Showing posts with label the. Show all posts
Showing posts with label the. Show all posts

Sunday, April 26, 2015

Between the Worlds

Between the Worlds (Video Game) Download
Between the Worlds

Minimum System Requirements

    • OS: Windows XP/Vista/7/8
    • CPU: Pentium 3 @ 800 MHz Processor
    • RAM: 256 MB
    • Hard Drive: 100 MB Free
    • Video Memory: 32 MB
    • Sound Card: DirectX Compatible
    • DirectX: 7.0
    • Keyboard and Mouse

      Screenshots

      How to Install?

      1. Extract the file using Winrar. (Download Winrar)
      2. Open "Between the Worlds" folder, double click on "Setup" and install it.
      3. After installation complete, go to the folder where you install the game.
      4. Open folder, double click on "uspy" icon to play the game. Done!

      How to Download?

      If your dont know how to Download this game, just Click Here!

      Between the Worlds Free Download

      Click Here to Download This Game
      Game Size: 64 MB
      Password: www.apunkagames.net

      Phantasmat The Endless Night

      Phantasmat: The Endless Night (Video Game) Download
      Phantasmat: The Endless Night

      Minimum System Requirements

        • OS: Windows XP/Vista/7/8
        • CPU: Pentium 4 @ 1.6 GHz Processor
        • RAM: 1 GB
        • Hard Drive: 700 MB Free
        • Video Memory: 32 MB
        • Sound Card: DirectX Compatible
        • DirectX: 9.0c
        • Keyboard and Mouse

          Screenshots

          How to Install?

          1. Extract the file using Winrar. (Download Winrar)
          2. Open "Phantasmat - The Endless Night" >> "Game" folder.
          3. Then double click on "Phantasmat_The_Endless_Night" icon to play the game. Done!

          How to Download?

          If your dont know how to Download this game, just Click Here!

          Phantasmat: The Endless Night Free Download

          Click Here to Download This Game
          Game Size: 272 MB
          Password: www.apunkagames.net

          My Kingdom for the Princess 3

          My Kingdom for the Princess 3 (Video Game) Download
          My Kingdom for the Princess 3

          Minimum System Requirements

            • OS: Windows XP/Vista/7
            • CPU: Pentium III @ 800 MHz Processor
            • RAM: 512 MB
            • Hard Drive: 220 MB Free
            • Video Memory: 32 MB
            • Sound Card: DirectX Compatible
            • DirectX: 8.0
            • Keyboard and Mouse

              Screenshots

              How to Install?

              1. Extract the file using Winrar. (Download Winrar)
              2. Open "My Kingdom For The Princess 3" >> "Game" folder.
              3. Then double click on "MKFTP3" icon to play the game. Done!

              How to Download?

              If your dont know how to Download this game, just Click Here!

              My Kingdom for the Princess III Free Download

              Click Here to Download This Game
              Game Size: 109 MB
              Password: www.apunkagames.net

              Wednesday, April 15, 2015

              Majesty 2 The Fantasy Kingdom Sim Download Free PC Game


              Genre : Strategy, Fantasy
              Platform : PC
              Language : English
              Size : 1.14 GB


              Minimum System Requirements

              OS: Windows XP/Vista/7
              Processor: INTEL 2.8 GHz Dual Core
              RAM: 2 GB
              Video Memory: 128 MB
              Sound Card: DirectX Compatible
              DirectX: 9.0c
              Hard Drive: 2 GB free

              Recommended System Requirements

              OS: Windows XP/Vista/7
              Processor: INTEL Core 2 Duo E6750 2.66GHz
              RAM: 2 GB
              Video Memory: 256 MB
              Video Card: NVIDIA GeForce GT 240 or ATI Radeon HD 2900 Pro
              Sound Card: DirectX Compatible
              DirectX: 9.0c
              Hard Drive: 2 GB free


              Click On Below Link To Download

              Majesty 2: The Fantasy Kingdom Sim Full Version PC Game Free Download



              Screenshots









              Monday, April 13, 2015

              Download The Sims 1 COLEÇÃO COMPLETA Todas as Expansões em Português CRACK SERIAL COMPACTADO


              DESCRIÇÃO:
              The Sims é um jogo de simulação de vida para computador criado pelo designer de jogos Will Wright, produzido pela Maxis e distribuído pela Electronic Arts. Lançado no início de 2000 é um jogo onde se podem criar e controlar as vidas de pessoas virtuais (chamadas pelo sobrenome Sims). O jogo atraiu legiões de fãs, devido a sua simplicidade e objetividade.

              Há 3 estágios de vida não evolutivos (recém nascido, criança e adulto) - somente o recém nascido se torna criança, onde o jogador é convidado a controlar a vida dos personagens, mandando fazer comida, comer, trabalhar, dormir, fazer necessidades fisiológicas, limpar a casa, se relacionar com outras pessoas e muito mais.

              Em 2002, The Sims tornou-se o jogo para computador mais vendido da história. Foi um sucesso em muitas maneiras, atraindo jogadores homens e mulheres de todas as idades.


