Showing posts with label of. Show all posts
Showing posts with label of. Show all posts

Sunday, April 26, 2015

Evil Days Pound of Ground


MJ, the main hero of the game lives a careless life of an upstart in his native town - Snake City. Seemingly, he doesnt lack anything, but the truth is that his dissolute and largely irresponsible lifestyle earned him very little respect from the local inhabitants, despite his huge fortune. Even the object of his amorous desires, pretty, devoted and sarcastic woman resists his undeniable charm and thick wallet (dont forget: its still only a game!). For these reasons, even an experienced person would have a hard time deciding whether the heros glass of satisfaction is half full or half empty.

Unfortunately, the events start rolling fast and there is no time to deal with personal trouble. Professor Hoffman Vangele, a respected authority in a lot of complicated scientific areas and frequent, and we should add unsuccesful, visitor of patent office (Im sorry, Mr Vangele, Mr Tesla has just been here with this), decided to leave a permanent and indubitable trace of himself. This decision results in the city that is filled with bloodthirsty zombies, strangely mutated professors lackeys that terrorize decent inhabitants, and the federal government which doesnt know what to do with the increasing problem.

Game

The title Evil Days: Pound of Ground is really fitting. Dont expect to find too much correctness, dont look for anything academic: the main hero is in real trouble and that can only be countered with rough, uncompromising, strong action.

The game combines action elements - a wide range of advanced weapons, fights with various bosses and spectacular, endless battles with the crowds of the undead - with a gripping story full of unexpected disclosures and peculiar characters. Its quite a thing to cruise the streets of Snake City and its surroundings in your supervehicle, that you tuned yourself and equipped with weapons from head to toe, which slightly tips the scales in favour of your survival.

Worth noting

a well-written story full of turns of events; its mainly about putting things right, about love and ultimately about saving the whole city
build your on custom made, wonderfully equipped supervehicle that would remind you of Transformers and their special functions.
duels with variously designed bosses, but also with the crowds of undead enemies
scenes from behind the shut curtain that add flavour and humour to the story
a number of different tasks and puzzles ensures extended and variegated playability
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Strength of the Sword



“Strength of the Sword” (working title) is our first project. The game is 3rd person, fast paced, action beat ‘em up set in a fantasy realm. The game is currently in development for PC and PS3 (PlayStation Network game). The PSN version of the game will be released prior to the PC version.

The player will take control over Strahil which is the main character in the game. Strahil is the ruler of the “Upper Kingdom” a peaceful and untroubled land. The day he has to protect his land has come and you must help him in his quest.

As Strahil the player will have to advance trough four different locations set on the “Island of Dreams” and seek vengeance from the evil figures responsible for the raid on his kingdom. Throughout his way he’ll have to deal with some mean enemies that prefer rather to die than surrender.

The battle system and the controls of the game will be easy to get and within a few minutes of game play the players will be comfortable with it. After some practice they’ll be able to pull of great combos and special attacks.
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Tuesday, April 7, 2015

Adventure of the Week House Adventure 1983

Were returning to the early portable TRS-80 Model 100 computer this week, to tackle House Adventure, a fairly conventional BASIC language treasure hunt set in a sprawling, multi-floored but sparsely furnished house.  The author is unknown; I found this game at the Interactive Fiction Archive in the same collection as the other Model 100 games Ive been playing recently, and Im assuming these were all written circa 1983 when the LCD-display machine was the coolest tech around.  Its possible this game was written in another version of BASIC and ported to the Model 100, based on some significant bugs I ran into.



Im going to say something I almost never say, in this case, and that is: DONT TRY THIS AT HOME, unless you have a high tolerance for debugging your adventures while trying to play them.  House Adventure seems to have been coded without ever really being played through, and features several game-breaking bugs that I had to uncover and work around.  If you do tackle it, please consider adding a DEFINT A-Z at the beginning of the code; without it, many things dont work as I assume they were meant to by the designer, and the odds against completing the game become stratospheric.  Ill detail my struggles with the game along with the gameplay in the following, so feel free to save yourself the pain and simply indulge in the...

***** SPOILERS AHEAD! ******

The first issue I encountered was no fault of House Adventure -- I got an OM error at startup, indicating insufficient memory, but I just hadnt been doing my housekeeping.  The Model 100s entire memory space is shared -- the storage is really a RAM disk, and too much of the systems memory was used up by files.  Once I cleaned that up, the game fired up with its title screen, including a cryptic clue, "Remember the Imposter is last," displayed before the game begins.


We find ourselves in a foyer, with a wooden box and a locked door, and exits east and west.  We have //NOTHING\ in inventory; OPEN DOOR, as expected, suggests that I NEED SOMETHING FIRST!  OPEN BOX, less predictably, indicates that IM SORRY, BUT I ONLY KNOW HOW TO UNLOCK DOORS AND DRAWERS.  Trying to EXAMINE BOX reveals that the parser has yet more to apologize for, as it seems to interpret this as a desire to travel East, to the family room.

Since were here, well note that there are no objects of interest at hand, but we can travel north or south.  South takes us to the dining room, where we can travel east to the first floor elevator.  So there must be a second floor, at least; we can also head east again or exit north from the elevator.  Going UP takes us to the second floor elevator; we can go up again to the third floor, which is as high as we go.  So the map might be fairly large.

Returning to the first floor, we exit the elevator to the east to enter a coat closet and discover a flashlight.  And, to my surprise, heading east from the coat closet wraps around to the foyer again!  So this map doesnt necessarily adhere to real-world geographical conventions.

Well, since were back here, lets try to READ BOX -- we have to GET it first, according to the parser, and only then, once we have it in inventory, are we permitted to discover that YOU CANT READ THAT!  SHAKE BOX yields YOU CANT GO THAT WAY -- apparently no general verbs can begin with the letters E, W, N, S, U or D.  Except thats not entirely true -- WAVE BOX is recognized by the parser but has no effect.

