Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
Adf.ly
Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
BIT-URL
It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
Cut-win
Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
Linkbucks
Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
Short.am
Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
29 Mart 2019 Cuma
14 Highest Paying URL Shortener: Best URL Shortener to Earn Money
Episode 21: Checking In Periodically Is Live!
Episode 21: Checking in periodically is live!
In this episode, we speak with Jasper Oorthuys about Karawansary Publishing and the Great Wargames Survey.
https://soundcloud.com/user-989538417/episode-21-checking-in-periodically
The Veteran Wargamer is brought to you by Kings Hobbies and Games
http://www.Kingshobbiesandgames.com
https://www.facebook.com/Special-Artizan-Service-Miniatures-1791793644366746/
Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer
Karawansary Publishing Titles -
Ancient Warfare: https://www.karwansaraypublishers.com/ancient-warfare-magazine
Ancient History: https://www.karwansaraypublishers.com/about-ancient-history
Medieval Warfare: https://www.karwansaraypublishers.com/about-medieval-warfare
Wargames, Soldiers & Strategy: https://www.karwansaraypublishers.com/about-wss
The Great Wargaming Survey: thegreatwargamingsurvey.com
The Great Wargaming Survey: thegreatwargamingsurvey.com
Other companies we mentioned:
Prince August: http://www.princeaugust.ie/
Warhammer Historical - Warhammer Ancient Battles: http://www.warlordgames.com/new-warhammer-ancient-battles/
Warlord Games - Bolt Action: http://www.warlordgames.com/bolt-action/
Warlord games - Black Powder: http://www.warlordgames.com/black-powder/
Too Fat Lardies - Chain of Command: https://toofatlardies.co.uk/product/chain-of-command-rules/
Osprey Publishing - Land of the Free: https://ospreypublishing.com/land-of-the-free
Plastic Soldier Company - Battlegroup System: http://theplasticsoldiercompany.co.uk/index.php?main_page=index&cPath=70
RomanArmyTalk.com: http://www.romanarmytalk.com/
Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.
Magical Beat
The Short
Pros
- Fast, easy-to-pick-up puzzle game
- Rewards aggressive play and encourages fast, frantic matches
- Having to move pieces to the "beat" adds a new layer of spice
- Seventeen songs initially, with songs from Blazblue and Guilty Gear available for unlock
- Lots of DLC songs and characters available for cheap
- Quite addicting
Cons
- A veritable dearth of modes
- With no online play, the Vita version is essentially single player only (you can Ad-Hoc and that's it)
- Computer is incredibly challenging and the difficulty ranks up too hard too quickly
- Seriously, on normal stage 10 it moves like a superhuman
- Characters are cute and different, but don't actually change the gameplay at all
It's time to get yo beat on. |
The Long
I'm gonna admit: I downloaded the demo to this game because I thought it was Magical DROP. Reading comprehension, you've failed me yet again.
Magical Beat, on the other hand, isn't a bubble-busting blaster like the game I confused it with. Oddly enough, this small puzzle game was created by none other than Arc System Works, the guys who mostly stick to hardcore anime fighting games (Guilty Gear, Blazblue, Persona 4 Arena). Apparently this game creeped out on Japan's PSN a while ago, and nobody expected it to make it stateside. Well...it did, and here it is. So is this puzzle game made by fighting game guys any good?
The characters look like they took inspiration from Cave Story. I'm ok with this. |
Magical Beat is a fairly standard action puzzle game with a few minor twists. The game itself plays a lot like Puyo Puyo. Your goal is to get combinations of three or more blocks (or Puyos) of the same color next to each other. By positioning blocks specifically, you can set up chains, which will clear your board faster and drop obnoxious black blocks (or Puyos) on the enemy screen. If your opponent's screen crosses the top before yours, you are the winner.
The trick to Magical Beat vs a regular Puyo Puyo type game is the second part of the title: the beat. The game draws a bit of inspiration from that other music puzzler I'm hopelessly addicted to, Lumines. Rather than have the pieces fall automatically like in most top to bottom puzzlers, Magical Beat has you holding the three square L piece at the top of the screen, allowing you to position and flip it until you are ready to drop it down. The catch is that next to every player's side is a line moving up and down with the beat of the song. You have to drop the piece with the beat (or within a small range of error), or else instead of falling where you want it, the piece will explode and the squares fall wherever they feel like it.
It's a simple idea but quickly becomes addicting, mostly because of the range of BPMs across songs. Some are very slow, which means both you and your opponent have more time to think, and makes specifically placing pieces all the more important. Others are balls to the walls fast (like...seriously. So fast a normal person couldn't wisely drop a piece on every beat hit), which makes the competition absurdly frantic. Note that you aren't required to drop a piece every beat, but the computer probably will, which means you'd better be thinking quick on those hard songs.
Blazblue characters and songs are available as DLC, which is a fun nod to the designer's other games |
When combining pieces into clusters, they don't disappear immediately (like Puyo Puyo), instead waiting a few beats before disappearing. This gives you time to build up the cluster, or make other clusters, as all current clusters will be removed at the same time, regardless of when they were made. This is similar to the line that crosses the screen in Lumines, erasing finished clusters in that game too, except in Magical Beat there is no such indicator. You do get a sort of "intuition" about when your clusters will be removed after a few games (and if a cluster would have caused you to lose, it is removed immediately to free up screen space), but some sort of visual hint wouldn't have hurt.
Modes are, unfortunately, this game's biggest problem. In that, there aren't many of them. At all. You have three arcade style modes, a beginner round that's 5 matches, a "normal" round that's 10, and a "Hardcore Hell" one which is also ten but the robots are Skynet, Deep Blue, and Hal rolled into one. Aside from that, you can play a single song vs a computer at the difficulty level of your choosing, and...that's it. Not a whole lot here.