              IMAGENS:

              -------------------------------------------------------------------------------------------------


              DOWNLOAD POR PARTES:
              • MEGA:
              Parte 1 - Parte 2 - Parte 3 - Parte 4

              • 4SHARED:
              Parte 1 - Parte 2 - Parte 3 - Parte 4

              • CRACK:
              Servidor DS3
              MEGA
              4Shared


              8 jogos estão inclusos:
              The Sims (O primeiro, básico)
              Gozando a Vida (Livin’ Large)
              Fazendo a Festa (House Party)
              Encontro Marcado (Hot Date)
              Em Férias (Vacation)
              O Bicho Vai Pegar (Unleashed)
              Superstar (Superstar)
              Num Passe de Mágica (Makin’ Magic)

              -------------------------------------------------------------------------------------------------

              INSTALAÇÃO:
              1 - Baixe todas as Partes e Descompacte com o Winrar.

              2 - Irá formar uma Pasta, entre na pasta.

              3 - Clique 2 vezes no arquivo "start".

              4 - Irá abrir perguntar qual idioma deseja instalar, escolha "Português(BR)":



              5 - Irá aparecer o "Launcher" do The Sims, clique em "Instalar":


              6 - Clique em "Avançar >":


              7Clique em "Avançar >":


              8Clique em "Avançar >":


              9 - Irá pedir um Serial, use este: "EQMV-73XB-F8J4-GSLX-4M67"


              10 - Irá começar a instalação, aguarde:


              11 - Clique em "Concluir":


              12 - Terminado a instalação irá abrir o "Launcher" novamente, porém não clique em "Jogar", clique em "Sair" pois ainda temos que aplicar o "Crack":


              13 - Baixe o Crack, descompacte com o Winrar e entre na pasta que se formou.

              14 - Copie o arquivo "Sims" e cole na pasta de instalação do jogo(substitua o arquivo quando solicitar):
              "C:Arquivos de programasMAXISThe Sims"
              ou
              "C:Program Files (x86)MAXISThe Sims"


              15 - Pronto, pode executar o jogo por este arquivo "Sims".


              -------------------------------------------------------------------------------------------------

              Download Mod Hat Grip Control para The Sims 3



              DESCRIÇÃO:
              Esse slider serve para ajustar corretamente acessórios na cabeça dos sims, chapéus, véus, lenços, laços, tiaras, flores etc... Muitas vezes os cabelos personalizados ultrapassam os acessórios, deixando-os inutilizáveis, com o slider Hat Grip Control você não terá mais esses problemas.


              INFORMAÇÕES:
              Os acessórios personalizados precisam ser compatíveis com o slider.
              Para sims homens e mulheres de todas as idades.
              Encontre os sliders na parte de modificação do rosto dos sims.


              DOWNLOAD PRINCIPAL:
              Awtmk
              (Procure pela palavra "DOWNLOAD" no site)

              LINK ALTERNATIVO/MIRROR:

              Servidor DS3
              MediaFire

              Tuesday, April 7, 2015

              Adventure of the Week Escape From Atlantis 1985

              This week, Im tackling an old TRS-80 text adventure called Escape From Atlantis, one of those archive games with no clear provenance or official publisher.  Its been a bit elusive, mainly because the first source I found years ago was confusing it with Greg Hassetts Atlantis.  I finally tracked down a .CAS tape image online -- trying to load it with CLOAD in Disk Basic reminded me why these games took so much longer to play back in the day, as the tape load itself takes a few minutes!  But at last, we have a title screen:


              This version is credited in online sources to Thomas Ally alone, back in 1985 when he was in middle school, but this version also mentions a Shaun Shelton.  It also crashes shortly after starting, but fortunately some technical notes are included with the cassette image -- it wont run with Radio Shack Disk BASIC, only standard Model I Level II BASIC, and the TRS-80 has to be started with MEMORY SIZE? at 32511 to avoid issues with the scrolling routine. 

              In a break with my usual pattern, Im seriously not going to recommend anybody actually play this one, at least not the version I found, as it proved to be broken in some key areas that make the game unfinishable as-is.  There seems to have been a different, more playable version available at some point, as the CASA walkthrough by Dorothy Millard is different in a number of key areas, but I was able to get through this one, albeit with copious amounts of code analysis and genuine cheating to work around broken pathways.  As such, my experience will include a great deal of frustrating code-level head-scratching, as well as the usual...

              ***** SPOILERS AHEAD! *****

              As we start the game up, the title screen gradually gets covered by asterisks, probably to give us something to look at during variable initialization time, and then were asked to select a difficulty level, from (1) HARD to (6) EASY.  I started with (1) HARD, but had to switch to (6) later on as it seems the main impact of the difficulty switch is the number of moves we are allowed before our lamp runs out.  (Why we need a lamp even when were outdoors remains a mystery.)



