Monday, April 13, 2015

European Stone Wallpaper by Bioniczex


Bioniczex
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Cheat k získání bodů spokojenosti

Plněním úkolů aspirací a plněním přání, získává Simík body spokojenosti, za které si může koupit odměny.

Aktualizace hry ze dne 16. 12. 2014 (1.3.18.1010) zpřístupnila cheat, kterým si můžete najednou přidat libovolné množství bodů.



Aktivace cheatu


Okno pro vložení cheatu se otevře současným
stisknutím kláves Ctrl Shift C

Zadejte cheat

testingcheats true


 Po zadání cheatu stiskněte klávesu Enter

Zadejte cheat

 

sims.give_satisfaction_points číslo


Příklad

Přidání 100 bodů spokojenosti

sims.give_satisfaction_points 100
 Po zadání cheatu stiskněte klávesu Enter

 Okno se zavře stisknutím klávesy Esc
Musí být přitom aktivní, to znamená, že v něm musíte mít aktivní kurzor pro psaní.



Užitečné odkazy

Obchod s odměnami



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Tuesday, April 7, 2015

Clueless Gaijin Gaming CAL II 1993

Its been quite a while since Ive written about a Japanese PC Engine game, and even longer since Ive added anything new to my collection.  So this week Im finally going to sit down with one thats been gathering dust for a while -- the digital comic CAL II, which I picked up on the cheap a few years back.  It was created by Birdy Soft, and published as a Super CD-ROM title in 1993 (and likely ported) by NEC Avenue, which brought a lot of titles from other platforms over to the PC Engine.  The game opens with credits, accompanied by a bouncy CD-audio tune and a gallery of big-eyed anime girls, before we get to the simple title screen:



CAL seems to be an acronym.  I dont know for sure that there ever was a CAL I -- only CAL II and CAL III made it to the PC Engine, at any rate, so while there was almost certainly a predecessor, my best guess is it was on the MSX or another Japanese home computer platform.  And unlike most of the PCE digital comics I have written about here, its not based on any anime property with which Western gamers are likely to be familiar.  So were just going to have to take this one at face value.

Like so many manga tales, this one begins with a young lad sitting down to do some homework, we presume, in a conference room at school, where he is distracted by a note:


Then his female friend apologizes for her lateness, and talks, like, forEVer -- we can speed up the printed text, but when theres dialogue, we have to listen to the whole thing before we can move forward:


After she pins a rose on our more-or-less faceless hero, she is taken away by some sort of warrior queen:



Before he is suddenly drawn into another dimension by a blonde goddess who, we may assume, represents the forces of good, what with her crystal temple and all.  Interactivity is limited, but at least our heros non-spoken lines can be skipped over:


Now our hero is free to navigate the overhead map to a lively ragtime tune -- well, not free, really, he has to deal with this catgirl first before he has any other options:


The catgirl says Nyao a lot and sings a brief song, but like a department store Santa Claus, her characteristic features look fake up close:



Past this point, our hero encounters stereotypes of all nations, like this vaguely Middle Eastern village:



And, of course, at the heart of the experience are a number of comely young ladies in slightly risque states of dress, most of whom we get to see from several different angles as the scene progresses.  Theres no real nudity, but plenty of suggestive posing -- at least if you think unhappy-looking girls are sexy:



There arent very many choices to make between the lengthy dialogue sequences -- sometimes only one.  And some of the responses have no real bearing on the story, such as a sequence in which our hero is quizzed about his blood type.  But my real problem here is that, given my extremely limited Japanese language skills, for me the interactive bits become yet another exercise in selecting options at random until something breaks through and allows some progress.  I assume our heros ultimate goal is to get back home, but with little clue about the storys development, the quest grows tiresome before the end is in sight.

