Brunilda

:: ZX Spectrum 128k
:: ZX Spectrum +3
:: MSX2/MSX2+/MSXTurboR
:: Amstrad CPC 464/6128

SAN ARTEIXO DE MONTALVO


The first time I came to this village and met its inhabitants, I realized that something strange was haunting their minds. That evening, the air was so cold that I could even feel it inside my bones. Everybody began to return to their homes, locking their doors tight for the night, hoping not be surprised defenseless against their most horrifying terrors.

It seemed that these people had no soul, that they had turned away from God, abandoned themselves to superstition.

I tried hard to forget that feeling, but my partner could not. He was younger and not yet mastered his terrors. However, my main concern was to find a place to spend the night. I wasn't worried about monsters nor demons, but the cold: another night sleeping rough and my bones would be rankling all the way to Santiago.

WAVERING BETWEEN FAITH AND SUPERSTITION

The thin line between these two concepts is very easy to cross. Both are blind beliefs, without fundaments. Everyone can choose between believe or not believe, and that makes faith and superstition being so far apart and yet so close.

I remember talking to the people of this town gave me bad vibes. Their fears passed through me and, sometimes, unless I was able to keep calm, I began to see the same things as them, to be able to pass through where I couldn't before, to wake up at a cave entrance without knowing how I got there.

The best way to forget everything was praying in a holy place, reinforcing my faith and taking myself away from those thoughts. Then, reality shown before my eyes, and I clearly felt that there was no strange places nor otherworldly beings.

But I always feared of completely losing my faith and my sanity, let me be deceived by that collection of pagan beliefs, myths and characters, abandoning forever everything that could link me with my previous life.

I'll not tell you what happened until I could control myself, because I'm still doubting about what was real and what was merely a product of my imagination.


ZX SPECTRUM 128K VERSION



CONTROLS

Joystick : Kempston , Sinclair 1 and 2

Start Game - Fire Button
Walk - Joystick directions
Fire - Fire Button

KEYBOARD :

Start Game - Space or M
Walk - POQA (Right, left , up and down respectively).
Fire - Space or M

OTHER CONTROLS :
Reset Game - G and answer affirmatively (Y)
Pause Game - G and answer negatively (N)

"Fire" control lets you interact with objects or characters in front of you. To get objects, simply walk over them.




CONTINUING THE GAME

Finishing the game can take a while, so we've divided the story into chapters, and each one will give you a password to resume the game later.

Passwords will differ depending on the objects you've taken and actions you've made. That's why you'll probably obtain different keys in different games.

To restore a game using a password, press key "R" on the title screen, type the password and then press "ENTER". If the password is valid, the game will resume. If not, the game will return to the title screen.


 

THE HISTORY OF THE GAME

This game comes from a script made in 1994. That original script began to be coded as Text Adventure on PC with NMP parser, but even as it reached very advanced stages of development, it was never completed and went to sleep in a folder during loooong years.

Then, we thought about recoding it as Text Adventure, firstly on CEZGS, and then on RetroWorks, and finally we deciced to use the actual gameplay system.


 

CREDITS

Original script: Benway
Adaptation and game design: Pagantipaco and Benway

Coding: Benway
Graphic art and cover: Pagantipaco
Loading screen: NeilParsons
Music: Benway and Mikomedes

Testing: All RetroWorks team, Traperic and Daniel Canales Llera.

This program uses the following routines: "Wyzplayer" AY Player (Wyz), "Exomizer" decompressor (Metalbrain, A. Villena and Urusergi), and "PenText" text decompressor (Benway and Metalbrain).
 

 


DEDICATION

Benway :
The original text adventure was dedicated to Esther Peralta, and it's fair to keep it.
In addition, I have to include the two best and most demanding beta-testers this game had: Nicolás and Elena García Rengel, not forgetting Miguel Garcia Rengel.
And, of course, as in all my previous games, nothing would have been possible without María Rengel Arribas.
I also want to thank Pagantipaco for developing the original script as far as I could never have done alone, and making this game to become what it is.

Pagantipaco :
Publicly thanks Benway for accepting the challenge of changing the design of his game, my dream has come true in Spectrum to create a title that reflects many of my references.
Thanks Retroworks team for their support, time and contributions.
Thanks to everyone who has come to us in person and through social networks giving us their support, reviews, and patience.
I specially want to dedicate this game to José Manuel Saura who has encouraged me from the beginning to the end and beyond.

 


MSX2 VERSION


CONTROLS

JOYSTICK
Start game ... Fire button
Walk ... Joystick direcctions
Fire .... Fire button

KEYBOARD
Start game  ... Space
Walk .... Cursors
Fire ... Space

MORE CONTROLS
"Fire" control lets you interact with objects or characters in front of you.
To get objects, simply walk over them.

CONTINUING THE GAME

Finishing the game can take a while, so we've divided the story into chapters, and each one will give you a password to resume the game later.

Press R at the MAIN MENU of the game and choose one option:

  • RESTORE A SAVEGAME stored in the cartridge previously.
  • ENTER PASSWORD from other gameplays.
  • EXIT to MAIN MENU.

