#the only childrens pc point and click adventure game i played as a kid
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The Epitaph of Anything Goes
I decided that this morning I would talk about The Museum of Anything Goes and the subject of lost media.
For the uninitiated, The Museum of Anything Goes is an obscure "game" released in 1995 by Wayzata Technologies, a company that is so far under the radar that I was unable to find any useful information about it outside of TMoAG.
All I could uncover is that they published a few multimedia projects (which are essentially lost now) alongside some asset discs (clipart, SFX, etc.). That's it.
The brains behind Wayzata are even more difficult to locate these days: there are only two main names credited inside of TMoAG - Michael Markowski and Maxwell S. Robertson.
The game alleges that Michael and Maxwell are well known in the art world, but any additional information about the duo is scarce beyond the confines of the museum. Attempting to search for either name online turns up plenty of rabbit holes - but none of them have anything to do with the Michael and Maxwell responsible for TMoAG.
This is particularly fascinating because it essentially means that TMoAG is the only accessible record of their lives. Before we dig any deeper into that statement, let me step back and actually address what this game is.
The Museum of Anything Goes is, by definition, a virtual art museum. Functionally it's a prerendered point-and-click adventure game where you can explore a bunch of multimedia exhibits that give the surface-level impression of a children's edutainment game, but once you start exploring further it reveals a side that firmly plants the game's feet into a haze of substance abuse and surreal humor.
Many exhibits are essentially just toying around with the astonishing new powers of CD-ROM. Everything has to make noise. Everything has to spin and flitter around. There's an air of genuine excitement for the medium, and I can't help but find it extremely charming.
The game also functions as a scrapbook, filled to the brim with photos of random trips to the zoo and snow-mobile rides with friends. At one point we even get insight into something as specific as Michael's one-year job as a tutor at a Chicago middle school, where he talks about how it opened his eyes to how poorly funded and mismanaged the school system is.
It's simultaneously quaint and chilling to see so much personal history packed into a world doomed to obscurity. As I explore the deeper parts of the museum, I contemplate if the creators are still alive today. It's a bit morbid, but imagine that - you create a single obscure game with your friend and it's all the world can see. TMoAG is currently the only surviving piece that gives any insight into who these two men were.
While many exhibits are lighthearted or nonsensical, there are occasional moments where the game dips into the eerie.
One exhibit has the player kill a man by dropping him from the sky, and after burying him you open the coffin to a video of a rotting pig carcass being put into an incinerator.
Other exhibits just feature simple 3D renders shifting around a dark screen while haunting groans play in the background.
While I would never refer to the game as "scary," its darker moments combined with the occasional mature subject matter definitely begs the question: Who is this game for?
You have to remember that this game came out long before the concept of "alt-games" had become codified in the digital space. Sure, unconventional digital art had been around before the advent of 256 colors, but TMoAG was being sold on disk as a game! It came out 2 years after DOOM hit shelves!
The trend of using the PC for entertainment was certainly on the upswing around that time, but It's not like TMoAG had a massive audience to find a niche in. With its mature themes it certainly wasn't suited for the kids market either, so who was it for?
At the end of the day, it's a moot question. We already know the target audience for The Museum of Anything Goes: Nobody. It doesn't have an audience because by its nature, TMoAG wasn't being made FOR someone, it was being made BY someone. It's a raw, unfiltered form of personal expression.
I think games like these are pivotal, because they question why people assume a game has to exist for the sake of being a consumable product. TMoAG certainly has the shape of a product: it features an intro cutscene, it has a tutorial, it features intuitive UX, it even has a map! These are all features that are solely integrated to provide comfort to an end-user. But once you actually wander around the museum for a bit, you realize how bizarrely its packaging fits its contents.
I think TMoAG is criminally underrated. It's not because its core content contains some earth-shaking truth, it's because the game defied all odds and cheated death.
How many thousands of other personal projects were deemed a little "too exotic" to be archived? How much history was lost these past 40 years as the digital space evolved and ate its old skin?
God knows how many other TMoAGs we'll never learn about because they weren't lucky enough to be preserved.
The Museum of Anything Goes isn't just some nonsensical art piece, it's a grave marker for so much lost media. Its existence is a reminder that some people's lives were fossilized, then macerated into nothing because a construction company built a skyscraper over them. The only evidence we have of those other games existing is this little fossil that somehow slipped out from under the skyscraper unscathed.
Even though so much has been lost, TMoAG survives as an epitaph.
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i was rummaging thru drawers lookin for a pet brush cus shedding and i found some old shit i forgot abt
#shut up sombre#like i found an old pc game called moop and dreadly that gave me crazy amounts of nostalgia cus that was like#the only childrens pc point and click adventure game i played as a kid#and i found sum old cds n dvds including a nightmare before christmas disk i didnt even kno was lost#and also an old mcdonalds bakugan toy from like 2011#which i googled for a bit and apparently he is a razenoid according to a random bakugan wiki#which was the only place w decent photos of the bakugan toys from then for some reason#finding him reminded me there was a similar girls toy™ happy meal toy that was like the same concept of a ball that opens up#into a creature but instead it was a cute lil animal thing#i think theyre called zoobles#i had one a them too but idk where it went f
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Power
The power went out last night, an hour after I’d stocked the fridge and a half hour before we were going to start making dinner. The last time the power went out, Ladybug was in school and I was just across the parking lot, at the rec center. Somehow the cardio machines were still functional, so I carried on with my workout – and it never occurred to me that my daughter might be fifty yards away, in the dark, and scared. Only when I picked her up did she coming running up to say, “Mommy, the power went out and I was as brave as I could be!” It turns out she was in the bathroom with two other preschoolers when the lights went out; the three of them held hands and walked back toward their classroom. They were picked up on the way by the school librarian who had come to find them, and they were very proud of themselves for being so clearheaded in the face of an emergency.
Last night, once the lights went out but before it got fully dark, we pulled out candles, headlamps, and flashlights and geared ourselves up for the possibility of a long evening with no power. After the lights had been out for ten minutes, I started calling restaurants around town to see who was open. On our way to Fat Stan’s, we tried to figure out where the grid started and ended; the power was on at the post office but off at A&P across the street. I later found out that our Coast Guard friends who live ten miles north of town lost power too. (They had cereal for dinner, which didn’t actually cross my mind. When your preschooler inexplicably hates eating in restaurants, you jump at any chance to say, “Sorry, we haveto go out.”)
I was slightly disappointed that the power was back on when we got home, but I can’t say I was surprised. As many outages as there have been since we’ve lived here – I think it’s up to four – they’ve never been long. It was Flo and Ladybug who reported back from their respective schools the most common reason: bald eagles get tangled up in the wires and blow the transformer. (Or as Ladybug put it, “They break the wire and the power goes out.”) I grew up with power outages, though rarely in Brooklyn. We spent our summers at a little house in Maine (the Canadians across the lake call them cottages, and New Yorkers would call them cabins, but the locals on East Grand Lake all call them camps.) Life at the camp was simple. We kids had a dishwashing schedule which rotated meals by day – really easy with three children in the family. If you had the breakfast dishes you were in luck; a handful of oatmeal bowls and then you could run out and go swimming. Lunch got more complicated, and dinner was the absolute worst, so one of us came up with a compromise: you could choose to cook the meal, and then Mom and Dad had to do the dishes. This is how and why I learned to cook – not because I had some deep love of fine cuisine (although I was always a fan of beautiful illustrated cookbooks) but because I wanted to avoid the odious doing-of-dishes. There was also no television at the camp, and the only person with a computer was our dad – a big hunk of plastic we all called “the IBM PC” – so all fun had to be analog. It’s funny to think that losing power would be such a big deal in that context – we were already living a pretty low-tech life. But it wasa big deal. Some of the most fun summer evenings I remember involve playing Scotland Yard by candlelight. (If you’ve never played Scotland Yard: do yourself a favor.)
So our power was back on last night, but I tried not to let the power of the adventure fade. We all stayed in the living room together, doing our own separate things part of the night, but then reading some new library books together, playing limbo with a jump rope. I’ve sometimes felt sad for our little one that she doesn’t have any allies in the house; if the grownups don’t want to limbo with her, she’s on her own. It has bred a creative spark in her, which is cool. I often see her instructing an entire schoolroom filled with stuffed animals, or turning empty sketch pads into letter-learning workbooks, a doll by her side. But I do think she’s lonely at times: there is no dishes chart, because there’s simply no one to share the task with. One would think an evening in the dark might exacerbate that, but I’ve always found power outages to be thrilling and to bring people together, and Ladybug seemed to agree. Right when the lights clicked off, she and Flo raced down to pick up a package at the post office – a task she might otherwise not have wanted to do, but she was too curious to see the post office bathed in darkness. Even the drive to dinner became an adventure, as we looked for lights in all the businesses we passed and discussed which friends might also be in the dark.
