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Year

cathode ray tube amusement device (1st electric action game) 1947
Alan Turing Chess Algorhythm (1st logical game pseudocode) 1948
NIMROD (1st logical electronic game) 1951
OXO (1st computer game with graphics) 1952
Tennis for two (1st electronic PvP action game with graphics) 1958
Spacewar! (1st computer PvP action game with graphics) 1962
Periscope (1st electronic automat game) 1965
Bingo (1st text simulator of real game) 1966
Hamurabi (the sumer game) 1968
Brown Box (1st Pong game home console) 1968
Space Travel(1st UNIX computer game) 1969
DECUS games (1st computer game libriary) 1970
Galaxy Game (1st automat arcade game) 1971
The Oregon Trail (1st educational/economic simulation game) 1972
Space Race (1st asteroid surf game) 1973
Maze War (1st tile-step 3D first person shooter-FPS) 1973
Empire (1st Multy-user net shooter) 1973
Tank (1st two-dimensional labyrinth game) 1973
Grand Track 10 (1st ROM automat) 1974
Spasim(1st 3D space multi-user simulator) 1974
Colossal Cave Adventure (1st quest game) 1975
Channel F (1st CPU-based 2-gen console) 1976
Space Inviders (2d shoot'emUp arcade) 1978
Akalabeth: World of Doom (1st RPG Ultima with vector first-person 3D) 1979
Adventure (1st action-adventure game) 1979
Mystery House (1st graphic quest) 1979
Rogue (1st Roguelike game) 1980
Pac-Man(1st Indy-genre automat arcade game) 1980
Castle Wolfenstein (1st stealth-action game) 1981
3D Monster Maze (1st tile-step 3D FPS for PC) 1981
Eidolon (1st 3D FPS with fractal mase for PC) 1985
Catacomb 3D(1st 3D FPS with texturized walls) 1991
Ultima Underworld: The stygian Abyss(1st 3D fully texturized PC game) 1992
Terminator FS (1st 3D FPS with real 3D models) 1995
…and so on.
Games, developed entirely in Microsoft Excel VBA:
Arena (1st RPG on a Excel spreadsheet) 2013
3D Maze (1st 3D first-person maze chart simulation) 2013
…and so on.

API / level design manual:


Map description:
Cell value -> Integer part:
x1
x2
x3
x4
x5
x6
x8
x9
x10
x11
x12
x14
x16
x17
x18

Fraction:

or -> E,e,W,w,N,n,S,s
or -> X,x, -1
or -> %

Cell formatting -> Text alignment:


Font properties:

Sprites Paremeters(left column of each sprite, can't contain transparency indexes for art)
1 Number of sprite (must be)
2 Lighter index (>0 - power)
3 Animation pointer (>0 number of next animation frame)
4 Time delay (in ms) for this animation frame
5 HitPoints to destroy object/receive goods
6 # of sprite,which will be placed on map after destroy/use
7 Gold achievement(0 - 99)
8 Ammo get(0-5 for type of bullets and+256 for complemen
9 Bullets get(0-99)
10 Health get (0-99)
11 Distance of damage, caused by this sprite
12 Height of bottom of this sprite (0 to 32, 0 - on ground)
13 Sprite height (0-32)
14 Sound # for this sprite
15 Sound distance(how far Hero&Creatures can hear it)
16 Number of console message/identifier for teller machine c
17 Reflection_Grade for special sprites (for specials only, 1-5
18 Reflection exception color (ramp 1-7)
19 Dark-gray color transcription (0 - color scan starts from gr
20 # of sprite, which will be placed on wall instead of current
Developer Platform
T.Goldsmith analog
A.Turing not realized
Ferranti one-purpose digital
SEGA EDSAC
Higinbotham semi-analog
MTI DEC PDP-1
SEGA electro-mechanical
L.Beturum DEC PDP-10
D.Diamond DEC PDP-10
R.Baer one-purpose console
K.Thompson DEC PDP-7
Various DEC PDP-10
Bill Pitts DEC PDP-11
MECC TIES System, Mac
Atari one-purpose platform
NASA(S.Colley) Imlac PDS-1,Mac,X11
J.Daleske PLATO System
J.Keenan one-purpose console
Atari one-purpose platform
J.Bowery PLATO System
W.Crowther DEC PDP-10
Fairchild Fairchild F8 CPU
Taito Intel 8080
R.Garriott Apple II
W.Robinett Atari 2600
Sierra Ent. Apple II
M. Toy UNIX
T.Ivatani Namco Hardware
Muse Software Apple II
M.Evans Sinclair ZX81
LucasFilms ZX Spectrum, MSX,CPC
ID Software IBM-PC, DOS
Blue Sky Productions IBM-PC, DOS
Bethesda Softworks IBM-PC, DOS

C.Walkin Excel 2003-2010


J.Goldmeier Excel 2003-2010

Min. value Max.value


10000 1280000

1 128
129 256
257 384
385 512
513 640
641 768
769 1024
1025 1152
1153 1280
1281 1408
1409 1536
1537 1792
1793 2048
2049 2176
2177 2304
2305 2432
-2 -128

