Wednesday, February 23, 2011

Angel Wings With Baby Footprints Tattoos

Wizardry - Proving Grounds of the Mad Overlord (1984)

Since the end 80s and throughout the following decade were a remarkable success the dungeon-crawler firsthand. In the game, the protagonist, usually accompanied by a party greater or lesser extent, proceeds exploring intricate mazes teeming with monsters and treasure. Also by tradition, the dungeon wind "vertically" on multiple levels in the last of which is usually guarded the object (the beautiful princess, a magical talisman, etc.), the goal of the perilous journey. Worthy representatives of this class, just to name a few, are: Dungeon Master, Eye of the Beholder , Lands of Lore and Ultima Underworld. The popularity of this genre is evidenced by the fact that the titles I just mentioned, are actually the first chapter in a saga far more Apia.
Well, if all of us old players we could test ourselves into such a heroic adventures we owe largely to Wizardry title of which I am about to sing the praises: o)



was the year 1980 when two zealous students of Cornell University ( Ithaca, New York ), Andrew C. Greenberg and Robert Woodhead , decided to give vent to their passion for the universe of Dungeons Dragons making a game that can "see" when they had imagined during the long evenings based paper, pen and dice multifaced. The game was originally developed in BASIC on the Apple II and then be completely rewritten in Pascal to meet the well-known limitations of the most popular general purpose language the world. In 1981 the fledgling Sir-tech Software, founded by brothers Norman and Robert Sirotek , grabs the exclusive gift to the world the first chapter of a series that has dozens of titles, including original and spin-off series, survived until the beginning of two thousand years (twenty years of success!). After a brief delay, needed to bring the game to the platform UCSD Pascal (to put it simply an operating system platform independent created the University of San Diego to allow development of software independent of the microprocessor) the title comes in subsequent years on a variety of systems: PC-MSDOS (1984), PC-88 (1985), Commodore 64 (1987), MSX (1987).


Two views of Wizardry in its original incarnation for the Apple II

The plot is about as conceivable for a classic RPG (paper or electronic form that is). The kingdom of Llylgamyn live in peace and prosperity wisely ruled by Trebor , warrior and hero without stain. The serenity of the realm is guaranteed by the magic amulet recovered by the king after an exhausting search. Unfortunately, things are bound to change as the evil witch Werdna decided to take possession of the mystic talisman to increase his power beyond measure. Launched a paralyzing spell on the real castle, the wizard fails to steal the amulet to the sire and then burrow into the depths of his refuge: an underground maze filled with ten levels thrust from the monsters intent to defend the evil necromancer. For years Trebor seeks in vain a hero capable of breaching the fortress of Werdna . The few volunteers regain the surface with the deranged mind of the horrors encountered during the descent. The wait is finally over! You are the hero chosen by fate to end the nefarious plans of the sorcerer.

As in many games of this genre, the company begins with the creation of party that will accompany the hero on his journey. Six characters for each of which we can select a race (human, elf, dwarf, hobbit and dwarf), alignment (good, neutral and evil) and a class (mage, warrior, cleric and thief). In short, there are all the elements to shake characters that are best suited to your way of dealing with the adventure. Obviously, a party balanced between combat and characters brought to "cure" is ideal but anything will ban you affrondare of the game with more training arrembante. After creating each character, a phase that will define the characteristics and abilities of the same, you can also take on different "sizes" (strength, intelligence, compassion, vitality, agility and luck) sorting a set amount of bonus points (also this regulation as D & D ).

The screen that summarizes the characteristics of the character and the one for the allocation of bonus points at the time of character creation

addition to core classes, the game offers four classes elite not immediately available but can be selected following the growth of the character: Bishop, samurai and ninja master. Given that clerics can perform spells of care / protection wizards cast spells and attack you point out that: the bishop is a cross between a wizard and a cleric, the Samuri between a warrior and a magician, a man between a warrior and a cleric and a ninja warrior and between a a thief. Obviously, the classes elite have special characteristics and skills when compared to the intermediate classes that share.

