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Super AiG Screenshots of the Year: 2016

It's New Year's Eve once more, so I feel obliged to give you the sixth annual Super Adventures Screenshots of the Year gallery, showcasing some of the most interesting screenshots from the last 12 months of my site! Also GIFs, lots of GIFs.

Clicking the highlighted game titles will take you to the original article so you can see the screenshot in context. If it's a more modern game then clicking the picture itself will likely open it up in its original resolution.

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Book: Levelling Up - The Cultural Impact of Contemporary Videogames

Wow! I want to share very good news in this last post of the year: in 2015, I presented the paper “Observing Iterative Design on the Game Dominaedro”, that I wrote for the Video Game Cultures & The Future of Entertainment conference (VG7).

Yesterday, I received awesome news from the organizers: all the papers from the conference were compiled in a fantastic book named "Levelling Up: The Cultural Impact of Contemporary Videogames". Edited by Brittany Kuhn and Alexia Bhéreur-Lagounaris, and published by Inter-Disciplinary Press (Oxford) the book is a wide discussion about gaming culture in the contemporary scenario. Check the cool cover below:



CLICK HERE to buy!

Below, you can read the book's synopsis:

"Videogames have come a long way from Super Mario Bros and Pong. After thirty years of technological advancements and academic criticisms, videogames have become a fertile ground for social change and virtual identity creation. Where big game companies like Bioware, Bethesda, and Rockstar Games have begun to include more inclusive narratives, independent game companies are beginning to delve into the field of ‘serious games,’ capitalising on the popularity and prevalence of social networking to inspire and assist non-game-related fields. While all of this is happening, a new subculture has become to dominate social media: that of the fanboy and the Let’s Play YouTube video phenomenon. It is a dynamic time in videogame studies, from the perspective of player, designer and theorist. However, with the advent of virtual reality, the question remains: where will videogames, and subsequently our society, ‘level up’ to next?"

#GoGamers
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Batman: Arkham Origins (PC)

Developer:WB Games Montréal|Release Date:2013|Systems:Win, PS3, Xbox 360, Wii U

This week on Super Adventures, a game about punching people at Christmas!

It's been ages since I've played a Batman game, in fact I think the last one on the site was probably Return of the Joker for the NES, back in April 2015. Though it still seems too soon to play Batman: Arkham Origins, because of how similar it is to the other two. In my Batman: Arkham City article I joked that I'd be able to copy/paste parts of my Arkham Asylum post and save myself some work, and here that's doubly true! But it's a Christmas game and I feel like playing it again, so I am.

I love these beautiful tableaux of frozen Batviolence behind the menu by the way. Batman's so gritty in this one with his tactical Bat-armour and his permanent bad mood, that I keep expecting the camera to pan across blood and displaced teeth flying through the air.

This used to be the black sheep of the franchise, due to it not being developed by Rocksteady, and the bugs, and the fact that they prioritised releasing paid DLC instead of fixing them all, but I think Arkham Knight's claimed that position now (at least on PC). There's still a bit of an issue with the multiplayer, seeing as it was switched off forever earlier this month, but I didn't even know it had multiplayer, so that shows how much I care about that.

(Click on the images to view my original full size screenshots. DX11 mode, all settings on full... resolution at 1280x720).
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EximiousSoft Logo Designer Full Version + Crack




EximiousSoft Logo Designer




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Disposable Hero (Amiga)

Disposable Hero Amiga logo
Developer:Euphoria|Release Date:1993|Systems:Amiga, CD32

This week on Super Adventures I'm finally getting around to playing classic Amiga shoot 'em up Disposable Hero! Not Disposable Heroes, that's a Metallica track from the album Master of Puppets (and a cartoony indie game on Steam).

This has been on my list of games to play since before I even had an actual list of games to play, so it's strange that it's taken me so long to get around to it. Oh right I remember now, I was trying to stick to playing games I haven't seen before, and I used to play the demo of this all the damn time back in the day. Well, probably more like three times, but that's still a lot for me.

You could probably call the game a Euroshmup, as it's by a developer from the Netherlands called 'Boys without Brains' (who were going by the name of 'Euphoria' at this point... I think), but I wouldn't because that's a horrible word. I mean it's ugly to look at and it's ridiculous when you say it out loud. Plus Shmups sound like something you'd find living down at Fraggle Rock.

The developers were also responsible for the platformer Hawkeye, which is one of the games that inspired me to make this site in the first place, way back in 2011. Well its title screen did anyway. All I remember about it now is that it wasn't great, but I'm sure this will hold up a lot better. For one thing it didn't start out as a Commodore 64 game.

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A practical checklist for your gaming project

I’m a very methodical person. I like to organize everything in my everyday life and in my work. In this post, I want to share a small checklist I’ve created for my gaming projects. It’s a synthesis of the main points to remember in a game’s creative process and production. Check the fields and plan your work!



You can use it, copy it, add elements to it and share it. Just remember to give credits to @vincevader. Enjoy it!

