium III Xeon
a grafickou kartou 3Dlabs Oxygen GMX.
A kdyz ho dohrajete do 147 kroku, na-
vic pridame i ctyriadvaceti palcovy
monitor. Tak s chuti do toho, radne se
zamyslete a odmena vas nemine...
~5_2
Pevne doufam, ze jste se sem dostali
nejakym necestnym zpusobem, t.j.: nekdo
vam prozradil heslo, umite trochu ha-
ckovat, anebo uz mate zdrojove kody.
V pripade, ze tomu tak neni, jste ge-
nialni, a my jen doufame, ze se prave
pise rok 2036, kdy uz se Xeon bude
prodavat po bazarech za babku. uro-
ven, ktera vas ceka ted, je svou pova-
hou velice podobna te predchozi.
~5_3
Vite proc jsme do Berusek zahrnuli ob-
tiznost "Nemozna"? Nekteri z vas si
mozna mysli, ze jen tak, ale neni to
pravda. Ma to svuj pragmaticky duvod.
Zkratka a dobre jsme se chteli vy-
hnout narocnym zaverecnym animacim,
ktere by dle evropskeho standardu mely
ukoncovat kazdou spravnou pocitacovou
hru. No a - hra, ktera nejde dohrat,
zadne outro mit nemusi...
~5_4
Pokud byste prece jen nejakou uroven
z teto obtiznosti zvladli dohrat,
poslete nam prosim e-mailem navod
k reseni, moc by nas to zajimalo. ri-
kame to z toho duvodu, ze uz nam ne-
kolik lidi tvrdilo, ze dohrali Berusky
cele do konce a bylo to pry vcelku
jednoduche. Takze bud jsou oni velci
lhari, nebo jsme my nekde udelali za-
vaznou chybu.
~5_5
Tak, toto je stodvacata, uplne posle-
dni uroven Berusek. Gratulujeme vam
k uspesnemu dohrani a pevne doufame,
ze se vam Berusky libily. A jestli
ano, urcite se pustime do "dvojky",
ta uz ale bude bezet pod Okynkama, za-
sadne v 3D, videno z pohledu hrace a
bude stat neco kolem ctyriceti dolaru.
Tak se mejte hezky a az do pristiho
projektu zatim nashledanou...
~
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