This game screams to have multiplayer. The frantic, manic games would make for some hilarious online play with friends. Unfortunately, there is no online multiplayer in the game. In the PS3 version you have the option of local two player puzzle-battling (which I would imagine is fun; I got the Vita version), but for the Vita owners you're pretty much boned: Ad-Hoc is the only way to play, and both of you have to be in the same room and have a copy of the game. The fact that a game was released in 2014 without online play at all completely baffles me, and actually makes me really sad because I wanted to play this game with a friend (or two).
If you have a PS3 and a significant other, this game is a blast. If you like games like Puyo Puyo or Tetris Attack, this will provide a good deal of competitive, frantic fun. Single player, however, it's a much harder sell, especially considering what you see is basically what you get. If you download the demo, it literally is just the Beginner mode pulled from the game and put on PSN (the 5 stages on an easier difficulty), with the only difference between that and the main game being 12 more songs (vs 5 in the demo) and the 10 person arcade and hell mode.
Modes are, unfortunately, this game's biggest problem. In that, there aren't many of them. At all. You have three arcade style modes, a beginner round that's 5 matches, a "normal" round that's 10, and a "Hardcore Hell" one which is also ten but the robots are Skynet, Deep Blue, and Hal rolled into one. Aside from that, you can play a single song vs a computer at the difficulty level of your choosing, and...that's it. Not a whole lot here.
This game screams to have multiplayer. The frantic, manic games would make for some hilarious online play with friends. Unfortunately, there is no online multiplayer in the game. In the PS3 version you have the option of local two player puzzle-battling (which I would imagine is fun; I got the Vita version), but for the Vita owners you're pretty much boned: Ad-Hoc is the only way to play, and both of you have to be in the same room and have a copy of the game. The fact that a game was released in 2014 without online play at all completely baffles me, and actually makes me really sad because I wanted to play this game with a friend (or two).
At least I'll always have the computer...right? Maybe? |
If you have a PS3 and a significant other, this game is a blast. If you like games like Puyo Puyo or Tetris Attack, this will provide a good deal of competitive, frantic fun. Single player, however, it's a much harder sell, especially considering what you see is basically what you get. If you download the demo, it literally is just the Beginner mode pulled from the game and put on PSN (the 5 stages on an easier difficulty), with the only difference between that and the main game being 12 more songs (vs 5 in the demo) and the 10 person arcade and hell mode.
The computer, also, is a bit of a problem. True to Arc System's past games (I'm looking at you, Blazblue), your enemy AI goes from "Good" to "Really good" to "Impossibly fantastic" over a matter of just a few rounds. I kid you not that I just sat back and watched it on Arcade Round 8 (not even on Hell mode) and it was moving blocks at a speed literally impossible to do if you have to physically push a button. I guess it means the game will last longer since you'll be butting your head against a cheating computer for a while, but it feels like a cheap way to lengthen the game.
Gotta stay in tempo! |
The graphics are fairly simple, using a pixel-art motif that seems to be all the rage these days. The blocks reminded me a lot of the blocks in Tetris Attack (for better or for worse), including visually changing when you have two next to each other and need only one more to finish a chain. The game plays a satisfying "SHISSH!" sound if you manage to drop a piece exactly with the beat (which I assume means more points), and the characters are all over the place in terms of awesomeness. Regular anime style characters meet up with a ghost called G-host, a potted flower, an alphcha with an eyepatch, and a blob of pixels. Yeah, just a blob of pixels. His song is nuts.
The music is also a lot of fun, a mix of techno and vocaloid that is never grating and reminded me a bit of DDR style music...if it had been bitcrunched a bit. Fans of Hatsune Miku may noticed some of the vocaloid software used is the same kind used in her voice, though it's never similar enough to be distracting. You can also unlock a handful of heavier techno songs from Blazblue and Guilty Gear, or just buy them on the market for a couple of bucks.
"Egg shaped chicken in a frying pan" is obviously my main. |
When I first played the demo of Magical Beat, I was set to recommend it to everybody. The game is exactly the kind of puzzle game I like: absurdly fast, rewarding those who are aggressive (when I play fast in Tetris I just lose earlier...), has very fast and crazy matches, and looks and sounds great. After getting the game, however, I couldn't help but feel disappointed. Sure, the core gameplay hadn't changed, but the unfortunate lack of variety and modes coupled with the massive oversight of not including online play is genuinely disheartening. It's especially worse for a Vita player, as the game isn't cross-buy, so if I want to play it with my wife on the PS3 I'll have to shell out another ten bucks. Which makes me even sadder, because this game is a perfect fit for handhelds and playing on the bus, if only it had more content (or the computer weren't so impossibly good) to keep it floating.
As it stands, I still think Magical Beat is an awesome puzzle game. I'm crossing my fingers that it sold well enough to merit either a sequel or some free DLC in the future to include more modes and an online option, but considering almost nobody knows this game exists that probably won't happen. Still, if you have a PS3 and love competitive puzzle games, this one is an absolute treat. It's got fun music, cute characters, exciting gameplay, and an unfortunate lack of content on Vita. Ah well, maybe next time.
Oh, and you can buy Blazblue characters. That's pretty good.
Three out of five stars.
These guys know how to party. |
Oceanhorn 2, Unreal And Beyond
The reveal of Oceanhorn 2's development got an amazing reception from all of you back in August. Thank you so much!
It has been five months now and we have been very busy working on the game, to fulfill our dream project one asset and feature at a time. Unfortunately, we haven't had time to give you guys any updates. Let's remedy that right here, right now!
Over the years, we have learned that making a video game is a huge undertaking. For Oceanhorn 1 we did everything from ground up, from using a proprietary game engine, designing and developing our own full featured level editor to a highly laborious porting and upgrading work that had to be done for other platforms.