Essential elements in the game design/production process Yes (√) No (X)
The concept and main idea are defined
I can tell the game idea in 20 seconds
The game has a narrative
In case of a narrative, it has a well-defined beginning and ending
The game is focused in pure mechanics, there’s no need of a narrative
The mechanic(s) is (are) well defined
I already constructed a simple pre-prototype (digital or analogical)
I already tested the game with imaginary players simulating a real match
I already made one first complete prototype (analogical or digital) that can be played by beta-testers
I already coordinated at least ten beta-test sessions with different players, using the first complete prototype
I applied modifications in the game after the beta-test sessions
I already created a more complete prototype that has most parts of the game’s final version
I made contact with other professionals (artists, programmers etc.) to finalize the game
I have a strategy to launch my game and disclose it in social networks, sites and other channels
I have a partner to distribute/sell the game
I’m satisfied with the final product
The game is ready to be launched

#GoGamers
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How To Play EA Circket 2007 Multiplayer on Single Keyboard






How to Play EA Circket 2007 Multiplayer on Single Keyboard




















To Play EA Circket 2007 Multiplayer On Single Keyboard You Will Need To Download Software Named "VJoys"

VJoy :-

Virtual Joystick is an application and virtual driver system that
allows keyboard input to be translated to joystick input. VJoy provides
two virtual joysticks that can be configured with 30
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8 Ball Pool Cheats Long Line or Target Line Hack by Ahmad Nawaz




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Features of the Hack 8 Ball Pool
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The Rocketeer (SNES)

The Rocketeer SNES title screen
Developer:NovaLogic|Release Date:1992|Systems:SNES, DOS

This week on Super Adventures I'm playing a licensed tie-in SNES game! Because I've got more curiosity than sense.

The Rocketeer is based on the 1991 comic book action movie... probably. He has the same logo, the suit looks right and it's got 'Disney' written on it so I'm assuming there's a connection. But I haven't really seen the movie, so I don't know the characters and I've only got the vaguest idea about the plot. I'm coming into this with a good amount of ignorance.

Though one thing I do know is that the SNES version is actually a port of a DOS game and those are the only two systems this particular Rocketeer game came out for. Sega owners missed out this time, though I doubt they were missing much. But hey I'll give it a fair chance to win me over, it might surprise me.

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Dungeon Siege III (PC)

Dungeon Siege III title menu screenshot
Developer:Obsidian|Release Date:2011|Systems:Windows, PS3, Xbox 360

This week on Super Adventures, I'm taking a look at the last of the Dungeon Siege games, unless they suddenly announce a new one out of nowhere again.

The first two Dungeon Sieges were developed by Gas Powered Games, but Square Enix decided they wanted a western RPG series and bought the franchise from them, putting Obsidian in charge of making the third game. Personally I'd be more curious to see the game would be like if Square Enix made it themselves, but games like Knights of the Old Republic 2, South Park: The Stick of Truth and Fallout: New Vegas have shown that Obsidian are masters at taking other people's properties and making magic with them.

It seems they're also pretty good at making pretty main menus. It doesn't look so great in a screenshot, but in game it's all animated, with birds flying by in the background, sparkling moonlight reflected in the water, and the logo flag gently blowing in the breeze. In fact I don't even want to start the game any more, I'm just going to sit here and listen to the music and the rain for a bit. It's not the classic Dungeon Siege theme but it'll do.

Also I just noticed that the statue is of the protagonist of Dungeon Siege 1! Well the amber-haired woman with the flaming sword from the box anyway, as you can make your own characters in the DS games.

(Screenshots can be viewed at their original resolution by clicking on them. Not that their original resolution is all that great.)
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RESCUE TEAM 2
















Rescue Team 2 Game
File Size:30.99 MB

System Requirements!

OS:Windows Xp,7,Vista,8,10
Ram:512 MB
Video Memory: 32 MB
CPU:Intel Pentium III @ 1.0 GHz
Hard Space:40 MB
Direct X:8.0
Sound Card:Yes




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EA SPORTS FIFA 99 (R)













SCREENSHOTS







Ea Sports Fifa 99 Game!

File Size:45.01MB

System Requirements!

Windows Xp,7,Vista
Ram: 16 MB
Hard: 120 MB
Cpu: 133 Mhz








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The Witness

Jonathan Blow is the game designer behind Braid, one awesome 2D platform game that uses time distortion as gameplay. In Braid, you can manipulate time to avoid death, solve puzzles, send a shadow to the future to perform an action, create “bubbles” of time lapse and many others cool mechanics. It’s one of my top 10 games. Check the trailer below:



In January of this year, Blow launched his new game: The Witness. Similar to Braid, it’s a puzzle game, but in a first person point of view. The mysterious narrative puts you in an abandoned and colorful island, full of digital screens. Each screen has a kind of an enigma that conducts you to the next one. Each puzzle solved gives you a small piece about the enigmatic history. You can check the main idea in the game’s trailer:



Points to highlight in the experience of the game:

1) Jonathan Blow recreates the classic mechanics of drawing a line through a labyrinth. Using colors, spatial restrictions, different shapes and logical reasoning, the game designer put the players’ mind to work, many times. The level of resolution of some puzzles is impressive.



2) The scenario is part of the narrative, and it works as a tool. Every single detail and object in the ambient contributes with the history. The island is full of statues and behind them there are hints for the plot. There are also some digital recorders with voices saying facts about the place. The colors of the trees, the direction of the light, the passing of time etc. everything could be an element for the story.

3) The game is full of references from movies, literature and other games. I found lots of similarities with Adolfo Bioy Casares’ “The Invention of Morel” book.

4) It’s a daring production. The Witness is a very artistic game. It explains little to the player and, most of the time, it’s essential to explore and use your mind to try to solve the puzzles.

I’m still playing the game, but the experience – till this moment – is strange, difficult and relaxing.

#GoGamers

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Super Adventures in Amiga Disk Screens

I feel like Super Adventures has been getting a bit niche lately, so this week I've chosen a subject that likely appeals to basically everyone: Amiga game loading/insert disk screenshots! I've assembled a gallery of work from some of the best pixel artists of the 90s to present their interpretations of a 3½-inch blue square with a label and a metal shutter on.