We had something of a haphazard earthquake kit in California; Flo was convinced that the most important element was ramen, but half the case of ramen ended up in my trunk and I couldn’t tell you where the other half was. (Also. I’d have to be very, very hungry to eat cup-a-noodles at this point in my life.) We did have several big jugs of water at the ready, and a first aid kit. But the tricky part about an earthquake kit is where to keep it: what will be destroyed in an earthquake? Where will you be? If you’re somehow trapped in your kitchen, you’ll be fine for awhile; no one keeps an earthquake kit in the bathroom, but of course that would be the worst place to be stuck – no food or drink if the water turns off, and a window too small to escape from. I lived in LA long enough to feel several earthquakes. I was two blocks from the epicenter of a pretty big one and even though it only lasted ten seconds or so, I’ll never forget the feeling of my feet losing their grip, my body tossed around like I’d come unglued from a snow globe. Flo lived through the Northridge earthquake, which shut down the city. He still talks about the eerie devastation of it, 25 years later.
These are eventualities we don’t have to consider anymore, but it’s a good time to put together a power outage kit. We’re going to consolidate our flashlights and headlamps, buy some more candles, throw in a deck of cards. Maybe we’ll put some sort of treat in the box – something we only have when the power goes out. I’m at the stage where I wonder how many more outages there will be before the baby comes. Could there be one while I’m in labor, the entire maternity ward going dark, Ladybug at home with her aunt or her nana, proud of herself for being as brave as she could be? The funny part about a baby is how little he will require: there’s no need to add anything to our kit for him. All this baby will need, for a very long time, is us. Someday we will have a dishes chart, maybe inspiring one of our children to learn how to cook. Someday we’ll play Scotland Yard (we’ve already tried, but it’s hilarious with a four-year-old.) Someday I’ll look up and see Ladybug building her schoolroom, forcing a little boy to sit quietly and listen to her, the way I did to my very accommodating younger sister. It’s been a tough couple of years, getting us to the family that we want – a blog post for another day, perhaps. But in the day to day, caught up in the mundane details of child-rearing, the grief melts away and it’s all very simple: a board game, some library books, limbo-ing with a jump rope. It’s the stuff of life, and there’s power in that.
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My Amazing Human Body Game Online
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My Amazing Human Body: A multimedia program designed to teach children about human anatomy and physiology. A 3D skeleton character helps children learn about the human body with interactive activities such as What Am I Made Of, Take Me Apart, Build Me a Body and Me and My Day.
My Amazing Human Body (Video Game 1997) - IMDb.
Take the human body quiz to see how well you really know yourself - inside and out. Question 1. 1. How many types of muscles are there in the human body? a) One (skeletal) b) Two (skeletal and. My Amazing Human Body educational PC game by DK (Dorling Kindersley) Multimedia, 1997.Note: This is the North American version. The UK version can be viewed. Genre: Point-and-click. Platforms: Mac, PC (Microsoft Windows) In this fantastic and funny anatomical interactive adventure, children join Seemore Skinless, a mischievous 3D skeleton, in a variety of games and activities aimed at answering commonly asked questions about the body. They'll learn about human anatomy, health, nutrition, and much.
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Our human body for kids information includes an awesome range of free games, fun experiments, science fair projects, interesting facts, amazing videos, challenging quizzes and more! Learn about health and growth, the human skeleton and all kinds of interesting human body topics. As well as activities for children, there are also lesson plans.
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Each human body game breaks down one part of the body and teaches about it. The students will be engaged by the exciting graphics and different moving parts of the body. From deep within the cells to the skin that covers the entire body, students learn what makes up our bodies, as well as how the body functions as a unit. Bacterial Invasion - Online Game. Description: Choose whether you want to be Strep Throat or the Influenza Virus. Your job is to infect your host as quickly as possible. Because bacteria and viruses know the anatomy and systems of their hosts very well, you need to demonstrate your knowledge of the human body to succeed in infection. Type. Reviews the different systems in the body. | The Amazing Human Body Tara Parra | Biology - Learn about the many different kinds of living things. Got it! This website uses cookies to ensure you get the best experience on our website More info.
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Feb 11, 2016 · Just to name a few, they have intestines, skin, bladder, brain, lungs, spleen, uterus, stomach, eyeball, placenta, prostate, thyroid, etc. For this game, we read through the laminated placemat. It has the name of the organ, gland, etc and a small description of what its job is in the human body. A book that takes a young reader on an exciting and unique journey through all the working parts of a human body. My Amazing Body Machine dives deep inside our human bodies and into our intricately wired brain, teaching young readers about the human anatomy. With clear text, close-up photography and fascinating bite-size facts about the human.
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Dk My Amazing Human Body. The other CDs I received are as follows: My First Amazing History Explorer, My First Amazing Science Explorer, My First Amazing World Explorer 2.0. If anyone could help me out, I would really appreciate it!! My kids played these games on the (old) computer at our local library. In this fantastic and funny anatomical interactive adventure, children join Seemore Skinless, a mischievous 3D skeleton, in a variety of games and activities aimed at answering commonly asked questions about the body. They'll learn about human anatomy, health, nutrition, and much more through fun activities like "building" a body and "a day in. My Amazing Human Body Game Online. 8/23/2020 GAME Listing GENERATOR. Be aware that credited to the fact that there are usually thousands of titles in the database, some little part of them may not really consist of some data and most recent releases may not be included immediately after the elite.COMBINED GENRE - Defines the 2nd style of the.
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Here is the video game 'My Amazing Human Body'.Released in 1999 on Windows, it is still available and playable with some modifications. It is an educational game, set in a game/trivia/contest program and was released on Mac as well.
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30 Day Video Game Challenge ↳ Day 1: Your First Video Game
I'm not entirely sure on this one so I'm just going to go with the first games I remember playing as a kid. Growing up I unfortunately didn't have any consoles at all until the Gameboy Color and I didn't own a home console until the PS2. What I did have as a kid was a PC. Now, I would love to tell you I played something cool that would give me some gamer cred like Doom, Half-Life, Baldur's Gate, Quake or StarCraft but sadly I didn't have any of those games. My parents, being fairly conservative and overprotective, only bought me educational games and other games made for young children. This isn't to say that I didn't enjoy these games as a kid and I don't still have a soft spot for them now but I'm sure most gamers would laugh hearing that these were the games I grew up with when 90s PC gaming had so many games that are still revered to this day. Still, these games are my childhood and I loved them dearly as a kid.
The ones that stick out the most in my mind are the Humongous Entertainment games: Spy Fox, Pajama Sam, Freddi Fish and Putt-Putt. I don't fully remember which of these I played first and I kind of associate them all together so I'm just going to talk about them all as one of them was my first video game. The ones I most remember playing were Freddi Fish and the Case of the Missing Kelp Seeds (1994), Putt-Putt Saves the Zoo (1995), Pajama Sam: No Need to Hide When It's Dark Outside (1996) and Spy Fox in "Dry Cereal" (1997). Purely based on the release dates its pretty likely that I played Freddi Fish first but it honestly could have been any one of them as I don't quite remember when we got our first PC games. For those who don't know, all of these games are children's point and click adventure/puzzle games. These games provided me hours of entertainment as a kid and were definitely some of my favorites among our PC titles. Out of all of them I'd say my favorite was the wisecracking Jame's Bond spoof, Spy Fox. I always loved the random humor in these games and working as a secret agent with plenty of odd gadgets to unravel the ridiculous schemes of William the Kid C.E.O. of N.O.G. aka Nectar of the Goats Corporation. Despite the fact that these games are rather easy and simple for an adult I still have a soft spot in my heart for them and own all of them on Steam where I occasionally revisit them for the sake of nostalgia.