0.001 0.256
0.257 0.384
0.385 0.499

0.5 0.5
0.0001 0.0009

- hero initial position


- position of default End of Level (the next level map name must be coded in the 17th row of 256th column of map sheet - if em
- position of stop for head of train

Vertical:

Horizontal:
Wrap Text (перенос)

Shrink To Fit (сжатие/растяжение текста)

Strikethrough (зачеркивание)

Superscript/Subscript

Font style&underline

dexes for art)


er of sprite (must be)
r index (>0 - power)
tion pointer (>0 number of next animation frame)
delay (in ms) for this animation frame
nts to destroy object/receive goods
prite,which will be placed on map after destroy/use this sprite (empty - NO destroyed sprite)
chievement(0 - 99)
get(0-5 for type of bullets and+256 for complement axe type acheivement)
ce of damage, caused by this sprite
of bottom of this sprite (0 to 32, 0 - on ground)
height (0-32)
# for this sprite
distance(how far Hero&Creatures can hear it)
er of console message/identifier for teller machine console/if >256 = 256+#ofLootSpriteGivenByLinkToTheIfDestroySprite
tion_Grade for special sprites (for specials only, 1-5, empty - no reflection)
tion exception color (ramp 1-7)
ray color transcription (0 - color scan starts from gray ramp, >0 - scan starts from cyan/magenta ramps)
prite, which will be placed on wall instead of current sprite, if special tag have been activated
Interface Language
Oscilloscop Tube scheme
None algorhythm alone
Hardware panel with lamps None
graphic monochrome unknown
Oscilloscop None
graphic monochrome unknown
mechanic visualization None
Text screen BASIC
Text screen Focal
TV graphics unknown
graphic monochrome Fortran
graphic monochrome unknown
graphic monochrome unknown
graphic monochrome unknown
graphic monochrome unknown
graphic monochrome various
graphic monochrome 512x512 TUTOR
TV graphics unknown
graphic monochrome unknown
graphic monochrome unknown
Text screen BASIC
TV graphics (8 colors 102x58) unknown
graphic monochrome unknown
color graphic Applesoft BASIC
color graphic unknown
color graphic unknown
color graphic unknown
color graphic unknown
color graphic unknown
pseudographics (text) unknown
color graphic unknown
EGA 15x320x200 C
VGA 256x320x200 unknown
VGA 256x320x200 unknown

56 colors 50x25 VBA


Excel Charts VBA

Description: # of indexes available


High floors texture index +10000(optional, default 190000) 128
(+ one of below, optional)
Static wall (texture index) 128
Dynamic wall (128 + texture index) 128
Moving walls chain/train (256 + texture index) 128 has to be accompanied by ac
Movable Box Cell (384 + texture index) 128
Window (512 + texture index) 128
Door (640 + texture index) 128
Sprite index (+ 768) 256
Creature index (+ 1024) 128
Voxel 3D object texture index (+ 1152) 128
Polygonal 3D object model index (+ 1280) 128
Teleport/elevator/pseudodoor/multyfloor on-map inentifier (+ 1408) 128 If has Active Side, It ports He
Underwater cell ID (+1536, m.b. paired with on-water cell) 256
Message object ID (+ 1792) 256
Special tag cell activator (+2048 for activate,+2112 for DEactivate) 128 (64+64) When hero enters that cell, it
Spawn cell(+2176 for frozen,and +2176+64 for hunt creature) 128 (64+64) Will be activated via special t
Good Spawn Cell (+2304 for 3D polygonal objects, contineous) 128 Encodes # of 3D polygonal o
End_Of_Level (# of row on map sheet with name of next level) 127 Encodes alternative level tra
(+ one of below, optional)
Sprite index (in one cell with every object from above) 256 It will be placed on all sides of the wall/d
Polygonal 3D index (in one cell with every object from above) 128 HINT: You can place into one empt
Creature index (in one cell with every object from above) 114
(+exact position set for sprite/polygonal 3D/creature, optional)
Upper height position (+ 0,5) If placed in voxel 3d cell, it places the sprite/polygonal 3d/c
In-cell position (0 - center, 9 - random, 1-8 - clock rule) 8 1 2
7 0 3
6 5 4
(letter defines the initial orientation of Hero - to the east,west, north, south, respectively)
next level map name must be coded in the 17th row of 256th column of map sheet - if empty, the engine treats it as the last level and ends

Active ("special") side of cell (default - center, no active side) North ^


(top - north, bottom - south, justify - west, distributed - east) West <- -> East
South v