And this game makes one really awful design decision, at least in the eyes of the clueless Western gamer for whom this title was never meant -- it lets the hero go to sleep, while we are expected to keep playing:



The production values of CAL II arent bad -- the artwork is colorful and detailed, using one of the PC Engines higher-resolution graphics modes, and sometimes theres a little bit of incidental animation to liven up the still images.  All of the lengthy cutscenes and some of the interactive dialogue sequences are voiced, though CD-ROM space was limited and thus every spoken line suffers from the scratchiness common to digitized audio on the PCE.  Background music is played using the PCE sound chip, sacrificing something in quality for the sake of continuity during frequent disc access.

And, in an unusual twist for a digital comic, it is possible to make the wrong decisions and end up with a true end-of-game situation:


At this point I wasnt motivated to revisit the story and try to make better choices, so thats about all I have to say about CAL II.  I will probably tackle CAL III sometime soon, just to get it out of my queue... but Ill forewarn you that its pretty much more of the same.
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The Most Overrated Games of the Recent Years Part I

   


   The gaming industry has evolved a lot in the last decade, becoming an industry worth billions of dollars. When so much money is in the middle, those involved in this will do anything to boost their profits, this way gaming marketing exploded, with more money being thrown on commercials than the actual development of the games, which from the perspective of the consumer is a terrible thing.
   With all the money spent on games, those that influence the buyer with their reviews become more important to the publishers. Critics can affect the image of a game and therefore the sales. So it became a known fact that publishers started to influence journalists in any way they can so they could get higher ratings for their games.
   Websites like metacritic became a major factor in selling and rating of video games and publishers went as far as putting terms in contracts with the developing studios related to the score from metacritic, which is a terrible thing to do (poor Obsidian Entertainment and Fallout: New Vegas…). The journalists score on metacritic is far from a reflection of the truth and more often than not, the score given by the users (despite their exaggeration) reflects the reality so much better.
   I recommend anyone to stay away from the scores given by these kind of popular websites as they are not standards to measure if a game is actually good. If you want to find out more details about a released game, check some of the more popular youtube broadcasters for their opinion, which is usually much more objective, or watch streams on twitch.tv and make your own impression about the game.
   With all these being said I decided to make a list of the most overrated games, not necessarily by journalists, of the recent years and the reasons I consider these games over appreciated. This list will refer as always only to PC games and will stay away from franchises like Call of Duty, Battlefield or Assassin’s Creed, because everyone should know by now that they are overrated.
Note: I’m not saying that these games are bad, I’m just saying that they are not as good as the journalists say in their reviews or some gamers praise them to be, ignoring soo many of their flaws.


X-COM: Enemy Unknown

   X-COM is a legendary series by now, that started in 1994 with UFO: Enemy Unknown.  The franchise features a human organization fighting an alien invasion in order to defend Earth.
   X-COM: Enemy Unknown is a reboot of the series on the old but still decent Unreal Engine 3. The game graphics are not the greatest and suffer from the same problems as any game using UE 3 (say Hi! to textures loading in front of you).
   The biggest problem with this game is the lack of complexity, as it is a strategy that should be complex to the bone. While the combat is good, its not supported in any way by features that would make it more complex and allow the player to use different styles and tactics. There are not enough types of missions in the game and this makes it repetitive and boring after a short while. The research system is deceiving and looks complex at first but as you go through the game its noticeable that it lacks the depth that players should expect from a game like this one. There are not enough weapons and armors to research and utilize and not many things that should make you think what to prioritize in researching and building.
   While I do understand people getting excited for receiving something new from this series, I think the game is way overvalued compared with what is actually given. The expansion Enemy Within does improve a lot the experience of the game, but the original title was not such a masterpiece as the scores make you believe it is.
A boring world...

The tactical combat system, the most enjoyable part of the game.