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Why I dislike Amy’s Piko Piko Hammer
I’m a relatively strange individual in that over the last couple of years I’ve come to dislike Amy’s Piko Piko Hammer. I know that it’s an iconic part of her character but I just can’t bring myself to like it any more. As it has become a topic in most discussions that I seem to have anymore I wrote up a 6300 word explanation to try and detail why i dislike so it would be easier for others to see where I’m coming and thought I’d share it here too. So here it is
Amy Rose, one of the most well known and controversial characters in the Sonic the Hedgehog franchise since her adaption into the games back in 1993. Debuting as a fangirl damsel in distress who Sonic rescues and subsequently flees from, she would continue to persist in the franchise in spinoff appearances interacting with the rest of the cast and continuing her crush driven pursuit of Sonic. Come 1998 she was granted her first chance at being in a mainline platformer entry in Sonic Adventure. In this game Sonic Team experimented with giving every character their own unique way of playing through the game with each playstyle being further and further from Sonic’s own, and the one that put the franchise on the map to begin with. Some were reasonably accepted and others weren’t. Amy’s was one that was criticized primarily for a lack of speed and made the toy hammer she used in Sonic the Fighters a staple of her character. In time the hammer would become an element of Amy’s design that I would come to dislike and not even believe that she needed at all. To understand the many problems I have with the hammer, the role it has in gameplay, in its use, thematically, and Amy’s reliance and affiliation on/with it, I must first provide a retrospective of my own history with the franchise and how my viewpoint of the series changed when I looked back on it with the announcement of Mania.
At the age of five in 1991 I was living with my parents in the house they had just bought. My dad was a diehard SEGA fan who hated Nintendo with a passion and owned both the Genesis and Master System and he was finally allowing me to start playing video games. I immediately became attached to Alex Kid and though I was no good at the games I absolutely loved them. Then one day my dad brought home Sonic the Hedgehog. It was unlike any game I had played or seen my dad play and though I was not good at it, it completely enthralled me. Then came 1993 and Sonic CD, and my mind was blown away again. From the diverse levels and time traveling experience to the amazing opening and ending animations it was the game that solidified my interest in Japan and that I finally got good at playing Sonic games with. I was the first of my family to beat it and everything about the game won me over and Sonic, Amy, Metal Sonic, and Eggman won themselves permanent places in my heart. To me anything American made was dead and to this day I still do not know how I knew about Eggman and Amy’s Japanese names at that time as they were not used in the USA. Then though the dream was over as my dad sold his Genesis and Sega CD. I would not be able to see Amy again until my dad bought Sonic Jam for the Saturn and she appeared in the updated version of the CD ending as well as the CGs that were included in the game. For years I played the original trilogy with my younger brother but those games never captured me like CD did. Then Adventure came and I was enthralled all over again. But things were different, there was voice acting that was nowhere near as good as the Japanese voices in the OVA trailer included in Sonic Jam and Amy and Eggman had been redesigned almost beyond recognition and Amy suddenly had a hammer which origins I learned about through game magazines at the time. But back then that didn’t matter to me. I could play as one of my favorite characters and it was awesome with me loving her Hammer Vault more than anything else she could. I would spend hours just running around Station Square Hammer Vaulting over and over again because it was just so much fun. Then my sister one day brought home Sonic R and Sonic CD for Windows and the magic of that game was rekindled. I would play for hours and it was the greatest thing in the world. It was Sonic at his purest and nothing compared, not even the uniquely enjoyable Sonic R. I enjoyed Sonic Adventure 2 when it came out, but it was not CD and Amy had been removed from play except in competitive mode where she was just a slower Sonic, who himself disappointed me beyond instant Light Speed Dash compared to Adventure 1. Then the end seemed to come as SEGA withdrew from the console market and I was faced with the fear of Sonic having come to his end. Fortunately that was not the case as Sonic Heroes debuted across all platforms and I played it on my older brother’s Xbox. The game had everything in it that should have made it my favorite, but the cheesiness and way Metal Sonic was handled just disappointed me. There was also Amy who though playable again, was lacking her Hammer Vault from Adventure still and stripped most of the fun out of playing her for me, and when combined with her teammates and easy mode difficulty left me almost never revisiting the game as even Sonic was missing that purity that I so loved. Not surprisingly I returned to Sonic CD and mostly just watched my sister and younger brother play Shadow. Then 06 was revealed and something about it captured my imagination like nothing else had in a long time. Even with the game’s problems I was one of the few who was fortunate enough to not have that many glitches appear as I played the game and generally enjoyed it. But there were more disappointments and my family pretty much stopped caring for the franchise at that point beyond my younger brother who mostly stuck to CD like I had for year before as well. When Unleashed was first teased I remember being apprehensive about the Werehog idea but then that first trailer with Endless Possibilities won me over and everything about the game seemed right. Sure I was disappointed by the Werehog and how Tails and Amy weren’t playable, but they seemed so much better represented than anything I saw in what little I watched of Sonic X. It was a grand adventure again and Sonic was Sonic again, at least during the day. At that point though, while my younger brother played Unleashed even he had pretty much given up on the franchise having forward progression and pretty much stopped talking to me about the franchise. Fortunately for me I had discovered the SEGA forums around this time and between the community and the wikis my eyes were opened up to so much more. I learned a great deal about the Archie Comics which I had previously ignored due to my preference for the Japanese side of things and discovered so much more. I just soaked up as much of the franchise as I could. When Sonic Colors came out for Nintendo only it was disappointing but the forums kept me informed and in the game to an extent. Then there was the day of Sonic Generations reveal and my dad showed it to me when I got home from work and it was a game I had to have. But the more I studied it, the more it was wrong. Classic Sonic was round and chubby instead of sharp and dynamic. I was exposed to the belief that he was always cute in greater form than I ever was when I first heard such comparisons drawn by Morgan Webb on X-Play back when Heroes released. Everything seemed wrong but I bought the game anyway and was blown away by what was being done level-wise for Modern Sonic but was disappointed by so much of the game that I couldn’t revisit it. It wasn’t just Generations though, everything was going completely sideways from what I knew and loved about the franchise and I could no longer even retreat to Sonic CD because the PC it ran on had pretty much died and all of the working PCs could not run a Windows game that old. Christian Whitehead’s remake was a godsend in a way, but it too was wrong. I was able to finally experience the Japanese soundtrack for the first time, which immediately won me over in game context, but Sonic felt so heavy and slow compared to the Windows version that I just stopped playing because it didn’t feel right. Somewhere around this time I managed to finally be able to watch the subtitled version of the OVA with my younger brother and it was one of the most nostalgic experiences we had ever had. Sonic was Sonic, Metal Sonic was Sonic. Tails was fast and competent, and Knuckles was probably the most enjoyable I had ever seen him even though he was removed from his role in the games. It was everything I wanted though, bar Amy missing, and it made me wonder how much I was missing from the old days of the Japanese side of the franchise that never made it over. It was at that time I found Sonic Retro’s archives and my world was opened up again in ways that the Mania previews couldn’t touch.