Direction of texture scrolling on static walls: left(indent) - to the left edge


right(indent) - to the right edge
distributed - from top to bottom
General/center - no scrolling(default)
In voxel 3Ds,it determines the type of dynamic voxel object: left(indent) lift
(Indent level codes movement speed of all types of objects) -> right(indent) press
distributed(indent) moving platform (Active side
If Active side is NOT set, the
In dynamic walls, it codes autoactivation (at the level start) left(indent) - will be activated after (indent level) seconds fr
(if MOVING BOX has active side, it does the same thing) right(indent) - will be activated after (18+indent level) secon
distributed(indent) - will be activated after (36+indent level)
In Doors, it codes autoactivation (at the level start), color or stuck left(indent) - will be activated after (indent level*4) seconds
right(indent) - will be PAINTED into the palette (1-7), speci
distributed(indent) - door will be marked as "stuck"/"malfun
If applied as left(indent) on cells with the 1st floor/ceiling texture, Indent Level means # of multi-Port group (1-18) for Box-World
Hint! You can fill one/several such cells with the boxes (wit
In empty cells or window cells with SPRITES, it left(indent) Sprite will be depressed into
codes adjustment of Z_pos for this sprite (not in cells with holes) right(indent) Sprite will be rised above the
Or enlargemend of the sprites to make BIG ones distributed(indent) Sprite will be ZOOMED by sc
in Good Spawn Cells it codes the delay between spawns (sec) left(indent) - spawn will happen every "indent level"*4 seco
right(indent) - spawn will happen every 60 sec + "indent lev
distributed(indent)- spawn will happen every 120 sec + "ind

Encodes MegaBoss, if applied to the creature (max morale) Note: killing him will ends the level; you can create several
Encodes reverse appearance of special sprites Note: can be combined with sprite horizontal alignment, co
Encodes reverse appearance of usual sprites Note: works only with sprites, coded by Fraction (0.127 ets
Encodes high Z position of Hero (initial jump from above)
Encodes "horizontal slide pseudo-door" teleport (see above) Works only if both teleport cells marked Warp Text!
Applied to cells with high ceiling line set, it codes texturizing of it. Works only within the cells, marked as c
The texture for process will be taken from
If set in the cell with lighter texture (on wall or on ceiling), it means BLINKING LIGHT (if lighter is not set OFF by special tag or S
Applied to cells with high ceiling line set, it codes texturizing of it with 2nd frame from floor/ceiling texture set, overiding the rule
If set in cell with ceiling enabled, It sets SPECIAL texture to the ceil SPECIAL (3rd) TEXTURE FOR CEILING
If set for static walls, it activates the special texture (if it's present) for active side (if used on walls with active side and texture o
Codes special tag of a cells (see the right chart for # of tag): Font style Underline S.Tag #
Normal Single 1
Double 2
Single Acc. 3
Double Acc 4
Bold Single 5
Double 6
Single Acc. 7
Double Acc 8
Italic Single 9
Double 10
Single Acc. 11
Double Acc 12
Bold Italic Single 13
Double 14
Single Acc. 15
Double Acc 16
If Underline is NOT set, F.Style codes access key color -> Italic no YELLOW KEY
Bold no BLUE KEY
Bold Italic no RED KEY

this sprite (empty - NO destroyed sprite)

nt axe type acheivement)


console/if >256 = 256+#ofLootSpriteGivenByLinkToTheIfDestroySprite
-5, empty - no reflection)

ray ramp, >0 - scan starts from cyan/magenta ramps)


t sprite, if special tag have been activated
has to be accompanied by active side set opposite to the wanted movement of wall

If has Active Side, It ports Hero only if he pushes the wall with special sprite, adjacent to cell's active side (if active side of both teleport cel

When hero enters that cell, it will activate all cells on map with specified special tag (if tag pecified as Value+64, it will DEactivate previous
Will be activated via special tag, applied to this cell
Encodes # of 3D polygonal object to be spawn in this cell every X seconds(see below)
Encodes alternative level transition (main transition is encoded by "X"). Abs(value) points to the row in last column of map sheet with name

aced on all sides of the wall/door as decal (so called "special sprites") if it has no active side, or on active side of wall/door/voxel 3d object,
You can place into one empty cell 2 of sprite / polygone 3D object / creature (in any combinations) by using integer part for one object and

aces the sprite/polygonal 3d/creature ON voxel object. If placed in EMPTY (without walls, windows, voxels, trains) cell, then it places sprite/
Hint: 1) Exact position modifiers work only for fraction-coded objects.
2) if used on walls with special sprites, it codes the degree of sprite alignment to the left 1-4 or right 6-9 edge of cell
3) if used on walls and doors with special sprite, 5 meas that sprite must be horizontally inverted on it's position (to a

ts it as the last level and ends the whole game)

Purposes: 1) If wall texture has "special side skin", this skin will be displayed only on this side of wall (visible in low details mod
2) If wall has a special tag (see below), this wall can be activated only from active side
3) if wall / door / voxel object has active side and applied "special sprite", then sprite will be placed only on that side
4) If there is a voxel object within the cell with active side, it's 3D texture will be rotated by it's top side to the active c
5) if window has an active side than only active side of window cell will be seen ("thin windows")
6) Defines the move axis for train, dynamic wall and voxel 3d platform (vertical or horizontal) and initial direction of m
7) Define the initial movement direction for the Moving Box, if it has special tag or autoactivation set (see below). In
8) If wall texture has lighter property, than light will shine only from active side of wall
9) If wall has texture scrolling set, than texture will scroll only on active side of wall (see below)
10) if cell with creature has active side, then face of creature will be initially directed to the active side of cell
11) If cell with teleport has active side and if near is the wall, adjacent to that active side, then teleport becomes elev
12) If cell with active side set has landscape on floor (see below), then landscape texture will be oriented by it's top