After composing and reinforced the party may begin the descent into the abyss ...

Two screenshots of the exploratory phase in the first person

At this stage the game offers the classic (but innovative for the times) in first person view when we can "see" the narrow corridors of maze directly from the eyes of the protagonist. The screenshot I have just proposed to speak for themselves though compared to the Apple II version the playing area is shown at almost full screen, the scenarios offer a minimalist graphic made of only lines that trace the contours of the walls. Absolutely nothing comparable to the glories of Lands of Lore but definitely amazing for the first half of the '80s. Just a little 'imagination to feel the cold and moisture flowing from the rock faces: o)
In the early stages of exploration is advanced along the winding tunnels using the arrow keys: to move forward (and I would like to see well), and right left turn on themselves (there is no possibility of retreat). The pressure of the keys displayed at the top of the screen, allows camping ('C') for to rest and recover energy to members of the party , view statistics of the main character and supporting cast ('S') and inspect any items found ('I'). You may have noticed that there is no button to view a map of the section already explored. Unfortunately, the "mapping" function does not exist then Armed with paper and pencil to draw a map on the classic checkered sheet to avoid going in circles forever.

The exploratory phase stops when the party runs into one or more enemies. In this case you access the fighting in which, through a shift system, the holiday companions dan battle to save the Pellacchia (it The possibility of escape, but anyway ... who escapes from the enemy !?!?!).

's time to fight ...

At this stage of the game screen is divided into four sections, allowing the order of:

  • display the type, number and life points of the various enemies
  • in turn give orders to members of the party (attack, cast spells, use object, etc.). This area is also used to deliver brief messages on the progress of the battle
  • admire the great monsters of the thumbnails to watch the
  • statistics of the company
phases of combat are very challenging and require a good dose of strategy to be successfully completed. After each battle, usually, you can retrieve a "treasure" left by defeated enemies, I used quotation marks because, in some instances, the chest can contain objects left by the defeated harmful to the health of the unfortunate choice to open it (poison, explosive , etc.). Other treasures can be recovered during the exploration stage.

At this point I would not throw me too unbalanced, but the combat system reminds me of the incredible first episode of Final Fantasy!

After amply illustrated the varied gameplay and described above, via images, graphics I can only say a few words about the poor sound segment consists of some effect which emphasizes the movement of the main character and little else. But the speaker will not be possible predendere much more and many times, as they say, silence is golden. Well put your favorite CD and play in fun: o)
As you can see the unique control system is provided for the keyboard and requires the use of a large number of keys, most often proposed to screen ... thank goodness: o)

Wizardry is undoubtedly a masterpiece. A milestone in gaming history that created a genre, and inspired future wonders. If we consider that what I have said can be customized with a short chapter on graphics and sound, one of the many games came after is even more evident that the crystalline innovation carries with it the title.

Priva me leave you with the inevitable movie gave us some goodies related to the title:

  • The names of the two protagonists, and Trebor Werdna are the names of the programmers overturned
  • The title of which I speech is part of a trilogy that can only be played in the order by completing the various chapters. Among other things, an episode and not continue to use the same party
  • Wizardry is one of the few Western titles to collect a great testimony to this are numerous successo.A manga, anime , light novels, role playing and video game platforms poorly developed disseminated rest of the world ( FM Town, the various PC- NEC, PC Engine , etc.)
  • The series has eight episodes official released on multiple platforms including the major console
  • The spin-off the original series are more than twenty, the latter of which issued in 2010 for Nintendo DS
  • To know everything, but really all on the original eposidi see the following site: http://www.tk421.net/wizardry/ (English only)
to you the movie (for now pilfered on YouTube but I plan to prepare one as soon as possible ... deadlines for Re.BIT approach merciless!)