When we were dreaming up what Oceanhorn 2 should be like, we knew that we would have to do everything from ground up yet again if we would continue using our own tools. To meet the high expectations of the video game audience on mobile, high-end PCs and consoles, we decided to start developing Oceanhorn 2 on Unreal Engine 4.
Unreal Engine is a game engine that has proven itself in hundreds of big titles over the past 20 years. Its graphical capabilities and level editing tools are the best the industry has to offer. We have the artistic freedom, and to ensure we can achieve what we set out to do, Epic allows us developers to access the engine source code. With Unreal Engine 4, we basically have hundreds of man years of video game development backing us up, and delivering our uncompromised dream is still going to be in our own hands in the end!
This project has introduced a lot of new and exciting things for us, from new ways of thinking to new tools and workflows. As an artist, I had to learn everything about physically based rendering. It provides an intuitive way to express the realistic properties of the materials for the renderer. It is a relatively new way to get realistic looking materials for a modern game engine that handles realistic lighting.
Our game has an artistically stylized look, but even our style benefits from the physically based rendering. Pixar animations have used it for years, but these days we can render it in realtime, even on mobile.
When setting up the renderer and materials, we wanted to make sure everything will work on both PC and mobile. Minor differences can be seen in some of the screen space effects, as all of them are not yet feasible on mobile hardware. We started optimizing the project for the mobile right from the beginning, and when we started to test out our game on actual mobile hardware, our efforts paid off.
In our previous announcement blog post we shed light on some of the new gameplay aspects featured in Oceanhorn 2. These were just a few examples of the features that will make Oceanhorn 2 truly special. We will be sharing more exciting news with you in the upcoming months.
There is a certain unrevealed element in the game that makes Oceanhorn 2 different when compared to other games in the same genre. We have been experimenting with this element right from the beginning, and we are starting to see the impact it has on Oceanhorn 2.
When developing new and exciting elements to the game, our main goal is always to improve the player's experience and reinforce his or her emotional investment to the the world and story. We also aim to enrich the aspects that people loved in the original game, such as exploration.
In many ways, experimenting with features is one of the perks of being an indie company. If we come up with the best thing ever for an action RPG at any given time, we can go ahead and add it to the game.
In our day to day development, we have reached a point where we can produce game content fast. More cutscenes and levels are being added to the game every week and the quests are starting to shape up. Still, we have a long road ahead of us to finish this game and I hope Oceanhorn fans can wait patiently.
We have received lots of questions about the platforms which Oceanhorn 2 will be released on. We can't confirm all of the platforms yet. What we can say is that Oceanhorn: Monster of Uncharted Seas sold over 1 million copies on all platforms combined, but let's remember it started out as an amazing iOS adventure game.
Oceanhorn 2 will definitely come out on iOS.
It has been five months now and we have been very busy working on the game, to fulfill our dream project one asset and feature at a time. Unfortunately, we haven't had time to give you guys any updates. Let's remedy that right here, right now!
Oceanhorn 2 looks stunning on mobile |
Weighing our options
Over the years, we have learned that making a video game is a huge undertaking. For Oceanhorn 1 we did everything from ground up, from using a proprietary game engine, designing and developing our own full featured level editor to a highly laborious porting and upgrading work that had to be done for other platforms.
When we were dreaming up what Oceanhorn 2 should be like, we knew that we would have to do everything from ground up yet again if we would continue using our own tools. To meet the high expectations of the video game audience on mobile, high-end PCs and consoles, we decided to start developing Oceanhorn 2 on Unreal Engine 4.
New perspective takes you in the center of the action |
Powered by Unreal Engine 4
Unreal Engine is a game engine that has proven itself in hundreds of big titles over the past 20 years. Its graphical capabilities and level editing tools are the best the industry has to offer. We have the artistic freedom, and to ensure we can achieve what we set out to do, Epic allows us developers to access the engine source code. With Unreal Engine 4, we basically have hundreds of man years of video game development backing us up, and delivering our uncompromised dream is still going to be in our own hands in the end!
"With Unreal Engine 4, we have hundreds of man years of video game development backing us up"
This project has introduced a lot of new and exciting things for us, from new ways of thinking to new tools and workflows. As an artist, I had to learn everything about physically based rendering. It provides an intuitive way to express the realistic properties of the materials for the renderer. It is a relatively new way to get realistic looking materials for a modern game engine that handles realistic lighting.
Our game has an artistically stylized look, but even our style benefits from the physically based rendering. Pixar animations have used it for years, but these days we can render it in realtime, even on mobile.
Good things come to those who wait |
When setting up the renderer and materials, we wanted to make sure everything will work on both PC and mobile. Minor differences can be seen in some of the screen space effects, as all of them are not yet feasible on mobile hardware. We started optimizing the project for the mobile right from the beginning, and when we started to test out our game on actual mobile hardware, our efforts paid off.
The development and discovery
In our previous announcement blog post we shed light on some of the new gameplay aspects featured in Oceanhorn 2. These were just a few examples of the features that will make Oceanhorn 2 truly special. We will be sharing more exciting news with you in the upcoming months.
A knight's weapon Caster in action |
There is a certain unrevealed element in the game that makes Oceanhorn 2 different when compared to other games in the same genre. We have been experimenting with this element right from the beginning, and we are starting to see the impact it has on Oceanhorn 2.
When developing new and exciting elements to the game, our main goal is always to improve the player's experience and reinforce his or her emotional investment to the the world and story. We also aim to enrich the aspects that people loved in the original game, such as exploration.
In many ways, experimenting with features is one of the perks of being an indie company. If we come up with the best thing ever for an action RPG at any given time, we can go ahead and add it to the game.