45 (Indent level codes scrolling speed 1-18, if Active Side set, then only this side will scroll; if wall has special texture a
36 the same
48 the same (but indent level means nothing here)

moving platform (Active side determines the direction/axis of movement). NOTE!: Indent level must be EXACT DIVIDER of cell size (i.e. if
If Active side is NOT set, then this object is treated as deaped - if Indent Level is even - or elevated - if indent level is odd - by duplicated n
after (indent level) seconds from level start
d after (18+indent level) seconds from level start
ctivated after (36+indent level) seconds from level start
after (indent level*4) seconds from level start
D into the palette (1-7), specified by the Indent Level. The native palette will be ignored
be marked as "stuck"/"malfunctioning" (if indent level = 0, door just not react on player's push, if >0 then it will initially open on specified # o
ort group (1-18) for Box-World mini-game (Player have to fill all such cells of same group # with the moving boxes to complete the task and
such cells with the boxes (with the active side NOT set) at the map creation time (when Hero will fill others, whole group will disappiar and
Sprite will be depressed into the ground by the indent_level x 2 points
Sprite will be rised above the ground by the Texture_height+ indent_level x 4 points
Sprite will be ZOOMED by scale within the IndentLevel (1-18)/ The hitpoints of this sprite will be scaled too, as well as the damage and da
en every "indent level"*4 seconds
pen every 60 sec + "indent level"*4 seconds
ll happen every 120 sec + "indent level"*4 seconds. If indent level = 15 (and total time = 180 sec) then this spawn will work only once.

level; you can create several MegaBosses on one level (player have to kill them all to finish the level). DON'T place them on the TELEPOR
sprite horizontal alignment, coded by 0,0001-0,0009 values
coded by Fraction (0.127 ets); don't works with the wizzbangs

lls marked Warp Text!


y within the cells, marked as ceiling holes. You need to mark with this marker ONLY border cells, surrounding area with the "ceiling hole" ce
e for process will be taken from the cell floor/ceiling texture set (if texture set has special texture frame, it will be used instead of ceiling textu
not set OFF by special tag or Subscript option)
texture set, overiding the rule for using the special frame, if it's present). If this is a lighter cell, it will NOT blink
OR CEILING If Superscript is set to the lighter cell, then light will be set ON, if Subscript used - light will be set OFF (can be paire
with active side and texture of floor/ceiling), or for all cell (if used on cells without active side)
Note: Special tags regulate in-game interactions between cells
Player must activate it to engage all potential actions!
Player can activate it by pressing the special switches on walls or doors
Special switch is the static wall with (or without) special sprite on it, and with or without active side set (see active si
If special sprite applied on such a wall, after activation it will change it's skin (see sprite specs)
Different objects react on activation of special tag: dynamic walls, trains, moving platforms, lifts, presses (and in som
Lighted cells with special tag initially are set OFF LIGHT, and turn light on by activation of special tag

YELLOW KEY
BLUE KEY
e side of both teleport cells are different - it will become the "pseudo-door"-type teleport with vertical sliding effect by default and horizontal

t will DEactivate previously activated cells with this special tag). DO NOT duplicate this tool with on-wall switch for the same special tag valu

n of map sheet with name of next level sheet (the one row behind - the number of alternative exit message)

wall/door/voxel 3d object, if they have active side (see below)


er part for one object and fraction for another (for example: 768+13+0,013+0,0006).

cell, then it places sprite/polygonal 3D model on half of cell height (If sprite can DAMAGE Hero, it will start to fly/swim randomly within pare

4 or right 6-9 edge of cell. Useful for merging two sprites in adjacent cells)
verted on it's position (to avoid backward appearance of oriented arts like text)!

(visible in low details mode)

e placed only on that side. Note! There are NO special sprites on windows cells
it's top side to the active cell side

al) and initial direction of movement (if train or voxel 3d platform encounter the obstacle, it will turn it's direction of movement to the opposite
vation set (see below). In this case Hero can't move the Box by pushing it until it becomes activated

active side of cell


hen teleport becomes elevator (works only when Hero pushes that adjucent wall)
will be oriented by it's top side to the active cell side

wall has special texture and active side set then only this side will scroll, and If in addition to it special sprite is here then it will NOT scroll w

IVIDER of cell size (i.e. if CS = 32, then IL can be 1, 2, 4,8,16)


el is odd - by duplicated number of texels, specified in indent level. NOTE: you can NOT use the special tag in a cell with such an object.
ally open on specified # of texels an then stuck, with the console message "This door is broken. You can't open it!" - in any case noone can
to complete the task and to achieve the gold).
group will disappiar and gold will be achieved - it's useful trick to create self-removable obstacles to motivate Hero to complete Box world t

ell as the damage and damage distance (for harmfull sprites, Like gas barrel, which can explode)

will work only once.

ce them on the TELEPORT cells!