Lets explore the rest of the first floor -- north of the family room is the bedroom, with nothing of interest but an exit east to the pantry.  The cupboard is bare -- this house is very sparsely furnished -- but we can travel north to a telephone booth incongruously placed there, or south to the kitchen.  Now things are getting a little more interesting -- theres a carving knife here, as well as a vampire.  He doesnt prevent us from continuing south to the first floor elevator, but he SEEMS TO HAVE GROWN VERY ATTACHED TO THE KNIFE AND WONT LET YOU HAVE IT.

So this seems to be our first puzzle -- how do we deal with the vampire?  There are rules about these things in pop culture, but we dont have any obvious implements of vampire-spookery on hand, so well head up to the second floor and poke around there for a while.

West of the second floor elevator is a sewing room, once again bare of any items of interest, with a closet to the south containing A SMALL DIAMOND.  We can exit the closet to the south again, to find a guest room occupied by a Ming vase and an insane monk, who guards the vase much as the vampire guards the knife.  An exit west leads to another guest room, and heading west again discovers a bathroom with a brass bathtub and exits in all four cardinal directions.  We cant TAKE BATH -- I SEE NO BATH HERE -- nor can we GO BATHTUB.

Traveling west from the bathroom leads us back to the insane monk -- his affliction does not seem to be evident in his behavior, and one persons insanity can be anothers deeply held faith, but we dont have to deal with his mental condition in any direct way.  South of the bathroom is a sitting room with a hairbrush we can take with us, and an exit west into a den with a banjo and a dusty moose head.  We have a four-item inventory limit, we now discover, so well leave these here for the moment; we cant take the moose head, anyway, but it seems we can PLAY BANJO if we pick it up later on.

West of the den is another telephone booth, this one containing 100S OF GOLD COINS, which we also cant carry at the moment.  This is a dead end, so well return to the bathroom and head north into the master bedroom, with a king sized bed and another exit north.  We cant MOVE BED or GO BED, or SLEEP (unless we choose to believe we tend to sleepwalk to the south) or otherwise learn anything about it, so perhaps its just window dressing.  Traveling north leads us back to the second floor elevator, another twist in the map.

Nothing weve found looks like it will have much effect on the vampire, so well take the elevator up again to the third floor.  Exiting the elevator the east, we find ourselves in a library with a Sorcerers Handbook, guarded by a leopard.  Just on a whim, I try to BRUSH LEOPARD with the hairbrush -- and it actually works!  THE LEOPARD IS VERY GRATIFIED FOR THE GROOMING, AND LEAVES.  Now we can DROP HAIRBRUSH, TAKE BOOK and READ BOOK -- it mentions four magic words that can be used to make objects, which may help us solve some of these puzzles.  The four words are ABRACADABRA, SHAZAAM, SEERSUCKER and UGABOOM.  A warning trails off: "BE SURE TO USE THE RIGHT WORD IN THE . . ." -- so we may need to be careful using these.

Lets finish mapping before we try the magic words out.  South of the library is a trophy room, with a set of batteries and an exit west.  LIGHT FLASHLIGHT confirms that it doesnt work, until we GET BATTERIES, and then I realize the verb works differently than I thought -- we use LIGHT ON to turn the flashlight on, LIGHT OFF to turn it off.  Oddly enough, we can LIGHT ON with the batteries in hand, and then DROP BATTERIES with no apparent impact.  That flashlights circuitry must store a lot of electricity!  We also need the batteries if we want to LIGHT OFF, though, so two of our four inventory slots are going to be eaten up if we want to keep a light source handy.

West of the trophy room is a bare living room, and going north takes us back to the elevator; the third floor is a lot smaller than the other two, just four rooms.

Okay, lets try these magic words out and see what happens... apparently, nothing if were in the wrong place, so we may be protected against flagrant misuse.  Just for fun, lets try to SAY SEERSUCKER in the vampires presence -- nope, NOTHING HAPPENED.  None of the other magic words do anything either here, or at the locked door in the foyer.  Do we need to have the spellbook in hand?  It doesnt seem to make a difference.

I try to GIVE DIAMOND or THROW DIAMOND to the monk, to no avail, and DROP DIAMOND just prevents us picking it back up again as long as the monk is around.  We cant FILL BATHTUB.  What about that drawers reference earlier?  I dont see any drawers around so far, and my avatars pants remain invisible and out of reach so well never know about that possibility.  PLAY BANJO doesnt have any effect on the monk, or the vampire.

... Hey, this game actually has a SAVE command!  I didnt expect that.  It exits the game after we save, though we can use the BASIC CONTinue to return to the game in progress.  (This will prove extremely handy later on.)

We have nothing to KILL MONK with -- though that carving knife might be handy.  The parser recognizes WATER in the bathroom, but we cant GET WATER and of course DRINK WATER is interpreted as Down.  Can we perhaps frighten the vampire with the flashlight?  Yes!  LIGHT ON and WAVE FLASHLIGHT sends him flying away.  I guess it doesnt have to be sunlight after all!  Well LIGHT OFF to conserve the batteries, assuming this game adheres to that convention.

Now can we KILL MONK with the knife?  We dont actually succeed in doing so, but THE MONK HAS BECOME FRIGHTENED AND RUN AWAY, which will suffice for our needs.  This gives us access to the Ming vase, but since we dont have anywhere to stash treasures yet it doesnt seem like we should fill our limited inventory with them.

Hmmmm.  Aha!  We can take the elevator Down from the first floor -- I hadnt tried that.  Its too dark down here to see, so Ill go back and fetch the batteries from the kitchen where I left them.  We can exit the basement elevator to the north or south.  South is yet another telephone booth; continuing south, we find the torture chamber, with a bag of gold and a set of stocks, also treasures it seems. 