Mobile graphics of 2017! |
In our day to day development, we have reached a point where we can produce game content fast. More cutscenes and levels are being added to the game every week and the quests are starting to shape up. Still, we have a long road ahead of us to finish this game and I hope Oceanhorn fans can wait patiently.
We have received lots of questions about the platforms which Oceanhorn 2 will be released on. We can't confirm all of the platforms yet. What we can say is that Oceanhorn: Monster of Uncharted Seas sold over 1 million copies on all platforms combined, but let's remember it started out as an amazing iOS adventure game.
Oceanhorn 2 will definitely come out on iOS.
28 Mart 2019 Perşembe
Particular Skin Smell May Help In Early Parkinson’s Diagnosis, Study Suggests
MARCH 25, 2019 BY ALICE MELÃO IN NEWS.
Parkinson's disease (PD) could be identified through a noninvasive analysis of chemical components of sebum, the oily substance that helps keep skin and hair moisturized, a pilot study suggests.
The study, "Discovery of Volatile Biomarkers of Parkinson's Disease from Sebum," was published in the journal ACS Central Science.
In the early ages of medicine, a person's odor was commonly used to help identify diseases. Although this method is no longer used, modern medical studies have associated some illnesses, in particular metabolic and infectious diseases, with specific smells.
One of the study's co-authors, Joy Milne, the wife of a Parkinson's patient who was diagnosed in 1986, has an extremely sensitive sense of smell, called a super smeller, and is able to recognize a particular odor associated with Parkinson's disease. In preliminary tests, she identified this odor mainly in areas of high sebum production, such as the upper back and forehead.
Overproduction of sebum by skin sebaceous glands (a condition known as seborrhea) is a well-known non-motor symptom of the disease, and toxic forms of the protein alpha-synuclein — a Parkinson's molecular hallmark — have been found in the skin of Parkinson's patients.
"Identification and quantification of the compounds that are associated with this distinctive PD odor could enable rapid, early screening of PD as well as provide insights into molecular changes that occur as the disease progresses and enable stratification of the disease in the future," the researchers wrote.
The team, led by researchers at the University of Manchester, further explored the potential of using smell and sebum analysis as a diagnostic tool for Parkinson's disease.
They analyzed the volatile chemical components of sebum samples collected from 43 Parkinson's patients and 21 healthy volunteers who were recruited at 25 clinical sites across the U.K.
These volatile components, which are often associated with odors, were detected by high-throughput chemical analysis as well as by olfactory pattern analysis, with the help of Milne.
Among the 17 particular compounds detected in Parkinson's patients the team found 3,4-dihydroxy mandelic acid, which is a metabolite of L-dopa — one of the most commonly prescribed medications for Parkinson's disease.
However, this compound was also identified in untreated patients. These findings suggest that changes in this compound could be indicative of other mechanisms rather than just therapy metabolism.
Further analysis revealed that the compounds perillic aldehyde and eicosane were significantly different between Parkinson's patients and healthy controls. Perillic aldehyde levels were lower in Parkinson's samples, while eicosane was present at significantly higher levels than in controls.
The presence of these compounds was consistent with the olfactory patterns of the specific "musky" smell of Parkinson's.
Next, the team asked Milne to try to validate different mixtures of the identified compounds and compared them between patients and controls.
A mixture of all 17 identified compounds, or specific combinations of just nine or four of these compounds, were identified as being closer to the smell of Parkinson's patients than healthy individuals.
These results were maintained regardless of whether patients had taken Parkinson's medications or not.
"Now we have proved the molecular basis for the unique odor associated with Parkinson's we want to develop this into a test," Perdita Barran, PhD, a professor at the Manchester Institute of Biotechnology and senior author of the study, said in a press release.
"This could have a huge impact not only for earlier and conclusive diagnosis but also help patients monitor the effect of therapy. We hope to apply this to at risk patient groups to see if we can diagnose pre-motor symptoms, and assist with potential early treatment," she added.
Main differences in perillic aldehyde and octadecanal levels could be associated with changes in fatty molecule metabolism in Parkinson's disease. But they may also indicate altered activity of the natural bacteria that populate the skin of Parkinson's patients.
"These potential explanations for the change in odor in PD patients suggest a change in skin microflora and skin physiology that is highly specific to Parkinson's disease," the researchers wrote.
More studies are still needed to further explore the potential of these volatile Parkinson's biomarkers. In addition, studies with extended olfactory data from human smellers, as well as canine smellers, may help characterize in more detail the sebum odor pattern linked to Parkinson's.
"Finding changes in the oils of the skin in Parkinson's is an exciting discovery," said David Dexter, PhD, deputy director of research at Parkinson's UK. "More research is needed to find out at what stage a skin test could detect Parkinson's, or whether it also occurs in other Parkinson's related disorders, but the results so far hold real potential."
https://parkinsonsnewstoday.com/2019/03/25/skin-smell-may-help-identify-parkinsons/
Lessons From "Rocky" And "Creed"
SPOILER ALERT!!! Spoilers for the Rocky and Creed films are discussed below.
The Rocky films don't get enough credit for being consistently entertaining. While it is true that none of the sequels have yet to match the power of the original, they don't really have to. They just need to keep setting up exciting boxing matches, and aside from Rocky V, each entry has succeeded in giving us just that. The first Rocky is a classic of the "American Dream", telling the story of a man, tough on his luck, who finds success through persistent effort and endurance. I went into the sequels skeptical, after all, once Rocky Balboa loses his "underdog" factor, why would you still root for him as hard? What I came to understand was that the sequels have just as much, if not more to say than the original film.
If you have a pursuit, a passion, be it a game like chess, an art like painting, or a sport like boxing, there inevitably comes a point where you reach a certain level of success. Leaping over that first hurdle, breaking through that first wall, it strengthens your confidence, as it should. You put in the work and are reaping the benefits. However, there is always a danger in victory, and that is in seeing it as stationary, fixed, eternal. It is easy to feel so confident after having reached a certain height, that you become lax, and feel little need to work as hard as you used to.