               
              We begin in THE SUBMARINE DOCKING BAY (about the only hint that this game is meant to be set in Atlantis, as the rest of the map resembles Anytown USA) where we see an IMMOVABLE DOOR and a LAMP with no POSSIBLE EXITS shown.  We have nothing in inventory (both INV and I work), but well start out with the obvious -- we can GET LAMP, since its right here, and try (and fail) to OPEN DOORMOVE DOOR produces a specific response, clearly written by a 1980s teenager -- "DUH!! CANT YOU READ, ITS IMMOVABLE."  PULL DOOR produces no response at all, though PUSH DOOR informs us that YOU CANT PUSH THAT.  But EXAMINE DOOR reveals that ON THE DOOR IS SOME TYPE OF BUTTON, and PUSH BUTTON opens the door and sends us tumbling into a different room.

              ITS TOO DARK TO SEE ANYTHING, of course, so well try to LIGHT LAMP... or ON LAMP... hmmmm, no response from the parser.  SWITCH LAMPYOU CANT SWIM HERE.  Lighting the lamp before we push the button doesnt seem to work either.  We can apparently safely navigate with no light source, but were not going to be able to finish the game this way.  Peeking at the available walkthrough is no help, as lighting the lamp isnt mentioned at all.  Looking at the BASIC code suggests that L1=0 indicates the lamp is unlit, but whats the verb?  The implementation is at line 780... ah, we have to RUB LAMP!

              Okay, now we can see that were in a malt shop with a GOLD SUNDAE SPOON * (a treasure, apparently) and a DELICIOUS LOOKING MALT, with exits to the north, south, and west.  GET SPOON doesnt yield any immediate impact on SCORE, so we will probably have to store these somewhere.  Well try to take the malt, but we cant -- and DRINK MALT produces no response at all from the parser.  If we EXAMINE MALT, we see that THE MALT IS BROWN, AND SMELLS LIKE BURNT ALMONDS.  Isnt that... vague memory bank access delay... cyanide?  Good thing we cant drink it, then!

              West of the malt shop is an auditorium, with nothing obvious going on beyond available exits in the four cardinal directions.  A warehouse north of the auditorium contains a crate, but trying to READ CRATE yields only I WAS NEVER TAUGHT HOW TO READ THAT, and OPEN CRATE produces YOU CANT [sic] DO THAT.

              Escape From Atlantis geography is even more random than the adventure game norm, as directly west of the warehouse is a Japanese Geisha House with A VERY BEUTIFUL [sic] WOMAN.  We cant KISS her... and well refrain from going any farther at the moment.  Her place of business is just east of the high school -- as we explore the neighborhood, this location will seem even more inappropriate, trust me -- where we find a WOOD & GLASS TROPHY CASE.  We cant EXAMINE it, or OPEN it, or even BREAK it, at least at this point.

              Directly across from the Geisha House by way of the high school is a church, where we can steal a silver cross, as long as we fool the gods with misdirection as we GET SILVER instead of brazenly trying to GET CROSS.  We can try to PRAY but theres no response.

              On the street south of the church we spy a folded piece of paper -- but we cant examine or read it?  Ah, we have to UNFOLD PAPER and then READ PAPER to learn that ITS [sic] THE COMBINATION TO A SAFE.  (Im beginning to suspect that our young BASIC programmers hadnt figured out how to use single quotes within strings, but CANT is spelled properly in other cases so this just seems to be a grammatical oversight.)

              Theres a graveyard west of the street, probably associated with the church, and its clear that YOU HAVE NOTHING TO DIG WITH if we try, so well have to return here later with the proper tools.  South of the graveyard is another section of street, with a manhole and a large dirt pile.

              Its tempting to GO MANHOLE, so we do, finding ourselves in a MAZE OF TWISTING PASSAGES.  We find a ladder and a WATCH * treasure here, and we have enough items in inventory to make mapping possible. As it turns out, there are quite a few landmarks available anyway, and the mazes geography is straightforward and fairly consistent -- which is good, because we cant actually DROP anything!  A pool of water lies north of the ladder -- we cant EXAMINE POOL or EXAMINE WATER, but if we try to GO POOL we cant -- "I DONT LIKE THIS, THERE SEEMS TO BE SOMETHING MOVING ON THE BOTTOM."  The maze consists of just a few rooms, it seems, and semi-wraps around, so if we get lost, heading in any direction for a few moves will bring us back to the ladder.

              Its worth exploring a bit, though, as east and south of the ladder is an UNDERGROUND LABORATORY containing a large machine and a dusty sign; I CAN ONLY MAKE OUT THE LETTERS E, T, AND M FROM THE DUSTY SIGN.  The machine features a button, so why not PUSH BUTTON?  This reveals that its a time machine, and we become dizzy... and are sent back to the very beginning of the game, selecting the difficulty level!  Very funny, Mr. Ally.

              Restoring my save state (the game has no built-in save feature, so an emulator is really valuable) I avoid pushing the button, but my lamp goes out suddenly, without warning.  Restoring again, I discover that we can READ WATCH to see that it reports time in terms of the lamp going out, and it appears well have to be conservative with our lamp light.