South again is the workshop, with exits east and west.  East is a freezer, where a protoplasmic blob guards a wrinkled parchment.  Theres a dirt-floored room to the east, where we could probably DIG FLOOR -- but YOU CANT DIG THE FLOOR?  Ah, we must ask the parser to DIG DIRT -- but YOU DONT HAVE ANYTHING TO DIG WITH

We can continue south to an empty laboratory, and go E from here to the pumproom, where we find a can of bug spray and a savage beast.  Again, this beast doesnt block our path -- we can head south to the furnace room, with exits to the east and south.  East is a dusty coal bin, and east from the bin wraps back around to the workshop.  South from the furnace room leads back to the elevator in similar fashion.

Well, presumably we can use music to soothe the savage beast, and yes, PLAY BANJO does so -- THE BEAST HAS WANDARDED [is that like drownded?] OFF IN A STATE OF BLISS!  And now we can drop the banjo and GET SPRAY -- well, GET CAN, actually.  Might as well try to SPRAY BLOB -- and that sends it scurrying through a crack in the floor, providing access to the parchment.  READ PARCHMENT suggests that we use "THEM" IN A TELEPHONE BOOTH, IN THE LIVING ROOM, and IN THE DINING ROOM.  This information should help, assuming it relates to the magic words!

Lets try the magic words in the basement telephone booth.  SAY SHAZAAM makes us disoriented and sends us to the family room?  It looks like the locked door in the foyer has vanished, though no new exits are apparent, and we no longer need to turn on the flashlight when we go into the basement.  Thats powerful magic!  Lets try using one in the dining room -- nope, none of these words seem to work here.

Ill start over and see if I can figure out how these work.  I try to SAY ABRACADABRA in the basement telephone booth, and this time I end up in the guest room.  UGABOOM goes to the pantry, and SEERSUCKER to the laboratory after subsequent restarts.  But nothing seems to change otherwise???

Lets try the first floor telephone booth instead.  Nope, nothing seems to happen here at all.  And when I try to SAY ABRACADABRA again in the basement, it seems the magic word sends me to a random destination.  What about the phone booth upstairs with the gold coins?  Nope, nothing happens here either.  So the basement must be the right place to start.

Is there an order in which were supposed to use these incantations?  It seems like only one word works -- after that, nothing happens even in the basement telephone booth.  Does it matter which word we use where?  Lets go to the living room next and try there.  Nope.  First floor telephone booth?  Nope.  Second floor?  Nope.  Ack!

Time to dig into the code, methinks -- the magic word logic is pretty convoluted, and as it turns out, its just plain buggy.  There seem to be two stages to it -- each stage checks to see if were in a specific valid room, i.e. the basement telephone booth first and the dining room second, so that kind of makes sense.  But it compares X (the object of the command, i.e. the magic word) to a P array of floating point numbers that seem unlikely to ever match a value of 0, 1, 2, or 3.  It looks like P is initialized to a random value between 1 and 4, but it isnt being rounded to an integer so a match for 1 of 4 words would be pretty rare.  Z also gets randomized after a bad guess to a number that may prevent any guess from working, as there are only two possibilities, 0 and 1, and Z ends up as a floating point number between 0 and 3.  Was this feature ever playtested?  My first thought was that I should force P(0) and P(1) to something consistent so the game can be played successfully and more predictably, so I edited line 5 and attempted to restart and continue.

The next thing I learn is that if we move around too long in the dark basement without light, we end up getting killed by something unseen but gruelike in its habits and habitat, ending the game.  So well be more careful about that on the next try.  Saying the correct magic word in the telephone booth yields an old leather glove, and in the dining room it produces an aluminum dime.

Im stuck again, so I try to crack the next puzzle by willing the shovel into inventory by altering the O array.  So lets try using the shovel in the dirt-floored room -- now it seems we cant DIG FLOOR or DIG DIRT either?  Ahhhh... our location is partly determined by variable Z, which is roundable to 0 but is not actually 0 when the dig logic checks our location.  So line 75 doesnt quite work right unless we force Z to a nice round 0.  Now DIG DIRT turns up a rusted key.

Im beginning to realize whats going on here, though I wouldnt have figured it out if I hadnt recently been reading some old magazine articles about dialects of Microsoft BASIC.  The game works a lot better if we modify line 1 to start with DEFINT A-Z:  -- Model 100 BASIC supports this and now these variables all behave much better, allowing random numbers to land cleanly on an integer instead of a messy floating point value that wont match many game logic comparisons.

I remove my modifications to line 5, to be a good sport now that Ive realized where House Adventures biggest issue lies, and it takes me a few tries, but SAY SHAZAAM in the basement telephone booth yields the old leather glove, and SAY ABRACADABRA in the dining room produces the aluminum dime.  Nothing ever happens in the living room, though, so the parchment is a little misleading.

Now the telephone booth room on the second floor takes us (as Im sure the author intended) back to the telephone booth on the first floor; actually, this is randomized, taking us to different telephone booths each time we enter one.  And I find the rusted key and a clove of garlic on the floor of the dirt-floored room, without having to do any digging; not sure if that was intended, but it works for me.

With the rusted key, we can finally UNLOCK the DOOR in the foyer.  This lets us go to the front porch, where we can see the front yard, and I suspect this is where we need to bring treasures.  It also appears that monsters now run away but turn up elsewhere, as they are not randomized away into nonexistent rooms any more,so we need to keep track of where we left important items for shooing them off again.

Lets round up the treasures we know about -- the diamond, the gold... and it turns out the set of stocks are not stock certificates as I was picturing, but actual non-portable as-in-"put-the-prisoner-in-the" stocks (its a torture chamber after all!)  The wooden box also counts -- it seems we get credit for hauling anything not nailed down out to the front porch!  The hairbrush, the sorcerers handbook, the... uh-oh.  Ive run into the leopard again, and after we take items out of the house, they disappear!  So perhaps wed better collect things in the foyer instead, in case we need them again.

Starting fresh, it seems some items are randomized, and Im seeing some objects I didnt encounter before, like a block of dry ice in the dining room.  And I exhaust my flashlight batteries before I manage to get anything out of the house.  Sigh.