As inspiring as the first Rocky is, those of us who rise through the ranks as established teachers and champions start to feel a bit of a distance from it. We're not always going to be scrappy misfits out to prove that we're good enough. The world already knows we're good enough, and sometimes, our competitors will have more of an "underdog" feel than we do. What the Rocky sequels understood was that proof of greatness doesn't occur only once, but repeatedly throughout one's life.
You will fall. Get back up.
You would think that after his glorious bout with Apollo Creed, it'd be smooth sailing for Rocky's career, but alas. Rocky let's his fame get to his head and becomes wasteful with his money, so much so that winning the Apollo Creed rematch becomes a matter of financial necessity. So even though Rocky has found success, he still makes stupid mistakes. This happens again in Rocky III, when the Italian Stallion gets so cocky that he trains with laxity for his first bout with Clubber Lang. For this laziness he predictably gets a sound beating.
Some viewers may find it uninspiring that in spite of Rocky's many triumphs, he continues to fall right back into his old problems. The meaning I derive from this situation, however, is the opposite: In spite of his failures, he finds the strength to get back up again. I can't tell you how many times when, after having passed a Spanish test or broken a board with a side kick, did I think I had a firm grasp on my discipline. I thought to myself: I'll get better from here on out, no more stupid mistakes. How arrogant of me.
And, boy! How demoralizing! I mean, really, after having spent so many hours in study or practice, and still, you just can't get it right. There are moments when the struggle feels Sisyphean, a baleful cycle of stunted growth and pyrrhic victory. You may make some progress, and make note of it, but it never seems to be fast enough. You may find yourself on the verge of quitting, and may even quit for a time. What I learned, however, was that the struggle itself is worthwhile, no matter how meager the victory or how slow the progress, the struggle is worthwhile. To endure, in and of itself, is its own victory. As endurance during the malestorm is not easy feat, a triumph that belongs to the champions. As Rocky said to his son,
"The world ain't all sunshine and rainbows. It's a very mean and nasty place, and I don't care how tough you are, it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard you hit. It's about how hard you can get hit and keep moving forward. How much you can take and keep moving forward. That's how winning is done! Now if you know what you're worth, then go out and get what you're worth. But ya gotta be willing to take the hits, and not pointing fingers saying you ain't where you wanna be because of him, or her, or anybody! Cowards do that and that ain't you! You're better than that!"
Be humble enough to return to the basics.
Once you've learned something, you don't feel much need to re-learn it. This is especially true when it comes to the basics. Once you learn who to add fractions, the use of "に" in Japanese, or a simple punch in karate, you kind of expect your memory to handle the rest. You move on to more advanced techniques, hoping that the basics will take care of themselves, and they do, until they don't. And when they don't, you end up looking like a Neanderthal in a room full of Einsteins. The worst part of this humiliation is in what feels like having to go back to kindergarten and re-learn how to spell Mississippi.
After the Rock's loss to Clubber Lung in Rocky III, he has to re-train with his rival, Apollo Creed. Apollo starts him back from the bottom up. Rocky has to change his whole boxing dynamic with an emphasis on speed. To get faster he has to improve his swimming and outrun Apollo. Apollo's son, Adonis, has to undergo a similar trial after his loss to Ivan Drago in Creed II. Rocky takes him out to a place in the desert for boxers who want to "start over." There's no fancy, hi-tech equipment out there. You rise or fall based on your own skill.
I myself had a similar experience when I first traveled to Japan for study abroad. I tested into a class lower than expected, due to failing to grasp the basics of particles. My listening skills admittedly weren't very good, either. So I had re-learn the basics, but more significant than that, I had to re-learn them differently. Training the exact same way over and over makes your form stale. You always have to be on the lookout for sharper and more challenging modes of practice.
Do it for you.
If your heart and soul aren't in what you do, then you're better off not doing it at all. Some people forget that Rocky loses his first fight with Apollo Creed. The reason we don't feel this loss is because Rocky proved himself. He proved to the world that he could hold his own against the champ, and that was good enough for him. He also loses his last fight against Mason Dixon in Rocky Balboa, but again, the outcome is irrelevant. Rocky, now an old man, showed that he could still fight. He proved his own self-worth, and sometimes, we need that proof to know our lives haven't been a waste.
All throughout Creed, Adonis struggles with his father's legacy. He wants to show that he's worthy of his father's name, but at the same time be his own man, and not simply his father's son. There's a pivotal scene during the boxing match, when Rocky asks Creed what he's fighting for. Creed replies that he's fighting for himself. This is what truly makes him his own man. This isn't about his father, or even Rocky anymore, it's him forging his own path forward.
I was once taught by one of my martial arts teachers that if you really like something, you're going to feel like quitting at some point. The best way to overcome this impulse is to remind yourself why you do it. Put your life on the line, throw your heart into your passion. Let it fulfill you, let it satisfy you. Make it personal, make it yours. By the end of the day, you only live once, so might as well stop worrying so much about meeting other's standards, and start surpassing your own.
You Can'T Win Them All
It's surprisingly rare that we buy a game that turns out to be a dud. We're usually pretty good at spotting games that will and won't appeal to us, and I generally read reviews and where possible try games out before purchasing. We've also gotten fairly lucky with impulse buys that turned out to be great games, but that isn't always the case.
I really like 7 Wonders but I've always held off on adding a copy to our collection because of the relatively large player count required to make the game interesting. 7 Wonders: Duel seemed like a perfect solution: a two-player version of the game, and in fairness, it does do a good job of approximating the full game's aesthetic and core mechanics.