              I navigate in the dark for a bit, just for fun, and learn that if we enter the Geisha House in the dark, ALL OF A SUDDEN A BEUTIFUL [sic semper] WOMAN COMES OUT OF THE DARKNESS AND STABS YOU RIGHT IN THE HEART. YOUR [sic] DEAD!!!   So the lamp is going to be a pretty important element here.

              Starting over, I opt for a lower level of difficulty in case the length of the lamp light is what that controls, and also decide to explore the map differently -- its fairly large for a TRS-80 BASIC adventure game.  Theres a hotel south of the malt shop, with a sign -- ah, this is the DROP * TREASURES * AND SAY SCORE location.  But the DROP verb still isnt working, which concerns me a bit.  The drop verb implementation is at line 370 -- the way the system manages inventory is by keeping a string array, and it stores location information using an array that allows ten slots for each room.  But it doesnt look like the DROP command is even reaching this code, as I add some debug statements to try to figure this out.  Line 170 compares the users input to a data array of 33 verbs -- and DROP should be verb 6.  But this is really weird -- the data statement at line 1180 only contains a handful of verbs???  Just NOR, SOU, EAS, WES, GET?  Ah, no, the line of code actually contains some embedded backspacing to prevent cheating of exactly the type Im trying to do!  But it appears that its not recognizing the DROP verb, no matter what I try to do here.  So Im going to expose the verb list by replacing this line and see if that helps:
              1180 DATA NOR,SOU,EAS,WES,GET,DRO,UNF,CUT,BRE,REA,JUM,WIT,CLI,EXA,GO ,FUC,SWI,OPE,SCO,RUB,SHA,WAT,POU,MOV,DIG,KIC,SAY,PUS,LOO,INV,ENT,HEL,EAT
              And... nope, now its not recognizing any of the verbs.  Maybe its an early Model I upper/lowercase issue, and we cant tell onscreen if it is typed in upper or lowercase?  Nope, heres the actual bug -- the commands are abbreviated to three characters in line 1180, but the command DRO actually turns up with 4 characters, not three, when read from the DATA statement!  Deleting the extra byte value x01 character in line 1180 seems to fix the problem.  (I also discover that, having peeked at the verb list now, DRINK MALT is not fatal but the less traditional EAT MALT certainly is!)

              Okay, back to the adventure!  Dropping the spoon scores us 10 points out of 80, so there must be 8 treasures to find.

              West of the treasure store location is THE DOCTORS [sic] OFFICE, empty at the moment.  West again leads us to a greenhouse with a DYING PLANT, which is probably in need of water, though theres none here, which seems rather odd considering this is a greenhouse.

              This is definitely an odd little town -- next to the auditorium is a bank with a bank vault, perhaps wisely built right next to the police station further west, where we can steal a gun from the unstaffed office.  West of the police station is a motorcycle shop, with a motorcycle available.

              With the vault combination from the folded paper, we can OPEN the bank VAULT -- talk about poor security! -- and LOOK VAULT to liberate a bag of gold coins; we must GET BAG rather than GET COINS.  Well round up the silver cross and watch again for treasures sake -- the watch indicates we have 530 moves left until the lamp runs out, confirming my hunch that this is what the difficulty setting controls.  Weve got 40 of the possible 80 points now.

              Where havent we been yet?  North of the malt shop is a grocery store with a VERY HEAVY SHOPPING CART.  Its so heavy we cant PUSH it or GET it, and we cant GO CART or EMPTY CART.  So well move on for now, heading west to visit... ah, were back at the warehouse.  So it seems weve mapped out the world, more or less, and we can start breaking down the puzzles.

              Can we SWIM in the pool of water down the manhole?  Not until we enter it, apparently, and the game wont let us do so.  Can we ride the motorcycle anywhere?  No, but we can GET MOTORCYCLE and drag it around, even up and down ladders.

              Now that DROP is working, lets make sure weve explored the manhole maze thoroughly.  We can RUB SIGN in the underground laboratory to confirm that the newly less-dusty version reads "EXPERIMENTAL TIME MACHINE."  We found that out the hard way earlier.


              Im feeling like a dead end is approaching, and that whole command bug situation is making me nervous, so I take a peek at the walkthrough at CASA to see if Im on the right track -- and discover that it appears to be for a significantly different build of this game!  At the very least, m attempts to JUMP DIRTPILE with the motorcycle are coming to naught.  Line 470 of the code suggests that this should work, with several variations, but it doesnt seem to be recognized, though the JUMP verb is available.  So well cheat by breaking out, forcing location variable LC = 13, and continuing.  (Looking at the code some more, it looks like the intended use is to JUMP DIRT followed by WITH MOTORCYCLE, as two separate commands in sequence.  But this doesnt actually work -- a flag thats meant to be set by the first command doesnt stay set, so the WITH portion never does anything useful.)

              On the other side of the dirt pile is a gas station, where we can acquire a gas can.  East of the gas station is a library, where we can READ an old scientific MANUAL to learn about the theories behind time travel.  Interesting.  We can SHAKE CAN (I would not have guessed this without a hint in the .CAS files accompanying README) to reveal a SPANISH DOUBLOON *.  So thats five treasures.