The batteries only last 40 turns, tracked by a variable U in the code, and with the tight inventory limit its pretty difficult to get everything out of the basement.  Theres also no clear victory condition when we die or quit -- just a score for how many items we got out of the house?  I cope with the battery life by occasionally doing a QUIT, U = 0, CONT sequence.  Yes, it is cheating.  No, I am not ashamed of myself. I dont think its possible to carry a light source and remove everything from the basement in 40 turns, and if we wander in the dark for more than a few turns we are consumed by an unseen menace, so thats not an option.

Whats going on with the telephone booth rooms?  They seem a lot more stable since I restarted.  Do they react to having the dime in inventory?  Yes!  Now they start teleporting us randomly around again.  But while the design intends for it to be possible to reach a "secret" fourth telephone booth in a separate section of the third floor we cant otherwise reach, its nearly impossible for this to happen given the random number algorithm used in line 7.  This can be patched imperfectly by changing the code to randomly pick a number between 0 and 5, instead of 0 and 4; the odds of it being greater than or equal to 4 are much better now.  (After the fact, I realize that multiplying the random number by 4.999 would prevent a bad value of 5 from coming up without substantially altering the odds of it being 4.)

Good, now we randomly find ourselves in a new telephone booth, with an exit to the east.  This leads to a barroom with a block of dry ice, and an exit leads east to the game room.  North of this point is the computer room, with a UNITRON 30/50 MAINFRAME and a shovel.  Traveling north of the computer room takes us back to the first floor telephone booth.

Finding our way back again, we establish that south of the game room is the art hall, where we see a silk pillow and a werewolf, guarding it of course.  To the west is a nondescript bedroom.  We can WAVE GARLIC (is that canon?) to ward off the werewolf and take the silk pillow, so we can take the Ming vase formerly guarded by the insane monk (a steal from Colossal Cave there, though more insistent in implementation, as we cant drop the vase at all without the pillow present.)

I try to use the glove to take the dry ice, but I end up dying with a scream, followed by "REMEMBER?"  Hmmmm.  Maybe thats what the imposter business on the title screen is about -- the dry ice in the living room is not the real dry ice?  Or its the last thing we should take out of the house?  Or dry ice is an imposter for real ice?  There are two locations where it appears, though, so thats probably what this means, especially as we have to get into the hidden telephone booth area to find the real one.  I think.

I grab the shovel from the computer room and finally DIG DIRT in the dirt-floored room, but nothing comes up.  At least we can dispose of the shovel.  I havent grabbed the diamond from the closet yet this round, so Ill do that.

Now lets see if were allowed to pick up the dry ice from the barroom... yes, we can GET ICE here without dying.  We do need the glove in order to do so -- if we try to drop it first while carrying the dry ice, were prevented: YOULL BURN YOURSELF IF YOU DROP THE GLOVE NOW!  So thats done, but it seems Im still short an item, namely the hundreds of gold coins from the second floor telephone booth.

We cant GET COINS directly, but if we have the wooden box in inventory we can.  And after we drop it and all of the other remaining items outside, victory is ours -- with an end message thats just as bugged up as the rest of the game!



Playing House Adventure was not a great deal of fun -- it took a lot longer than I was expecting due to its general quality problems, though somehow it kept drawing me back, probably because having the source code made it possible to finish, in theory at least.  I was able to fix a couple of game-breaking bugs, though I also had to cheat quite a bit to extend battery life and occasionally continue after an untimely demise. 

And this completes my tour through the handful of TRS-80 Model 100 text adventures I currently know to be in circulation -- pity this last one was probably the least polished of the batch!  Onward!
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Swords of the Damned ebook now available

Well that happened a little bit sooner than I was expecting!

I am pleased to announce that the ebook version of the first-ever Adventures Dark and Deep novel, Swords of the Damned, is now available through Amazon.com (what, youre in Britain? Fine... here you go). Heres the blurb:
Morcar, a professional adventurer down on his luck, is shanghaied into attempting his riskiest mission yet – venturing into the labyrinthine tunnels underneath the ancient city of Graybarrow. Accompanied by a band of desperate renegades and rogues, he faces both the dangers of the unknown depths and a force that lies beyond death itself, with cultists and warriors on his trail. Can he conquer the Swords of the Damned, or is he destined to join their ranks...
The book will be available in hardcopy in a few weeks, but dont let that stop you from getting the ebook first (the ebook and hardcopy versions will be sold separately). Its a nifty adventure novel, and well worth the $3.99 to get it on your Kindle. Personally, I cant wait to have a dead tree version in my hand, but then again I am an old grognard, and set in my analog ways. This is also the first book in a trilogy, so more fun to look forward to!
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Monday, April 6, 2015

Adventure of the Week High School Adventure 1983

Im not really sure I want to go back to high school, but this week I am faced with SoftSide Adventure #26 (by my count), High School Adventure, published in 1983 in issue 43 of SoftSide Magazines monthly compilation.  Its credited to one D. Pleacher, who refers to his or her adventure as High School Confidential internally, but for official purposes Im going with the name listed on the SoftSide disk menu and intro display.  Well be playing the TRS-80 Model I/III version here, using Matt Reeds excellent TRS32 emulator.




The plot is minimal -- the player is cast as a student at John Handley High School, where we must pass six subjects with three activities possible in each class.  Theres some flexibility in the grades we earn, but we should try to complete all three in each subject to earn Straight As.

High School Adventure is an odd one -- its not buggy enough for me not to recommend it to interested old-school text adventurers, but the experience is not really worth the effort it requires to complete.  Most of the challenge lies in figuring out the games convoluted and geographically illogical map, then coming up with the right phrases to apply to each class; while some puzzles are inventory based, many rely simply on parser guesswork, in-game hints, or (in my case) cheating by peeking at the code to see what the dictionary will tolerate.  So you may not feel like youve missed much of a High School Adventure, really, if you choose to proceed straight into the...