This isn't the first time I've thought about writing this article. When I was doing research I found I'd written this on my Cannon Fodder 2 post back in 2013:
"You know, sometimes I'm half-tempted to make a post just about 'insert disk' screens. A page full of basically nothing but pixelled floppy disks. That's when I'll know I've finally gone crazy."
So bad news, I've gone crazy. Good news, at least I'm getting this over with now. Plus it'll be nostalgic for people who've owned the system, and educational for those who didn't!

Amigas could support hard drives just fine, but most people didn't own them and the games generally weren't designed to be installed, so one of the big differences between PC and Amiga gaming in the early 90s was all the bloody disk swapping. Scroll through a dozen of these pictures slowly and you'll get an idea of what it's like to play an adventure game on the system. Keep scrolling back and forth through two or three of them over and over and that's what it's like playing a fighting game.
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Thanksgiving Safety Tips For Pets

By:  Laurie Brzostowski, President, Snaggle Foot Dog Walks and Pet Care-Round Lake

Wow, I can't believe I am actually posting this again this year.  Where did the year go right? 

Well, just in case anyone forgets, Thanksgiving is a great holiday but we also need to remember to keep our pets safe during this time !

So, without further ado, here are some Thanksgiving safety tips for your pets.

Gobble Gobble (Turkey)If you decide to feed your pet a little nibble of turkey, make sure it’s boneless and well-cooked. Don't offer her raw or undercooked turkey, which may contain salmonella bacteria.

Sage.. I love Sage.. but not for your pets
Sage can make your Thanksgiving stuffing taste great, but it and many other herbs contain essential oils and resins that can cause gastrointestinal upset and central nervous system depression to pets if eaten in large quantities. Cats are especially sensitive to the effects of certain essential oils.

Raw bread dough... yuckDon't spoil your pet’s holiday by giving him raw bread dough. According to ASPCA experts, when raw bread dough is ingested, an animal's body heat causes the dough to rise in his stomach. As it expands, the pet may experience vomiting, severe abdominal pain and bloating, which could become a life-threatening emergency, requiring surgery.

Yummy cakes and other sweets
If you’re baking up Thanksgiving cakes, be sure your pets keep their noses out of the batter, especially if it includes raw eggs—they could contain salmonella bacteria that may lead to food poisoning.

It's so good... but too much of a good thing
A few small boneless pieces of cooked turkey, a taste of mashed potato or even a lick of pumpkin pie shouldn’t pose a problem. However, don't allow your pets to overindulge, as they could wind up with a case of stomach upset, diarrhea or even worse—an inflammatory condition of the pancreas known as pancreatitis. In fact, it’s best keep pets on their regular diets during the holidays.

But what about my treats (as your dog looks at you with those eyes)
While the humans are chowing down, give your cat and dog their own little feast. Offer them Nylabones or made-for-pet chew bones. Or stuff their usual dinner—perhaps with a few added tidbits of turkey, vegetables (try sweet potato or green beans) and dribbles of gravy—inside a Kong toy. They’ll be happily occupied for awhile, working hard to extract their dinner from the toy.

Let's all enjoy this great Holiday and make sure everyone is happy and safe !  Happy Thanksgiving everyone !
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Rod-Land (Arcade)

Rodland title screen
Developer:Jaleco|Release Date:1990|Systems:Arcade, Amiga, Atari ST, CPC, C64, ZX Spectrum, NES, Game Boy, iOS

This week on Super Adventures I'm taking a quick look at arcade action game Rod·Land! I'm tempted now to look up if there's some CSS trick I can use to display the title in color-cycling rainbow text. Though I'm not even sure if I've written it right, as sometimes it's called Rod Land and other times it's Rodland.

Rod·Land is one of the games I used to play as a kid on my Amiga, so I'm not exactly going into this blind. Though I used to cheat the hell out of it back then by pressing the 'Help' key five times and getting infinite lives; one of the few times that 'Help' button was ever helpful.

This is my first time playing through the arcade version though and I can already tell it's not quite the same. For one thing this title screen fanfare sounds terrible; it's all synth brass and clock chimes. Amiga wins this round.

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Broken Sword: The Shadow of the Templars (PC)

Broken Sword title screen
Developer:Revolution|Release Date:1996|Systems:Windows, Mac, GBA, PSX

This week on Super Adventures I'm playing Broken Sword: The Shadow of the Templars. Not to be confused with Shadow of the Beast, Shadow of the Colossus, Shadows of the Empire, Shadow of Memories/Destiny or the Christian Slater/John Travolta movie 'Broken Arrow'. Wow, I haven't seen that film in forever, I should give it a rewatch some time.

In America the game was originally given a different subtitle: Circle of Blood. I guess shadows and Templars just didn't seem as marketable back then in those pre DaVinci Code/Assassin's Creed days. In 2009 it got another subtitle: Director's Cut, as the game was remade with extra content for PCs, phones and the Nintendo systems of the time.

This is Revolution Software's third adventure game, after Lure of the Temptress and Beneath a Steel Sky, but I've also written about In Cold Blood as I'm getting to them all out of order. Plus it's the second graphic adventure I've played this year about the Knights Templar, as I took a look at Indiana Jones and the Last Crusade back in January. There, I think I've just broke the record for the amount of games I've mentioned in an intro! I'll say Monkey Island as well just to make sure, seeing as it's inevitably going to get brought up at some point anyway.

Alright, I'm going to give Broken Sword an hour or two and take lots of screenshots, while writing up what I've been doing and what I thought about it. Same deal as ever.