              Can we do something new with the time machine now?  It doesnt force us to restart the game, at least, now that weve read the manual.  We cant exit the area after the button is pressed, as weve moved from the lab to a WET & SLIMY UNDERWATER CAVE.  There doesnt seem to be anything to do here, though we can PUSH BUTTON to return to the lab, in our own time.

              Time for a little more cheating, I fear -- it looks like the only object we havent seen yet is a crowbar, meant to be found in room 23.  This is the bottom of the pool, which the code wont let us reach -- any time we try to enter the pool, it just prevents us from doing so, and there appears to be no logic or condition that will allow it.  So well break out, set LC = 23, continue, grab the crowbar, and then return to LC = 21.  Im beginning to suspect this version of the code was being "improved upon" by Shaun Shelton or some other unnamed accomplice from Tom Allys original, but never quite got finished!

              With the ill-gotten crowbar, we can OPEN CRATE in the warehouse to reveal a canteen.  Can we GET WATER at the pool of water?  Nope, nor can we FILL CANTEEN.  Weve visited all the possible locations, it seems.  Can we BREAK CASE now that we have the crowbar?  BREAK WOOD?  Nope, but BREAK GLASS is fatal as the trophy case shatters and cuts us to ribbons.

              What do we need for digging?  A SHOVEL, apparently.  I wonder where that comes from?  Im in do-whatever-it-takes-to-finish-this-game mode now, so Im happy to comb through the code and find out that watering the plant should reveal the shovel at line 820.  But how do we fill the canteen?  Ohhhh, we dont have to -- its already full, or at least the code lets us simply WATER PLANT and FOR YOUR GOODNESS A SHOVEL SUDDENLY APPEARS.  This is the downside of getting stuck early and peeking at things -- the walkthrough for the more playable version requires that we FILL CANTEEN, and the code here clearly doesnt have a FILL verb, so I made a bad assumption that this puzzle even existed.

              Now we can dig in the underwater cave in the past to find some DIAMONDS *, and in the graveyard in the present to find a buried casket.  We can OPEN CASKET -- and are strangled by the occupant!  Can we WEAR CROSS?  We cant, but carrying it would traditionally work against vampires, and it seems to keep this corpse quiescent long enough for us to examine it and take a valuable NECKLACE *.  We cant CLOSE CASKET, so well just head out of here now.

              Since weve got the hood open on the games actual code, lets follow up on a few apparent red herrings -- it appears that we cant do anything with the grocery cart, we cant use the gun anywhere, and while we can employ a verb starting with CHR$(102) at the Geisha House, we just get stabbed in the back during the festivities, though the verb does produce a humorous response if employed elsewhere.

              Okay, we have seven of the eight treasures now.  What could the last one be?  Theres still that trophy case -- and a CUT verb -- and we have some DIAMONDS * now.  And yes!  We can CUT GLASS to discover a JEWELED TROPHY *.  This school district must have quite the intramural athletics budget!  And now we have eight treasures stored, and victory -- of a somewhat disreputable sort -- is ours!



              We are, if not A FIRST CLASS ADVENTURER, a first class cheater at least.  But I make no apologies, as this version of the game seems to be broken in several key areas -- as far as I can tell from reading and tweaking the code, we simply cant reach the bottom of the pool, or jump the dirt pile with the motorcycle, or drop treasures to score as required.  So given that the version of Escape From Atlantis I tracked down was otherwise unfinishable without a little BASIC skulduggery.  Ill just call the operating environment part of the puzzle, and venture onward.

              Adventure of the Week Vampire Castle 198

              Ive written and podcasted about Aardvark Software in the past -- the firm was one of the earliest microcomputer software companies and produced a number of adventure games.  But some of the companys products have not survived, most likely because the quality was not always up to commercial standards.  A case in point is this weeks adventure, Vampire Castle for the Commodore 64, written by M. Basman and (I believe) ported from an earlier OSI/Compukit version.  Im running it using the VICE emulator.


              Were not given any introductory text, but presumably well be exploring a castle and dealing with a vampire at some point.  The BASIC program borrows from the Scott Adams style, tersely presenting the location, visible objects, and obvious exits, though it does not use a windowed display so the text simply scrolls up the screen. INV is the inventory verb, the traditional I shorthand does not work; more annoying is that we have to type GO EAST, for example, as there are no N/S/E/W shortcuts.

              I cant really recommend playing Vampire Castle, because while the game itself isnt difficult, getting it to run to completion was a serious meta-adventure that soon became an extended exercise in frustration.  I had to find some bug fixes online, and create a couple myself, just to get through the game!  So Im happy to spare others the headache by documenting my playthrough experience below, despite the inevitable...

              ***** SPOILERS AHEAD! *****


              We begin in the Entrance Hall (presumably of the Vampire Castle) with nothing in inventory.  Theres a timepiece here, and a sign reading "THE VAMPIRE WAKES AT MIDNIGHT," so theres a bit of time pressure on us -- we can TAKE TIMEPIECE and READ TIMEPIECE to see that (in my playthrough) its already 8 : 7, which Ill interpret to mean 8:07.