Of all the arguments that never made sense to me in my time in the fandom it was that Sonic was a children’s franchise so it should be full of weak comedy and Teletubby levels of childish harmlessness. It was an argument I had never seen pre-Shadow the Hedgehog and made no sense in the context of Sonic being a teenage rebel with an attitude as I had been introduced to him back in 1991. I found myself frequently siding with Adventure diehards in the belief that the games were so much more but I had no real context for what I was talking about. But I finally realized that Sonic really was a children’s franchise when my younger brother translated the story in the first Sonic Drift and I saw that Amy addressed Sonic as Sonic-sama. It’s so hard to describe what it was that clicked due to the use of that Japanese honorific, which implies utmost respect and on occasion even admiration, but in that moment I realized that characters around Sonic’s age actually undermined the franchise being a children’s franchise. Sonic was a character of the nineties, a character who parents feared being a bad influence on their children because of his rebellious ways and cheeky attitude yet here was this eight year old girl who looked upon Sonic with such admiration and respect. And why wouldn’t she? She was a hedgehog and adventurer herself in a world where Sonic was the most famous hedgehog in the world, so much so that even a fox (a hedgehog’s natural predator) wanted to be like him. He was a role model. He was the cool teenager that your best friend’s older brother was. The problem solver. The one you wanted to be like because he was that awesome. That was who Sonic was and I had forgotten that at some point in the years since I was first introduced to him. I wanted my brother to translate more of the untranslated material from the Japanese side but he refused for reasons unknown to me so I instead started reevaluating the series and what it was. Everywhere I looked where another character around Sonic’s age was introduced it smothered the influencing effect he had on young children in favor of the Shonen Jump tenet of friendship, and Sonic changed over time from being the cool teenager who young kids looked up to into this shining beacon of righteousness who corrected the path of everyone he met. But who he was was no longer there and Tails trying less and less to be like his hero as the years went by nigh completely erased that aspect of Sonic’s character. But back then even Amy had that idolization of Sonic, instead of a hammer that she swung at him with if he refused to go on a date with her. Her idolization was gone in favor of violent jokes played off her infatuation. She was not the genki girl I loved but some green eyed monster who was routinely accused of being a stalker and yandere. While plenty of arguments were made in her defense it was not enough for me. I had to see what was missing from Amy’s character and so I studied the games and discovered some amazing things. Amy was introduced as a damsel in distress, but how much of a damsel was she? If I went by Sonic Adventure she should have been perceived as a helpless damsel before then but this clashed with her tomboy description and Rascal nickname from CD so I would have to look at her from before then. My starting point was again the Japanese manual of Sonic Drift where, according to what my younger brother translated, the car that Sonic drove was praised by the hedgehog for being nearly as fast as he was. That meant that since Amy was competing that she was driving a car that could nearly keep up with Sonic. Taken in context that means she had the strength and reflexes to control such a car and actually race against Sonic. This was taken to its extreme in Sonic R where Tails supposedly upgraded her car and she was now competitive with a cast of characters who could keep up with Sonic on foot in one way or another. She was significantly more impressive than some average person or damsel in distress. But how much further back could I trace this astounding competence of Amy’s. As it turned out, all the way to Sonic CD where she debuted and Sonic Team Japan presented her as a damsel in distress. What they did not do though was make her helpless. She traveled to Never Lake under her own power led on by nothing but a message from her cards and a love for mysterious things. Upon arriving she didn’t just hang around the lake but got herself up on Little Planet which the only demonstrated way up within the game and manual was Eggman’s chain, which can be inferred to mean that Amy made her way up there by that method. Then on Little Planet she demonstrates enough strength to hold Sonic in place if he is moving slowly enough and makes it through Palmtree Panic to Collision Chaos before Sonic. Later in the game once she is rescued from Metal Sonic she appears at the end of Metallic Madness after Eggman’s defeat, but is shown catching up with Sonic. This can be inferred to mean that she made it through Metallic Madness on her own, navigating all of the death traps designed to stop Sonic himself. But what about her being a damsel in distress? Considering she was captured by Metal Sonic who even Sonic cannot straight up defeat in head on confrontation instead having to simply outrun him, then Amy’s capture makes sense. She’s not as fast as Sonic and even Sonic can’t beat Metal so of course she is captured. Not because she is helpless, but rather because she was simply outclassed by something beyond her abilities. In light of this, when discussions about Mania and Amy being included were ongoing I proposed that Amy did not need her hammer and could be included without it. This resulted in me being ostracized due to a general love of Amy’s hammer and her Sonic Advance 1 gameplay amongst the community. Faced with such a reaction I decided to look at the place of Amy’s hammer in the games and the more I studied the more I disliked the hammer and the more I believed that Mania was a chance to re-explore Amy without it as it had no place in Naka’s original rolling gameplay that gave birth to the franchise itself, no less Sonic the Hedgehog, the object of Amy’s affection and the hedgehog who she has enough respect and admiration for to use the -sama honorific in pre-Adventure content.
I don’t recall where I first heard the story but I have seen it revisited several times over the years; how Naka when tasked with creating a paltformer franchise created rolling momentum based gameplay based on the movement of a ball so as to allow continuous movement without stopping to attack, instead bumping into enemies to defeat them. While that formula was tweaked heavily over the years, and even abandoned for a time, it is still something that is genius in its execution and simplicity. Using a hedgehog, a creature that naturally curls into a ball to defend itself, was even a further stroke of genius as it created the necessary imagery to connect the concepts of attacking and rolling together due to a hedgehog’s quills and the motion of a ball. When Sonic curls into a ball you know instinctively that a ball of spikes will do damage, so it is naturally affiliated with attacking, especially since when Sonic jumps he curls into a ball and damages any enemy he bumps into. Then the fact that Sonic curls into a ball when he ducks tells the player that if Sonic curls into a ball while running he will roll and carry any momentum that he had while running. It is absolute genius simplicity that provides both depth and ease of play. There is no memorizing numerous button inputs and combinations, just running and curling into a ball. Deceptively simple, but when combined with solid, engaging, and imaginative level design the possibilities are near endless, and above all, fluid. The intention of achieving continuous movement is met with this simple design that is both easy to pick up and play and provides as much depth as the levels have variety. It is this formula which the franchise built itself upon and that always pulls me back on the gameplay side of things. As much as I enjoyed Amy’s Hammer Vault in Sonic Adventure it was never as engaging beyond just enjoying doing it. It required sometimes excessive effort to pull off and in turn was frustrating in level where it was meant to be used. The compromise for this was to create a complex command system for Amy that has been described by many as a hard mode in Sonic Advance and excludes all traces of the original rolling gameplay to defeat enemies by bumping into them. Simplicity was gone and what should have been intuitive instead required major experimentation to even begin. Yet in the same game the traditional gameplay still existed and could be used to complete the game without the use of any other ability tacked on. So why make Amy so complicated? I’ve heard plenty of arguments, some ranging from thematically to others that argued for uniqueness. None though could ever address the fact that Amy is a hedgehog who lacks her natural ability to curl into ball and take advantage of the original gameplay design. But gameplay complications further arise from there
Jump /\ /__\ Run Roll
Jump /\ /__\ Run Swing Hammer
Take the two triangles above. They describe the basic gameplay that the franchise began with and Amy’s gameplay. While they are similar, 1/3 of Amy’s gamplay is completely different and leads into a series of complex additional commands as well as a focus on melee gameplay which requires stopping to fight instead of maintaining the flow of continuous movement. As the versatility of “Swing Hammer” becomes even more in depth the triangle become unbalanced and you no longer have a platformer but a brawler with platforming elements. It is fairly disingenuous and betrays the simplicity and intention of rolling so as to not need to stop to defeat an enemy. It puts an emphasis on combat based gameplay instead of movement based gameplay. When approaching Mania and its return to the top triangle and the simplicity it relies on there is no room for the hammer, and thus Amy if she must have it. As someone who wanted Amy playable in Mania and was starting to have a desire to see how she could be explored without the hammer in a setting where it was not as much a part of her character, the insistence that she had to have that overly complicated gameplay even in a setting that thrived on the use of simple gameplay played into my dislike of the hammer. In a way, it was keeping one of my favorite characters and gameplay styles separate. I could not have both and that just seemed wrong since Amy originated in that gameplay era.
Further discussions I would have about Amy’s hammer and its use in the franchise would only fuel my dislike of it as I began to see it as a rather twisted and horrible tool. To me, Amy is a genki girl, or a girl who is overwhelmingly positive, optimistic, energetic, and is always trying to get everybody to have as much fun as she is so that they too can be happy. She is joy incarnate in a way, yet the hammer is the very opposite of that. While it is designed as a toy, a hammer is technically a tool for building things but that is far from what Amy primarily uses it for. She doesn’t build anything with it beyond fear as she wields it as either a sledge hammer or war hammer destroying everything that gets in her path. This destructive use of the hammer combined with the temper introduced to her character in Sonic X would convert what was once a silly toy into weapon of entitlement where any time Amy would not get her way she would bring out her hammer and get her way in an instant. She was no longer a genki girl, but an over entitled brat that no one would put in her place for overwhelming fear of her hammer. If she didn’t like something, just swing the hammer and the world would fall in place, a far cry from the bubbly and energetic girl who could win people over with kind words and a smile by calling out their inner good. To make matters even worse, she would turn that same hammer against Sonic, the very hedgehog who holds her affection and who she was once demonstrated as having enough respect and admiration for to use the –sama honorific when addressing him. But even beyond Sonic, her supposedly best friend Cream is also an unfortunate victim of hammer abuse if some her lines throughout the franchise are anything to go by. As the lead heroine of the franchise I find this type of behavior from her completely inappropriate, and further, as someone who sees the franchise as a children’s franchise it is content that can teach children all kinds of twisted values. It shows that if you want something bad enough you just have to swing anything you can make a weapon out of, even your toys, as hard as you can and everyone will fall in line. It’s a horrible lesson and not one that should be being taught on any level. For example, take Knuckles and his ability to punch. In his debut game he is demonstrated punching on a number of occasions, including at Sonic and Tails, but once he is playable his punching is a not an option for the player unless they try to use his glide leaving him instead to use Sonic’s special abilities. To a small child this can appear as only villains punch people and it is very hard for a good guy to punch anything, but instead a good guy has special abilities that they use to defeat bad guys. This can leave a profoundly positive effect on a child and can even potentially lead to a child having an interest in learning the right ways to deal with bad guys and maybe even becoming real life heroes like our police, firefighters, doctors, and soldiers. In contrast, Amy’s hammer encourages a more villainous approach of using weapons to get what you want and that if you act sweet enough everyone will let you get away with. It is disingenuous and is a horrible message to pass along to children. But it gets even worse. When Amy is using her hammer against her friends they are shown as weaker then weapons which undermines the roles of the heroes having special abilities to beat the bad guys. But then, if you take Amy’s hammer away from her she is usually made to be completely useless and helpless promoting a need for weapons and self armament. It is spectacularly tonally dissonant with the rest of the series and her optimistic ways.