Sid Meier’s Civilization V

   4x strategies, like all other types of strategy games, are not a very popular genre. Even so, because of its mainstream gameplay Civilization V managed to sell quite well. This is a good  thing because as a strategy becomes more popular the whole genre benefits from it as more people getting in contact with these types of games.
   The reason why Civilization V is on this list being mostly because of its terrible business model combined with some of the issues the game had. At release, the game came with basic features wrapped up in a good looking foil. For a 4X strategy that starts from the beginning of humanity, Civilization V lacked the complexity of such a game. 
   The economic and diplomatic systems of the game were a mess, combat was soo basic, multiplayer was not playable and features like religion and tourism were not present in the original game and they were added with a new expansion each.
   So in order to have a complete experience of this game, gamers had to buy the original game which was 60$ and two additional expansions which were 40$ each plus a ton of DLCs. One might argue that you could get the game on sale, but that is not the point here. 2K deliberately released an incomplete game just to make sure they charged the gamers more money for additional features that would make the gameplay more complex and at the level that was in the previous games of the franchise.
   There are indie 4X strategies that manage to beat the level of complexity and the gameplay of Civilization 5 at a much better price and even providing free DLCs for the community and a multiplayer that actually works.
Terrible combat...

The hexagons system, the biggest improvement in the game!



Mass Effect 2

   With little upgrades to the technical part, Mass Effect 2 loses lots of important features and mechanics from its predecessor.
   The RPG elements in the game have been dumbed down with laughable skill trees and the dialogue system turned into a compact wheel of choices between good, evil or useless. The exploration of planets has been removed instead of being improved and made more fun and maybe more rewarding, the depth of space has been reduced to 10 by 10 square meters maps. The gameplay is now a run and gun with cover and special abilities, close to any standard console action game.
   While the characters in the game are brilliantly written they can’t cover for a poor story that places humans in center of everything (again? really!?!) and with a villain that is just a mere shadow of what Sovereign was in the first game.
This game turned from a great RPG experience into a hollywoodian style game with lots of run and gun action and sex scenes (this sells right?).
   Mass Effect 2 was highly acclaimed across all platforms, but for a game that advertised as being an RPG and came from Bioware itself it was just a sad story of the worst to come from this studio now under the restraints of EA.
Pew pew!

Even more pew pew!



To be continued...



Nodrim
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How to Trace Cookies even under the Incognito of your Web Browser

How to Trace Cookies even under the Incognito of your Web Browser:  One of the great advantages sail under the "Incognito Mode" of web browsers are the cookies are not stored in your computer and cannot find the user activity in the Incognito mode. If you think that your cookies are not stored under Incognito mode of your web browser, then you are made yourself fool. Why? This article explains you clearly that even under Incognito Mode we can find out the cookies and so called as ???. Continue to the article reading.

trace-cookies-even-under-incognito-web-browser-alltechbuzz.net

Find the Cookies in Incognito Mode

However, it has come to light, the existence and finding the cookies in Incognito Mode  are now called as "Super Cookies". Super cookies : files containing identification data even when sailing under the incognito mode.

Vulnerability of Using Incognito Mode of Web browser

The vulnerability is generated when the web pages using HTTP Strict Transport Security (HSTS) to increase security while browsing redirected to the HTTPS version of the site instead of the traditional HTTP. However, in this process of change can create the super cookies to generate data that keep the user identification ,even in incognito mode.

Browsers Which get Affected by using Incognito mode

The problem affects Google Chrome, Mozilla Firefox, Opera and Apple Safari especially since under the latter platform can not even delete super cookies. Ironically, Microsoft Internet Explorer is not affected as it has no support for HSTS technology.

Of course, the great responsibility is not the developers companies browsers, but the website owners who decide whether or not to take advantage of this vulnerability. We have reported a few high profile cases where telcos go to the super cookies, allowing frequent visitors identification even when they do not want to be identified.

Best Browser to use Incognito Mode 

"Super cookies" can be traced to the user even under the incognito of your web browser. Firefox, Opera, Safari and Chrome are affected. Internet Explorer is the only secure platform.
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Middle earth Shadow of Mordor Review!




I’m always reticent when it comes to games set in Tolkien’s fantasy universe. Middle Earth is a great setting, but I feel that it was written in such a way that doesn’t leave much room for expanding. And so far, most of the additions to this universe felt out of context and forced in.