The problem is, the whole point of 7 Wonders is that it is a card drafting game, where you start with a hand of cards, keep one, and pass the rest along. There are two basic approaches to drafting: either take the cards you need, or take the cards you don't want your opponents to have. 7 Wonders: Duels approximates the draft using a tableau of cards with rows that overlap one another. Players draft cards from the tableau, with the catch being that you can't draft a card if there's another card on top of it.
This leads to a lot of "take that" style play where you uncover a card you need only to have your opponent draft it, and unlike in the full multiplayer 7 Wonders, you know who is taking your cards. It makes the game just a little bit too frustrating and adversarial, which is too bad because the engine-building part of the game is interesting, and the illustration and graphic design are top-notch.
Rating: 2 (out of 5) Although I do like the game design, I think the game play is just a little bit too adversarial for a two player game that doesn't actually focus on combat.
What we'll play instead: Race for the Galaxy is a similar tableau-building card game that works great for two players and doesn't seem quite as confrontational.
I really like 7 Wonders but I've always held off on adding a copy to our collection because of the relatively large player count required to make the game interesting. 7 Wonders: Duel seemed like a perfect solution: a two-player version of the game, and in fairness, it does do a good job of approximating the full game's aesthetic and core mechanics.
The problem is, the whole point of 7 Wonders is that it is a card drafting game, where you start with a hand of cards, keep one, and pass the rest along. There are two basic approaches to drafting: either take the cards you need, or take the cards you don't want your opponents to have. 7 Wonders: Duels approximates the draft using a tableau of cards with rows that overlap one another. Players draft cards from the tableau, with the catch being that you can't draft a card if there's another card on top of it.
This leads to a lot of "take that" style play where you uncover a card you need only to have your opponent draft it, and unlike in the full multiplayer 7 Wonders, you know who is taking your cards. It makes the game just a little bit too frustrating and adversarial, which is too bad because the engine-building part of the game is interesting, and the illustration and graphic design are top-notch.
Rating: 2 (out of 5) Although I do like the game design, I think the game play is just a little bit too adversarial for a two player game that doesn't actually focus on combat.
What we'll play instead: Race for the Galaxy is a similar tableau-building card game that works great for two players and doesn't seem quite as confrontational.
- 7 Wonders: Duel official website
- 7 Wonders: Duel on BoardGameGeek
27 Mart 2019 Çarşamba
Chris' Increasing Apathy And Laziness
Hey. Been a while hasn't it? Yeah, I guess I've been busy, and Chris hasn't really done too much crazy shit. But there's some stuff worth mentioning.
Last month was ToyFair, and he once again covered it as Puppet Steve. However, the editing in these videos has been... sloppy.
Most of the time, Chris' editing has been at least decent, that's like the one thing he could do alright. However, a couple videos show signs of laziness and half-hearted work.
The first instance is in a video on Fortnite figures from McFarlane Toys. Don't know (and don't really care) if he got anything about the figures wrong, but as he's filming he suddenly sees Todd McFarlane himself. McFarlane looks into the camera and says "make sure you listen to Chris, he knows his stuff" (flattery will get you everywhere Todd). Then Chris says in a hushed frightened whisper "Puppet Steve! Puppet Steve! They know me as Puppet Steve!" Yeah. Chris kept that in, and it's still up on his channel.
You couldn't edit that out? Mute the audio and add some narration like "Oh look it's our good friend Todd". It's not like it was super important for him to be in the video, he literally just ducks into it. I doubt the 7 year olds watching even know who Todd McFarlane is so I really don't understand your reasoning.
The second far more sloppy instance was a Mario Kart video, where Chris ends up showing his face at the end. He ended up deleting that video, but reader Jack Cravens managed to save it and upload it to DailyMotion. Thank you Jack. It's the last five seconds or so.
Chris still hasn't reuploaded the video, even though it's like the easiest thing to edit. Just chop out the footage. How dumb are you Chris?
There's probably others, but those were the most notable. What is Chris doing? Is he rushing these videos for the ad revenue? It feels like he's completely half-assing Puppet Steve videos these days. He barely does the voice too. He probably thinks "I have 500k subscribers now, I don't have to care". A mistake he probably made back on the Irate Gamer when he reached 100k subscribers.
There was one thing that surprised me. Some time ago on his Facebook page, someone asked about more IG/Chris Neo videos, and he responded "I'm busy with my kids channel". So yeah, I think that's the first time he's actually acknowledged Puppet Steve on his own page. Why does it take Chris a long time to address things like this? "You ripped off the AVGN" "NO I DIDN'T! *block block block*" "Okay maybe I did..." "You're Puppet Steve" "NO I'M NOT! *block block block* "Okay maybe I am..." This isn't how to confront things Chris.
Otherwise... there's not much else. Nothing on "Chris Neo", and Puppet Steve is heavily increasing the clickbait. Including a video titled "MINECRAFT'S LAST FIGURES?!" ... You'd have to be fucking stupid to think that.
I guess that's all.
Last month was ToyFair, and he once again covered it as Puppet Steve. However, the editing in these videos has been... sloppy.
Most of the time, Chris' editing has been at least decent, that's like the one thing he could do alright. However, a couple videos show signs of laziness and half-hearted work.
The first instance is in a video on Fortnite figures from McFarlane Toys. Don't know (and don't really care) if he got anything about the figures wrong, but as he's filming he suddenly sees Todd McFarlane himself. McFarlane looks into the camera and says "make sure you listen to Chris, he knows his stuff" (flattery will get you everywhere Todd). Then Chris says in a hushed frightened whisper "Puppet Steve! Puppet Steve! They know me as Puppet Steve!" Yeah. Chris kept that in, and it's still up on his channel.
