INSTRUCTIONS AND PROPHECIES OF THE Blessed MOTHER ALIPIA GOLOSEEVSKY, Kyiv...
![Instructions and prophecies of the blessed mother Alipia Goloseevskaya, the Kyiv old woman, the holy fool for Christ's sake](https://i1.wp.com/megapoisk.com/uploads/7013271468409176.jpg)
Nice cartoon game. It was first made for SEGI, where it earned a bunch of prizes. If you like beautiful adventure games, then you will find what you wanted in Aladdin.
So, the evil wizard Jafar kidnapped Princess Jasmine. Aladdin went to rescue his beloved (does this game remind you of "Prince"). Along the way, he will come across guards, prizes, etc. Well, let's start...
After starting the game, a menu will appear in front of you:
START GAME- start a new game
OPTIONS- enter the options menu
EXIT TO DOS- exit to DOS
If you want to reprogram the keyboard, then enter the second step. Here select REDEFINE KEYS and set the keys of your choice.
LEFT- to the left
RIGHT- to the right
LOOKUP- look up
CROUCH- duck down
Slash- hit with a sword
THROW- throw an apple
JUMP- jump
In the same menu you can turn on / off music, special effects and joystick.
If you have made all the necessary settings, then select START GAME in the main menu.
You must go through 11 levels, and on the last one, fight with Jafar himself. Collect prizes along the way:
Laughing genie head- the more you collect, the more times you can win bonuses at a special level.
Apples- these need to be thrown
Rubies- lives and continuations are bought on them in the merchant's shop.
Aladdin's head- extra life
Abu head- the ability to play at the bonus level.
blue heart- additional health.
The level of remaining life is shown in the form of an hourglass. Follow them. You will come across jugs along the way. After passing by them, you will automatically save and after death you will start the level from this place. At the beginning you have 3 lives. Then you can gain additional lives, but not more than 9.
Now let's talk about levels.
Level 1: AGRABAH MARKET
The easiest level. Just run and jump, collect lives, rubies, etc. If you have scored enough a large number of genie prizes, then try your luck in the "one-armed bandit".
Level 2: THE DESERT
Collect all the lamps and go to the exit. Beware of thorns and snakes.
Level 3: AGRABAH ROOFTOP
Very similar to the first level. At the end of the level, kill the dude with daggers and the main boss throwing barrels.
Level 4: SULTAN'S DUNGEON
Dungeon... Beware of exploding skeletons bats and stakes...
Level 5: CAVE OF WONDERS
At this level, you must destroy all the statues with the image of rubies. After that, destroy the ghost, who strives to get you with his sword. A flying carpet will appear. Get on it and go...
Level 6: THE ESCAPE
Jump through the lava flows to the end of the level. You will have to run away from healthy stones, one blow of which will take almost a lifetime. At the end, take a running jump into the void and land on the carpet.
Level 7: RUG RIDE
Flying on a magic carpet. Management is messed up. In order to go up, you need to press the key LOOKUP. Collect lives, fruits, etc. along the way.
Level 8: INSIDE THE LAMP
We speak with Ali and drag the basket to the barrels. We take the staff and climb the barrels to the window.
Using the staff, open the window and climb through it. We are on the arch.
We go down the stairs and talk to the guard. He asks to feed Karkadan.
On the table with books we find a scroll in which there is some information about karkadans.
We find baskets with apples, pears and peaches. We move them to the indicated points.
Open the chest and take the sleeping powder. We throw it at the guard and go into the tent.
We speak with the skull, which lies in a cage. Use the staff to slightly open the jaw of the dragon's skull and take the key.
We take a magic wand and use it on the iguana. It seems that without a special word, the wand will not work correctly.
We move the barrel and look at the sheet lying on the floor. Now you know the special word - Cucumber.
We take a magic wand, saying a special word, we use it on a crab.
We climb onto the barrel and open the chest with the key. We pick up the seal and go down.
We insert the seal into the lock on the cage and, following the instructions of the skull, open it.