Over the years the Sonic franchise has gone through many changes but one thing has stayed consistent; the image of a blue anthropomorphic hedgehog running with a confident smirk on his face to his next adventure. It is so iconic an image that at one point back in the nineties I remember hearing that Sonic was more globally recognizable than even Mickey Mouse. It’s lavish praise for a simple blue hedgehog who loves adventure but it speaks strongly of his image; red shoes for running and a shade of blue that evokes the freedom of the open sky and peacefulness of that scene. He may have a strong sense of justice and won’t stand for injustice but at the end of the day even he enjoys the peaceful times when he can run to his heart’s content. And that brings me to the image of Amy’s hammer. What does it imply if not combat. When it comes out everyone knows that Amy is intending to do harm. That does not evoke the peace that Sonic fights for and represents just by being. It instead evokes the very images of the conflict that Sonic puts an end to and is an opposite image of the optimistic girl that Amy is supposed to be. While it can be said that combat is as much a part of the Sonic franchise as adventure, to me part of what works is not glorifying traditional combat and instead using the fantastical specialness of a hedgehog’s ability to curl into a ball. It makes Sonic and his cast of characters unique from other franchises and can make any blue ball evoke thoughts of Sonic, or yellow with Tails, and red with Knuckles. But what about Amy? Well, when I see hammers I think of construction work, or the Animaniancs, or Thor and his hammer Mjolnir, or even Harley Quinn from Batman with the Tales of series usual being my first thought when I see the type of hammer that inspired Amy’s. It also doesn’t help that a hammer does not make me think of Sonic gameplay in any way and it does not conjure up images of rolling and running. As an Amy fan who wants to see more of her this lack of strong identifying imagery means that most people outside of the fanbase would not think Amy if you showed them a picture of a hammer limiting demand to see her. Even in fanbase it is not good as her hammer is usually affiliated with her violent representations where she uses the hammer in ways as to make people feel like she is a yandere, a type of character who harms those who show interest in their affection even going so far as to kill their affection so no one can have them. Further, when the hammer appears arguments for combat centric gameplay arise and sense of adventure is washed away in the wake of a clamoring for action. Praise is constantly heaped onto the hammer for its deep and involving platforming and combat. No mention is made of exploration and discovery with the worst parodies of the hammer simplifying Amy down to a cheep Incredible Hulk knock off. Imagery like this while made in good fun in some cases is disingenuous with Amy’s character. When you can show her on one hand as a bright and cheerful girl who you can’t help but smile at and then on the other where she is a hammer wielding force of terror it can be horribly jarring. While it could be argued that it shows multiple facets of her personality it can also be argued that she is treated almost as a Dr. Jekyll and Mr. Hyde character due to how different the personalities are. This change in imagery though is all controlled by whether or not her hammer is out. When there is no sign of it she is typically cute and adventurous with an all around cheerful disposition. Once the hammer comes out though, she becomes something else which is almost always affiliated with combat and destruction. This dual imagery is not conductive for a character that is intended to have a single image, especially one of being, curious, optimistic, cheerful, and adventurous. By affiliation with her hammer Amy is portrayed as having two extremes she can exist in which, while reconcilable are rarely shown as such with her either being in hammer mode or normal mode. As a fan of Amy’s character, hammer mode feels like a detraction to me that smothers the genki girl that she is at her best.
Amy’s affiliation with her hammer does more than just give her an unneeded violent image, it also affects her interactions with those around her. The first thing that typically comes to mind even in universe when Amy’s hammer appears is typically fear. Or occasionally in the reverse the sign of hammers will make the characters think of Amy. Her affiliation with her hammer makes her interchangeable with the sight of any hammer, effectively reducing her role to just hammer. If something needs hammered everyone thinks of Amy. It is a gross simplification of her potential in the franchise. She is never addressed as an adventurer or someone who has a great sense of intuition, or even just someone who can listen to your troubles and lend a hand. Her affiliation with her hammer and overreliance on it also cuts off her own potential for growth. As mentioned above, I see Amy as spectacularly competent and that she has been since Sonic CD when she debuted in the games years before she was given the hammer. Like Tails, she idolized Sonic and made every attempt to chase after him. Unlike Tails though who was gifted with the concept of flying like a helicopter to keep up with Sonic, Amy was given nothing back in that period and when she finally was adapted into a main game she still was not given gameplay that would reflect her pursuit of Sonic. Instead she was severely undermined and was even slower than Big the Cat. In a platformer series where you run fast and plow through enemies without stopping by curling into a ball she was made excruciatingly slow and provided a weapon that brought her to a stop every time it was swung unless she was going fast enough to Hammer Vault. In fact, her affiliation with her hammer at that time required you had to be going fast enough to attack without slowing down which was counter intuitive with Sonic design up to that point where you attacked by rolling so you did not slowing down. In other words, her hammer represented slow methodical gameplay in a franchise that was about moving fluidly with speed as a reward. Amy was instead rewarded with fluidity for moving fast but to tell you that you were going fast enough to be rewarded you had to wait for her hammer to appear, an almost cruel reminder of what it was that was keeping you slow in the first place. Even when the problem was resolved in the Sonic Advance series by giving her speed, she was still deprived of the classic rolling gameplay which allowed for fluid play as soon as you picked up the controller. But her hammer association would not get better from there as her next and final in her modern design platformer gameplay appearance in 06 sacrificed everything she had built up in prior games. From there it would not get better. Her violent image continued to get worse outside of the games and she was only considered relevant if she had her hammer. Her hammer became so relevant that when the Archie Comics did their 25th anniversary celebration with the Mega Drive Comic, Amy was only allowed to follow along because of her hammer and how it was useful with Sonic even then seeing her as at risk if Eggman decided to go after her. Her hammer is treated as so representative of her that when Eggman is bested in Cascade Temple Zone and everyone attacks him, Amy is left off screen with only her hammer being visible. In the next volume things get even more out of hand with the hammer as it is practically the only reason Amy, Tails, and Knuckles are able to best a dragon robot as swinging the hammer keeps Amy safe from its attack. Yet in the same issue her hammer is then useless against an animal container that Sonic can plow through with ease using the classic spin attack which is shared by Tails and Knuckles. She is again shown as useless if her hammer is unavailable even though she herself is a hedgehog who chases after Sonic and should be able to imitate him if Tails can. The fact that she doesn’t at all also cuts off some of her potential as a motivating character. Her and Tails were both introduced as characters who idolized Sonic and chased after him with Amy being the optimistic and cheerful one and Tails being the one who struggled to be confident. From a narrative standpoint it was a perfect opportunity to create a relationship between Tails and Amy as Amy cheered on Tails’ efforts to be like his hero even going so far as to give her best examples to show him that one could be like Sonic without being Sonic. Unfortunately it was a wasted opportunity and now outside of Sonic Mania even Tails has not attempted to be like his Hero in well over a decade. Amy meanwhile is waiting for a game where her hammer can fit in so she can finally be playable again. If she was not so affiliated with and dependent on it she would already be playable again and accomplishing who knows what. Just like Tails, the game she was introduced in showed she could keep up with Sonic and make it through Eggman’s death traps with only the most extreme of circumstances being beyond her, in her case a metal doppelganger of Sonic even he could not directly fight in game. It was a theme at that time that could have been followed to spectacular effect showing how Sonic could motivate young children to be all they could be in pursuit of what motivated them without fear of what others thought while subtly hinting at what is good and bad. Instead Amy out of all of the main cast, barring games like Sonic and the Black Knight and Shadow the Hedgehog, was the only character to be given a permanent weapon and not to have any lessons attached to it creating an image dissonance between a sweet bubbly character and nightmarish over entitled brat who even her friends were terrified of. It brings nothing to her character or her best moments, but her affiliation with it bars her from more traditional takes on the series and leaves her with a violent psychopathic imagery at its worse.
Though argued by many, I, after my long history with the franchise was able to look back and see it as the children’s franchise that it was supposed to be. A story about a blue hedgehog and his adventures and all of those he met and inspired along the way. As a children’s franchise the characters who best represented that were Tails and Amy, but where Tails was able to be like his hero for a while Amy was left out until she was given a hammer that did not allow her to truly belong. In light of the current times where equality and equal opportunity for all is being fought for in the public eye again, as well as equal representation for women, it really is a shame that Amy is held back from being able to achieve what Tails did in favor of a hammer. A message is left with Amy for any girl who wants to chase their dreams and that is that they will never be able to catch up to their heroes and so they might as well take up arms and make a ruckus until the world bends over backwards for them. That is one reason amongst the many above that I have detailed for why I dislike Amy’s hammer. I acknowledge its iconic place in the franchise but I would like to see Amy put it down for good and become a character like Sonic who fights for what is right and what she believes in without relying on the way of villains. I want to see her smiling brightly as she chases after Sonic with her heart on her sleeve and believing that she can catch up him. To me, as long as she holds onto her hammer she never will, because all she will be is the one who hammers, and not Amy Rose.