You couldn't edit that out? Mute the audio and add some narration like "Oh look it's our good friend Todd". It's not like it was super important for him to be in the video, he literally just ducks into it. I doubt the 7 year olds watching even know who Todd McFarlane is so I really don't understand your reasoning.
The second far more sloppy instance was a Mario Kart video, where Chris ends up showing his face at the end. He ended up deleting that video, but reader Jack Cravens managed to save it and upload it to DailyMotion. Thank you Jack. It's the last five seconds or so.
Chris still hasn't reuploaded the video, even though it's like the easiest thing to edit. Just chop out the footage. How dumb are you Chris?
There's probably others, but those were the most notable. What is Chris doing? Is he rushing these videos for the ad revenue? It feels like he's completely half-assing Puppet Steve videos these days. He barely does the voice too. He probably thinks "I have 500k subscribers now, I don't have to care". A mistake he probably made back on the Irate Gamer when he reached 100k subscribers.
There was one thing that surprised me. Some time ago on his Facebook page, someone asked about more IG/Chris Neo videos, and he responded "I'm busy with my kids channel". So yeah, I think that's the first time he's actually acknowledged Puppet Steve on his own page. Why does it take Chris a long time to address things like this? "You ripped off the AVGN" "NO I DIDN'T! *block block block*" "Okay maybe I did..." "You're Puppet Steve" "NO I'M NOT! *block block block* "Okay maybe I am..." This isn't how to confront things Chris.
Otherwise... there's not much else. Nothing on "Chris Neo", and Puppet Steve is heavily increasing the clickbait. Including a video titled "MINECRAFT'S LAST FIGURES?!" ... You'd have to be fucking stupid to think that.
I guess that's all.
26 Mart 2019 Salı
The Art Of Video Games: Chrono Trigger
Chrono Trigger has all the ingredients of a quality RPG: a unique battle system, an interesting story, and a variety of diverse characters. What immediately stands out about it are the character designs by Dragon Ball and Dragon Quest artist, Akira Toriyama, and the winding role of time travel in exploring what the world has to offer. The charm of Chrono Trigger is its simplicity. The story isn't too hard to follow and the battle system isn't too difficult to master. You would expect such a game to be bland, but since Chrono Trigger succeeds so well in executing each of these elements, it never gets old.
Chrono Trigger is set in the standard medieval fantasy world, with some clear technological advances in machinery. Like in the Persona series, the main character is a stand-in for the player. The story is less about him that it is about how he reacts to those around him. Very early on in the game, it becomes clear that the decisions you make affect the game's later outcomes. They first start out small, for instance, if you help a girl with her kitten or try to sell a lost pendant, these acts will be brought up during a later trial of character. Though as the game goes on, the deeper an impact these choices have on the story. Your perspective on various events in plot can change depending on who you have in your party, not to mention that characters can even die depending on your choices. As such, there are several endings, which makes the game very replayable.
Chrono Trigger opens during a fair in town. Chrono runs into a mischevious girl named Marle, who is really a princess in disguise, trying to escape royal duties. You also run into your childhood friend, Lucca, an inventor who has unveiled a teleportation machine. However, something goes awry in the machine which opens a portal in time, and Marle falls in. You follow her in 400 years into the past, and meet a frog knight seeking to restore his honor. As you travel across time, many other colorful characters join you for the quest. In prehistoric times, you meet the wild woman Ayla, and the robot Robo in a post apocalyptic future. Part of the fun in playing Chrono Trigger is traveling to different times and exploring the changes in the same places.
The battle system is similar to Final Fantasy's Active Time Battle, in which your turn starts as soon as your gauge fills up. Unlike Final Fantasy, however, the monsters are usually visible throughout the dungeons or fields and can be avoided by walking past them. Like most JRPGs, each character has unique abilities that lend them to various strategies. Chrono is a fairly well-rounded character with a physical his sword attacks and lightning spells. Marle has powerful ice spells and can be an indispensable healer. Ayla is a physical berserker type who can charm rare items from enemies. I enjoyed most the battle with Magus, because it forced you to switch around the various spell attributes. It made me realize that in this game, even at a high level, you can rarely get away with spamming one powerful attack on all enemies. Other fun additions to Chrono Trigger's battle system, are the Dual and the Triple Techs. If you wait until two or three characters have their gagues filled, you can perform a massive attack on your enemies. These are particularly helpful, since many battles, especially boss fights, will have you to fight with many enemies at once, with some only vulnerable once one regenerating part is destroyed.
Aside from the gameplay, two other major highlights of Chrono Trigger are the music by Yasunori Mitsuda and the art by Akira Toriyama. The technical capabilities of the SNES system that allow these elements to shine. It's worth appreciating that even by today's advances, Mitsuda's soundtrack retains a distinct aura. I think back to the moment when you first travel to the misty period of 700 AD. The melody is first plucked out by digital strings, before being joined by other instruments, and finally, rising to cresendo. I also noticed an air of mysticism and the exotic in the tracks, "The Corridors Of Time" and "The Secret Of The Forest." Being familiar mostly with Toriyama's art in the Dragon Ball series, I gained a newfound appreciation for his ability to bring life to the medieval, the prehistoric, and futuristic. We can appreciate in Chrono Trigger the youthful character he brings to the designs, especially the dinosaurs, that would be lost in an earlier system.
One can't help but feel that like Final Fantasy VI, another JRPG for the SNES, Chrono Trigger is tribute, but not to any particular series. It is a tribute to the JRPG genre, and a fond farewell to 2D. Alongside, Toriyama, already a veteran of Dragon Quest, Chrono Trigger is the brainchild of Dragon Quest creator Yuji Horii and Final Fantasy creator Hironobu Sakaguchi. The both of them bringing their unique experiences to this work, creating a game that carries shades of both franchises, but retains its own originality.