We leave the tent and run to the market. We take some lemons from the basket and give them to the skull.
We select the trajectory and the strength of the throw so that the lemon hits the pot located above the egg.
We sit on the Rukh and go flying. You have to get to the bird's nest, flying around obstacles along the way.
We substitute one of the feathers to the nest and collect the branches. Put them in the fire pit.
We approach the deposits of silicon and, using the staff on them, we get several stones.
With the help of silicon, we set fire to the branches. We take a burning branch and scare off the griffin.
We pass to the left, to the ship. We speak with the skull and ask him to lie down on the springboard.
We jump to the other side of the springboard and send the skull to the deck of the ship.
We speak with the golem, he will ask you to find his eyes. We break all the barrels and, having found two eyes, we give them to the golem.
We rise to the deck. We move the box and open the hatch. We go down into the hold.
We examine the wreckage and collect the golem from them. We talk to him.
We collect pieces of parchment and collect them. We examine the parchment.
We turn the wheel and the shield on the wall to set the symbols as shown in the parchment.
We take the compass from the cache in the floor. We speak with the skull and ask him to break the pot.
We select the arrow and insert it into the compass. We give the compass to the golem.
To fix the sail, you need to play a mini-game. Your goal is to fill all the cells on the field with the puzzle pieces that appear in the window on the right.
Once at the entrance to the city, we speak with the warrior. We select the mortar, the bone of the skeleton and the claw of the griffin.
We speak with the chicken and take out the sword from the stone. We cut the ivy with a sword.
We look at the bag hanging under the ledge. On the ship we take the rope and tie it to the wreckage at the ledge.
We go down on it and pick up the bag. We get the berries from the bag.
We put the claw, ivy and berries in a mortar and mix them with a bone. We give the powder to the chicken.
The chicken turned into a magician, and he gave you his ID. We show this document to the soldier.
We use halberds as stilts and take out the horn hanging on the wall. Use the horn on the monkey.
We select the key and open the chest. We show the certificate to the released Sultan.
We leave the city and give the certificate to Rufus. Let's go to the Sky Reefs.
You have to get to the top of the ledge by jumping on the moving platforms.
We speak with the skull. We ask him to hit the gong and break the boards of the old door.
We select a chain and a bowstring. We pass through the archway and pick up the spear.
We pull the bowstring on the ballista and put the spear into it. We shoot from it.
We move to the other end of the broken stairs, using the spear in the wall. We take the lever.
We return to the ground and insert the lever into the head of the griffin. We press the lever.
We ask the skull to hold the lever. We tie the chain to the brick and go down to the treasury.
We find two bowls and cover them with scorpions. We examine the drawing on the wall of the crypt.
We place the statues of griffins as shown in the picture. Let's look at the keys.
We remove the same keys and find the one that does not have a pair. We take it.
We find the tablets and place them in the recesses on the walls of the crypt. Open the chest with the key.
We take the ring from the chest and climb up the chain. We leave for the Heavenly workshop.
We are talking to an engineer. We find a team and a twig, we take them.
We harness the karkadin and climb into the cart. We hit the karkadin with a twig.
We select the sign and jump back into the cart. Let's pick another board.
We climb the stairs, take the sign and pickaxe. We go down.
We examine the chests, one of them will have to be opened with a pickaxe. We find a plate and a wheel.
We put the wheel on the axle of the trolley and push it. We select the last plate.
We give the drawings to the engineer and start building the lighthouse. You need to arrange the blocks from the largest (30) to the smallest (1).
We speak with the blacksmith and the skull. We take an oiler and fill it with oil from the barrel.
Lubricate the oven bolt and raise it. We take a poker and use it to drive the mice out of the hole.
We examine the hole and find a match. We set fire to firewood in the stove and fan the fire using furs.
We select the ring near the barrel of water and insert it into the stuffed bull. We take a piece of magic metal.
We put a piece of magic metal in the furnace. We take ticks and take it out.
We put a piece of hot metal on the anvil and get a saber. We sharpen it.
