Dragonsphere Handbags
Today’s BACKLOG.TXT tackles the 1994 adventure Prefer to watch ‘s extended riff on what many DOS gamers call a cult classic? Then stagger on over to our Dragonsphere: Adventure Game Design DOs and DON’TsMany adventure-gamers of old are quick to trot out the titanic duo of developers that brought the genre into the forefront – and titles still generally hold up as quality experiences to this day. The success of iconic series like and caused lesser-known developers and publishers to hitch their wagons to the genre. Some of these hidden games contain a surprising amount of gaming joy. Others were over-reliant on the advent of the brand new to dazzle with graphics and voice-overs. Still others landed somewhere in between – containing rough puzzle and gameplay design while having expertly-made visuals.Developed and published by in 1994, Dragonsphere is considered by some to be a cult classic. Many hold this title dear to their hearts, citing its detailed animations, unique story twist, and full voice-overs as impressive features (for the time, anyhow).I’ll freely admit having a special place in my heart for games from this era.
Adventure games? Unfortunately, while it shouldn’t be considered a total failure of the test of time, Dragonsphere failed to enamor me in the same way as those old golden classics.In recent years, new indie titles like the fantastic (and FREE!) have brought forth a new renaissance for a nearly-forgotten genre. Today we attempt to see what makes point-and-clickers tick by using Dragonsphere as an example of what to do- and what to avoid- in an enjoyable adventure game.
DO include an Intro button. The hero Callach is really “dragon ass” throughout the game.And if you DO, please don’t put a maze in your game. No gamer has ever uttered the phrase “Oh boy! The maze section is coming up – my favorite!” DO include an easy to understand interface, and a smart cursor feature.This keeps the game’s pacing at a better flow rather than making the player stumble through all the possible verbs and items at every point of interest. DON’T include an overwhelming plethora of actions and items unless you plan on using all of them often. The “use-every-action-on-every-item” style of trial-and-error puzzle solving gets old quick. If you can avoid it, please DON’T put in some warped moon-logic puzzles that can’t be solved without the aforementioned trial-and-error strategy.
Armageddon advanced game download. Downloads General Information 0.2.8.3.5 is now the latest release. Please update. See the Release Notes for more information. Client This is the end-user package. It's what lets you play the game. Download Armagetron Advanced for free. Another version of the simple action game modeled after the lightcycle sequence of the movie Tron. For the more advanced player there are new game modes and a wide variety of physics settings to tweak as well. News 0.2.8.3.5 - February 19th, 2020 A security fix release. Head over to downloads to fetch it. Also contains fixes to make the game run again on current Linux systems. 0.2.8.3.4 - November 27th, 2016.
Yes, Ocean Magic (and also Dragonsphere) has been on the IGT machines here in the UK for a good while now - also in Betfred and William Hill shops as well. When I first saw them in the bookies shops i thought it would be a licence to print money but sadly, they're on the same program as the casinos. Gender: MenItem Type: Outerwear & CoatsOuterwear Type: JacketsType: REGULARSleeve Style: REGULARPattern Type: StripedLining Material: PolyesterThickness.
DON’T ever, EVER make a pixel-hunt puzzlewhere you have to pixel-hunt through a dozen identical tiny faeries that wiggle around and change color, hoping that you click on the right one at the right time.WHY WOULD YOU DO THIS?! DO include fully voiced dialog, when appropriate.DO include some verbose text and voiced descriptions of the environments and characters, as this increases immersion and helps players learn more about the lore of the lands.
But DON’T write long dialog sections that sound like an instruction manual for the puzzles, because it’s really boring to listen to. Also, DEFINITELY DON’T do this multiple times in the same game. Also, DON’T record your voiced dialog on a thirty dollar mic in a bus station bathroom. A lot of voiced games from this period skimped on audio quality, and it’s painfully apparent.And really DON’T use cheap and cheesy pitch shifting effects on voices, because it sounds about as pleasing to the ear as stepping on a wet bag of turds.Finally, please DON’T include trial-and-error puzzles that require you to repeat dialog trees. It’s exhausting and tedious.