Desert Strike: Return To The Gulf - Sega Mega Drive (1992) & Commodore Amiga (1993)
Desert Strike: Return to the Gulf was released in the first half of 1992, a year after Operation Desert Storm had ended and with the Middle East still fresh in mind. The plot involves a Middle Eastern despot invading a small Emirate and trying to gain weapons of mass destruction. Some could accuse EA of shamelessly cashing in on these appalling events. Whatever, it turned out to be the most successful game they had yet produced.
On my shortlist I had the Sega Mega Drive original and conversions for the Sega Master System, Super Nintendo and Commodore Amiga.
The Sega Mega Drive was the first version of the game and was released early in 1992 with the first conversions arriving later in the year. It could be described as the definitive version of the game with great graphics and sound, and slick controls. Although I had never played it before if felt familiar. It then dawned on me it played pretty much like cross between Cyclone and Raid on Bungeling Bay.
I played the Master System version next which, it has to be said, was not very good. It could not compete with any of the 16-bit versions here and was quite basic in all areas.
The Master System is a poor mans Desert Strike. The helicopter doesn't even have a shadow. |
I really liked the look of the SNES version at first, with its nice big helicopter sprite. I quickly realised it was only big due to the lower resolution graphics. The display has a zoomed-in look and therefore doesn't show as much of the play area as the Mega Drive version. Little touches are also missing such as the wake from the ship you start the game from. Gameplay is more or less the same as the original.
Desert Strike on the SNES. Plays pretty much the same as the Mega Drive game but at a lower resolution. |
The Commodore Amiga version appeared in 1993. To quote the manual - 'when it came to designing the Amiga version of Desert Strike there was one question on everybody's lips - what can be done to improve the game?'. For starters they used the Extra Half-Brite Graphics mode to display 64 simultaneous colours. Some graphics assets such buildings, targets and especially explosions have been greatly improved. Music is better and it features sampled sound effects and speech. The presentation is also much slicker. The Amiga conversion does have its drawbacks though. Firstly, the game plays a lot slower which can be a blessing or a curse depending on the situation. There is also disk loading which is absent on the consoles. Lastly, the controls are compromised - where the Sega controller has a multitude of buttons, an Amiga joystick has only one (or rarely two) fire buttons. This means cycling through weapons and accessing the map are via the keyboard.
Of the above I felt the Amiga and Genesis titles came on top. Each had its own advantages and disadvantages so I was unable to split them.
Rather than forming a coalition to send Kilbaba packing, the powers that be decided that all is needed is one man and his chopper. Desert Strike plays over four 'campaigns' divided into several missions. The first is called 'Air Superiority'. Your missions here involve destroying radar sites, power station, airports, command centres, and finally picking up a secret agent. Although the missions can be played in any order it is recommended playing in the order given as destroying the radars and power station reduces the range and accuracy of enemy anti-aircraft weapons. The Secret Agent has copies of the Generals plans and his whereabouts is only shown after destroying the command centres and capturing the commander within.
Before you begin the game you must choose your co-pilot. There are several to choose from, each with their own strengths and weaknesses. One is marked MIA and can be rescued during the game - he's located next to a downed aircraft on the first level.
Choosing you co-pilot on the Mega Drive [left] and Amiga [right] |
I must take issue here with the sprite of your gunship. Although the game box, manual and in-game stills reference an AH-64 Apache, the main sprite only half resembles one - the front half. It looks like they have grafted on the back end of an RAH-66 Comanche with the ducted fan tail rotor and high tailplane. The Apache has a conventional tail rotor and low tailplane. I'm guessing this was to simplify drawing the many frames of animation.
The game proper starts with your chopper sat on the back of a frigate and you must head east towards the desert. You navigate the area by using the map / status screen. The map shows your objectives as well as the position of ammo crates, fuel, MIAs, missile and gun emplacements. You can also get a reminder of completed and remaining objectives. The screen additionally displays remaining fuel, weapons and armour, lives left and the number of MIAs you are carrying.
Your gunship is armed with, from least to most powerful, a chain gun with 1,178 rounds of ammunition, 38 Hydra rockets and 8 Hellfire missiles. The weapons can be fired in the general direction of the target with the accuracy determined by your selected co-pilot.
Ammunition supplies can be replenished by collecting ammo crates that are scattered around the play area. The finite amount of fuel you carry can be topped up in the same manner. Fuel and ammo pickups are displayed on the map screen, even those hidden in buildings.
The enemy territory is heavily defended with Rapier surface to air missiles and anti-aircraft guns. Tiny enemy soldiers carry rifles (they also shoot at MIAs) and portable SAMS. There are also mobile VDAs (armoured vehicles carrying AA guns) roaming the map. Every hit reduces the armour on your helicopter - you get a buzzer (Mega Drive) or warning speech (Amiga) when it gets too low. Armour is also depleted if you fly into rock outcrops, high buildings, power lines and other tall structures - the chopper flies at fixed altitude so you can't fly over them.
Armour can be increased by picking up MIAs that are dispersed around the map and taking them to a dropzone. Six MIAs can be wedged into the Apache at one time. Very rarely armour pickups can be found (usually hidden in buildings). These pickups do not show up on the map.
Once a set of missions has been completed it is back to the frigate for the next level. Your Apache is limited to three 'lives' which are replenished after each campaign. You also get a password so there is no need to start from scratch.
Stormin' Norman sets out your objectives for the second campaign (Mega Drive) |
And the further you get the tougher the enemies (Mega Drive) |
There's a lot to like about Desert Strike whichever version you choose to play. The handling and momentum feel just right as does the camera which always has the helicopter facing into the screen. It would be fun as just a straight shooter but the limited fuel, weapons and armour adds some strategy. An excellent game all round.
Gameplay from the Mega Drive
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