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INSIDE: an obscure ludic experience in a dark landscape

Limbo, created by the independent studio Playdead, was my favorite game in the year of 2010. I think I might have played the full game around seven or eight times. It’s a simple puzzle-platform 2D game, but the narrative and dark ambience won my attention in an epic level. Six years later, Playdead launched another big hit: INSIDE.



Put the mechanics and gameplay from Limbo in a blender. Add some dystopian elements from George Orwell’s “1984” novel and mix in a pinch of technological horror. There you have it: INSIDE. The gaming plot is about a nameless red-shirted boy that must survive in a hostile futuristic ambient, trying to avoid well-equipped guards, killer dogs and natural disasters. As the story goes, you will discover parts of a huge conspiracy that aims to create an abominable creature. To go further in the narrative, the player must solve puzzles using things that are scattered on the scene; sometimes, they seem pretty obvious and sometimes not too much. I want to highlight the “mind control” puzzles where you put a device on the boy’s head to gather zombie-type characters from the scenario to help you (a very similar mechanics from the game Swapper).

Check the gaming atmosphere and gameplay in the video below:



The soundtrack is another incredible feature from the game. During all the experience, you can hear a very disturbing soundscape. INSIDE’s soundtrack is very similar to Zoät·Aon’s album “Star Autopsy” and Robert Rich and Lustmord’s “Synergistic Perceptions”.





INSIDE
is not a horror game, but it can create a unique atmosphere of fear and despair with the strategic use of its dark scenario, obscure music, horrible deaths and dangers in the journey. Saint (2014, p.3) argues that the mixture of fear and the sense of impotency (two basic features of this game) can create an aura of horror and a deep dive in the game’s reality. But, in this context, it’s important to remember that the “term horror is extremely broad and covers an expansive range of themes, experiences and reactions” (MARSHALL, 2014, p.60). INSIDE offers a different specter of horror/fear/terror. It’s subtler and demands the use of the players’ imagination to complete some points from the narrative.

In other words, INSIDE’s context works with the immersion in the dark reality of the game and the empathy we can feel for the fragile character fighting the dangers.

When we feel with other individuals or characters we not only use our imagination in order to undertake a shift in our cognitive perspective and imaginatively to experience the world from their point of view but we also use our imagination to adopt the assumed emotional state of the target individual. That means, when moviegoers or readers* feel empathy with a character, they perceive the events in the story from the spatio-temporal position of that character and at the same time experience emotions that match those of the target character in terms of quality, albeit maybe not in terms of quantity” (TRIEBEL, 2014, p.5).

INSIDE is a masterpiece to discuss questions about game design and narrative. It’s an awesome example of how the classic platform format still can be creative, immersive and full of meaning. In this ambient full of “ludic fear” there’s a crucial question: why do some players search for fear and other bad feelings in games? To solve this puzzle, we quote Suits (2005, p.55) who says, “Playing a game is the voluntary attempt to overcome unnecessary obstacles”.

*We can include gamers in this context



References:

MARSHAL, James L.. The potential and limits of a visual arts practice. IN: SMITH, Shilinka; HILL, Shona. Transforming fear, horror and terror: multidisciplinary reflections. Oxford: Inter-disciplinary press, 2014.

SAINT, Michelle. Horror in art, horror in life: its nature and its value. IN: SMITH, Shilinka; HILL, Shona. Transforming fear, horror and terror: multidisciplinary reflections. Oxford: Inter-disciplinary press, 2014.

SUITS, Bernard. The grasshopper: games, life and utopia. Toronto: Broadview Encore Editions, 2005.

TRIEBEL, Doreen. Manipulating empathic responses in horror fiction. IN: KATTELMAN, Beth; HODALSKA, Magdalena. Frightful Witnessing: the rhetoric and (re)presentation of fear, horror and terror. Oxford: Inter-Disciplinary Press, 2014.
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Hyperdimension Neptunia Re;Birth1 (PC)

Developer:Felistella|Release Date:2015|Systems:Windows, PS Vita

This week on Super Adventures I'm playing another RPG! But not the pretty 16-bit pixelled kind I'm afraid. I keep promising to play more retro games and yet somehow here I am playing the most modern JRPG on my site so far.

I've got no idea what I'm getting into here, as all I really know about HyperDimension Neptunia Re;Birth1 is that it's a enhanced port/remake of an older game and that it's got a shitload of sequels. Oh, I also know that the characters are the human avatars of game consoles who've all manifested as young women, because... anime.

Somehow I'm getting the feeling this one might be aimed more at blokes than ladies and there may be shameless fan service coming up, but like I said I don't really know. Though I'm feeling a bit guilty for leaving these three hovering in the air for so long, waiting for me to take that DVD off their hands, so I'll select 'NEW GAME' and see what happens.

(Click the screenshots to open them at their original resolution.)
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A Brief History of Graphics

An awesome class about gaming graphics. A great timeline to understand the history of videogames.



#GoGamers
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Coded Arms (PSP) - Guest Post

Today on Super Adventures, guest poster mecha-neko's back with another first person shooter for another Friday. But this time there's a shocking twist: it's on the PSP!

Hey, get a load of this!

Coded Arms Title Screen PSP
Developer:Konami|Release Date:2005|Systems:PlayStation Portable

It's Coded Arms, the first Sony PlayStation Portable game on the site! It's a PSP exclusive and it's the very first first person shooter on the system or so I'm told.