Wednesday, February 16, 2011

Diaper Rash Cream After Brazillian

Rock contest on the road: the seconds are HEAVY WEIGHT! Luthier

A wonderful night of Rock at Rock on The Road of Desio! A memorable performance by all finalists of the contest. All have given their best and also our band has not been outdone. A well-deserved first place for a Marches ECHOTIME well deserved second place for the heavy weight!
Here is a quick video preview!

Monday, February 14, 2011

Any Good Quotes About Hate

Crime Wave (1990)

The Access Software was a pioneer in the use of digitized graphics on the PC. After Mean Streets and Links , which I have already said before, today I decided to talk about Crime Wave , side-scrolling action title inspired by well as famous as Narcs and Midnight Resistance . Although not a game made history, just think that does not even have its own page on Wikipedia (I have to provide?), I remember with pleasure and for this, with as much pleasure, I share my experience with you all I read.


New York City, 1995 . The city is in disarray. Drug trafficking, corruption, extortion, murder and urban warfare are rife. The police-led crime wave in the defeat by the evil King Pin that slowly taking over. The daughter of the President of the United States is host to a charity dinner on the island Manhattan when a shady characters, Eddie Moscone , kidnaps her and then fled on board a helicopter. A few minutes later comes the claim: the beautiful Brittany Cole organization is in the hands of King Pin .
The police grope in the dark but luckily the beautiful maiden, Luke McCabe is listening! After consulting your personal database criminal and shouldered the heavy artillery, the urban hero is ready to leave for the rescue mission. These are
events, narrated by the excellent presentation adorned with FMV sequences good quality for the times, introducing the game in which we are called to play as Luke in his lonely struggle against King Pin (the hero looks good so disturbing to Alberto Tomba from which perhaps the choice of clothing with a ski suit !!!).

Two images from the presentation (the one on the right is too Alberto Tomba!)

If the application is promising, the graphics in the game does not disappoint, thanks to the good use of digitization which gives the play an extremely attractive look. The low resolution makes it a bit 'block and grainy but in 1990 was a terrible figure showing, among other things, that the PC was the only platform on which they could develop games based on this technique with dignity. The sound uses of technology RealSound , specially developed by Access Software to allow playback of sampled sounds using only the internal speaker of the beloved PC without the need for additional hardware. Although the results are more decent that the lack of exploitation of sound cards, which were now spreading rapidly, without the game that would make the musical experience more immersive. Let it be clear to think that explosions and various sound effects arise from beeper leaves aghast, but some piece of music here and there would not have spoiled. Coming to
gameplay, the title is part of a cliche game that inspires: it moves between waves of enemies by shooting wildly with an arsenal of basic rifle and rocket launchers, and any enhancements that can be gather here and there (shoot multiple projectiles fragmentation, etc.). Very fun to use the rocket launcher that, as well as to literally blow up some elements of the scenario, reduced to shreds the enemy to sow everywhere mortal remains. Of course, as if by magic, from the sky or destruction of the fruits will appear in the play several bonus to fatten your score, improve the equipment and recover some lost dell'eneriga. To make a little 'more varied style of play on some levels it is possible, through the side entrances properly flagged, leaving the path of pure blastaggio to follow an alternative route to more "tactical" when it will be necessary to avoid various traps properly placed artfully (with locations of fire towers, fences laser, etc.) ... the choice is yours: o)

Notice the poster on display on Main Streets - The enemies are made literally apart from the use of rocket launchers


The screenshot that I just proposed to allow me to point out the playing area that does not fill the entire screen. The choice is probably due to the need to alleviate, in part, the efforts of the processor forced to move tons of stuff as they can in fluency. The remaining portion of the screen is used, as well as to display various indicators of play (number of lives, residual energy, bonuses collected, ammunition, etc.), to give space to the security guards of the King Pin boss following carefully advanced toward the goal of the hero (not lesinado to comment, with a little 'apprehension, the approach of Justice). A fun and ingenious trick to disguise a technical device.