Middle-earth: Shadow of Mordor is an action game with some elements borrowed from RPGs set in The Lord of the Rings universe. The game was developed by Monolith Productions for current gen and by Behaviour Interactive for old gen consoles.
The story is set between the Hobbit and the Lord of the Rings books, in the time when Gondor troops were holding the Black Gate of Mordor guarding the area to ensure that orcs and their Dark Lord will not return. The game starts with the main hero, Talion, a ranger from Gondor, teaching his son the art of fighting so one day he can become a Gondor soldier, a subtle way to add a tutorial for the player.  When the Black Gate comes under attack by hordes of blood thirsty orcs, Talion and his son find themselves defending their outpost in an unwinnable battle. Despite his desperate actions to protect his wife and son, the ranger is captured together with his family. He is forced to watch as the leader of the orcs, Black Hand, is executing them. Helpless and with a shattered heart, he is killed as a sacrifice to lure in a greater power.
            Talion awakes, in a Mordor now under the control of the orcs, but he is not alone. His fate is now bound to an elven wraith who cant remember his identity and follows the main hero everywhere providing him guidance and powers from the land of shadows. Both the main hero and his new companion are trapped in a never-ending cycle between life and death. Using this opportunity Talion starts a quest to avenge his family and protect the world of Middle-earth from this terrible threat.
                On his path of seeking vengeance, Talion battles and slays the leaders of the continually increasing orc army while aiding the outlanders. The outlanders are humans exiled from Gondor now living in Mordor, most of them became slaves to the orcs after their invasion. In order to understand more about the wraith’s past, the duo start searching for lost artifacts with the help of Gollum. Getting in contact with these artifacts will jug the elf’s memory, revealing brief but crucial moments from his past.
Elves live for thousands of years to have the time to regret mistakes.
That wont last!

                The storytelling in Shadow of Mordor attempts multiple and different approaches. Besides the usual main quests cut scenes and the dialogues between the two main characters, a lot of information can be learned by finding artifacts lost in these dangerous lands. With the power of the wraith these artifacts can uncover events from the past of those who used them.
An interesting idea to set a background story for the main character without requiring any effort from the player was adding audio logs at loading screens. These logs present past dialogues from the protagonists life. I found this idea quite inspired, neglecting the fact that I had to load the game multiple time to make sure I dont miss something. All these things put together add a subtle depth to an uninteresting main story.
Shadow of Mordor clearly takes inspiration from other writings about Middle-earth, like the “Silmarillion” or “Unfinished Tales”. It can be captivating for the fans of this universe to follow all the side stories depicted in this game. Keep in mind that very little is actually canon.
 Despite all the effort, the main story didnt capture me at all and I ignored the main missions up to the point where there was nothing left to do in the game and I needed a break from killing orcs. I didnt feel anything towards the main hero or his shady friend and these two are the only character that received a close to proper attention. All the other characters seem to serve the role of not letting the player feel alone against the hoards of orcs.
Too bad I cant sell it.