a with the "ceiling hole" cells, where high ceiling has to be drawn.
sed instead of ceiling texture, if there both floor and ceiling are set as holes in this cell, the engine will use the basic texture for this level for

be set OFF (can be paired with Strikethrough for blinking)

ive side set (see active side specs)

, lifts, presses (and in some cases - boxes) start their movement (and can be stopped by repeated depression of special tag, except moving
Game palette (R,G,B):
Black 8008008 Start from: Level1
Red 46030030 Credits: Evil_Whispers.mid
64026026 Sounds: ON
96016016
128008008
160004004
192002002
215001001
254000000
Green 29044029
26064026
16096016
8128008
4160004
2192002
1215001
254000
Blue 26026064
20020080
18018112
14014140
10010176
18018200
26026220
36036254
Yellow 42039036
63059026
96090016
134124008
168158004
198191002
218215001
254254000
Violet 38035038
61042061
84054084
104066104
124078124
144090144
164102164
184114184
Marengo 38044044
26061061
16092092
8128128
4160160
2192192
1215215
254254
Gray 24024024
30030030
64064064
111111111
158158158
210210210
250250250

by default and horizontal sliding, if Wrap Text is set on both teleport cells). If one in pair of teleport cells has "+0,5", it will be the one-side te

the same special tag value!!!.

swim randomly within parent cell in all dimensions). If 3D polygonal object is placed in a wall cell, it will be elevated on this wall. If hero takes

movement to the opposite. Voxel plarforms has an stop for 3 sec at that time).

e then it will NOT scroll with the texture)

ell with such an object.


" - in any case noone can pass through it)

o to complete Box world tasks to pass further in the game)

c texture for this level for texturizing high ceilings)

special tag, except moving walls)


Best FINAL Score: Precalc trigonometry -0.017455 0.999848 0.017452
Best saved score: (DO NOT CHANGE!!!) -0.034921 0.999391 0.034899
Evil_Whispers.mid (DO NOT MOVE!!!) -0.052408 0.99863 0.052336
-0.069927 0.997564 0.069756
-0.087489 0.996195 0.087156
-0.105104 0.994522 0.104528
-0.122785 0.992546 0.121869
-0.140541 0.990268 0.139173
-0.158384 0.987688 0.156434
-0.176327 0.984808 0.173648
-0.19438 0.981627 0.190809
-0.212557 0.978148 0.207912
-0.230868 0.97437 0.224951
-0.249328 0.970296 0.241922
-0.267949 0.965926 0.258819
-0.286745 0.961262 0.275637
-0.305731 0.956305 0.292372
-0.32492 0.951057 0.309017
-0.344328 0.945519 0.325568
-0.36397 0.939693 0.34202
-0.383864 0.93358 0.358368
-0.404026 0.927184 0.374607
-0.424475 0.920505 0.390731
-0.445229 0.913545 0.406737
-0.466308 0.906308 0.422618
-0.487733 0.898794 0.438371
-0.509525 0.891007 0.45399
-0.531709 0.882948 0.469472
-0.554309 0.87462 0.48481
-0.57735 0.866025 0.5
-0.600861 0.857167 0.515038
-0.624869 0.848048 0.529919
-0.649408 0.838671 0.544639
-0.674509 0.829038 0.559193
-0.700208 0.819152 0.573576
-0.726543 0.809017 0.587785
-0.753554 0.798636 0.601815
-0.781286 0.788011 0.615661
-0.809784 0.777146 0.62932
-0.8391 0.766044 0.642788
-0.869287 0.75471 0.656059
-0.900404 0.743145 0.669131
-0.932515 0.731354 0.681998
-0.965689 0.71934 0.694658
-1.00001 0.707107 0.707107
-1.03553 0.694658 0.71934
-1.072369 0.681998 0.731354
-1.110613 0.669131 0.743145
-1.150368 0.656059 0.75471
-1.191754 0.642788 0.766044
-1.234897 0.62932 0.777146
-1.279942 0.615661 0.788011
-1.327045 0.601815 0.798636
-1.376382 0.587785 0.809017
-1.428148 0.573576 0.819152
-1.482561 0.559193 0.829038
-1.539865 0.544639 0.838671
-1.600335 0.529919 0.848048
-1.664279 0.515038 0.857167
-1.732051 0.5 0.866025
-1.804048 0.48481 0.87462
-1.880726 0.469472 0.882948
-1.962611 0.45399 0.891007
-2.050304 0.438371 0.898794
as "+0,5", it will be the one-side teleport destination (with changing of H -2.144507 0.422618 0.906308
-2.246037 0.406737 0.913545
-2.355852 0.390731 0.920505
-2.475087 0.374607 0.927184
-2.605089 0.358368 0.93358
-2.747477 0.34202 0.939693
-2.904211 0.325568 0.945519
-3.077684 0.309017 0.951057
-3.270853 0.292372 0.956305
-3.487414 0.275637 0.961262
-3.732051 0.258819 0.965926
-4.010781 0.241922 0.970296
elevated on this wall. If hero takes the same object in the same map row -4.331476 0.224951 0.97437
-4.70463 0.207912 0.978148
-5.144554 0.190809 0.981627
-5.671282 0.173648 0.984808
-6.313752 0.156434 0.987688
-7.11537 0.139173 0.990268
-8.144346 0.121869 0.992546
-9.514364 0.104528 0.994522
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Yesterday, Dave was suspended from work for health reasons. This was inopportune, because tomorrow he was to participate
sub-tunnels, and he was hinted that in case of quick and high-quality performance, the entire team would be awarded. Now, Da
speedy upgrade to a senior technician. But today’s realities dramatically drop down the actuality of that prize... It starts yesterda
motivational video/. It meaned that all the base personnel were preparing for the beginning of a series of experiments to revitali
origin (presumably a UFO pilot, discovered by NASA in the Antarctic last year). Actually, the whole "Project 7" was, figuratively