The same mechanics of the introductory sequence, based on digitized graphics, short films and comics for the dialogue, is adopted to propose the intermission scenes that tell the unfolding story. Again a job very well done especially since the player the chance to admire the curves of the troubled presidential descent: o)

A couple of images of the beautiful Brittany and ... But who is to ... Galliani? (Of course, is King Pin)

The control system provides the use of trusts keyboard through which we may use two weapons, the hero, jump and crouch. Good longevity with over twenty levels and three difficulty levels that will engage properly.

the end of this long analysis, it is time to draw the appropriate conclusions. Viewed through the eyes of a child of the 90s, Crime Wave was a true must have for graphics is literally a scream (at the time) I used shamelessly to impress your friends, and the type very rare game systems MS-DOS . Seen through the eyes of a player's most experienced and less visionary, to give his side the critics, is Unfortunately, most importantly, what most often makes the difference between a good game and a masterpiece: the gameplay. Crime Wave is not very fast-paced, not too different and a bit 'repetitive, you play a lot of fun but suffers from something that would allow him to make a difference. All in all a good game but not a masterpiece but it is not disputed that a small parties fast: o)

Before leaving we mark the inevitable movie versions Amiga and ST that remain the same opinion on the gameplay, for resized because of the palette are losing the game its appeal chart. In the early ...

Thursday, February 10, 2011

Texting Suicide Hotline

Space Quest - The Sarien Encounter (1986)

the early days of this blog I talked evolution that Sierra On-Line led the way of adventure games with the King's Quest . The adventure game, so far only text or static graphics of the most gifted, were transformed into true interactive experience where the player was given the opportunity to move the hero within scenarios rich, 's age, color and detail. While the resolution of the puzzles and interaction with the scenario are still governed by the use of the command (you must then type simple sentences describing the action you intend to go), the movement of the protagonist is given the use of keyboard or joystick thus giving a new dimension to the phase exploration (of the proposals are typically too short arcade sequences contributing nicely to break the rhythm).

Being particularly fond of this game genre, when I was asked to join the editorial staff of Re.BIT I thought I'd dedicate my first review one of the adventures that marked my youth ... review that today, for the completeness of this site, you propose again hoping to make something pleasant. Ladies and gentlemen ... a moment of silence Roger Wilko is coming ...



The Sierra On-Line after thinking Delicious with the adventures of the brave Sir Graham ( King's Quest ), the loser playboy Larry Laffer ( Lesu Suit Larry ) and the ' Agent Sonny Bonds (Police Quest ) gives us his first sci-fi adventure "three dimensional" (the quotation marks is a must, because the sense of perspective is obtained by scaling the sprites in motion ... it's all flat as a board! !!!): Space Quest: The Sarien encouter.

protagonist of the game is Roger Wilco, serving on the scavenger galactic spaceship Arcada . The game starts with our alter-ego intent to pursue his favorite activity: dozing ambush broom closet. The well-deserved rest stops abruptly, from high trill of the alarm board. Scapicollatosi out from the narrow room the "diligent" Roger realize, soon, the ship was attacked the wicked Sarien who, after killing all the crew Mebra, have taken possession of the precious Star Generator . With this device in their hands the ruthless aliens will soon be able to bend the universe to their will. After a moment of lost our hero realizes that he is up to the daunting task of saving the universe from the threat of subjugation. Good intentions, however, are challenged by Sarien that before abandoning the ship, they thought well to activate the self-destruction. There remain a few minutes before the ship jumps into the air in the bud stroncado the heroic undertaking dell'impavido Roger .
Here begins our adventure that will take us, after a roccambolesca race against time to escape from ' Arcada before detonation, exploring the planet Keron and finally, after reaching the mother ship, to stop the ambitions of winning Sarien .