***** SPOILERS AHEAD! *****








We begin standing outside the school, with movement possible in all cardinal directions as well as up.  Up seems like the most unusual path to take, and this brings us to the schools computer lab with five TRS-80 machines on hand (I presume the versions SoftSide released for other platforms feature the users chosen machine.)  We cant EXAMINE COMPUTERS or TURN ON COMPUTERS, so its not quite clear what activities we should be trying to perform here.  I try heading N out of the computer room and end up in Geometry Class, but I cant get back to the computer room afterward -- a sign of convoluted mapping to come, as it turns out.

In the Geometry room, I attempt to DO HOMEWORK -- but YOU NEED PAPER.  I check Inventory and find that we have NOTHING.  And we cant go back S to the computer lab, so Ill just keep exploring.

E takes us to the Library, where we have two options, EXODUS or MACBETH.  We can GET MACBETH, but when I try to READ MACBETH, YOU ARE NOT ABLE TO DO THAT.  Are we a seriously remedial student?  We cant OPEN MACBETH or STUDY MACBETH, nor can we do anything similar with EXODUS.  At least we can go back W to Geometry Class if we want.

North of the library is a corridor with exits in many directions.  Heading South takes us, not back to the library, but to Algebra Class.  South of algebra class is the Math Office, where we can acquire a pencil; walking west from algebra class returns us to the library.  So the map isnt quite consistent here.  Going Down from the math office reaches the Shop, where we can pick up a hammer, and south at that point takes us back outside the school where we started.

Ill try heading south here this time, into Typing Class -- we still need paper when I try to TYPE PAPER, and I travel west and north to reach the School Store, where it appears we could buy the paper here, if we had any money.  Once again we find we cant go back the way we came -- the hallway leads instead to History Class. 

I travel E from History Class into the bathroom, where the Assistant Principal walks in and suspends me because I dont have a HALLPASS, before I can even check out the graffiti on the wall.  I end up in Suspension Class for two days, though at least I can get a pen here.  Trying to leave Suspension Class to the north via the Commons Area just earns further suspensions, but wandering east and north through the library and clinic leads safely to the General Office.  Theres a key here, and the Assistant Principal again, who warns us: "AVOID SUSPENSION CLASS."

We have a five-item inventory limit, so I drop Exodus to pick up the key.  Traveling east from the General Office leads back outside.  This map is nothing if not unpredictable, to the point that it almost seems random.

From outside, this time I go E and find myself in the Band Room.  East again brings us to Biology Class, with trays for (we presume) dissection on the tables, though we have nothing to DISSECT at the moment.  Heading east from the Biology Class leads to the Upstairs Hallway.

Its clear Im going to need to draw a map on paper to make sense of this high schools crazy layout, so I spend some time doing that from a restart of the game.  I cant even begin to describe how this map works, so Ill just list the new locations and objects I discovered or confirmed in the process:
  • Commons Area with an apple, south of Typing Class
  • French Class U of the Commons
  • Guidance Office east of the Commons
  • Treasurers Office south of the Guidance Office, with a hallpass available
  • Auditorium south of English Class, with a check
  • Locker north of English class, with a flute, some music and a cassette
  • A Gym west of French Class
  • Cafeteria down from Biology, with coins and food
  • Vault north of the Shop, containing Money
  • Dark Passageway above the Vault
The map is indeed very random, with many loops and connections that make little sense.  And Im not really sure what were supposed to be doing in any of these classes yet, but at least we can maneuver around now.

The Counselor in the Guidance Office offers random hints each time we enter, such as, "HAVE YOU TRIED TO CLOAD SOMETHING?"  Picking up the hallpass in the Treasurers Office nearby should make life easier, at least.

Reading the graffiti in the bathroom suggests "TRY NOMIALS IN MATH," "HW COMES IN 3S," "ENGLISH IS GREEK TO ME" and "I CAN COUNT THE TIMES I WAS SUSPENDED!"  I also find out that we can get suspended for spending too much time outside the school, so well want to keep our navigation inside the building as much as possible.

The Dark Passageway above the vault is a mini-maze, actually a linear set of three rooms though its hard to tell where we are without dropping objects.  If we go U, then N from its starting point, we find a door leading to the west, though we cant open it without the key from the General Office.  This isnt the dead end it seems to be, though, as we can go down from this location back to the Shop.  Using the key to open the door leads us to another, final dark passageway, with a cap and gown available, and we can exit back to the Commons area from there.  We may need these later for graduation.

SCORE is quite useful here -- it reveals all the subjects we can try to pass: COMPUTER SCI, GEOMETRY, ALGEBRA, ENGLISH, HISTORY, TYPING, FRENCH, P.E., BAND and BIOLOGY.  We currently have Fs in all of them, and the game suggests we try doing some homework as a starting point.

For that, well need paper, which we can get using the money from the vault, and the pencil from the Math Office.  We can DO HOMEWORK in Algebra Class to get to a D, but repeated homework doesnt elevate our grade at all.  The same applies to French Class and Biology Class, among others, though some classes dont work this way (e.g. P.E. and Band.)

We can TYPE PAPER in Typing Class to get a D there; this counts as passing, though it does little for our GPA.  We can bring the Macbeth book to English Class and RECITE MACBETH to get to a C (after doing homework to get to a D.)

We can bring the flute and music to the Band Room and PLAY FLUTE to get up to a D.  We have now passed six subjects, but apparently we have to pass all of them to graduate.  Computer Science, Geometry, History and P.E. remain to be conquered, and we dont seem to be able to DO HOMEWORK for any of these.

We can CLOAD CASSETTE, per the Guidance Counselors hint, to pass Computer Science.  Trying to THROW HAMMER in Gym Class, though, gets us another day of suspension for tossing school property around.  READ EXODUS in English Class gets us a bump up to a B, improving our GPA (a hint I encountered later suggests that the English teacher likes Leon Uris work.)  I try to DISSECT FROG in the Biology Class, just on a whim, and now were passing that one also.