Brunilda just holds a single game into the cartridge memory, so a new savegame will overwrite a previous one. The savegames are saved and overwritten into the cartridge when the Chapter screen is displayed.

Your language selection will be stored on the cartrige every time you do that. So if you boot again your MSX, last language will be displayed as default.

THE HISTORY OF THE GAME

Since its premiere in Retromadrid 2014, BitVision wanted to have Brunilda in MSX, the physical edition fell in love with him but it took several years until he downloaded the original code as a result of a video of Araubi with the walkthrough of the game. When he had the engine running with something visible, he passed it on to Manuel Pazos, who helped him contact Retroworks to complete this MSX2 version.

CREDITS

Original script: Benway
Adaptation and game design: Pagantipaco y Benway
Coding MSX: Bitvision
Additional coding MSX: Manuel Pazos
Original coding ZX Spectrum: Benway
Graphic art and cover: Pagantipaco
Original music: Benway, Mikomedes and remixes by WYZ
Music adaptation to MSX: WYZ
This program uses the following routines: music player "Wyzplayer" (Wyz), decompressor "Exomizer" (Metalbrain, Urusergi and A. Villena), text decompressor "PenText" (Benway and Metalbrain).
Testers:
Rubén “Araubi” Sanchez Barros
José Andrés "Konamito" Gil
Joaquín "Retroabuelo" Neira
Pablo "Pablibiris" Pallarés
Tools:
Assembler sjasm on Linux
OpenMSX, Gimp, Tiled, WyzTracker

ATTENTION

Try our magical combinations with other Retroworks game cartridges and discover by yourself the surprises that we have prepared.

DEDICATION

BitVision:
The game is dedicated to my beloved fiance Helena, who has been supporting me with all this great MSX stuff and specially with Brunilda development.
Thanks to the whole Retroworks team for still creating such great games like Brunilda and providing me all the help I needed to face porting the game.
 And thanks to the whole retro community, specially the MSX scene, for being so stubborn and not allowing time to erase our childhood dreams.

VERSIÓN AMSTRAD


CONTROLS

JOYSTICK
Start game... Fire button
Walk ... Joystick directions
Fire .... Fire button

KEYBOARD
Start game ... Space
Walk ... OPQA (Left, right, up, down).
Fire ... Space

MORE CONTROLS
Restart game ... G and answer YES to the question.
Pause game ... G and answer NO to the question.
Load game ... L

"Fire" control lets you interact with objects or characters in front of you. To get objects, simply walk over them.

CONTINUING THE GAME

Finishing the game can take a while, so we've divided the story into chapters, and each one will give you a password to resume the game later.

Press R at the MAIN MENU of the game and choose one option:

  • RESTORE A SAVEGAME stored in the cartridge previously.
  • ENTER PASSWORD from other gameplays.

Brunilda just holds a single game into the cartridge memory, so a new savegame will overwrite a previous one.

To save a game, you have to find an altar to pray and record. There are three save points throughout the game that are accessible during the adventure: in the Church sacristy, in the housekeeper's room, in the Apothecary's house and in the Hermitage of the Forest. To save the game you have to stand on the altar, press FIRE and confirm.

Your language selection will be stored on the cartrige every time you do that. So if you boot again your CPC, last language will be displayed as default.

THE HISTORY OF THE GAME

The CPC version has always been claimed by the Amstrad community and we had never encouraged ourselves until Spirax started with the conversion of The Sword of IANNA with excellent results and continued working with Brunilda, in “mode 0” and full color. The first graphics conversion was made from MSX2 but everything had to be tweaked due to the difference in sizes but it was a good starting point to achieve the result that you have in your hands right now.

CREDITS

Original script: Benway
Adaptation and game design: Pagantipaco y Benway

Coding CPC: Spirax
Original coding ZX Spectrum: Benway
Original graphic art and cover: Pagantipaco
First graphic conversion to CPC: Spirax
Graphic revision CPC: Pagantipaco
Loading Screen: Marco Antonio del Campo (MAC)
Original music: Benway, Mikomedes and remixes by WYZ

This program uses the following routines: music player "Wyzplayer" (Wyz), decompressor "Apack" (original code from dwedit, adapted by utopian and optimized by Metalbrain), text decompressor "PenText" (Benway and Metalbrain).

Testers:
Blackmores
pomez666
anakintf

Tools:
Gimp, Tiled, WyzTracker

DEDICATION

SPIRAX: This version in CPC has been possible thanks to the insistence of many people from the GUA that after seeing the Sword of Ianna come true in CPC they began to claim the Brunhilda. Thanks to ZX4EVER who gave me a CPC 6128 when I started developing the Sword of Ianna. Thanks to Dandare for creating the Dandanator hardware without which this development would not be possible. Thanks to Xenomorph and the AUA Club for sending a DES which was used for the development of Brunilda. Thanks to the Retroworks Team for providing me with the original source code and to Benway especially for authorizing me to make this version. Thank the Game testers for their contributions and comments that have allowed us to improve the game. And finally, thank all CPC users and developers who with their support keep the retro scene alive.