Sensible World of Soccer
Sensible World of Soccer is an enhanced version of Sensible Soccer. Virtually every important soccer league in the world is included in this game, with some countries not only having premier / first division, but 2nd, 3rd, and more divisions. All important international competitions are also included (club- and national-team based). The game has a career mode, where you may play up to 20 seasons as player manager or manager only. During a career as a coach you're not tied to one club / national team, meaning if you're good enough one (or more) big clubs make offers to you to coach their team.
All teams featured in this game have real players (names, strengths, weaknesses, etc.) from the 1994/1995 season. The management part of the game allows you to buy any of these players (which number 24,000 in total) if you have enough money and a free slot in your team. Besides the player manger career, you may play friendly matches, single season of any competition, and custom competitions, which can be made from scratch or based on a real one. Teams participating in these competitions can be chosen from any country. All the teams may be played by human player or computer.
The DOS version is based on Amiga version 1.1 with the data of season 1995/1996. 1.1 adds the ability to switch between player-manager and manager-only status before each match of a career and improved on-pitch skills enhanced for the player teams. Also the athlethes' statistics improve by consistent goal-scoring.
All teams featured in this game have real players (names, strengths, weaknesses, etc.) from the 1994/1995 season. The management part of the game allows you to buy any of these players (which number 24,000 in total) if you have enough money and a free slot in your team. Besides the player manger career, you may play friendly matches, single season of any competition, and custom competitions, which can be made from scratch or based on a real one. Teams participating in these competitions can be chosen from any country. All the teams may be played by human player or computer.
The DOS version is based on Amiga version 1.1 with the data of season 1995/1996. 1.1 adds the ability to switch between player-manager and manager-only status before each match of a career and improved on-pitch skills enhanced for the player teams. Also the athlethes' statistics improve by consistent goal-scoring.
Sentinel Worlds I : Future Magic
The merchants who live on the three planets of the Caldorre star system have been recently assaulted and robbed by groups of mysterious space rangers. Giant battleships were set to eliminate the threat; however, the raiders proved to be too agile, dodging them easily. A smaller, interceptor-class vessel is now dispatched to Caldorre to deal with the problem.
Sentinel Worlds I: Future Magic is an open-ended sci-fi role-playing game. It has a combination of role-playing character building, customizable spaceship combat, and exploration. The player will guide his team, flying through space and exploring the surfaces and bases of a few planets to unravel the mystery that's disturbing the known universe.
The game opens with a mission to protect a merchant shipment, which involves space combat against enemy ships. Afterwards, the player is free to explore the planets, mining them for resources, talking to characters to receive clues, trading, acquiring better weapons and armor for the crew, and upgrading the space ship.
The player can use a pre-generated party of five characters or create them from scratch, rolling their attributes. There are five character classes, but they have little impact on ground combat, with the exception of the communicator officer, who interacts with NPCs, and the medic, who has access to healing abilities. Characters also have skills, including various weapon proficiencies as well as communication skills such as bribery. Skills can be increased when characters level up.
Space travel, combat, and planet exploration are done in 2D. The player can land in any spot on the three planets of the star system and explore them by navigating an armored ground vehicle. Certain structures can be entered. At that point the game switches to 3D vector graphics, though the party, NPCs and enemies are always superimposed on the radar. Both space and ground combat in the game proceed in real time. In indoor locations the player directly controls only the party leader, while the AI manages the actions of the others.
The game features "paragraph books", where characters mention a paragraph number to read from the booklet, instead of getting the text in-game. This functions as copy protection, making the game require guesswork to complete without the manual.
Sentinel Worlds I: Future Magic is an open-ended sci-fi role-playing game. It has a combination of role-playing character building, customizable spaceship combat, and exploration. The player will guide his team, flying through space and exploring the surfaces and bases of a few planets to unravel the mystery that's disturbing the known universe.
The game opens with a mission to protect a merchant shipment, which involves space combat against enemy ships. Afterwards, the player is free to explore the planets, mining them for resources, talking to characters to receive clues, trading, acquiring better weapons and armor for the crew, and upgrading the space ship.
The player can use a pre-generated party of five characters or create them from scratch, rolling their attributes. There are five character classes, but they have little impact on ground combat, with the exception of the communicator officer, who interacts with NPCs, and the medic, who has access to healing abilities. Characters also have skills, including various weapon proficiencies as well as communication skills such as bribery. Skills can be increased when characters level up.