Ah!  The Guidance Counselor suggests, "HAVE YOU TRIED TO LEARN SOMETHING?"  But I cant seem to LEARN GEOMETRY or DRAW TRIANGLE.  He also suggests we work on a TERMPAPER, PAY YOUR DEBTS, and QWERTY, and recites part of the preamble to the Declaration of Independence.

Taking these suggestions to heart, I try to RECITE DECLARATION in History Class, as well as LEARN CONSTITUTION and LEARN INDEPENDENCE, to no avail. But RECITE PREAMBLE works!

In the Gym, I try to RUN LAPS, DO PUSHUPS, DO CHINUPS and PLAY SPORTS; nothing works, or is recognized by the parser, until I chance upon PLAY BASKETBALL as an attempt.  READ MUSIC in the bandroom improves our grade a notch, counting separately from playing the flute contrary to my assumption earlier.

I still havent found a workable accomplishment for Geometry Class.  I finally try to LEARN THEOREM, and that works, and when I try to DRAW PROOF, I am told I cant draw one, so while the word is recognized Im not using it as the game expects.  This correctly suggests that WRITE PROOF counts for something.

Ive now passed all the subjects, but the game doesnt seem to recognize this; were only 38% complete, so we must need to improve our grades.  I end up having to peek at the noun and verb lists in the BASIC code to get some hints, since Im running out good guesses and the parser is picky -- COIN is not the same as COINS, for example.  This cheat accelerates my progress quite a bit.

LEARN DEFINITIONS gets us to an A in Geometry.  RECITE DIALOGUE gets us to a B in French, but while CONJUGATE VERB is recognized we dont get credit for it there or in English class.  We can PLAY BADMINTON and PLAY VOLLEYBALL to get to an A in P.E.

Were making good progress here when I get some bad news -- Ive been in Suspension Class for too many days and have been expelled!  I really dont want to replay all of this, especially as Im pretty likely to get suspended just as often on the next try by setting foot in the wrong places; even walking through the Suspension Class counts as a day of suspension.  So I opt for breaking out, forcing C = 1 and continuing, as I havent been able to find another hall pass and this map makes it difficult to proceed without being expelled at some point.

SOLVE EQUATIONS helps in Algebra Class; we cant SOLVE TRINOMIALS or LEARN TRINOMIALS, but FACTOR TRINOMIALS does work.  We can LOOK TRAYS in Biology Class to learn we have both a frog and a worm available, and DISSECT WORM (along with DO HOMEWORK, which I hadnt done here yet) gets us to an A in Biology.

In Computer Science, I can CSAVE PROGRAM to cassette, but when I try to WRITE PROGRAM we are asked, "WHAT IS THE FIRST STEP IN WRITING A PROGRAM?"  I think back to my own early Computer Science studies, and am pleased to find that DRAW FLOWCHART works.

I still need A grades in English, History, Typing, French, and Band, it appears.  LEARN KEYBOARD helps in Typing, but TYPE TERMPAPER doesnt do anything.  WRITE STORY helps in English.  DRAW MAP helps in History, as does WRITE TERMPAPER (which didnt work in English class.)  The SCORE display is telling us were on the honor roll now.

So have we done enough?  I take a gamble and just try to GRADUATE -- and we are told to report to the auditorium!  Ill grab the cap and gown from the dark passageway first; theres no WEAR verb, so well just carry these items along.

I go to the Auditorium, and GRADUATE this time indicates that we need to pay some fees.  I GET CHECK here (convenient), and while PAY FEES isnt recognized PAY FEE yields NOT HERE.  I go to the Treasurers Office, where PAY FEE is accepted.

I return once more to the Auditorium, and this time my attempt to GRADUATE indicates my fees have not all been paid, even though further attempts to PAY FEE now return FEE HAS BEEN PAID.  Hmmmm.  Do we have some outstanding library fines, maybe?  I go to the Library and PAY FINE, using the coins I found in the cafeteria earlier, and this also seems to be accepted.

On my final attempt, we have 88% of the game completed as we successfully GRADUATE at last -- victory is ours!
 



I wasnt tempted to go back and try to get to 100% -- the parser guesswork required to complete the class assignments had become tedious by this point, and I had completed more than the minimum requirements, so I was just glad to be out of high school at long last.

Hmmmm... perhaps High School Adventure is the Most Realistic Adventure Ever!

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Saturday, April 4, 2015

Download The Legend of Korra 2014

The Legend of Korra (2014)
PC Game | Publisher: Activision | Developer: Platinum Games | 2.7 GB
Genre: Action, Adventure | Language: English | Release Date: 21 October, 2014
The Legend of Korra is a third-person action game that follows the current reincarnation of the Avatar - Korra - a headstrong teenage girl chosen by fate to bring balance to the powers of the world. An ancient evil force has emerged from the portals and threatens the balance of both worlds! Only the Avatar stands a chance in defeating this new threat!

Download :

http://uploaded.net/file/x747fyxd/huwd2.The.Legend.of.Korra.2014.part1.rar
http://uploaded.net/file/v0fr0ly2/huwd2.The.Legend.of.Korra.2014.part2.rar
http://uploaded.net/file/6n3bel74/huwd2.The.Legend.of.Korra.2014.part3.rar
http://uploaded.net/file/oxlhx6f8/huwd2.The.Legend.of.Korra.2014.part4.rar
http://uploaded.net/file/5jn0lqsu/huwd2.The.Legend.of.Korra.2014.part5.rar
http://uploaded.net/file/j1fl4bke/huwd2.The.Legend.of.Korra.2014.part6.rar
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Dracula 4 The Shadow of the Dragon FLT Mediafire

A cargo ship carrying a valuable collection of artwork for the Metropolitan Museum of Art sinks. A few months later, one of the paintings resurfaces in Hungary. The Museum sends the art restorer Ellen Cross to authenticate the painting. She would never have guessed that this mission would take her all across Europe, on the trail of the portrait of the famous prince of Wallachia, Vlad Tepes. The young woman is afflicted with a serious illness. From Budapest to Istanbul, she follows the trail of the painting and plunges into a conflict between the first vampire and the “Shadow of the Dragon” — a secret order which dreams of producing a new lineage of creatures, free from Dracula’s grasp.