Whew that’s a lot. Anyway, I hope anyone who took the time to read this can at least see where I’m coming from. Not trying to change anyone’s mind, just trying to help them see why I have the stance I do.
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Audience
My targeted audience is people that like adventure games with branching narratives. I am aiming at people who like 2D pixel art and point and click games. The game is text based and in English only so the audience must understand the language to understand. The control scheme is mouse so a PC is required to play it. I wouldn’t expect the game to require powerful hardware because it is just pixel art with few moving parts and doesn’t have 4K textures or raytracing.
Assumptions about the audience
The targeted age group for my game is teens and adults that enjoy slow paced narratives. People who haven’t got a lot to do and want to get immersed in a story for a few hours. With the game only being on pc I can assume that not a lot of young kids will be exposed to the game because pc’s are less accessible to children then consoles unless a parent owns one. This is because pc’s are typically more expensive and require more work to maintain then a console which is a thing kids won’t be able to do properly.
PEGI RATING
I think the pegi rating is a 3 because it has no bad language or violence. There would have been very mild violence later on in the game if I had time to develop it to that point.
I am making the project to hopefully put it on itch.io to continue adding to my list of games. I want to be recognized on the website because it is a good way to advertise myself to potential employers.
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Terrific Backpacks
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If you look around, you will be in a position to uncover distinct sorts of backpacks. Most of these backpacks are not designed equally. There are simple backpacks, which will just carry the textbooks to college and backpacks, which are capable of managing excessive elements for outdoor camping. Some backpacks are developed to maintain specialised tools like mp3 players or laptops. As a result, if you are fascinated to know more about outdoor backpacking, you are in the right spot. Below shown are some of the different kinds of outdoor backpacks available in the market these days:
External Frame Backpacks:
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Internal frame backpacks are significantly more light-weight and more very easily maneuverable. The body of the pack is on the within, and there is enough storage for all your gear. These packs are great for prolonged prolonged adventures into the backcountry. The only downfall is that you can definitely shop significantly gear on the outside of the pack, as a result reducing your load ability. So just provide the necessities and have a excellent time.
Rolling Backpacks:
As backpacks with wheels are not new, each and every year we see significantly less and much less like backpacks and suitcases with wheels and have more classy attributes. With the new backpacks with telescopic handles and wheels are manufactured to be less apparent when they are in use. However, when the learners will wander to schools, these backpacks maintain the pressure of a large backpack for young children.
Notebook Backpacks:
As more and more pupils, especially secondary college and college college students have started to consider their laptops with them to school; new types of backpacks have emerged that are made to carry a laptop safely and securely. When seeking for a laptop bag, the last type need to follow perform. As there are diverse types of notebook backpacks in the market these days, you will be able to decide for the one absolutely, which fits your specifications. A notebook backpack should be capable to first keep your laptop risk-free, and appear modern. Thankfully, it is hard to uncover one that does both.
Notebook luggage should be well padded to take up the shock of the backpack should drop to the ground while the computer is within. Larger good quality of backpacks also has a different sleeve Padded laptop computer slip before putting it in the backpack. You have to also have adequate storage space for cables and other pc equipment, books and a scholar. The backpack itself should be gentle owing to the addition of the laptop can increase their bodyweight significantly.
Gadget Backpacks:
A backpack that is developed for carrying the mp3 gamers essentially have a particular compartment for gadget and a hole in front of the compartment to enable the headphone cord out of the bag. This enables the person to listen to his tunes while in the backpack. There are some backpacks, which are available with mp3 speakers, which may help other to listen to the tunes played.
Backpacks that are made to carry tools such as transportable gaming methods also have compartments to preserve programs and a selection of cartridges. Frequently, a backpack is designed to support both mp3 players and gaming techniques. If you are a scholar who is planning to carry a gadget bag, it is very critical to ensure that there is ample space for publications and other university supplies and journals appropriate for their gadgets.
Daypacks:
Numerous research have been carried out on the effects of backpacks on the back, and most scientific studies say that youthful learners require a backpack created to suit. That signifies more lightweight and modest backpacks should be utilized for students from kindergarten to highschool somewhere based on the size of the scholar. In latest years, a lot of backpacks are created with this in thoughts, and now you may get backpacks in a variety of measurements. Some of these smaller bags also come with patterns that the fascination of younger college students such as cartoon figures, tv and songs personalities or camouflage. These backpacks are made to have only the basics such as guides and pencils.
Sports activities backpacks:
At present, there are backpacks, which are mostly made to have sports activities utilities for the students. For instance, a backpack that is designed for a scholar who performs soccer can have a huge mesh pocket in front to maintain a soccer ball clay. You could also have a part of ventilation to location tacos and socks. There are also some backpacks accessible in the industry, which are specially developed to carry the baseball bats and gloves and developed to carry the basketball crew. For most of the sporting activities that a pupil can play, there has been a backpack designed to support have the staff.
The above pointed out are some of the outdoor backpacking available in the market these days.
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Kids’ Book v1.02 Mod Apk FULL Android Download
New Post has been published on http://www.elitegamersclub.com/kids-book-v1-02-mod-apk-full-android-download/
Kids’ Book v1.02 Mod Apk FULL Android Download
Kids’ Book v1.02 Mod Apk FULL Android Download Download
Kids’ Book v1.02 Mod Apk FULL Android Download
Kids’ Book v1.02 Mod Apk FULL Android Download
Modified and Updated:
Fox Tales: Kids’ Book v1.02 Mod Apk FULL FREE Android Download Hi guys. “Fox Tales” is an interactive story with features of an adventure game for children aged 5 to 12. It will be excellent both as an individual activity for a child and as a bedtime story, read out by parents. Since the text is visible on the screen, the story may also be a perfect aid when the child learns to read. The text may be read out by the parents or by a professional reader.
This is a great story of brave foxes, who set out on a long, dangerous journey. It all starts when one day there is a series of earthquakes on the Fox Island. Two brave individuals are chosen from among the fix tribe: ferocious Samar and Kala the hunter. Their task is to find the cause of the earthquakes and solve the problem. The foxes set out on a dangerous and long journey. On their way they meet many strange animals and oversize creatures and experience numerous unforgettable adventures and funny situations. Will they manage to trace the source of the problems and protect the fox village from disaster? See for yourselves.
You can buy this game for a fee in the Android store. (Apkxmod.com) You can also download FREE from the link below.
Game Name: Fox Tales: Kids’ Book Category: Android Games Download Game Type: Educational – Action – Adventure Release Date: 16.05.2017 Language: English Size: 204 MB Developer Company: OhNoo Studio File Type: .apk+obb Price Status: $ Mod: FULL
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Setup 1. “APK” install it on your device. 2. “air.kids.game.story.book.foxtales” folder “android / OBB” into the copy. 3. Enter the game.
Found files “ESET NOD32” virus scanning is done with the program.
Turbobit MOD APK + DATA Download Alternative Link MOD APK + DATA Download
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Kids’ Book v1.02 Mod Apk FULL Android Download
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Kids’ Book v1.02 Mod Apk FULL Android Download
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Kids’ Book v1.02 Mod Apk FULL Android Download
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Download Wii Cooking Dash 2016 Hack Games For Kids
Download Wii Games For Kids
A really cool website where you can download loads of broadband quality games is Shockwave which can be found at The kinds of fun games you can find on this site include car racing , card games, board games, music games, photo & strategy games, jigsaws, Working Cooking Dash 2016 Hack Free Download puzzles, shooting and word games, action, adventure, arcade, sports and kids games. Then once you find a gaming site you like, bookmark it so you have easy access to your favourite games easily and fast. Nothing at all remains constant and the same is true for playing interactive adult games online. Free handicapping contests allow players to work on the craft of selecting winners without the costs of making a pari-mutuel wager.
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Female gamers: can they game?
New Post has been published on https://workreveal.biz/female-gamers-can-they-game/
Female gamers: can they game?