I found it for just a buck, all boxed and nice, so I'm going to share it with you!
Read on »
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In the Hunt (Arcade)

In the Hunt title screen
Developer:Irem|Release Date:1993|Systems:Arcade, PlayStation, Saturn, PC

This week on Super Adventures I'm playing an arcade game, because I feel like showing off some pixels and I figured this'd be a good place to find them. Plus I haven't played a single arcade game for the site all year and I'm running out of time to make up for that.

My first criticism is that it needs more space between the words in the title. It looks like it says "INTHEHUNT", and that's not what it's called!

In the Hunt came out in arcades first in 1993 and was ported to PlayStation, Saturn and Windows 95 a couple of years later. It almost made it to Super Nintendo as well, but it was getting a bit close to the system's end by that point, and Irem's game development department departed soon after. The team that made this were apparently already gone by then though, as they formed Nazca in '94. I've already played one game they made as Irem, scrolling beat 'em up Undercover Cops, but they're more famous for what they made afterwards... Metal Slug! Which I'm totally going to play one of these days, maybe.

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Book: Play Anything - the pleasure of limits, the uses of boredom, and the secret of games

I bought a new book for my ludic library: Play Anything - the pleasure of limits, the uses of boredom, and the secret of games. Written by the game designer and philosopher Ian Bogost, the book is an awesome discussion about limitation, boredom, games and fun.

You can buy on Amazon. Click here.



Check the synopsis below:

How filling life with play—whether soccer or lawn mowing, counting sheep or tossing Angry Birds—forges a new path for creativity and joy in our impatient age.

Life is no game. It’s demanding, boring, and rarely fun. But what if we’ve got games wrong? Playing anything—whether an instrument, a sport, or a video game—takes hard work and makes absurd demands. Where’s the fun in that?

In Play Anything, acclaimed philosopher and award-winning game designer Ian Bogost reveals that play isn’t a mindless escape from boring reality. Instead, play is what happens when we accept limitations, narrow our focus, and—consequently—have fun. Which is also how to live a good life. Manipulating cards to make a poker hand is no different than treating chores and obligations as tools but which we can discover new happiness.

Ranging from Internet culture to moral philosophy, from ancient poetics to modern consumerism, Play Anything reveals how today’s chaotic world can only be tamed—and enjoyed—when we first impose boundaries on ourselves.


#GoGamers

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Halloween safety tips for your pets !



BY:  Laurie Brzostowski, President, Snaggle Foot Dog Walks and Pet Care-Round Lake

It's that time of year again... the most important holiday of the year... Halloween!!  LOL !

Halloween is a blast but it is also necessary to keep your pets safe during this time.  There is a lot of activity going on during that day and your pet can get a bit stressed out, so here are some tips to keep your pets safe!
  1. No tricks and no treats.  That big bowl of candy is for the trick-or-treaters, not for Fido or Fluffy. Chocolate, especially dark or baking, can be dangerous for dogs and cats.  Also, any candy that contains artificial sweeter can cause problems.
  2. Halloween plants like pumpkins and the decorative corn are considered nontoxic, but they can product upset tummies in pets who nibble or chew on them.
  3. All those lighted decorations you have that are plugged in should be kept out of reach.  If your pet happens to chew on these cords, they could suffer electrical shock or cuts and burns.
  4. Carved pumpkins are so much fun, but if you keep a candle in them, it is possible your pet could tip that over causing a possible fire hazard so try using a led lighted candle instead.
  5. It is so much fun to see all the dressed up pets, but don't dress up your pet unless you know that they like being dressed up.  Some pets can't handle being put into "clothes".  Forcing your pet to dress up may cause undue stress.
  6. If you do dress up your pet, make sure the costume isn't annoying or unsafe.  It shouldn't constrict their movement, hearing, or ability to breathe, bark or meow.  Try putting the costume on before you go out just to check and see if your pet seems distressed.  If your pet does seem distressed do something easier like putting a festive bandana on them or let them go "au naturale".
  7. Also make sure that the costume does not have any small pieces that they could chew off and possibly choke.
  8. Always make sure that your pet is kept away from the door when the trick-or-treaters arrive.  Even the most social dogs can get very excited when groups of people ring the bell and are hanging outside on the front porch.
  9. When opening the door for trick-or-treaters keep an eye on all pets so they don't run out the door.
  10. Always have proper ID's on your pets just in case they do get loose from you.
Halloween is a really fun holiday but please make sure your pets are safe so you can all enjoy it!

Happy Halloween everyone !!!!
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Grand Theft Auto IV (PC)

Grand Theft Auto 4 title screen
Developer:Rockstar North|Release Date:2008|Systems:Windows, Xbox 360, PS3

This week on Super Adventures I'm having a quick go of acclaimed crime 'em up Grand Theft Auto IV. Though knowing what these games are like, I'll have to put 20 hours in before I really get how it works, maybe more! So I hope you appreciate the sacrifices I make for your entertainment.

Actually I've got a vague memory of playing this once before and not liking it much. I've beaten Vice City and San Andreas (and I came so damn close to finishing GTA 3) but I didn't get on with this one for whatever reason. Probably something to do with the combat; I've got another vague memory of arguing with someone about the shooting being the worst thing ever, while they tried to convince me that the driving physics were worse.

The game came out the same year as sandbox rival Saints Row 2 (which I really liked) and one difference between the games I've already noticed is that Volition know how numbers work. Rockstar on the other hand have given their sixth game the Roman numeral for 'four'. Well really it's the eleventh game on the Grand Theft Auto series, if you include the two GTA: London mission packs, the Stories games on PSP and Grand Theft Auto Advance, but I'm happy enough to consider them outside the main series.