Download Links :

[CLICK HERE TO DOWNLOAD]
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Friday, April 3, 2015

Call Of Juarez Gunslinger PC

Call Of Juarez Gunslinger PC

                                     
            
                                                

Call of Juarez: Gunslinger 2013 Full Ripped



Game Name: Call of Juarez: Gunslinger
Publisher: Ubisoft
Developer: Techland
Genre: Shooter
Release Date: May 22, 2013
Platform: PC Windows

DESCRIPTION
From the dust of a gold mine to the dirt of a saloon, Call of Juarez: Gunslinger is a real homage to the Wild West tales. Live the epic and violent journey of a ruthless bounty hunter onto the trail of the West’s most notorious outlaws. Blurring the lines between man and myth, this adventure made of memorable encounters unveils the untold truth behind some of the greatest legends of the Old West.












SYSTEM REQUIREMENTS
MINIMUM PC REQUIREMENTS
OS Windows® XP, Vista™, and Windows 7
Processor: 2 GHz Intel® Core2 Duo / 2 GHz AMD Athlon 64 X2
2 GB RAM
Graphics: NVIDIA GeForce 8000 series or ATI Radeon HD 2000 series or better
DirectX 9.0c
5 GB Hard Disk Space
RECOMMENDED PC REQUIREMENTS
OS Windows® XP SP2, Vista™ SP1, and Windows 7
Processor: 3 GHz Intel® Core2 Duo / 3 GHz AMD Athlon 64 X2 or better
4 GB RAM
Graphics: NVIDIA GeForce 8000 series or ATI Radeon HD 2000 series or better
DirectX 9.0c
5 GB Hard Disk Space


  1. Extract File RAR yang telah Sobat Download.
  2. Buka Folder hasil Extract dan Jalankan File Setup.bat.
  3. install Game Sampai Proses Selesai.
  4. Mainkan Game dengan menjalankan File EXE yang berada Didalam Folder.
  5. Have Fun and Good Luck.


Password: www.filiex.com

Downloadp1 Downloadp2 Downloadp3 Downloadp4 

Downloadp5 Downloadp6 Downloadp7
Server: EzzFile | Total Size: 2 GB | 300 MB/Link | Upload: Filiex
                           DOWNLOAD
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Tuesday, March 24, 2015

Free Download Game PC God Of War 2 RIP

Free Download Game PC God Of War 2 [RIP]

Download
Link download God Of War 2 [RIP]


The gameplay of God of War II is very similar to that of God of War. It focuses on combo-based combat, achieved through the players main weapon—Athenas Blades—and secondary weapons acquired later. The game features quick time events that require the player to complete various game controller actions in a timed sequence to defeat stronger enemies and bosses. The player can use up to four magical attacks and a power enhancing ability as alternative combat options. The game also features puzzles and platforming elements. In addition to its vastly similar gameplay, the game features improved puzzles and four times as many bosses as the original.

minimum system requirement
AMD XP/64 or Intel Pentium 4 (VM Built will not work with non SSE2 CPUs)
512MB of RAM
Pixel Shader 1.4 supporting card (GSdx Graphics Plugin Only)

Recommended system requirement
(For reasonable performance in many games, but not all)
AMD64 X2 or Intel Conroe E6600+ (Multi Threading is supported in PCSX2)
512-1024MB of RAM (more RAM allows for VM mode to be stable)
Pixel Shader 2.0 supporting card (recommended GeForce 6600-8800 or equivalent ATi card)
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Tuesday, March 17, 2015

Tales Of Xillia 2 Story and Cutscenes

Havent played too many games this year though I did finish up Tales Of Xillia in preparation for Tales of Xillia 2 which came out not too long ago.  Both Xillia games were interesting enough to keep me occupied for over a hundred hours or so (combined).  Though repetition starts to fatigue you if you end up playing both games back to back ( combat and explorable areas).  The major difference between both games is mostly how the story unfolds and the new almost silent protagonist Ludger.  Xillia 2 takes an almost western approach to RPG design with dialogue choices and somewhat different paths to take in the story, though the different choices you make almost seem to affect the surface level of the game and you dont get radically different scenes in the fairly linear story.  So there is marginal replay value if you want to NG+ this game.  All in all I enjoyed it but if you dont want to take the step and buy the game, I made a basic playlist of the main Xillia 2 storyline for viewing below.

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Castlevania Lords of Shadow 2 Review PS3

Story

Control Dracula in his quest of obtaining eternal peace.

This game takes place after the events of Castlevania: Lords of Shadow and Castlevania: Lords of Shadow - Mirror of Fate. Dracula was awakened many years after his slumber in the present world, with his former enemy, Zobek, requested him to help fight off Satan and his army. Reluctantly, he agreed with the condition that he was to be rid of his immortality.

Without spoiling much of the story, I think the story is good, although not as great as the first games story in terms of story exposition and pacing. Most characters in the game are well-written, but I feel that some of them lacks enough screen time to make themselves more memorable than the main characters like Dracula and Zobek.

Gameplay

Wield Draculas deadly weapons against his enemies.

Unlike the first game, this game plays more like an open-world game akin to Batman: Arkham Asylum and Batman: Arkham City. Travelling mostly done by foot, and you can explore additional areas to get power ups. The platforming controls is refined much better than the first game, as it plays similarly with Uncharted games.

There are some stealth sections in this game, requiring you to get through these places by stealth. You have to distract enemies using bat swarm, using daggers, and transforming to rat to sneak in these areas. There are also QTEs in the game during combat.