They say Female gamers game better than male gamers. My earliest childhood memory is pointing and crying at a kitchen cupboard that presumably contained apple sauce. In my next most initial reminiscence, within the identical condo, my start father is gambling Mountain King at the Atari 2600 There have been different video games in our circle of relatives library: Berzerk, Asteroids, Haunted House, Adventure. But Mountain King, released in 1983, became mystical. It is also frequently stated, 30 years on, because the toughest sport for the Atari gadget.
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as the “Intrepid Explorer” my father could deftly manoeuvre up the mountainside, accumulating gems and hunting the elusive Flame Spirit, which seems onscreen as a dancing shadow. (As soon as the Flame Spirit is captured, it encircles the Intrepid Explorer’s head like a flickering, ghostly wreath.)
Then my father would assignment down the treacherous peaks closer to the Throne Room, that is guarded via the ominous Skull Spirit. He would kneel at the Cranium, provide the Flame, be granted safe passage into the Throne Room where the crown rests. As quickly because the queen became settled on my father’s head, the music – a violent However strangely lively rendition of inside the Hall of the Mountain King – would play. My dad might clamber returned up the mountain, in a ballet of arcing leaps. (There’s also a tremendous inexperienced spider that trawls alongside the mountain’s base, that is ever a lot greater scary to a toddler than grey bats are. In spite of the Atari 2600’s constrained sound competencies, the spider made this lousy skritching sound as he approached.)
From time to time my father made it to the top of the mountain But regularly he didn’t. This turned into after I’d usually pay attention him swear a little bit.
In lots of methods, Mountain King was my first bedtime story. And like any toddler with a favourite bedtime story, I wanted my father to inform it to me time and again. Best, my dad advised it to me with small, dexterous bends of the 2600’s joystick, with a cartridge and a tv set. He was in his late 20s then.
Besides, I assume this is how I fell in love with video games.
A year after my father’s death, my adoptive mother and father gave me a laptop, a Packard Bell 486-33. Of route, I in no way asked for a laptop – I wanted a Splendid Nintendo or, God helps me, a few type of Sega aspect – However my old dad and mum had decided that video games corrupt young minds and that PC video games are so much more highbrow. (For anything cause, recreation Boys have been high.)
I was pleased, though, and using Christmas 1993, I used to be on the line for the primary time. My piano instructor – an older neighbour with a brilliant-red dye job and a penchant for floral muumuus – taught me the way to navigate file directories in MS-DOS. Soon my piano classes had was me, an obstinate eleven-year antique, traumatic that my neighbour educates me ever-more tricky DOS commands.
It by no means As soon as struck me as strange that my piano teacher – a politically conservative retired nurse with cats – also became a Pc whiz. I don’t think kids ever absolutely be aware that form of component.
Or perhaps kids do. When I was round 12, my adoptive mother advocated me to inform an own family buddy what I desired to be when I grew up. “I need to jot down PC video games!” I instructed her triumphantly. “I’m going to be a clothier!”
“Well, then,” the lady warned, “you ain’t be capable of having children.”
“I gained,” I promised her in a serious voice. Proper around the time I demanded my dad and mum let me pick out my very own garments – being dressed like Patty McCormack from The Terrible Seed does little good on your social standing – I began choosing out my very own video games, too. I played plenty of Adventure video games during the next five years. Those games had been heavy on textual content and tale-pushed, and they took a long time to complete.
And at the same time as I gained defend it as a favourite sport, I keep in mind loving Myst once I first played it in 1993. Superficially, the sport is about strolling round, getting misplaced and clicking on matters; at its coronary heart, even though, it is very similar to Mountain King. Each is approximately a type of video game agnosticism; about learning an esoteric mechanical vocabulary and, from there, intuiting the way to absolutely play.
My mother and father had a coverage stipulating I wasn’t allowed to have a new computer sport until I’d finished the last one. After months of being stuck in Myst, I sooner or later lied. I don’t forget it because it was my first actual lie. I hated Myst.
Using 1996, most of my girl classmates had stopped gambling video games. I assume some of this had to do with societal pressures, but the rest of it had to do with the Nintendo sixty-four. Even now its controller is nonsense; in 1996 it was outright galling. Where had these types of buttons come from? Why became it shaped like that? Why become there an analogue stick stuck in the middle of it?.
In the meantime, liked franchises inclusive of Mario and Zelda had shifted from dimensions to a few, and not every girl become without problems able to adapt to those new spatial challenges. For the primary time, some us started out to think about console gaming as “boys’ toys”. I did, too, and that I began to regard my personal regular after-faculty laptop gaming as my secret shame.
I suppose 1998 marked one in every of video games’ hugest upheavals. The Sega Dreamcast – which would move on to grow to be a technical failure – supplied thrilling arcade studies (Loopy Taxi) for gamers at home. Journey games had been additionally trying to adapt and failing. Sierra’s King’s Quest franchise, as an example, chose that yr to alienate its in general girl target market with 3-D platforming and hack-and-lessen fight (which was routinely amusing But in the long run did no longer paintings. That attempt, King’s Quest VIII, would be the closing access in the series). The similarly maligned Gabriel Knight three has long past down in history as incorporating the dumbest puzzle of all time.
However that same 12 months, Sierra published a primary-person shooter known as Half-Existence, which instantly became the enterprise’s gold famous for high-quality. The market was flooded with modern thoughts, most of which failed, But Half of-Existence seemed to stick. And the marketplace, in turn, narrowed its cognizance and became greater homogenised in its services. A variety of genres died that 12 months.
In 1998, my very own tastes – which are fortunately flexible, luckily – adapted to this climate shift. The two CD-ROMs I took to college have been 1/2-Existence and American McGee’s Alice. Each day after lunch, my subwoofer boomed in time with the subwoofers up at the 1/3 floor of our residential university, wherein the men lived. Perhaps not coincidentally, my roommate transferred to every other university.
I loved multiplayer video games. Playing video games had continually been any such lonely endeavour; I’d ultimately determined others. I ended being shy about games, started evangelising approximately them.
The idea of gamers as a unified network become new to me – to each person. It felt like When someone abruptly turns up the lighting in a darkened bar, and you understand there are some humans within the same room, all jostling for the area and they all appearance distinct to what you expected (and lots of them, to my excellent remedy, had been ladies). I assume that second must be very jarring or scary for actual humans and Possibly makes them feel even extra alone.
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But I never wanted to move again to the darkness. I by no means once more wanted to experience like a 13-12 months-old lady, hopelessly by myself and disconnected, go-legged in front of a Tv or sitting at a computer, hiding.
In 2005, sparkling out of university, I took on freelance paintings reviewing games for a mag called Digital Gaming Monthly. I welcomed this work specifically to harass my mum. But I additionally took on the process due to the fact I intended there could be 13-12 months-antique ladies like I had been, who would possibly turn via the magazine and experience remedy to see my byline.
It wasn’t easy to work. I remember wondering that EGM has been probable giving me evaluations because a salaried writer couldn’t end them. I often received games Only days before the opinions have been due. Once, I fell asleep in the course of a longwinded Suikoden cutscene (a series where the participant has restrained manipulate). Every of those evaluations paid about £37. And I’m describing the enterprise When pay was at its exceptional.
In 2006, I commenced paintings as 1UP.Com’s community supervisor, an article role that worked with fellow writers, PR, builders, the advertising and marketing department and “person retention” groups. I was not very good at that activity and that i had never purported to be. I in no way labored Well in a group. I often want I could have remembered that approximately myself on my way in.
However the position opened my eyes to positive aspects of online gaming, consisting of harassment, abuse, threats and even stalking, and In many methods, it’s far an sad enjoy that I wish I should undo. After that activity, I spent a yr in therapy.
Weeks in the past, I wrote a 500-phrase opinion piece in the Mum or dad, titled “the way to attack a lady who works in video gaming”. I used my pulpit to sentence abuse, which is rampant in my enterprise. I have lengthy witnessed on line abuse firsthand, and that i trust the mainstream video games industry’s silence tacitly condones it. I don’t care who the goals are or what harassers can also agree with they have performed. it’s miles unacceptable. it is usually unacceptable.
But ultimately saying so was by no means my “dream article”. Once I, elderly 12, advised that female I dreamed of being a laptop video games designer, I used to be not dreaming of ultimately writing an opinion piece denouncing abuse. However acknowledging that violence exists is – sadly – enough to inspire it. Days after the book, I retired from writing approximately games.
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Then an editor on the Mum or dad requested me if I’d task out of my two-week retirement and give an explanation for why I like video games. It’s smooth to be coaxed out of retirement if you have loved video games for 30 years and written professionally approximately them for nine.
And so I had to take delivery of because I clearly do love games. Oh, my God, I cherish them, all the way down to my material, right down to the crude, essential Lego bricks that made me. I like what they’re, and what they can be. And that I wholeheartedly love everybody else who plays them, all people who would name themselves a “gamer”.