            Many of the gameplay mechanics used in Shadow of Mordor are similar to those seen in the Assassins Creed franchise and this doesnt come as a big surprise. The developers were accused that some of the animation in their game are copied from Ubisoft’s titles. It is quite obvious that Assassins Creed was a model of inspiration for this game, but I wouldnt go as far as accusing the developers for ripping off another game. It is quite common in the gaming industry for developers to use other titles as inspiration. And if some game mechanics are good why not use them? (I’m not saying copy/paste ideas)
Ubisofts ghost!
                The game is separated into two distinct looking maps with the second one only being accessible as the story moves forward. Each of the two maps is constituted of multiple districts. By reaching one of the ghostly towers on a map the content of the districts surrounding the tower is revealed providing useful information to the player. This system is very similar to what Ubisoft uses in Far Cry and Assassins Creed franchises (is about time to use something new, maybe!?).
Each district has its own missions, weapon challenges and artifacts to collect and while this sounds like the game has a lot to offer, the reality is a bit different. The content quantity is above average, but it really lacks in quality. The secondary missions are always about rescuing outlander slaves. The weapon challenges help forging the legend of the weapons used by the main character, but they are nothing more than missions that require some rampage level of killing orcs. The artifact hunting is an invitation to explore the game world. But there aren’t many places with a unique design to be seen and everything comes down to reaching the spot where the artifact is located. There are no interesting puzzles or a tracking system that could slowly lead the player to a lost artifact. Everything outside the main story is incredibly repetitive and monotonous. This would damage the game quality in a severe way if it wasnt for the Nemesis system.
First half of the game.
                The Nemesis system is what makes Shadow of Mordor stand out as a unique and innovative game. This system provides a continuously shifting chain of command in the orc’s army by generating random Uruks (a type of orc), each with their own personality and power. These Uruks will strive to advance in the hierarchy, which can be affected by both the player and the AI actions. The leadership of the orc army is separated in four different tiers of command with each tier having more powerful commanders than the last, ending up with five warlords as the highest ranks. The orc’s captains can challenge each others, resulting into a continuous killing between them in the struggle for power. Killing the main hero will also result into a promotion for the killer. The result of this eternal battle for power can be seen detailed in a special menu in the UI and the daily changes can be seen either letting the time pass or when dying.
To make matters more complicated, information has to be acquired first about the orc leader’s power, abilities and location. This information’s can be obtained either by finding documents, freeing slaves that can provide some details or by forcefully reading the mind of certain orcs by using one of the wraith powers.
Killing a leader will award the player with a weapon rune that can be put in the weapon sockets to provide all sort of combat bonuses and power which is used to further improve the abilities of the two main characters. There are various randomly generated missions that involve the Nemesis system. These Nemesis missions require the player to simply assassinate orc leaders or intervene in fights for power between captains, tipping the balance scale into one direction or completely eliminating all those involved. There is even an online component involved, called Vendetta, in which friends can be avenged by assassinating the Uruk that killed them. But these missions suffer from the same problem as all the other missions in this game, the lack of variety and the abusiveness with which they are generated make them repetitive after just a few hours.
                The orcs are brutal and merciless but they arent the most courageous or smart beings. Many times in battle they will run away either because they are close to dying or because a fear element was triggered, like fire or a caragor (some wild beasts). A fleeing leader has to be chased down and eliminated fast before he escapes, otherwise he will come back stronger and ready for revenge.
                Overall this entire system adds a certain depth to a game that otherwise would be a rinse and repeat experience (funny, a problem that the AC series has as well). Even if this innovating idea is used to exhaustion in this game (being clearly the developers ACE card) I found it quite enjoyable and entertaining and one of the main factors that kept me playing.
Im going to kill them all!

                The combat in Shadow of Mordor, at first glimpse, looks very similar to the one in the Batman Arkham series. This is not a bad thing, but not the best either. I consider the combat in the Arkham games a spam of two buttons combined with direction changing. But the three weapons combined with the progressive skill tree, which adds all sort of combos and new abilities, shape the combat into much more.
                Talion wields two weapons, each serving a different purpose. The sword is designed for fast and engaging combat with multi target functionality. At first the sword play style is mashing a button in a direction trying to interrupt attacking enemies, blocking from time to time and executing them if possible. But with the help of a few points spent in the melee skills, the hit streaks become important and there are enough combo moves to make attacks require more timing and synchronization.
The dagger is a weapon for taking out enemies in a fast and silent way, an indispensable weapon for a stealth play style. Surprisingly the game puts an accent on stealth, allowing the player to choose how they want to deal with different situations. Most of the missions can be completed sneaking around, taking advantage of the terrain, distracting and silently eliminating enemies. Talion seems to have gone to Gondors school of acrobatics as he is able to climb on almost any wall, walk on tin ropes and jump from place to place without losing balance for a moment. This opens up all sorts of pathways to reach objectives and orc’s camps help a lot because of their verticality. The enemy’s outposts are equipped with alarms which they rush to sound as soon as they spot the danger. Once the alarm was triggered, waves of new orcs will show up forming parties to search for the enemy. Taking on such a big group might be problematic, blowing up fires or releasing caragors from their cages are some of the useful tricks to gain an advantage in order to thin the orc horde or escape.
 I wasnt expecting the stealth gameplay to be well executed and I enjoyed it immensely.
LotR Ezio.

