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NONAMED

TECHNICAL SHEET

Production Team:Design & Programming: Ignacio Ruiz López (Snatcho)
Graphics: Javier Cubedo / Ignacio Ruiz
Original Music: Mansión Computación
Porting:HabiSoft with the collaboration of Enrique Gálvez (EnriqueGG) (https://habisoft.com)
Game Year:1985 (Original)
Port Year:2024
Compatibility:PCW 8256 - PCW 8512 - PCW 9512 / PCW# mini
Peripherals:Keyboard / Joystick (Dk'Tronics)
Boot Mode:Autoboot
Genre:Platformer / Precision Action-Adventure
Language:Spanish
Screenshots
Description
Nonamed is an indisputable historical milestone of the Golden Age of Spanish software. Originally designed by Ignacio Ruiz López ("Snatcho") and published by the legendary Dinamic Software in 1985, the game was born out of a famous anecdote: a test build was sent to Dinamic's offices without a defined title, simply labeled as "no named", a moniker that ultimately became its definitive official brand. The game immediately stood out on 8-bit systems such as the Sinclair ZX Spectrum, Amstrad CPC, and MSX for its oppressive atmosphere and surgical difficulty, a trademark of the Ruiz brothers' production house.

This outstanding native version for the Amstrad PCW range, developed in 2024 by the prolific preservationist HabiSoft with the close collaboration of Enrique Gálvez (EnriqueGG), is a technical masterpiece of Z80 machine code conversion. The port not only rescues and optimizes the original logic mechanics but also breaks through the traditional monochrome limits of the PCW. The interface and main HUD have been meticulously adapted to feature a refined dithered substitution pattern on classic screens, while also offering full support for the 4-color mode on expanded hardware. In the audio department, it includes the "Buzzer" music extracted from the Spectrum edition and, an absolute first for the PCW, adds support for AY audio in the main menu inherited from the Amstrad CPC version if compatible sound hardware is present.

The plot traps us within the gloomy Castle of Nilrem. Assuming control of a daring knight armored for battle, our objective is to escape alive from a massive labyrinthine fortress divided into three extensive zones packed with gargoyles, blind jumps, mutant monsters, and spike traps. To unlock the gates that seal our path to freedom, we are forced to scour the maps looking for and collecting a series of sacred keys while dodging hazards whose movement patterns demand absolute precision down to the exact pixel.
Cover Art
Manual
The original manual page preserved with official instructions from Dinamic Software is attached below.
Disks
Labels
Standard measurements for Amstrad 3-inch floppy disks: Height: 7.00 cm - Width: 7.10 cm.
Extras
Sketches & Design Material
Conceptual material digitized for preservation in the wiki is attached. The first piece belongs to the legendary Spanish illustrator Alfonso Azpiri, whose mastery defined the visual identity of the Golden Age of Spanish software through his iconic fantasy-themed covers. The remaining three images showcase the original technical blueprints, layouts, and sketches from the game's production used to structure mechanics and screens.
Keyboard Configuration (Fully Redefinible)
Action 1:Move Left
Action 2:Move Right
Action 3:Jump (Inertia and Height Calculation)
Action 4:Crouch (Evasion of High Traps)
Action 5:Hit (Short-Range Sword Attack)
Survival Tips, Strategies and Tricks (Verified)
• Mastery over Redefinable Controls: Unlike the rigid default control routines common during the era, Nonamed provides a built-in menu to rebind your layout. It is highly recommended to map a configuration that comfortably separates movement functions from jump and attack keys to optimize input speed during critical rooms.

• Absolute Control of Jumps and Crouching: The game's physics engine reads jump inputs alongside walking momentum with absolute precision. Combining lateral movement with the crouch function is essential to squeeze the knight's armor pixels safely beneath the flight paths of projectles and gargoyles.

• Short-Range Attack Mechanics: The hit action executes a swift forward thrust. You must judge the exact range of your broadsword blade to clear narrow corridors of mutant monsters right before they initiate their rush sequence against your position.

• Enemy Patterns and Swamp Synchronization: Moving platforms and flying creatures respond to strict, cyclic memory-bound loops. Always wait on the first safe pixel at the edge of the screen to identify the oscillation rhythm before timing a clean diagonal crossing.

• Strategic Damage Invulnerability Trick: Upon taking a hit, the knight's sprite undergoes a brief period of blinking invulnerability. In screens featuring almost impossible configurations of mass traps, you can strategically sacrifice a small sliver of your health pool by crashing into a minor enemy to walk straight through stationary spikes without suffering an instant death.

• The Secret of the Sacred Keys: Each of the three massive sectors within the Castle of Nilrem is magnetically sealed. It is entirely futile to push forward toward the exit corridors of the final stage if you have overlooked any hidden keys in the lower levels; the game logic will completely ignore your presence at the exit gate.

• Dk'Tronics Joystick Support: Thanks to the outstanding code adaptation executed by HabiSoft and EnriqueGG, native support is provided for the iconic classic Dk'Tronics peripheral on PCW hardware, drastically reducing physical response latency compared to a standard keyboard setup.
Map of Nilrem's Castle
Historical Preservation Poster
Original Nonamed Promotional Poster by Alfonso Azpiri
Available Downloads
Game
⬇ Nonamed Amstrad compatible disk image (.ZIP)
Manuals
📄 Nonamed Manual Preserved edition 300 dpi (PDF)
Gameplay Videos
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