Being a gamer, though, way you essentially must trust in belonging: consider that people of all attitudes, from all walks of Lifestyles, can peaceably coexist. And while I would in no way outline myself completely by using just one pastime or function – whether or not it’s analysing comedian books, gathering toys, playing video games or being female – I do trust that some rare matters in Lifestyles, like loving video games, defy all limitations.
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Best PC Games I Played In 2016
So, this year has been pretty shitty for me and I haven’t been able to blog much unfortunately, but I’ve decided to start the new year off with at least one long-ass post written by moi and I’ve decided to do a fav games list! (Sorry for all the no doubt mindless attention to detail but I had to lol!)
Now let’s begin shall we?:
DROPSY
tw: murder
- This is the most charming and heartwarming game I have ever played, the rather scary looking main character not-withstanding.
Touted as the cause of a fire during a circus performance that ended up killing several townsfolk as well as his own mother, Dropsy is a point-and-click adventure game mainly about showing the people who hate the protagonist that he is innocent by helping them out with their problems in order to make them happy again and see Dropsy for who he really is: a rather freaky looking dude in clown makeup that genuinely loves everyone and who’s favorite activity is hugging literally everything he comes across (I am not even lying he even hugs a port-a-potty and it is adorable). Although not really driven by a main story, there is, in fact, more to Dropsy’s narrative than meets the eye as we learn the truth behind the fire as well as the revelation of the story’s antagonist, and the ending is as equally heartfelt as Dropsy himself is. The soundtrack is absolutely amazing and even though you might have a hard time discerning the images that the characters use in their speech bubbles instead of written dialogue in order to solve its puzzles, this game has quickly become a go-to for me when I’m feeling particularly glum and need a pick-me-up – and for that alone, Dropsy has become one of my favorite games of all time.
FRAN BOW tw: child abuse, tw: child sexual abuse, tw: Nazi experimentation
- Ok, this one was a no-brainer for anyone who has read my previous theory post about the game, but I am completely serious when I say go play this game asap.
The plot is about a spunky, mentally ill child named, of course, “Fran Bow,” who is trying to escape from the mental asylum she is being held in against her will as well as the dark presence of a demon-like creature named Remor during the 1940s in order to find her cat Mr. Midnight and reunite herself with her aunt Grace, and while the art style, imagery, and various themes are EXTREMELY dark and foreboding, this game will change your life – or, at least, your previous held views on young girl protagonists, mental illness, and young girl protagonists struggling with mental illness and still managing to be heroic, empathetic, and all-around badass. Although some will find this game hard to swallow due to all of the violence directed at young children as well as the fact that this game is basically just a giant metaphor to begin with - Fran travels through supposed different realities during the game and even Fran herself is not sure if what she is experiencing is “real” or not - I cannot recommend it enough. This game changed me and not only is it now one of my favorite games of all time, but I truly consider the ending to be one of the best in all of my rather meager knowledge of gaming history.
LIFE IS STRANGE tw: murder, drug use, sexual assault, sexual relationship between an adult and a minor
- THIS. FUCKING. GAME. This game made me fall in love with each of its characters, tore my sorry heart apart bit by bit as it’s story and its mysteries were slowly revealed, and it didn’t even have the decency to sew it back up together again at its end - and yet, somehow, I cannot help but love it so.
Life Is Strange is basically about a teenager named Max Caulfield who returns to her hometown Arcadia Bay - and her childhood friend Chloe Price - in order to attend a prestigious art school named Blackwell Academy to hone her photography skills and discovers she has the ability to travel back in time, with and without one of her many photographs as a medium, when she saves Chloe’s life after she is shot to death by Blackwell’s resident evil rich kid Nathan Prescott. After that one scene, Max is sent on a long wild week with Chloe at her side discovering who she really is as a person and trying to uncover the truth behind the terrible events happening at Blackwell, all while trying to save her friends and the town from the terrible storm that she repeatedly has visions of in the near future. The artistic direction is groundbreaking, and while the dialogue can be clunky, the voice acting is devastatingly top notch, and the early parts of the narrative - which differs based on the choices Max makes throughout the game - more than makes up for the rushed, bordering-on-lazy ending. Life Is Strange, though not perfect in any sense of the word, is a game that is an absolute must for any hardcore gamer, and like the rest of the games on this list has become one of my all-time favorites.
TORMENTUM: DARK SORROW tw: grotesque imagery, suicide
- If H.R. Giger and Heironymous Bosch had a love child that was babysat now and then by their good friend Immanuel Kant (who is quoted before you actually play) you would get this little point-and-click adventure game that is truly a hidden gem.
You start out as a rather mysterious and androgynous amnesiac who has recently been captured along with a rabbit-humanoid character to be taken to a giant castle that endlessly tortures its victims for being terrible people and its your job to escape this horrific and hopeless place. The artwork is STUNNING. Like if you don’t agree with me on this then you are an idiot, I’m sorry, there is no getting around that. It. Is. stunning. The story itself is also quite interesting, although I can see that some people could find it pretentious if you miss the subtlety of its themes. The game also goes hard right from the start with the inventory-object puzzles and it could be overwhelming for some, but I can’t help but overlook it in the face of it’s absolutely phenomenal art direction, character design and its Kant-isms. Again, this is another one for the all-time favorites list.
THE CAT LADY/DOWNFALL/DOWNFALL REDUX
tw: suicide, character death, depression, SUICIDAL THOUGHTS, mental illness, did I mention suicide?, murder, cannibalism, cancer, eating disorders, psychosis, cat’s murdering humans, serial killers, gore, the list goes on and on really
- This trio of three games really surprised me, especially because there are so few games out there that deal with suicidal depression in such a realistic and hopeful way.
While DOWNFALL/DOWNFALL REDUX is really about a psychotic character named Joe Hill coming to terms with his wife, Ivy’s, own mental illness through a hallucination-filled fever dream at the mysterious Quiet Haven motel, its really THE CAT LADY that brought attention to the universe these games exist in as well as the fantastic narrative. While some can say that the narrative of DOWNFALL (the original game made by the creator which was released as freeware and is oddly more charming in a way compared to its re-release after the THE CAT LADY to cement it in THE CAT LADY’S universe due to it missing its original B-horror movie element) and its remake DOWNFALL REDUX is better since it lacks a lot of the exposition that can drag on for some in THE CAT LADY, it’s THE CAT LADY that is my favorite although I admit I love all three. THE CAT LADY is a game about a suicidally depressed woman named Susan Ashworth nicknamed The Cat Lady due to her habit of playing her piano in order to call and feed the feral cats that live in her neighborhood, who manages to successfully kill herself at the beginning of the game and in a limbo-like reality is given immortality by a woman called The Queen of Maggots so she can come back to life and kill 5 “parasites,” aka serial killers that will be drawn to her once she returns to the real world. All of the serial killers either suffer from what I call Steig-Larson-Syndrome (they’re murderers AND kidnappers AND cannibals AND a host of other bad things) or are completely forgettable and both the sound, voice-acting, and image quality is blaringly low budget at times, but trust me when I say that it more than makes up for it in it’s extremely well written narrative and character design, as well as one of the best friendships between two women in any game ever (and said women are from two different age generations! which never ever happens ever!). I don’t want to spoil anything, but all three games also give you more than just two endings which are all (strangely) equally extremely satisfying – and in THE CAT LADY’s case, manage to be uplifting to top it all off, which is why this game, as well as its follow up ones, made it on this list.
UNDERTALE
tw: murder, serial murder
- Another no-brainer, UNDERTALE takes all your pre-perceptions of your average game goals and throws them all out the window in the most charming way possible.
Like THE CAT LADY it is ruthless in its realism despite its cute characters and hilarious jokes, pulling no punches when it points out the sheer amount of violence you as the player expects to dish out towards even the most non-violent characters in your usual game. On top of all this, its completely original backstory, loveable characters, and groundbreaking soundtrack will bring every single one of the feels to even the most shriveled of hearts. Honestly the only con I can see in this game is its replayability, which I admit is rather low due to its lack of different endings and its over abundance of obvious homages to other games like Earth which does give it an air of laziness even though its clear that the game is like this in order to critique it….but to me, there‘s no question as to why I have chosen this game for this list and why, like all the others above, I have added it to my personal list of favorite games of all time.
And that’s a wrap! Feel free to send me recs to other amazing pc games in my inbox, I love trying out new gaming content.
#video games#pc games#undertale#the cat lady#downfall#downfall redux#fran bow#life is strange#dropsy
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