DO include a scoring system that provides players with a ridiculous title. Farmscapes game online.
Tong Nou, according to the introduction of this game, is a Far Eastern island. Per the legend, once a year Tong Nou devours the soul of humans. Rin, a young man, decides to travel to Tong Nou to recover his missing soul. He is given a temporary soul for 49 days to use while he gets his own soul back. Is Eastern Mind the strangest game I have ever played? Was I mesmerized by its strangeness?
You betcha.The first clue that there is something going on here unlike any other adventure game you've ever played is the island of Tong Nou itself. It's actually the head of the game's designer, Osamu Sato. It's bright green, and the player enters various lands in the game via the orifices in Sato's noggin.
Do I have your attention yet?Something uncomfortable happened to me while I played this game. I became obsessed. The graphics, about which I will go into more detail in a bit, were dated. There were creatures there to interact with that were in some instances, well, unpleasant, disturbing.
But I found the game worlds surprisingly large, and the depth of the story, the thing I ultimately became entangled in and addicted to, was quite good.In 1993, Osamu Sato was Sony Music Japan's Digital Entertainment Program's Grand Prix Winner. With this and a handful of other awards under his belt, he was able to design Eastern Mind, which was made by a four-person team including Sato and his wife, and get Sony to publish the game. Originally sold in Japan, where it did well, it was later published in English. I'm guessing, based on the degree of unavailability of the game, that however the English publishing went, it did not last long and was not overly successful.
This game now goes to collectors prowling eBay for a hundred dollars or more, when it can even be found.So what exactly is it that these people are paying for? Well, I'll tell you.Tong Nou is a classic first-person, point-and-click game. It does not, despite those points, bear any resemblance to Myst and can in no way be called a Myst clone. Based on the year it was developed, I'm guessing that Sato was working on this pretty close to the same time the Miller brothers were huffing and puffing away on Myst, so this game cannot easily be dismissed as something simply done to ride the coattails of some fat income-generating behemoth.The game is played from the view of nine different characters, each of whom travel the same lands, but what the player experiences in each land as each character is different. Something will be open to one character that is not open to another. You must play as each character and accomplish that character's goals to complete the game.
Sometimes the gameplay for a given character is extremely short; not all of these are the same.There are five lands to be explored throughout the game, and these are revisited by each of the nine characters (although some characters do not need to go to all locations). Now I suspect that the player is going to come away from this one of two ways. Probably, in many instances, where the detail of the game gets to be too much, you may find it repetitive, and understandably so. But if the story is closely unraveled, and the in-game book detailing the characters and other information studied, the game become much more interesting and you'll lose that sensation of redundancy.A premise of the game is that the purpose in the end of each life is to die, and so there is a lot of dying. But it's actually meant to be part of the gameplay, not a showstopper. Throughout the game, you come across godlike characters that interact with you, either to help or hinder your progress.
By studying the book in the game, which includes an encyclopedia of these characters, you can get an idea of what to expect from a character you run into and whether or not it is going to be a helpful thing. The Eastern cultural influence is in evidence here, as the idea that death is not an ending is most definitely an Eastern-based philosophy.
This really differs from much Western game-making, and it is one of the things that really makes Eastern Mind stand out.Inventory is stowed in a little green bag at the bottom right of the screen called a Furoshiki. The inventory system and usage is straightforward. Many inventory items can be collected multiple times and in different locations. Some items perform changes to or acts on creatures or objects when used. In the game there is an open market area where items that are commonly collected may be exchanged for rarer items with greater powers. The game's cursor changes, but only to directional arrows, otherwise giving no indication of clickable areas.There are a few other interesting points about the game.
The music in the game is techno-house, which makes sense as Sato was at the time a techno-house musician. There is no voice acting from the characters.
There are only sounds, mostly some sing-song words and such - a really unusual choice. The dialogue is displayed as text at the bottom of each screen.Osamu Sato was working on a title called Chuuten after the publication of Eastern Mind.
Apparently a Japanese version was published, but I have been unable to find out if the English version was ever released. Maybe it never came to fruition, which would be a shame.