Close Encounters of the Third Kind on board Arcadia - Ready to jump ship

As in most adventure games, the gameplay comprises exploratory phase, in which will move your character in various locations to collect clues and objects, and phases in which we are forced to squeeze their brains to solve puzzles that the writers here and there to make our task more difficult. To break the monotony of the lords of Sierra have included action sequences that will test our reflexes. For example, at some point in the game, to cross the desert Keron , we put in command of a Skimmer (a kind of hovercraft ) avoiding rocks and holes that blocked our path (do not know to you, but I remember a tremendous levels Super Return of the Jedi for SNES ... that programmers have been Sculptured Software fan of Sierra adventures of youth).


Space Quest vs Super Return of the Jedi ... deja vu !?!?!

control system provide for the use of directional arrows to move your character in the scenarios. The interaction with the environment and objects is instead delegated to the use of the command line, through which we can enter short phrases that describe the action that our alter-ego to perform. The parser (the command interpreter, the cross and delight of adventurers 80) is not very developed, so in most cases be sufficient phrases such as verb-object ( climb ladders, push button , etc.).

From graphical point of view we are on good levels (at least for the time, and for the PC). The graphics are a little 'cube, but performs its function perfectly and if we consider that, until the exit of the Sierra adventures the genre was dominated by text adventure is all fat that runs!
The sound is limited to a piece of music during the introduction and some sound effects during play, a bit 'cheap, but given the limited capacity of the PC Speaker enough and further.

The major flaw of the game, acknowledged even by admirers of Sierra and common to many of its titles, is the ease with which the character can die, you can fall off a cliff, finally crushed by a boulder killed by a robotic spider, blasts from an alien and so on and so forth ... in short, is to be appalled especially knowing that playing an adventure and not an arcade (thank goodness that you can save your game at any time!).


Before leaving, as the tradition of Re.BIT, I invite you to the final comment in the course of the game, pay attention to the many gems posted by the writers here and there. For example, the Blues Brothers concert Keron in the bar or the location of the seller of ships used terribly reminiscent of the home of Luke Skywalker on Tatooine.


The quotations are on the agenda in Space Quest


Playing Space Quest is an amazing experience especially for those who, like me, until then had played only to text adventures. Finally, a completely imaginary world takes shape, color and motion become almost real. It 's true, the graphics has little realistic, but 24 years ago was like living inside a movie that we were the protagonists. If this is added a storyline worthy of an episode of the Star Wars saga and the writers are geniuses is easy to see that we are faced with a real masterpiece. Personally, I remember Space Quest is dedicated to every free moment of my days, finding more than once busy thinking about how to solve the damn puzzle that I had stopped the previous evening, during the tedious hours (much to the chagrin of my teachers) . A game that should absolutely be played and lived to the end!


And to finish here's the inevitable video that I made thanks to a nice demo disk made by Sierra to promote its titles ... took me since I was there also on a promo Space Quest II that never hurts.


In 1991, he released a remake updated to modern graphics and sound (also disappears parser replaced by a convenient point and click interface). Although the holder is a feast for the eyes and ears I still prefer the original ... just beginning to grow old: o)

Tuesday, February 8, 2011

I Want Play Pokemon Red

ZZ.APP ... Free on the first number

When I was a kid, I'm not ashamed to admit it, I lived with a little 'envy of the relationship with my peers equipped with systems specially designed recreation. When PCs were equipped with hardware graphic and sound designed especially for office activities, the Commodore 64 , the Spectrum and various 8-bit console delight their users with audio-visual experience that I I could only dream of. In that period of great ferment and excitement, even in Italy began to spread the first editorial dedicated to the world of video games . The most famous of these (I do not want the competitors of the time) is undoubtedly Zzap! magazine founded as a rib of the original English, entitled Zzap! 64. Unlike the Anglo-Saxon version, dedicated solely to the Commodore 64, the Italian edition encompassed the entire spectrum of 8-bit systems, allowing thousands of young people to get close to the fantastic, and then nebulous world of video games. Originally edited by Studio Vit (then switched to K) and later by Edizioni Hobby and Xenia Edizioni, Zzap! slowly acquires its own identity by being a de facto independent from the British magazine where she was born. In its editorial staff are real legends of the past, even today, are considered by most guru of this world long gone but never forgotten. Bonaventure "BDB" Di Bello, Stephen Gallarini, Paul Besser and Giancarlo Calzetta are some of the characters that made great that undertaking and who, along with all others, keep a place in my heart and those of many fans.