Take the broken pointer and the tip of the shovel, combine them. We select a pirate flag.
With a shovel we dig out two fragments of the gate a. We scoop out the sand from the sink and climb into the ship's hole.
We put the flag on the hive and go forward to the deck. We take a fragment of the gate.
We put the gate in its rightful place and raise the bridge. Let's go ahead.
We take the board and put it through the hole in the bridge. We cross the bridge.
Throw the piece into the abyss and pick up the coin. We throw it to the pirate, who is standing next to the cannon.
We select a baton, a core and a wick. We turn the cannon and put the core into it.
We set fire to the wick from the coals and insert it into the cannon. We shoot from a cannon.
We throw a baton at bananas on a palm tree. We pick up the fallen peel and put it in the place where the pirate walks.
We go to the lair of pirates. We look at the combination of three symbols that is displayed in the center of the door, and click on them. After all the symbols are pressed, the door will open.
We speak with the princess and with the sword we cut the ropes with which she is bound. We speak with Rottenbus.
We fight with Rottenbus - you can strike by pressing LMB, and to dodge you need to press RMB.
We take keys and a hammer. Use the keys to open the chest and take the lever.
We break the barrels and find the gear. Raise the skin of the bear and find another gear.
We insert the gears into the mechanism and turn them using the lever. We open the cell.
1-1. Aladdin steals a loaf, then rolls away from the guards, jumping over the barrels.
1-2. Later, Jasmine, secretly walking around the city, gives the child someone else's apple, Aladdin saves her from an embittered merchant, then they race across the roofs of Agrabah. Here I will immediately note a brilliant pseudo 3D effect, simply incredible for 8 cue balls! Then a little romance, and then our heroes are captured by the guards. Jasmine demands from Jafar to let her new friend go, but he lied that he had already been executed. Meanwhile, in the dungeon, a bald old man (Jafar) tells Aladdin about the treasure cave and even takes him to the entrance.
2-1. The labyrinths in the cave are small, but dangerous and will require dexterity and skill. And here are the treasures! Countless mountains of yellow metal sparkle and burn. But this is not what attracts the attention of our hero.
2-2. The flying carpet, languishing here for a long time, wants to show the way further. It is very important here not to touch other people's treasures, or be in trouble. Aladdin finds a magic lamp, but his friend Abu is seduced by a huge ruby...
2-3. The cave is flooded with hot lava, and only thanks to the rug it is possible to escape from the fiery labyrinth, by the way, it is quite simple. At the exit, an old man is waiting, demanding a lamp. Aladdin naively gives it away and flies into the abyss. Fortunately, Abu manages to grab the lamp and jumps after him. The rug is already down, picks up both, and then there is an acquaintance with the Genie. He admits that he wants to get freedom, and Aladdin wants to dress up as a prince, because there is no other way to get to the princess.
3-1. The palace is spacious, but getting to the Sultan is not so easy - stairs, passages, aggressive guards, locked doors, secrets. Ali, as he calls himself now, asks for Jasmine's hand, but Jafar clearly does not approve of this gesture.
3-2. However, Ali, thanks to his personal charm, achieves a meeting with the princess, then a real romantic, flying on a magic carpet, holding hands and kissing goodbye. After that, Aladdin, bound hand and foot, sinks to the bottom of the sea, but, thanks to the Genie, he is instantly rescued from there.
3-3. The vizier's intrigues are revealed and he rolls away from Aladdin, actively shooting back. This level is the most difficult. At the end, Jafar learns the secret of Aladdin's indestructibility and disappears. But his faithful parrot Iago steals the lamp a little later.
BOSS. Jafar gains unprecedented power, but Aladdin manages to stop him with a sword in the guise of a huge snake, and then lure him into a lamp with cunning. This is how this beautiful story ends - the genie gets free, and Aladdin and Jasmine live happily ever after... Animated dialogues are shown between levels, which immerses us even more into the world of Aladdin.