There only the best scientists and guards were elected for working in this top secret project. Also, the tech associates and hand
from the street. Nobody drank, no one had a criminal records and everyone had at least some qualifications. For example, Dav
mine for a couple of years), was able to carry out technical maintenance of hydraulic structures, was well versed in technology
with the innovation of recent years - personal computers! He was neither a soldier nor a scientist, so he could not shoot like ma
honest, it was not required. The major part of his work consisted of cleaning the premises, caring for the park zone of external l
functioning of a ramified network of cooling and washing hydrotunnel, cleaning of the ventilation communications, assistance in
pull boxes for life ahead).

Occasionally, it was required to undermine something for the construction and expansion of the base, and then he was part of
hot and arid climate (in fact, their secret base was located in the heart of the vast wasteland in one of the southern states), the
and strewn with myriads of twinkling stars - did not know even clouds. There was no rain here. Far to the north in the haze of s
geography, and was not particularly interested in what kind of mountains there were. He only knew that after the election proce
necessary papers, he and several other guys were seated in a bus with curtained windows and drove to the site (the road took
everyone is engaged in some very important common cause - all this has blossomed for Dave the first months of staying at the

Great expectations, as in the case of the object in Roswell, were soon replaced by painstaking routine and the expectation of w
monotony of the local situation, and only thoughts about a good salary here and the two-year prospect to open his own little bu
positive attitude. Also there was Nick. The guard of the outer perimeter, the former Marine, the father of two cute little girls, he t
confident in the correctness of the orders of his superiors and his actions. He, as a rule, acted consistently. He was not an intel
after a jar of "tuborg" (employees were allowed one beer after work, and the guys did not ignore this bonus). In a couple of wor
Dave was not a military man at all...

But yesterday everything was different. first of all - the morning incident. Hell, Dave has never been so distracted when doing re
shuffled with his partner, he pulled the valve of the pump for the acid waste with a wrench. The tap ripped off, and the pungent
darkened in the Dave’s eyes at once... Lately, doc Jenssen said that toxic fluid burns the cornea an that the Dave’s vision will b
ain’t it? All the day Dave staying at home, treating his eyes with the curative drops and doing nothing. Late evening he turned to
shots behind the wall of second security level. His eyes were sore and details vision was significantly diminished. The TV set st
additions – the face of alien called Ziggy was showed to Dave as if this alien was alive! Dave called but nobody replied.

Then Dave’s shouts brung to him no reply as well. Dave was frightened and puzzled about what’s happen? Then he wondered
in his room was heavy wrench. Not the best weapon in the world, but Dave had no choice. He knew, that in case of danger, the
menace. And this blockade could be turned off only from the central tower in the deep heart of the base. Ironically, being in the
through all the security levels to the center of a base and facing with the all the dangers which caused those shots and blasts. D
found among the current security level – in armory for guards, for example. But TNT will not destroy the wery strong outer wall.
enemies... Enemies! Fright took over the Dave’s mind. “Just don’t panic!” – said Dave to himself.

“There must be the solution for this situation. May be all the things not as bad as in my imagination?" But inner voice told to him
the happy end in these circumstances! Don’t you hear the blasts are stoped now? No shots! No shouts! Just silence. Do you th
Where the news by TV set?.. Realise: may be you are the only alive human in this prison face to face with the things that killed

Dave stayed for a while thinking about this possibility. Then he took a wrench in his left hand (he was lefty) and said to himself
something! And i have to do it now!"
With these brave words, Dave have pushed the door of his room and came out...
Вчера Дэйв был отстранен от работы по состоянию здоровья. Это было некстати, так как завтра ему предсто
внешнего уровня, и ему намекнули, что в случае быстрого и качественного выполнения работ всей бригаде н
старшего техника придется попрощаться. Да что уж теперь премия, когда... вчера с самого утра по внутренн
началу серии экспериментов по оживлению объекта "Зигги" - тела существа внеземного происхождения (пре
прошлого года). Собственно, весь "Проект 7" был, образно говоря, построен вокруг этой "тарелочки". В прое
разнорабочих (к числу которых принадлежал Дэйв) также брали не прямо с улицы. Никто не пил, ни у кого не