Space travel, combat, and planet exploration are done in 2D. The player can land in any spot on the three planets of the star system and explore them by navigating an armored ground vehicle. Certain structures can be entered. At that point the game switches to 3D vector graphics, though the party, NPCs and enemies are always superimposed on the radar. Both space and ground combat in the game proceed in real time. In indoor locations the player directly controls only the party leader, while the AI manages the actions of the others.
The game features "paragraph books", where characters mention a paragraph number to read from the booklet, instead of getting the text in-game. This functions as copy protection, making the game require guesswork to complete without the manual.
the Sentry
A surreal and very original game by Geoff Crammond.
The game plays out on a 3D landscape with hills and valleys made up of several levels. At the highest vantage point stands The Sentinel, a statue-like being with an energy draining stare, you begin at the lowest. "Energy" plays an important role, there's a constant amount in the game world and each object is worth a certain number of units - including you.
The object of each level is to absorb The Sentinel and Hyperspace to the next from his vantage point.
The Sentinel scans further round the landscape every few seconds - if you're caught in his gaze, or rather the square you are standing on can be seen, you'll have about 5 seconds to teleport to another location (or hit a key to teleport to a random location - which will never be higher, and may be lower than your current level) before the Sentinel begins absorbing your energy, when it reaches zero you will be destroyed. To travel a "robot hull" must be created on a visible square then teleported to, making sure you absorb your old hull to avoid losing energy. Boulders and trees can also be created, trees to block The Sentinels view and boulders can be stacked to gain higher ground.
There are a few other elements to the game - on later levels there will be other Sentries positioned around the landscape. If only part of you can be seen i.e. not the square you are standing on, a nearby tree can be changed into a "Meanie" which will ultimately force you to teleport. There are 9999 levels in the game but the next level number is based on the current level + how much energy you have remaining.
Sentinel Returns is a remake very true to the original.
The game plays out on a 3D landscape with hills and valleys made up of several levels. At the highest vantage point stands The Sentinel, a statue-like being with an energy draining stare, you begin at the lowest. "Energy" plays an important role, there's a constant amount in the game world and each object is worth a certain number of units - including you.
The object of each level is to absorb The Sentinel and Hyperspace to the next from his vantage point.
The Sentinel scans further round the landscape every few seconds - if you're caught in his gaze, or rather the square you are standing on can be seen, you'll have about 5 seconds to teleport to another location (or hit a key to teleport to a random location - which will never be higher, and may be lower than your current level) before the Sentinel begins absorbing your energy, when it reaches zero you will be destroyed. To travel a "robot hull" must be created on a visible square then teleported to, making sure you absorb your old hull to avoid losing energy. Boulders and trees can also be created, trees to block The Sentinels view and boulders can be stacked to gain higher ground.
There are a few other elements to the game - on later levels there will be other Sentries positioned around the landscape. If only part of you can be seen i.e. not the square you are standing on, a nearby tree can be changed into a "Meanie" which will ultimately force you to teleport. There are 9999 levels in the game but the next level number is based on the current level + how much energy you have remaining.
Sentinel Returns is a remake very true to the original.
Septentrion : Out of Blue
Septentrion: Out of the Blue is a sequel to SOS released exclusively in Japan. Unlike the original game, the sequel takes place in a modern setting and doesn't have a time limit to finish the game, removing the sense of urgency.
The year is 1999, a sudden collision causes the luxury liner King Windsor to start sinking and players alternate between the ship's navigator Gerhard Brown and the chief engineer Carter to rescue each other and the passengers. The game tries to portray a naval accident realistically by having the ship tilt and making players follow safety precautions to avoid slipping and sliding to their deaths. Players navigate through the whole liner with the map hinting where to find the passengers while trying to uncover the truth about the accident. The survivors follow players around and the game keeps track of all the people players saved, altering the ending depending on the amount of survivors.
The year is 1999, a sudden collision causes the luxury liner King Windsor to start sinking and players alternate between the ship's navigator Gerhard Brown and the chief engineer Carter to rescue each other and the passengers. The game tries to portray a naval accident realistically by having the ship tilt and making players follow safety precautions to avoid slipping and sliding to their deaths. Players navigate through the whole liner with the map hinting where to find the passengers while trying to uncover the truth about the accident. The survivors follow players around and the game keeps track of all the people players saved, altering the ending depending on the amount of survivors.
Serf City : Life is Feudal
A strategy game with cartoony graphics and an innocent line in humour. At the start of the level you choose a starting point, the intention being to get lots of flat land as well as resources to mine and ideally existing sources of trees, stones and water (for fish). Your people are vying for supremacy with up to 3 others.