              Heading east takes us to a library where a scroll and a bookcase are visible.  The scroll reads, "NOT ALL EXITS ARE OBVIOUS," which we kind of inferred from the OBVIOUS EXITS ARE display.  But we can take a hint and PUSH BOOKCASE to open up a downward passage.

              There seems to be some glitching here in the text of the tape image I found online -- we find ourselves in a HIDDEN C.RID. -- maybe a HIDDEN CORRIDOR, with exits leading N.TH and UP.  Theres also a rope here, which we can take, and oddly, when we try to GO NORTH the parser snippily responds CANT.

              I suspect were cruising for a crash here, as it seems all instances of OR are being represented by a graphics character -- east of the library is the ARM.Y, for example.  Well take the axe here, anyway -- are we setting up for a game of Clue? 

              East of the armory is a... .WER?  A Tower maybe?  Theres a sledgehammer here, and some visible parapets.  We can try to GO PARAPETS, but YOU FELL AND DIED, ending the game.

              Hmmmm.  Lets do some more mapping before we try to solve that one.  West of the entrance hall we find a study, with a fire in the brick fireplace.  GO FIREPLACE is an obvious though fatal thing to try, as YOU BURNED TO DEATH and the game is over again.  We cant EXTINGUISH FIRE or PUT OUT FIRE on a retry, so it looks like we have to do a little bit of puzzle-solving work here.

              I suspect the character glitch is whats preventing us from going north downstairs from the library -- I think the corrupted N.TH word displayed may also be used by the parser.  But before we go looking for bugs, lets try to TIE ROPE -- TO WHAT? -- TO PARAPETS so maybe we can climb more safely... nope.  Can we GO ROPE instead of trying to GO PARAPETS?  No, apparently.  We can try to TIE ROPE ... TO ME as well, and the parser seems to accept it, but we still fall and die.

              So whats going on here?  Well, fortunately the CASA Solution Archive informs us that a user named ogreid at GameBase 64 has provided several bug fixes to the BASIC code.  Replacing lines 580, 1020, 1070 and 1130 with his or her recommendations allows us to get rolling again.  But Im still seeing the same typo on the directions?  Retyping line 162 where the string constants are defined seems to fix the problem.

              Now we can GO NORTH from the hidden basement corridor, finding an Alchemists Lab containing a flask of oil.  North again is a store room, with a crate and a bucket and another passage leading up, taking us on a one-way journey back to the study with the fireplace.

              Can we get some water in the bucket?  Well, we cant POUR OIL on the fire, so it seems we should try to find some other liquid at least.  We cant OPEN CRATE, but we can BREAK CRATE -- WITH WHAT? -- WITH AXE... no, WITH SLEDGEHAMMER... no.  Man, thats a tough crate!  READ CRATE tells us DONT HAVE IT, even if we do, apparently because it cant be read.

              Now when I try to GO PARAPET, I get... a syntax error in 580?  Ack.  Maybe I should just re-download this file from a different source -- like GameBase64.  This version seems much more complete, with a completely different opening.  Strange!



              At least now we have some idea about the object of the game -- there are ten treasures were supposed to find.  But as we continue, we realize that this is a completely different Vampire Castle game!  That certainly accounts for the differences, but this isnt the game were supposed to be playing.

              So well have to go back to the Aardvark version I found, and see if we can get through it somehow.  I start by re-correcting line 580 to:

                  580 IFT$="PA"THENL=6:GOTO250

              Now I can climb up to the parapets -- but I had to look at a walkthrough to learn that I should not have responded to "TO WHAT?" with TO PARAPETS, but just PARAPETS when tying the rope.  Thats why I was still dying after I thought I had fastened the rope safely in place!

              Okay, lets hope were in better shape with the code now.  Now we can reach the lower tower -- we could pick up the oar here, if not for the seven-item inventory limit were now running up against.

              So well explore to the south, finding a chapel, where we see a key and some holy water.  Somehow, if we GO UP from the chapel, we find ourselves back in the armory downstairs?  Ah, the parapets are apparently somewhere below the main floor, which is why we go from the tower to the lower tower.

              The holy water must be in a non-portable container of some kind, as we must TAKE WATER -- IN WHAT? -- BUCKET to carry it along.  Can we put out the fire with it?  EXTINGUISH FIRE, PUT OUT FIRE, THROW BUCKET, THROW WATER, POUR WATER and EMPTY BUCKET all fail, but we can DROP WATER to put the fire out, turning it to ashes.

              Inside the fireplace is a torch, or a .RCH actually, which we could take if we werent also having problems with TO being turned into a graphics character.  Retyping the associated data line 184 for the torch seems to clear that problem up.  It doesnt seem we can take the ashes from the fireplace.