You will travel to modern city area as well as Draculas castle area. Many missions in the game require you to travel both. You may backtrack anytime to collect any items that you have missed. Mission objectives are a bit varied this time, but none of it requires too much effort to complete.

Improved combat.

Dracula has access to three new weapons: Shadow Whip, Void Sword and Chaos Claws. Shadow Whip plays like Combat Cross in the first game, utilising ranged whip attacks to hit multiple enemies. Void Sword functions like the Light Magic from the first game, using sword attacks to damage enemies as well as replenishing your health. Chaos Claws functions like the Shadow Magic from the first game, using claws to deliver heavy damage on enemies.

By defeating enemies, you will gain experience points. You may use this to purchase new skills, upgrading current skills, or buy items. Like in the first game, you may use items to help you in combat, such as a health-restoring items or an item that helps you find a secret item in the game. These items can be found by breaking objects, defeating enemies, or buying them from a shop. You also can use sub-abilities in the game during combat, or to complete certain puzzles.

A new learning system in this game called Mastery system. By repeatedly using a combat skill in the game, it will be mastered. Then, the skills Mastery can be transferred to the corresponding weapon, allowing it to grow more powerful. It is a nifty system, and it is one feature that lacks in the first game.

Enjoyable boss fights.

Combat is similar to he first game. You have access both light and heavy attacks with your three weapons, you may jump, block attacks, dodge, and grab enemies. One of the essential techniques in this game is Synchronised Block, as it allows you to negate any blockable attacks and allows you to counterattack against enemies easily. It also allows you to raise the Focus gauge faster. When the Focus gauge is filled up, any upcoming attacks by using Shadow Whip on enemies will drain red orbs, which fills up your Void Gauge and Chaos Gauge for continued usage of both Void Sword and Chaos Claws. If you are hit however, the gauge will reset. This Focus gauge functions similarly to the first game.

There are variety of enemies, but like skeleton soldiers, human soldiers, and others. Most of them require different tactics to fight. For example, heavy armoured soldier requires you to use Chaos Claws to penetrate his defenses. Stunned enemies can be grabbed and killed instantly, as well as replenishing your health. Enemies also have unblockable attacks, and must be dodged to avoid damage.

Boss fights in this game are quite enjoyable, but some of them can be repetitive as some of the boss fights require you just regularly hit enemies. Majority of them though, requires specific strategy to beat them, and it is fun to do so.

Improved gameplay, but with some reservations.

Majority of the gameplay elements in this game have improved since the first game, but I cant help having issues with some of the gameplay features in this game. First of all, the stealth sections. The stealth sections are poorly done and extremely repetitive, as you have very limited ways to get through the stealth areas. Personally, I feel that it is the most unnecessary gameplay section in the game, and should be removed to emphasise Draculas powers against his enemies. Secondly, level design. The level designs in this game are not consistent in quality, especially in the modern city area. I personally found that Draculas castle has the better atmosphere and setting, and I preferred if the game takes place in the castle itself alone. Not only that, the level exploration in this game is a bit confusing at times. Puzzles in this game are also lacking of creativity. Regardless, the combat, platforming and the leveling systems have improved greatly from the first game, with exciting combat moves, improved platforming controls, great boss fights, and good Mastery leveling system. 

Graphics

Great graphics. Incredible looking characters and environments.

This game boasts incredible graphics. Gorgeous looking characters and great environment visuals that capture the gothic spirit of Castlevania series. Many of the characters have incredibly detailed designs, like Dracula, Zobek, and the bosses. It is a significant improvement compared to the first game.

There are no bugs or glitches that I have encountered so far, so it is a plus from me. Also, the lip syncing is also improved compared to the first game.

Sound

Excellent music and voice acting.

The soundtrack is very impressive. It gives epic and grand scale like the first Lords of Shadow game. There are many pieces that I like in this game, and one of my favourites is the Siege Titan piece.

The voice acting is top notch like the first game, with stellar performances by Robert Carlyle, Sir Patrick Stewart, and others. What actually I missed about the voice acting is Sir Patrick Stewarts narration like the first game.

Replay Value

Moderate replay value.

This game has moderate replay value. You may continue exploring in the game to collect missing power-up items and lores, or start New Game Plus. In New Game Plus mode, you will start the game again with the Prince of Darkness difficulty, a harder difficulty mode as well as carry over your upgrades. You may also complete Challenges in the game for extra playing time.

Conclusion

Inconsistent quality of game, with both great and bad gameplay features.

I feel that this game is a worthy sequel of Castlevania: Lords of Shadow, but not by a wide margin. Despite improvements of combat, platforming, leveling and graphics, it still has issues like mediocre level designs, mediocre puzzles, and poorly designed stealth sections. Regardless, I enjoy this game, particularly due to the combat and story.

It can be seen that many reviewers gave mediocre scores for this game, particularly the story and the gameplay designs. I advise to anyone who is particularly wants to play this game, should try out the demo first before purchasing the full game. From what I have seen, the demo is a fair representation on how the full game will turn out.

As the conclusion, this game is a good action adventure game that may satisfies regular action adventure fans, but with some reservations toward some of the gameplay features. This game may caters to some players, but not others.

Score

Story: 7/10
Gameplay: 7/10
Graphics: 9/10
Sound: 8/10

Final Score: 31/40 or 7.75/10

Pros and Cons

Pros

- Great conclusion on Lords of Shadow series.
- Good story.
- Improved combat.
- Great boss fights.
- Improved platforming controls.
- Good Mastery skill learning system.
- Impressive music.
- Impressive voice acting.
- Incredible graphics.

Cons

- Story feels slightly less compelling than the first game.
- Story can be difficult to pick up at first.
- Many characters in the game have too-short screentime to become more memorable.
- Mundane and unnecessary stealth sections.
- Questionable and inconsistent quality of gameplay design.
- Level designs can be confusing and boring at times in modern city area.
- Puzzles lack creativity.
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