This post is dedicated to the great BDB and his new publishing venture that shows us all how passion and a certain kind of culture they can recur despite the passing years and changing technologies. From January aedicule peninsula of Italy came ZZ.APP new magazine devoted entirely to the turbulent world of tablet and smartphone : for now we talk mainly iOS and Android but I'm sure later came to also articles on Windows 7 Mobile and Symbian (BDB, I just bought a Nokia C-07 ... do not make me feel more like a white fly in the time of Zzap! When I was the only one with a PC). Test of new devices, previews what will be, reviews applications and curiosities from the world of mobile are the arguments that you can read the pages of monthly infant.

Well, to enable all those who missed the first issue but for those who want to try before you buy, the number of debut ZZ.APP is freely downloadable from the website of the magazine. Just follow this link (or click on the image above) to browse virtually, after a brief registration process, the pages on your PC or better on your mobile device. The reading is very interesting and suggests, inter alia, a special emulation that will be appreciated by all lovers of retrogaming .

Before closing I apologize to my loyal readers for this item "off topic" but it's the least I could do in my small way to thank a person who did so much to spread the culture of the game in our country ...

Zzap! died. Hurrah ZZ.APP

Thursday, February 3, 2011

Multiplication Charts 1 30

Heart of China (1991)

For those who follow me for a while 'time now, I think become clear that the interactive adventures are among the videogame generation, one of my favorites. Although it considers the adventures Lucas Film the best ever produced, as a good omnivore I never disdained securities of other companies ... receiving, inter alia, a real pleasure!
Today I decided to talk about Heart of China, title developed by Dynamix Inc and published by Sierra On-Line back in 1991 for Amiga, PC and Macintosh . Hoping to welcome you to what I'm going to start then ...


In Hong Kong '30s Jake "Lucky" Master , The heroic pilot of World War I, he served the airlift for tourists and businessmen. One day, while Jake is intent on finding ways to balance the accounts of small airline, knocks on his door EA Lomax, unscrupulous businessman, who offers him in exchange for $ 200,000, of free daughter abducted by Kate Li Deng, one of the local warlords. The occasion is greedy and the pilot did not hesitate too much to accept the proposal. To encourage Jake to do my best, Lomax dinimuire is committed to the agreed amount of $ 20,000 for each day that passes without the release the girl. And
'This is the BEGINNING of an incredible adventure that will bring our hero to pass through the heart of China and reached Kathmandu, Istanbul and finally Paris, where the tour ends after a roccambolesco trip aboard the legendary Orient Express .


meeting with a merchant from Istanbul - Ready to go to free the lovely Kate

The first thing you notice, since by the excellent presentation, is the beautiful graphics that harmoniously blends hued watercolor backdrops with digitized characters. Really a very good exercise in style that shows how the old and new can amiably coexist if mixed with wisdom. But, as I had occasion to say several times, the graphics are completely irrelevant if not supported by a valid gameplay. From this point of view the work of Dynamix is commendable, given the effort made to try to bring a breath of fresh air in a landscape dominated by the Sierra adventure games of and Lucas Film .
The first "new" is actually a step back in the game view it first. The protagonist, in the adventures of those years, was a fine show if within the game, disappears to return to observe the scene outside. Personally, I believe that this choice was dictated by the difficulty in a credible mix moving objects in scenes worthy of a painting, scenes whose beauty is enhanced by shots from close typical first person view. In addition, repeat old patterns of a decade is basically a novelty: o)
also the control interface seems designed not just for stealing the show with beautiful designs: the game is not the typical command bar to which we had used the Lucas Film titles but uses a completely embedded in graphics. Moving the pointer on the scenario that will change shape whenever an important element is encountered. The cursor identifies the action that we will be able to do: to talk about a comic book, a scroll with the words ' EXIT' to exit the location and access to the following, an arrow to pick up an object and so on. Pressing the left mouse button triggers the action, that of the right (also usable on non-active areas), allows you to get a description of the item that you train with the pointer. This type of interface makes it easier not just the game because it forces you to rack one's brains to understand what action to take. Simplification at first glance may seem excessive, but it is also true that avoids grope trying to make every action on each object encountered in the course of the game.
At the bottom of the screen, some small icons identify the protagonist and any supporting actors. Acting on the icon of the active character (the one on the right) opens the inventory from which you can analyze and use the objects it contains. Acting on the icon of the actors, on the left, control passes to the selected character.