Platform game based on the Disney cartoon of the same name. It has little in common with the SNES and Genesis versions, in this game you will have to run the first couple of levels, after which a completely ordinary walker follows.
Start looking for adventure and you will certainly find Aladdin. He, with his inseparable friend, the monkey Abu, is always where it is hottest, in the center of the city crowd of Agrabah. The streets of the ancient capital are teeming with fakirs, juggling knives, snake charmers, merchants, basket thieves and, of course, the brave guardsmen of the Sultan...
While our pet is having fun, clouds begin to gather in the palace around Princess Jasmine and the fate of the entire Sultanate. The greedy sorcerer Jafar hatches evil plans under his turban and is about to seize power in his greedy hands. Aladdin does not even know about it, but soon he will be drawn into a fast-paced pursuit full of the magic of the east, mysteries and unspeakable dangers. Only the fastest of the street rats is able to grab his luck by the tail! Aladdin will have to make his way through the streets and roofs of Agrabah to the palace, and then escape from his dungeon, survive in the fiery hell of the Cave of Wonders, get a magic lamp and defeat Jafar in his secret lair. Our hero has a few street tricks and a sharp saber in store, and maybe later he will have allies and even true love? You will know everything soon.
I would like to note the graphics and animation: they are made just fine! Music for 8 bits is decent, the sounds are weaker. Management is easy, and in general the game is simple. Therefore, I recommend it to everyone, from young to old, because. it will take no more than 2 hours to complete the passage, and the expert will run in less than an hour.
Level 3: The streets of Agrabah, the Cave of Wonders and the Palace are divided into 2, 3 and 3 stages respectively. At the end of the game there will be another battle with the main villain, obviously, it must also be counted as a level. In total, there are 9 of them.
Level switching.We speak with Ali and drag the basket to the barrels. We take the staff and climb the barrels to the window.
Using the staff, open the window and climb through it. We are on the arch.
We go down the stairs and talk to the guard. He asks to feed Karkadan.
On the table with books we find a scroll in which there is some information about karkadans.
We find baskets with apples, pears and peaches. We move them to the indicated points.
Open the chest and take the sleeping powder. We throw it at the guard and go into the tent.
We speak with the skull, which lies in a cage. Use the staff to slightly open the jaw of the dragon's skull and take the key.
We take a magic wand and use it on the iguana. It seems that without a special word, the wand will not work correctly.
We move the barrel and look at the sheet lying on the floor. Now you know the special word - Cucumber.
We take a magic wand, saying a special word, we use it on a crab.
We climb onto the barrel and open the chest with the key. We pick up the seal and go down.
We insert the seal into the lock on the cage and, following the instructions of the skull, open it.
We leave the tent and run to the market. We take some lemons from the basket and give them to the skull.
We select the trajectory and the strength of the throw so that the lemon hits the pot located above the egg.
We sit on the Rukh and go flying. You have to get to the bird's nest, flying around obstacles along the way.
We substitute one of the feathers to the nest and collect the branches. Put them in the fire pit.
We approach the deposits of silicon and, using the staff on them, we get several stones.
With the help of silicon, we set fire to the branches. We take a burning branch and scare off the griffin.
We pass to the left, to the ship. We speak with the skull and ask him to lie down on the springboard.
We jump to the other side of the springboard and send the skull to the deck of the ship.
We speak with the golem, he will ask you to find his eyes. We break all the barrels and, having found two eyes, we give them to the golem.
We rise to the deck. We move the box and open the hatch. We go down into the hold.
We examine the wreckage and collect the golem from them. We talk to him.
We collect pieces of parchment and collect them. We examine the parchment.
We turn the wheel and the shield on the wall to set the symbols as shown in the parchment.
We take the compass from the cache in the floor. We speak with the skull and ask him to break the pot.
We select the arrow and insert it into the compass. We give the compass to the golem.
To fix the sail, you need to play a mini-game. Your goal is to fill all the cells on the field with the puzzle pieces that appear in the window on the right.