              What else can we do?  Well, we can try to BREAK FIREPLACE -- NOTHING HAPPENED.  Hmmmm.  But if we go inside the fireplace, then we can BREAK FIREPLACE -- WITH WHAT? -- SLEDGEHAMMER to open a secret passage to the north.  (The parser seems to treat a lot of these more complex commands situationally -- if we dont have the right object, or at least a plausible one, we dont get the further prompts and nothing happens.)  The passage leads to an underground lake, with a boat -- probably what that oar is for, and we should also bring the key from the chapel, one suspects.

              Now well GO BOAT, and ROW BOAT to arrive at a gallery.  After we get out, the boat drifts away -- trying to TIE ROPE to the BOAT before going anywhere doesnt seem to help, so this is apparently a one-way trip.  We can try to GET TAPESTRY here, if we drop something first -- Ill drop the oar and the crate for now.

              The tapestry is nailed to an overhang when we try to GET it, however, so well have to GO OVERHANG and then GET NAILS to free it up.  Except we dont have a hammer?  Hmmmm.  Ah -- while we couldnt BREAK CRATE -- WITH WHAT? -- WITH AXE, we can BREAK CRATE -- WITH WHAT? -- AXE!  Now we have some wooden stakes, but still no hammer.

              We also note that, now that the crate is broken, we cant GO OVERHANG -- its too high, we must have been using it to climb up earlier.  Oh, and maybe the sledgehammer will work as a nail-pulling hammer too, though that usually isnt the case.  So its necessary to backtrack a bit... and yes, the sledgehammer allows us to GET NAILS and drop the tapestry.

              Oddly, even though the tapestry drops, we dont see anything new until we GET TAPESTRY, revealing a passage north.  This leads to an antechamber with a rusty door -- or a rusty DO. thanks to another item text problem.  Aaargh!  Well, we can still try to OPEN DOOR -- but NOTHING HAPPENED.  Another data statement update is called for, and we have to restart and play back through to this point again.

              Now we can OPEN DOOR... wait, no, we still cant?  UNLOCK DOOR, maybe?  Oh, its rusty -- can we EMPTY FLASKDROP OIL?  Nope, but we can OIL DOOR to open it.

              We are now in the Vampires Tomb (well, actually, the VAMPIRES .MB), with a closed coffin at hand.  We have a sledgehammer, some nails, and some stakes, so it seems were somewhat prepared to deal with the fiend.

              Lets try to OPEN COFFIN -- we can now see the vampire in the coffin, though theres not enough description provided to know if were dealing with a bald Max Schreck/Reggie Nalder Nosferatu, or a handsome Bela Lugosi/Frank Langella lord of the undead.  Hes just a VAMPIRE IN COFFIN.  But no matter, well just -- well, we cant STAKE VAMPIRE, or HAMMER STAKE, and INSERT STAKE just produces an inventory listing.  But we can KILL VAMPIRE -- WITH WHAT? -- STAKES -- and abruptly, and disappointingly tersely, victory is ours!






              I wasnt sure if wed actually made use of a few of the objects, so I went back and left some things behind -- without the torch, we cant see anything in the dark Vampires Tomb, and we need the key to open the vampires coffin.  I presume that if were too slow about our business, the vampire wakes up and kills us at midnight, but I didnt feel up to verifying it; with all the restarting and replaying, Id only burned about an hour of game time when I got to the end, so its not like the timing is very tight.

              I dont think the byte code problems I ran into were Aardvarks fault -- most likely some corruption in the archives over the years -- but the other bugs are real and the parsers somewhat cryptic assumptions are annoying in many situations.  It was definitely a challenge getting through Vampire Castle, but for all the wrong reasons, and itll probably be a while before I take on another Aardvark adventure.

              Screenshot of the Week 26 Ballistic missiles!



                            
                              This week the closed beta for Dirty Bomb started and I got an invite and there is no NDA so I can talk a little about it. I also got the chance to test Obsidian’s Armored Warfare in the Alpha test, which I can’t say anything about.
              Dirty Bomb looks like a decent online shooter with great potential. There seems to be a lot left to do until the game is actually in a good shape. While it runs and plays quite well, it lacks severely in content at the moment with very few maps and playable modes and not too many characters to choose from. I might write an article about the game when is further down the line in its development.
                              I have been playing a lot of Heroes of the Storm lately, since I was searching for a new PvP game for quite a while and I didn’t have the patience to return to those I used to play, this game came at the right time for me. I’m enjoying it a lot despite the fact that I’m getting quite mad during some of the matches. I’m currently pushing to unlock more heroes so I can start ranked matches, where hopefully I will find a more organized play. Either way, the game is still quite fun and the heroes are awesome especially for someone familiar with Blizzard’s lore and games.
              There are rumors that the next hero to be released is Sylvanas and she is probably going to be great (can’t wait!).
              Rockets ftw!

                              It took me quite some time to finish and polish it but the review for The Secret world is done. I have continued to write a little about This War of Mine and I think this article is going to turn quite good as I get to talk a lot about the problems that this game points out through its gameplay.
              Patch 1.2 is coming for Elite Dangerous, bringing a new ship, the wings mechanic which allows players and AI to group up. I have been waiting for the game to receive some more polishing through patches as the release felt rushed and didn’t want to write about it in that state, so probably after this patch I will finish the review for it.
              There are more articles coming, including one in which I say my opinion about conventional scoring system for video games and why it isn’t such a good thing.