Some scenes are truly worthy of a painting

At this point I think the case say a few words about the secondary characters. Along the way Jake gradually will be joined by some actors: first of all the ninja and Who Following the lovely Kate . The game, as Maniac Mansion and Zak McKracken , more than once will require the cooperation of several characters to be able to solve a problem successfully, so some situations can only be met by a member of "party" . Again this is not a breakthrough but it's a welcome return: o)
Very varied landscape of the enigmas proposed that, always logical, never overly frustrating, help to stimulate the desire to continue to assist the umpteenth shot scene which adds the new element to the plot of a story which is always exciting. The game can address problems in different ways leading to bifurcation in the course of history that will lead to three alternate endings (the best of which makes the two main characters fall in love ... the ninja would always be empty-handed ... poor!).
To lighten the game have been placed two sequences an arcade and a drive to combat. If it is not very good (although essential to end the game) the first, which takes place aboard a tank, is very well done and shows off the excellent three-dimensional engine developed by Dynamix for their Previous Red Baron (great flight simulator).


The two arcade sequences (noticed the goodness of Engine polygon on the right)

If graphics and gameplay are also first-rate sound is equally good with oriental motifs that accompanied throughout the adventure. We are not at the levels of soundtrack "interactive" proposed by ' iMUSE of Lucas Film with his Monkey Island 2 (published the same year) but the result is highly appreciated.

The game is obviously not free from defects in the most frustrating of which is undoubtedly attributable to the excessive importance of the phases of dialogue (as Classic accessible through multiple choice) ... simply wrong for a sentence be removed from your angry partner. Many times this case leads to the loss of a day resulting in lower end of the spoils. The spoils from winning tends to become an element of frustration. Like any self-respecting player we will be driven by a force of ancestral origin to try to complete the game with the best results. This moves us to save at every turn just to avoid seeing reduced the spoils in case of error ... definitely not a good way to proceed. In defiance of the Treaty of
Ron Gilbert analyzing the flaws of the adventure 80, in Heart of China the character can die in different circumstances (although not as frequently as in the games Sierra ) ... it is true that this possibility gives a touch of realism to the performance of the story, if it becomes too frequent, it ends up being due to dissatisfaction. Despite these minor flaws

Heart of China is shown from the beginning a great adventure driven by a relentless plot and visual style that will make you seem more of an opportunity to live in a bubble (mythical Jake's thoughts that are suggested by classical game within the cloud). The ideas and the script of the game are the work of wizards that Jeff Tunnell of which we have titles such as Project Firestar the first survival horror of the story came out a couple of years before the Commodore 64 pimpantissimo ... mica just a character: o) I close

note the version Amiga, a real blockbuster for standard machine Commodore with its 9 discs (of course, be installed on harddisk , played by floppy I think it's impossible). Despite the inevitable fall color, the game retains its charisma and charm ... if you are a diehard Amiga and use a PC gives you the hives try it in this incarnation ... In any case, it is a satisfying experience: o)

to you the inevitable movie made with patience and skill from your favorite blogger: o)


PS
To keep the costs of production, the actors that make up the cast of Heart of China are members of staff or their relatives and friends.