Once at the entrance to the city, we speak with the warrior. We select the mortar, the bone of the skeleton and the claw of the griffin.
We speak with the chicken and take out the sword from the stone. We cut the ivy with a sword.
We look at the bag hanging under the ledge. On the ship we take the rope and tie it to the wreckage at the ledge.
We go down on it and pick up the bag. We get the berries from the bag.
We put the claw, ivy and berries in a mortar and mix them with a bone. We give the powder to the chicken.
The chicken turned into a magician, and he gave you his ID. We show this document to the soldier.
We use halberds as stilts and take out the horn hanging on the wall. Use the horn on the monkey.
We select the key and open the chest. We show the certificate to the released Sultan.
We leave the city and give the certificate to Rufus. Let's go to the Sky Reefs.
You have to get to the top of the ledge by jumping on the moving platforms.
We speak with the skull. We ask him to hit the gong and break the boards of the old door.
We select a chain and a bowstring. We pass through the archway and pick up the spear.
We pull the bowstring on the ballista and put the spear into it. We shoot from it.
We move to the other end of the broken stairs, using the spear in the wall. We take the lever.
We return to the ground and insert the lever into the head of the griffin. We press the lever.
We ask the skull to hold the lever. We tie the chain to the brick and go down to the treasury.
We find two bowls and cover them with scorpions. We examine the drawing on the wall of the crypt.
We place the statues of griffins as shown in the picture. Let's look at the keys.
We remove the same keys and find the one that does not have a pair. We take it.
We find the tablets and place them in the recesses on the walls of the crypt. Open the chest with the key.
We take the ring from the chest and climb up the chain. We leave for the Heavenly workshop.
We are talking to an engineer. We find a team and a twig, we take them.
We harness the karkadin and climb into the cart. We hit the karkadin with a twig.
We select the sign and jump back into the cart. Let's pick another board.
We climb the stairs, take the sign and pickaxe. We go down.
We examine the chests, one of them will have to be opened with a pickaxe. We find a plate and a wheel.
We put the wheel on the axle of the trolley and push it. We select the last plate.
We give the drawings to the engineer and start building the lighthouse. You need to arrange the blocks from the largest (30) to the smallest (1).
We speak with the blacksmith and the skull. We take an oiler and fill it with oil from the barrel.
Lubricate the oven bolt and raise it. We take a poker and use it to drive the mice out of the hole.
We examine the hole and find a match. We set fire to firewood in the stove and fan the fire using furs.
We select the ring near the barrel of water and insert it into the stuffed bull. We take a piece of magic metal.
We put a piece of magic metal in the furnace. We take ticks and take it out.
We put a piece of hot metal on the anvil and get a saber. We sharpen it.
Take the broken pointer and the tip of the shovel, combine them. We select a pirate flag.
With a shovel we dig out two fragments of the gate a. We scoop out the sand from the sink and climb into the ship's hole.
We put the flag on the hive and go forward to the deck. We take a fragment of the gate.
We put the gate in its rightful place and raise the bridge. Let's go ahead.
We take the board and put it through the hole in the bridge. We cross the bridge.
Throw the piece into the abyss and pick up the coin. We throw it to the pirate, who is standing next to the cannon.
We select a baton, a core and a wick. We turn the cannon and put the core into it.
We set fire to the wick from the coals and insert it into the cannon. We shoot from a cannon.
We throw a baton at bananas on a palm tree. We pick up the fallen peel and put it in the place where the pirate walks.
We go to the lair of pirates. We look at the combination of three symbols that is displayed in the center of the door, and click on them. After all the symbols are pressed, the door will open.
We speak with the princess and with the sword we cut the ropes with which she is bound. We speak with Rottenbus.
We fight with Rottenbus - you can strike by pressing LMB, and to dodge you need to press RMB.
We take keys and a hammer. Use the keys to open the chest and take the lever.
We break the barrels and find the gear. Raise the skin of the bear and find another gear.
We insert the gears into the mechanism and turn them using the lever. We open the cell.