Unlike its predecessors GTA IV has multiplayer, which I'm not going to even try. I'm not going to use iCEnhancer to prettify it either; this is pure, straight out of the box, vanilla single player GTA.

(Screenshots can be clicked to view them in their original resolution, but I'm warning you now it's not great.)

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Horizon Chase – a Brazilian game

As a Brazilian game designer, I like to discuss and bring some Brazilian gaming examples to this blog. Today, I want to talk about Horizon Chase, one very cool game that is a tribute to classic arcade racers.

Created by Aquiris Games Studio and launched in 2015, the game won many prizes and it’s a master class on how to use mobile media to give players a good experience. Check the trailer and gameplay below:



Some important game features to highlight:

1) Horizon Chase is a causal game and its gameplay is created in a simple and intuitive way;
2) Graphics are completely adjusted to the gameplay – the roads, cars and landscapes work together in a very intuitive mechanics;
3) Freeware model for gaming distribution (the studio created this product to win prizes and acquire “symbolic currency”);
4) Horizon Chase dialogues with new and old gamers with its retro mechanics, with a cool, modern layout.

The Brazilian gaming market is coming up with great ideas every year and mobile platforms are a good possibility for many companies. We don’t have a triple A industry here, but there are other options to show the work to the world.

Click here to access the site and download it for free on Apple and Android platforms.

#GoGamers 
#GoBrazilianDevs
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Windows 7 Activator








Windows 7 Activator By Raja Ahmad Nawaz


for Windows 7 All Editions



Windows 7 loader released by Gaming World enables you to fully activate and unlock all the hidden features in Windows 7 within matter of minutes. Just download, run and restart your PC to complete the activation process!

Screenshot:





Whats New In Version 1.9.5?

Both Online and Offline Activation – Earlier
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The Beast Within: A Gabriel Knight Mystery (MS-DOS)

Gabriel Knight 2 Beast Within title screen
Developer:Sierra|Release Date:1995|Systems:PC

This week on Super Adventures I’m playing a game that was requested in March this very year! It only took me six months to get around to a request for once; I'm very proud of myself.

The Beast Within is second game in the Gabriel Knight trilogy, following on from Sins of the Fathers, so I'm just going to call it Gabriel Knight 2 from now on. The Gabriel Knight trilogy is interesting as each game represents one of the four eras of 90s adventure games:
  • Gabriel Knight 1 is a classic 2D style point and click adventure from 1993, enhanced with early 90s advances like voice acting and 256 colour scanned backgrounds.
  • Gabriel Knight 2 was released two years later in 1995 and jumped right in to the short lived multimedia FMV fad, where game developers discovered that good actors and real sets are really expensive and video looks like ass when you compress it to fit on CDs.
  • Gabriel Knight 3 came out right at the end of the 90s in 1999, during a time where you either made your game with polygons or you picked up your coat and got out. Turns out that the relatively expensive 3D environments and game pad controls weren't a good match for the increasingly niche genre though.
  • Finally there’s Gabriel Knight 4, which doesn’t exist... because Gabriel Knight 3 killed adventure games. Actually the truth is that the genre was already on the way out, so at worst its famous cat fur moustache puzzle merely helped hammer a nail or two into the coffin. And the genre eventually rose from the dead so it didn't even do a good job of that.
Due to its high video content Gabriel Knight 2 originally came on a ridiculous 6 CDs, which isn't actually so bad when you had Amiga adventure games coming on a dozen floppy disks. It's definitely not an issue for me as the version I bought online has zero disc swapping! I just had to download it as 7 separate files because I was too dumb to get it from GOG or Steam. The game's not supported by ScummVM by the way, but I'm sure DOSBox can handle it.
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Parasol Stars (TurboGrafx-16)

parasol stars title screen
Developer:Taito|Release Date:1991|Systems:PC Engine, Amiga, Atari ST, Game Boy, NES

This week on Super Adventures I've chosen the wrong game to play, because what can I say about Parasol Stars? You play a dude with an umbrella who keeps on beating up enemies and taking their lunch until you run out of credits, stages or patience. Unless you have a friend playing too, then there's two dudes with umbrellas, and matching dungarees.

I suppose I could mention that it's actually Bubble Bobble III, except it says that on the title screen above, so you already know that. Also this TurboGrafx version was published by rogue game localizers Working Designs, but I don't think there's much scope for them to inject their idiosyncratic humour into this one, seeing as there's probably like six words in the game and they're already in English.

There's a good reason why I'm playing the TurboGrafx version instead of the original arcade game, and that's because there isn't one. Unlike the first two games, this was for home systems from the start. I always used to play the Amiga version and I always used to suck at it, so I'm curious to see if I do any better on a two button controller instead of a one button joystick.

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Rock Flickz: download it now!

This month, my new mobile game, Rock Flickz, was released. I already talked a little bit about the game in this post and now you can download it in the App Store and Play Store for free.



I created this game in a partnership with the digital agency Sioux, from São Paulo and the site Shovel Music. Rock Flickz is a casual experience with a “match the color” mechanics. In the background, players can listen to music from Brazilian independent bands and share their impressions about them. The game has a business model structured in advertising and partnership with a music site named Shovel.

Download it now! Experience a true Brazilian indie game filled with Brazilian indie music! Click here to access the official site.

One more important information: today we celebrate FIVE YEARS of Gaming Conceptz*! Cheers, my friends!

#GoGamers

*Check the first post here.
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Dungeon Siege II (PC)

Dungeon Siege 2 title menu screen
Developer:Gas Powered Games|Release Date:2005|Systems:Windows

This week on Super Adventures, I'm playing the second Dungeon Siege! In the grand tradition of RPG sequels, and indeed sequels in general, they've taken the name and put a number after it to form the title Dungeon Siege II.