                In addition to his two weapons, Talion can call forth the power of the elven wraith, slowing time in order to shoot ghostly arrows with a deadly precision. The bow gameplay is very disappointing, I was expecting a combination of deadly damage and high skill cap, like Legolas in the Lord of the Rings movies. Instead the game has a bullet time from Max Payne, which gives a huge advantage in every fight. The only impediments from using the bow all the time are energy, limited arrows and some Uruks’ immunity to ranged damage. The first two become less relevant with character progression.
                The two protagonists power can be enhanced through a series of skill upgrades and a rune system for weapon. There is a fairly standard level up system based on the XP gained by completing missions or killing enemies. With each new level a points is awarded to upgrade the active combat abilities of the two main characters. The skill tree is split in two halves, allowing the choice between physical abilities and the magic of the wraith. Power obtained from killing the orc leaders is required to have access to skills further down the line.
In addition to XP, missions and other activities award some special points which are used to increase passive powers like characters life, the number of arrows carried, energy or the number of runes for each weapon.
Weapons can be upgraded with the runes dropped by orc’s leaders. Each weapon starts with one rune socket and this number can be increased to four for each weapon. The runes are separated in different quality standards and levels.
Grinding pays off!
Like I wasnt powerful enough.

            The combat moves are beautiful and the animations are top notch, some of the best Ive seen. Talion can slash enemies left and right, jump over them, kick, stab, punch, push and do anything necessary to succeed. Executing the orcs is violent and satisfying and it’s done in so many ways that it never gets old. Depending on the positioning the execution animations are always different.
The difficulty increases over time with the captains growing in power and stronger units coming to aid them in battle. Dual wielding berserkers or heavy armored orcs are some of the tougher enemies that can easily stop Talions standard attacks. And if someone is not satisfied with the challenge of fighting packs of twenty or thirty orcs at a time, try taking on a big troll.
                There are two features that bothered me to no end besides the bow play. The time slow during executions and other moments that requires fast reactions during fights was a total combat immersion breaker, waking me up from my complete state of focus. The second issue is part of the console’s legacy. The game has multifunctional keys and this can cause a lot of problems sometimes, as one key can trigger multiple actions in the same place and the game randomly executes one.
I was extremely skeptical about the combat system in Shadow of Mordor, especially after I noticed obvious similarities with the Arkham series. But as I got to play the game and experience how fast paced, visceral and reactive it is, I found it quite addictive.
Im LotR Batman!
LotR Max Payne?!

The open world of Shadow of Mordor is nice to look at but has nothing to show. The graphics are really good with high resolution textures, detailed models, beautiful lighting and other good effects. But there is almost no artistic design in this game. In all fairness, Mordor is a close to barren area, with little life or traces of civilization. But the developers could have put a bigger effort into it, to avoid making the world as repetitive as the gameplay itself.
Even so, when it comes to the technical part, the game doesnt disappoint. There are enough options to play with and obtain a good balance between looking good and playing smoothly. Graphical fidelity comes to show that this title is not just a console port and when the textures on ultra require 6 Gb of video ram, it is clear that this quality standard was not designed with console in mind (some better optimization wouldn’t hurt).
Empty, yet gorgeous!
Lovely rain.

The sound effects prove even more that Monolith Productions has the resources to make the technical part great, but not the artistic imagination to fill the rest of the game. The battle sound effects were at the center of the developer’s attention. The battle cries of the orcs, the sound of weapons clashing and flesh being ripped apart adds to the intensity of every battle.
The voice acting is extremely well done from human characters to orcs, all sound natural and credible. There are no awkward moments in the dialogues to make the scene look like a poorly scripted one. The orc leaders’ sound laughably stupid even in their attempts to threaten, a great satire for their race.
When it comes to music, the only thing I can say certainly is that I barely noticed it. There were a few moments when I felt like a part of the epic Lord of the Rings soundtrack is in the game, but those moments passed quickly and the music didnt capture my ears’ attention anymore.