              In the meantime, please share my articles and follow me on Steam and on Twitter!!


              Thanks!!!

              Top 10 most popular richest actors in the world 2014

              Today on All top 9 we have compiled the list of the richest actors in the world in 2014. Every actor is being famous with his or her acting. People like the actors and judge them with their acting skills. Every actor is acting to earn money and fame. Money defines the person who he is. The net worth of wealth of an actor is in public knowledge. Here is the list of the top 10 most popular richest actors in the world in 2014. This list contains both bollywood and Hollywood actors which are richest in the world in 2014.

              Top 10 most popular richest actors in the world 2014

              The top 10 most popular richest actors in the world 2014 are listed as follows. 

              1. Mel Gibson, $800 Million

              Top-10-most-popular-richest-actors-in-the-world-2014

              Mel Colm-Cille Gerard Gibson AO is an Australian-American most popular actor with extraordinary skills. Mel Gibson is not only an actor but also Film director, Producer and also Screen writer. Mel Gibson, listed in the top 10 most popular richest actors in the world 2014 with $800 Million and the 1st richest actor in the world.

              2. William Shanter, $650 Million

              Top-10-most-popular-richest-actors-in-the-world-2014

              William Shanter, the most popular Canadian actor. William Shanter is all time famous actor with his skills. Apart from actor, Willliam Shanter do Musician, Singer, Film director, Author, Comedian and also Spokesman. With all his talents, people where impressed to see him on the screen. In this list of top 10 most pupular  richest actors in the world 2014, William Shanter stands in 9th position with $650 Million.

              3. Shahrukh Khan, $600 Million

              Top-10-most-popular-richest-actors-in-the-world-2014

              King khan of Bollywood, none other than Shahrukh Khan who has millions of fans. Shahrukh Khan is the top 3rd most popular richest actors in the world 2014 with $600 Million. Shahrukh Khan often credited as Shah Rukh Khan and informally known as SRK. Shahrukh Khan is not only actor but also TV host, Producer, Philanthropist and Mentor.

              4. Tom Cruise, $500 Million

              Top-10-most-popular-richest-actors-in-the-world-2014

              Tom Cruise, the 4th most popular richest actors in the world 2014 with $500 Million. Tom Cruise, nominated 3 times for Oscar. Tom, not only an American film actor but also Producer. He started his career at the age of 19 in the 1981 film Endless love.

              5. Jack Nicholson, $400 Million

              Top-10-most-popular-richest-actors-in-the-world-2014

              Jack Nicholson, an famous American actor. Jack Nicholson, the 5th most popular richest actors in the world 2014 with $400 Million. Jack Nicholson is also Film director, Producer and also Writer. Jack Nicholson, entire his career Jack has portrayed unique and challenging roles. 

              6. Tom Hanks, $350 Million

              Top-10-most-popular-richest-actors-in-the-world-2014
              Thomas Jeffrey “Tom” Hanks is an American actor. In this list of richest actors in the world 2014 Tom Hanks stood at 6th place with $350 Million. Apart from acting Tom Hanks is a producer, writer, and director. Hanks is best known for his roles in Big, A League of Their Own, Sleepless in Seattle, Forrest Gump.

              7. Arnold Schwarzenegger, $300 Million

              Top-10-most-popular-richest-actors-in-the-world-2014

              Arnold Alois Schwarzenegger is an Austrian American actor. Arnold, the 7th most popular richest actor in the world 2014 with $300 Million. Arnold is also a politician, businessman, investor, and former professional bodybuilder. Schwarzenegger served two terms as the 38th Governor of California from 2003 until 2011. In this 2014 also he stood as top 7th richest actor.

              8. Adam Sandler, $300 Million

              Top-10-most-popular-richest-actors-in-the-world-2014

              Adam Richard Sandler is an American actor and also comedian, screenwriter, film producer. After becoming a Saturday Night Live cast member, Sandler went on to star in many Hollywood. Adam Sandler, the top 8th most popular richest actor in the world with $300 Million.

              9. Sylvester Stallone. $275 Million

              Top-10-most-popular-richest-actors-in-the-world-2014

              Sylvester Gardenzio Stallone, nicknamed Sly Stallone, is an American actor. Sylvester included in this top 10 most popular richest actors in the world with 9th place, $275 Million. Sylvester is also a screenwriter and film director. Stallone is well known for his Hollywood action roles.

              10. Patrick Wilson, $275 Million

              Top-10-most-popular-richest-actors-in-the-world-2014

              Patrick Joseph Wilson is an American actor and also singer. Wilson has spent years singing lead roles in major Broadway musicals, beginning in 1996. In 2003.  Patrick appeared in the HBO mini-series Angels in America. The top 10th most popular richest actor in the world with $275 Million.

              Final words:

              So, this is the top 10 most popular richest actors in the world 2014.