I've played and beaten this before, but just like with Dungeon Siege all I've retained from the experience is a vague memory of liking it. This is why you should always write down every aspect of the games you play to an internet blog, to save you the trouble of having to ever play them again. I am curious to see how this holds up though, as dragging Dungeon Siege 1 into the harsh light of 2016 revealed that it's not quite as fun as I once thought it was.

First thing I've noticed: it doesn't have Dungeon Siege's awesome animated menu screen, and that makes me sad.

(You can get the original sized screenshots by clicking on the tiny ones.)
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Dinosaur Detective Agency (Amiga)

Dinosaur Detective Agency title screen
Developer:Maximum Effect|Release Date:1993|Systems:Amiga

This week on Super Adventures I had a sudden urge to play Dinosaur Detective Agency for the Amiga, and I'm as confused as anyone about it.

I'm surprised I even remember the game, as if you add up the number of minutes I've spent playing the game they'd be less than the number of years since I last booted it up. In fact I was expecting the hero to look more like Sam Spade than Sherlock Holmes. Naughty game, encouraging kids to smoke pipes.

Hang on, does that say "1993" down there? Wow, what are the chances of this coming out the same year as 'Jurassic Park'? To be fair dinosaurs were already plenty popular before the movie, so I wouldn't say this is cynically cashing in on a fad. Because if they were he'd be riding a skateboard like Radical Rex.

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The importance of wireframes in the creative process of gaming

Information architecture is the basis for many digital products in the contemporary scenario. Apps, games, sites, bank phones and many other platforms are designed following the principles of this discipline.

We have many definitions for information architecture, but one that fits better in this post’s subject comes from Rosenfeld and Morville (2002, p.4): I.A. is “an emerging discipline and community of practice focused on bringing principles of design and architecture to the digital landscape”. When we talk about I.A. we are talking about carefully planning a project. One architect will never build a house without a plan, a map or blueprints – so, we will never build a game without instructions, plans, rules, prototypes or models.

In this post, I want to emphasize the importance of wireframes in the creative process of a digital mobile game. After the definition of the concept, the development of rules and the first tests of the game, it’s fundamental to structure one grid with the basic gaming features and mechanics.

I will use my new game Rock Flickz as an example for this post: after the definition of a theme and a “match the color” mechanics, we started to work on the wireframes – simple structures that indicate the core movements and contents of the game. The function of a wireframe is not to “block” the structure, but to build the functionality of the game. Check below some wireframes with the basic mechanics, menu and main screens from the game (and in the end, the final interface).









So, before the complex codes and final layouts, it’s important to plan – in a simple way – how the game works. It may not be as cool, but it is a fundamental guide to bring the product to life.

It’s important to highlight that wireframes are one curious intersection between the prototype and the final version. It’s a tool to gain time and minimize errors. It’s one methodological process that can be used in analogical and digital game.

#GoGamers



Reference:

ROSENFELD, Louis; MORVILEE, Peter. Information architecture for the world wide web. Sebastopol: O’Reilly, 2002.

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Snaggle Foot Round Lake Celebrates 7 Years in Business !!



Today I have been in business for 7 glorious years.  I have been so blessed to be able to take care of the pets in the Lake County Illinois area and am truly grateful for my awesome team of pet sitters and dog walkers and for all the clients who entrust us with their precious furbabies.

Thank you all from the bottom of my heart.

I am truly blessed.

Sincerely,

Laurie Brzostowski
President/Owner
Snaggle Foot Dog Walks and Pet Care-Round Lake
Phone: 847-886-4648
Website:  http://roundlake.snagglefoot.com/]


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Star Trek: The Next Generation - A Final Unity (MS-DOS)

Star Trek: The Next Generation - A Final Unity title screen
Developer:Spectrum HoloByte|Release Date:1995|Systems:DOS, Mac

This week on Super Adventures I've been celebrating Star Trek's 50th anniversary by playing games that basically have nothing to do with the franchise, but that ends here with something a whole lot more relevant.

Sure it would've made more sense for me to play the Star Trek: 25th Anniversary adventure game, but I already have so that's put a wrench into that great idea. There is an entirely different 25th Anniversary on the NES, but I've played that too. So it comes down to this, and that's probably for the best as I've had this game sitting in my attic for so long that I've forgotten what it is or where it even came from. Have I even played it? Probably, once, but who knows?

All I know is that Spectrum HoloByte is a great name for a game developer, and it's a shame that this is one of the last games released with it on the box. They'd bought up MicroProse a couple of years before and by '96 all their games were released under that brand instead (including Trek games Birth of the Federation, Generations and Klingon Honor Guard). Then a few years later Hasbro bought Spectrum HoloByte (at this point known as MicroProse) and closed the studio, but they were in turn bought by Infogrames Entertainment, who acquired their assets and the Atari brand in the deal and renamed the company to Atari Interactive, before renaming themselves to Atari, SA. This shouldn't be confused with Atari, Inc. which is the name they gave to developer Infogrames, Inc. (formerly GT Interactive). There was also arcade game producer Atari Games, which formed when Atari, Inc. (the original one) split into two after the video game crash, but Infogrames never got its hands on that. It eventually ended up as Midway Games West until it was dissolved, with its IPs acquired by Warner Bros.

Game companies, man. It's starting to make sense to me why this never made it to Steam or GOG.