Например, Дэйв неплохо управлялся со взрывными работами (пару лет назад полгода работал на руднике)
разбирался в технике и даже прошел краткие курсы по упрощенной программе обращения с новшеством пос
поэтому ни стрелять, ни оперировать трехэтажными формулами не умел. Да этого и не требовалось. Львину
внешнего уровня, обслуживание гидропомп, которые обеспечивали функционирование разветвленной сети
коммуникаций, помощь на складе (тут уж Дэйв успел натаскаться ящиков на жизнь вперед). Изредка требова
в бригаду подрывников. В остальное время было скучно. Жаркий и засушливый климат (фактически, их секр
штатов), небо - днем слегка грязное от пыли, а ночью почти черное и усыпанное мириадами мерцающих зве

Практически ровную линию горизонта нарушали только силуэты строений центральной части базы (две огро
периметра) да приземистая горная гряда, скрытая в дымке огромного расстояния. Дэйв не был силен в геогр
играло на боках башен и вершинах горной гряды, окрашивая их во все оттенки красного - это было поистине

Он знал только то, что после отбора (собеседование и медосмотр) и оформления всех необходимых бумаг е
на объект (дорога заняла часа два). Новые знакомства, ощущение, что все занимаются каким-то очень важн
базе в почти что радужные тона. Дальше стало хуже. Большие надежды, как и в случае с объектом в Розуэл
непонятно чего. Дэйву было тяжело свыкнуться с однообразием здешней обстановки, и только мысли о непл
маленькое дело где-нибудь у моря, помогали ему не утратить позитивный настрой. И еще Ник. Охранник вне
отличным товарищем. Спокойный, как скала, всегда уверенный в правильности приказов, он, как правило, де

Он не был интеллектуалом, но с ним было о чем перекинуться парой слов за баночкой "туборга" (сотрудника
бонус). Будь Дэйв военным, с Ником он бы запросто "пошел в разведку". Впрочем, Дэйв не был военным...

Но вчера все было по-другому. Начать хотя-бы с утреннего инцидента. Черт, Дэйв еще никогда так не отвле
достаточно. Заболтавшись с напарником, он перетянул разводным ключом вентиль помпы, откачивающей о
зеленоватая жидкость брызнула Дэйву прямо в лицо. Все сразу потемнело в его глазах! Наскоро умывшись,
четверти часа, как кожа на лице пошла нехорошими красными пятнами, а глаза стало жечь так, что их невоз
химический ожог кожи и слизистых, двухсторонний коньюнктивит и кератит с помутнением роговицы". Дэйв б
комнате, получать болезненные уколы, строго по расписанию закапывать в глаза лечебные капли и ожидать
Дэйву очень не хотелось совсем потерять зрение, поэтому он старательно выполнял все предписания, попу
вентиллятором, но это выручало мало) и скуки в своей комнате. Спать он лег рано. Несколько часов спустя о
разбудили звуки взрывов и выстрелов, доносившиеся из-за стены его комнаты. Его глаза болели и слезилис
искажены, цвета при этом выглядели неестественно яркими, с резкими переходами между ними. Телевизор
проекта и призывавший всех сотрудников трудиться не покладая рук - шагать в светлое будущее вместе с по

Только теперь в ролик были внесены некоторые странные дополнения - в частности, там фигурировало лицо
названием "Зигги". Причем, на крупных планах этот Зигги выглядел так, будто бы он был жив! Возможно, все
других странностей. Дэйву показалось, что сквозь звуки канонады - то приближающиеся, то отдаляющиеся п
расслышать отдельные крики и стоны людей, а также некие странные звуки, происхождение которых Дэйв н
большой натяжкой можно было сравнить с утробным звериным рыком). Первоначальная мысль о масштабн
складах, уступила место другим, еще более мрачным теориям, что заставило Дэйва отдернуть назад протян

От мысли броситься на помощь не осталось и следа. "Террористы? Захват базы коммунистами? Бунт?" - так
угол своей комнаты, ожидая худшего. Никогда он еще не был так не готов к неприятностям, как в этот момен
базы, и вскоре совсем стихли. Наступившая тишина обрушилась на Дэйва со всех сторон, словно голодный
Почему так тихо? Если базу захватили, то где захватчики? Почему никто не приходит?" Постепенно мысли о
отчужденное понимание: это не саботаж и не "красные", это - нечто невообразимо более жуткое, имеющее о
экрана телевизора... "Как же я защищу себя? У меня ведь нет никакого оружия!" - внезапно пришло в голову

Пошарив по комнате, он отыскал увесистый гаечный ключ - и это было все, что он мог противопоставить неи
новообретенное оружие и отрешенно наблюдая за тем, как свет лампы играет на его тускло блестящих гран
храбрости или уверенности в своих силах - казалось, это сама тишина и гнетущее состояние неопределенно
действовать... В конце концов, он встал, удивившись тому, как громко и жалобно скрипнули под ним пружины
несколько раз взмахнул гаечным ключом, словно бил наотмашь воображаемого противника. Подойдя к двер
стараясь подавить предательскую дрожь в голосе. Опять ответом ему была тишина. "Так или иначе - что бы
прямо сейчас!" И с этими словами Дэйв, собрав в себе всю решительность, на которую только был сейчас сп
к как завтра ему предстояло участвовать в очистке бассейнов и примыкающих к ним гидротоннелей
ния работ всей бригаде начислят премию. Теперь вот с премией и с планами на скорое повышение до
самого утра по внутреннему телеканалу крутили мотивационный ролик, т.к. весь персонал готовился к
ого происхождения (предположительно - пилота НЛО, обнаруженного НАСА в Антарктике в конце
этой "тарелочки". В проект отбирали только самых лучших ученых и охрану. Впрочем, обслугу и
икто не пил, ни у кого не было судимостей и каждый имел хоть какую-то квалификацию.