Maybe it’s just me, expecting too much from a video game, just because it’s set in the same universe as one of the greatest movie trilogies ever made. But I do think the movies should be the target standard for this kind of games, attempting to reach the quality of sound and action from them it would make a better game.
Why so scared?!

Middle-earth: Shadow of Mordor is a pure action game with little additions from other genres. Expecting something else from it than lots of overwhelming battles with few moments of peace to regain health and complete some collecting missions is wrong.
This would be a forgettable title because of the heavy console gameplay influences and its repetitive nature that leads to monotony in the first few hours. The game is miraculously saved by the addictive combat, the Nemesis system and the gorgeous animations and graphics.


Pros:
+ Loads of action
+ Impressive graphics
+ Fluent and spectacular animations
+ Addictive combat
+ Voice acting and battle sound effects
+ Stealth gameplay
+ Nemesis system

Cons:
- Repetitive missions
- Uninteresting story
- Time slow during combat
- Multifunctional keys
- Ranged gameplay
- Many arcade elements
- Optimization




 Nodrim
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Cover to Cover Imagic 1982 Catalog pp 8 10

Were doing a brief cover-to-cover review of the 1982 Imagic game catalog; weve perused the Intellivision offerings, and now were flipping the fold-out brochure over to take a look at the Atari 2600 lineup.

First, theres the rest of the promo for the Numb Thumb Club, the reverse side of the mail-in flyer we looked at last week, showing off some more of Imagics unique photo/painted box art:


This side provides a few more details about the Numb Thumb News, which appears to be the typical house-organ sort of publication, intended to thank fans of the companys products and encourage them to buy more.  The clubs slogan definitely has a vintage video gaming ring about it:  "Where sore thumbs are a way of life."  The Atari 2600 joystick was notable for putting odd pressures on the firing digit, and I for one am grateful for advances in controller design over these past thirty years.

Then we get into the Atari 2600 games, with a number of classics:


Rob Fulops Demon Attack really put Imagic on the map; it was fast-paced, colorful, and intense at a time when Space Invaders was still the high-water mark on the 2600.  Atari would later release an official Phoenix game, but Imagics simple action game still impresses with its graphical variety and carefully ramped-up challenge.  After Imagic went under, Activision bought the rights and has continued to market Demon Attack, on cartridge during the Atari 7800 years, and in the recent Activision anthologies for newer platforms.

Star Voyager was the also-ran in the lets-put-Star Raiders-on-the-2600 sweepstakes -- Ataris official adaptation and Activisions Star Master sold more copies and are better-remembered today.  But this version of the Atari 400/800 classic is also impressively executed, another example of talented programmers squeezing incredible results out of the venerable 2600s simple but highly flexible design.

Page 10 (as Ive chosen to number these unlabeled pages) features a few more obscure Imagic titles:


Trick Shot was another Imagic launch game, a pool adaptation thats visually slick and manages a reasonable approximation of billiard ball physics on the 2600, no mean feat in and of itself.  Video game pool has never done much for me personally, but in the days when Checkers and 3-D Tic-Tac-Toe sold for $30, Im sure this cartridge found an audience.

Riddle of the Sphinx is a "graphic adventure" in the only fashion the 2600 could accommodate -- the player wanders through vast and similar screens, fighting off enemies, accessing status screens by flipping switches on the console itself, and looking for special items and cryptic clues that might possibly add up to some sort of solution when the right treasure is randomly accepted at the right location.  The Atari Swordquest series would follow a similar pattern later on, with more graphical and gameplay variety, but Imagics offering focuses on strategic depth and a degree of action.  And digging.  Lots and lots of digging.

Next time, we wrap up our look at this brief brochure.

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