A Final Unity came out in 1995, a full year after 'Star Trek: The Next Generation' ended and about six months after the movie 'Star Trek: Generations', so it wasn't the most timely TV tie-in. Still it's nice that they waited until the game was finished, as quality's always better than synergy (for the player anyway).

The game isn't supported by ScummVM so I'm going to install it to a directory called "STFU" in DOSBox and cross my fingers. I'm sure it'll be fine though. In fact DOSBox is probably more likely to run the game than your average DOS PC, and with far less messing around with memory managers.

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Consortium (PC)

Developer:Interdimensional Games|Release Date:2014|Systems:Windows

This week on Super Adventures I'm celebrating Star Trek's 50th anniversary by playing games with some connection to the series. Today I'm sharing screenshots from the first few hours of CONSORTIUM, a game that likes to SHOUT its name all over its Steam page. What does this have to do with 'Star Trek'? Well... I've read a few people say it's a bit like 'Star Trek: The Next Generation', except on a plane. And that's pretty much the only link.

Consortium's one of those Kickstarter success stories, though they didn't quite bring in millions. Or even hundreds of thousands. But what they got was apparently enough to finish an ambitious first person, guns and chats, RPG type of game, which is cool because that's one of my favourite genres.

This is a heavily story based game so I'm inevitably going to be spoiling a lot of things you might not want spoiled here. Though its description claims that "the story unfolds based largely on your actions," so if that's true I'm only spoiling one possible outcome! I won't give away the answer to the game's big mystery though, assuming I even manage to solve it.

(You can make screenshots moderately more visible by clicking on them.)
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Robotrek (SNES)

Robotrek title screen
Developer:Quintet/ANCIENT|Release Date:1994|Systems:Super Nintendo

Today on Super Adventures I'm still celebrating Star Trek's 50th anniversary by playing games with some tiny tiny link to the franchise. In this case it's just one word and I think you know which.

Well, half a word to be precise. There's just enough of a gap in the middle of that logo for doubt but I assure you that it's called Robotrek, and it's another JRPG! So this is going to take me a little longer to write about than Ice Trek a few days back, but I'm willing to make this sacrifice for you. In fact the game was requested a while back, but I never write down the dates so I don't know when. I've narrowed it down to some time between last week and 2011 though.

Of course the only way to fairly judge an RPG is to play it all the way through, learn how combat evolves and see if the story progresses through to a satisfying ending. So it's lucky for me I don't fairly judge games, because I've got other things to do this week! But I'll give it until the end of the first proper boss at least, to get a good idea about how it plays and show it off.

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Stardew Valley (PC)

Stardew Valley title screen
Developer:ConcernedApe|Release Date:2016|Systems:Windows, Mac, Linux

This week on Super Adventures, my Star Trek 50th Anniversary Celebration drags on to day four with a game that's only one word away from being called Star Trek Valley. This was actually a surprise gift from a friend who was aware I was planning a 'Star Trek' week so there may be other secret connections to the venerable sci-fi franchise... but I doubt it.

I've never played Stardew Valley before, or read a review, or watched a Let's Play, but I do know a couple of things about it: first, it's very similar to the Harvest Moon games, which bored the crap out of me last time I tried one, and second, it's the first 2016 game on my site! I'm visiting the present day for the first time in a long while, though you wouldn't know it from its SNES-era pixelwork.

But unlike your typical SNES game this was put together by just one guy: a bloke called ConcernedApe (aka. Eric Barone) who did the programming, writing, art, music... basically everything. So hopefully the things he's good at make up for the things he's not. Unless he's good at everything, in which case I already hate him.

(Click the images to view them at their original resolution! They won't look much different though to be honest.)
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Ice Trek (Intellivision)

Developer:Imagic|Release Date:1983|Systems:Intellivision

This week on Super Adventures, my Star Trek 50th Anniversary Week continues with Ice Trek!

Chances of this having anything to do with 'Star Trek' aside from the name seem kind of slim, but it gave me an excuse to get an Intellivision game on my site at last. Now I get to make a new category for it on my 'Console Games' page!

The low detail nature of the game means that I can (and will) go crazy with the GIFs this time, but some of them might get a bit flickery. Game developers loved flickering back in the 80s. Just giving you a heads up.
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Stargate (SNES/Mega Drive)

Stargate SNES title screen
Developer:Probe/Tantalus|Release Date:1995|Systems:SNES, Mega Drive/Genesis

This week on Super Adventures I'm still celebrating Star Trek's 50th anniversary by playing games that have some vague connection to the series. This one's got 'Star' in the title, it's set on another planet, and it's based on a long running movie/TV franchise, so it's ticking lots of boxes. In fact the 'Stargate' TV spin-offs were often the closest you can get to proper 'Star Trek' without getting sued by both CBS and Paramount.

But Stargate the game is an adaptation of the original 1994 movie that kicked the franchise off, released a year after the film for Super Nintendo and Genesis/Mega Drive consoles. That's the SNES title screen you're looking at up there, with its narrow resolution and extra colours, but I'll be getting around to the the Sega version as well eventually.

'Stargate' isn't a particularly great film, but it cheats by having an iconic theme by Bond composer David Arnold powerful enough to make scenes of extras walking across a desert outside of Yuma, Arizona feel like the most epic sci-fi adventure since 'Return of the Jedi'... which used the place for Tatooine now that I think about it. Anyway, if there's one thing that absolutely works about that movie it's the music, so of course the game drops it entirely, replacing it with a title theme that sounds like it's been borrowed from an Amiga game. It's not all that bad though really, here have a YouTube link if you're curious.

There'll be movie SPOILERS below this point, so stop reading here unless you've seen it or don't care.
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