да работал на руднике), умел проводить техническое обслуживание гидросооружений, хорошо


щения с новшеством последних лет - персональными компьютерами. Бойцом или ученым он не был,
не требовалось. Львиную долю его работы составляла уборка помещений, уход за парковой зоной
ие разветвленной сети охлаждающих и промывных гидротоннелей, прочистка вениляционных
перед). Изредка требовалось что-то подорвать для строительства и расширения базы, и тогда он входил
мат (фактически, их секретная база располагалась в самом сердце обширной пустоши в одном из южных
иадами мерцающих звезд - не знало туч или даже облаков. Дождей здесь не бывало.

ной части базы (две огромные башни - радиобашня и центр управления - высились за стеной внутреннего
эйв не был силен в географии, да и не особо интересовался - что это за горы.Вечерами солнце красиво
ного - это было поистине захватывающее зрелище! Особенно - под пиво.

ех необходимых бумаг его и еще несколько парней усадили в автобус с зашторенными окнами и повезли
тся каким-то очень важным общим делом - все это расцветило для Дэйва первые месяцы пребывания на
чае с объектом в Розуэле, скоро сменились кропотливыми буднями, наполненными рутиной и ожиданием
и, и только мысли о неплохой здешней оплате труда и перспективе через пару лет открыть свое
И еще Ник. Охранник внешнего периметра, бывший морпех, отец двоих милых девчушек, он оказался
азов, он, как правило, действовал последовательно.

ой "туборга" (сотрудникам позволялось по одной банке пива после работы, и ребята не игнорировали этот
эйв не был военным...

ще никогда так не отвлекался при выполнении ответственной работы. Но одного раза оказалось
помпы, откачивающей отработанную воду с кислотными отходами. Кран сорвало, и едко пахнущая
зах! Наскоро умывшись, Дэйв хотел было снова приступить к работе, но не тут то было! Не прошло и
о жечь так, что их невозможно было открыть... Осмотрев больного, врач поставил диагноз: "Острый
ением роговицы". Дэйв был отстранен от работы, ему было предписано оставаться два дня в своей жилой
чебные капли и ожидать следующего вердикта доктора.
л все предписания, попутно изнывая от жары (потолочный светильник в его комнате был снабжен
Несколько часов спустя от тревожного сна, полного фантасмагорических видений, боли и страха, его
лаза болели и слезились, все вокруг было словно в тумане, очертания знакомых предметов были
между ними. Телевизор все еще транслировал глупый ролик, вкратце описывающий историю создания
лое будущее вместе с последними научно-техническими достижениями Проекта 7...

, там фигурировало лицо (если можно назвать это лицом) того самого инопланетного существа с кодовым
был жив! Возможно, всему виной было искаженное зрительное восприятие Дэйва, но это не объясняло
еся, то отдаляющиеся предположительно за периметр зоны второго уровня допуска - можно было
ождение которых Дэйв не мог объяснить (ведь на базе не было диких зверей, да и звуки эти лишь с
ьная мысль о масштабной аварии реактора, вызвавшей пожары и спонтанный подрыв боеприпасов на
отдернуть назад протянутую было к двери руку.

мунистами? Бунт?" - такие версии теснились теперь в его лихорадочном мозгу. И Дэйв в панике забился в
ностям, как в этот момент... Впрочем, спустя некоторое время звуки пальбы отодвинулись глубоко внутрь
орон, словно голодный зверь, разрывая на части остатки его здравого рассудка. "Что происходит?
т?" Постепенно мысли о бунте или террористическом акте отступили, а на их место пришло холодное и
олее жуткое, имеющее отношение к гробовой тишине за дверями и к инопланетной твари, скалящейся с
езапно пришло в голову Дэйву. Эта мысль застала его врасплох.

ог противопоставить неизвестности снаружи. Некоторое время Дэйв сидел на кровати, вертя в руках свое
о тускло блестящих гранях. Не то чтобы вес тяжелого металлического предмета в руках придавал ему
остояние неопределенности выдавливают его из его комнаты, словно пасту из тюбика, заставляя
ипнули под ним пружины кровати, и прошелся по комнате взад-вперед несколько раз. Примериваясь,
тивника. Подойдя к двери, он тихо позвал. Никто не откликнулся. Немного осмелев, Дэйв позвал громче,
"Так или иначе - что бы там снаружи не произошло - я должен что-то сделать... И я должен сделать это
ую только был сейчас способен, взялся слегка трясущейся правой рукой за прохладную ручку двери...
klop

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