The gameplay focuses on resource management. Each building requires a certain amount of wood (and stones for some of them) to be constructed and requires particular resources to perform its function successfully. Food must be produced (either fish, bread (requiring a windmill, grain-farmer and baker) or pork (requiring a pig-farmer and butcher as well as the grain-farm) to feed the people working in mines to produce the iron, coal and gold (as well as additional stones).
Huts and Watch-Towers are built to expand your territory, sometimes at the expense of an enemy's land (clever play involves targeting an area where your opponent has a crucial building, thus compromising his production).
To finally win the level, you must defeat your opponents. Combat is fought one-at-a-time by the little soldiers and a victory results in all surrounding buildings being lost.
The game features 30 preset missions. 6 tutorials missions will help beginners to learn the game mechanics. The game also offers the possibility to play semi-randomly (based on a 16-number key) generated maps. The map size varies from small maps, for quick matches, to large maps to, depending on how much RAM is available, huge maps, for very long matches as the fact that the in-game statistics can be displayed on a 50-hour scale illustrates. These semi-random maps can be played in single-player mode but can also be played by 2 players on one system, if you have 2 mice, in which case the screen is vertically split.
The gameplay focuses on resource management. Each building requires a certain amount of wood (and stones for some of them) to be constructed and requires particular resources to perform its function successfully. Food must be produced (either fish, bread (requiring a windmill, grain-farmer and baker) or pork (requiring a pig-farmer and butcher as well as the grain-farm) to feed the people working in mines to produce the iron, coal and gold (as well as additional stones).
Huts and Watch-Towers are built to expand your territory, sometimes at the expense of an enemy's land (clever play involves targeting an area where your opponent has a crucial building, thus compromising his production).
To finally win the level, you must defeat your opponents. Combat is fought one-at-a-time by the little soldiers and a victory results in all surrounding buildings being lost.
The game features 30 preset missions. 6 tutorials missions will help beginners to learn the game mechanics. The game also offers the possibility to play semi-randomly (based on a 16-number key) generated maps. The map size varies from small maps, for quick matches, to large maps to, depending on how much RAM is available, huge maps, for very long matches as the fact that the in-game statistics can be displayed on a 50-hour scale illustrates. These semi-random maps can be played in single-player mode but can also be played by 2 players on one system, if you have 2 mice, in which case the screen is vertically split.
Sergei Bubka's Millenium Games
Sergei Bubka's Millennium Games is a multi-event Olympic game, composed of nineteen events: 100m, 200m, 400m, 110m Hurdles, 400m Hurdles, Relay 4x100, Relay 4x400, 800m, 1500m, 3000m Steeple Chase, 5000m, Long Jump, High Jump, Triple Jump, Pole Vault, Javelin, Discus, Shot-put and Hammer.
There are four play options:
There are four play options:
- Team Arcade: in this mode, the player chooses to lead a national team among the ten available, to compete over nineteen events. The objective is to obtain the maximum number of medals, and in order to compete the athletes must first pass a qualification level. Each team has 8 athletes with different event specializations. The player can choose name and gender, as well as the difficult level.
After selecting the team, the player has to choose an event to compete. At first just one event of each category (sprinting, long-distance, jumping and throwing) will be available. If the player wins a bronze or silver medal, one more event will be open. A gold medal will open two more events. - Training Decathlete: in this mode, the player has to train a decathlete/heptathlete through his/her career. The player first creates the athlete, choosing his/her name, gender, and characteristics, such as: strength, speed, acceleration, jump, endurance and reaction. Choosing a specialty (sprint, distance, throw or jump) gives the athlete pre-defined scores on each characteristic. The player also has 20 points to spend freely among the characteristics.
Besides controlling the athlete, the player has to control the training team, composed by a coach, a manager and a physician. Each one has his own screen, with different controls on it. The coach screen is where the player plans the athlete's training regime, gaining points by training at the events. The physician screen shows the atlhete's physical status, allowing the player to cure injuries by spending points on the area of injury. The manager screen is where the player chooses the competitions in which the athlete is going to take part. - Free Play: in this mode, the player can freely choose to compete in any of the nineteen events.
- Multiplayer: in this mode, up to 8 players can compete though a LAN, or 2 players can compete in split screen mode. The players participate in a championship with the chosen events from the nineteen available.
The game has 5 different camera modes, available only in long jump/triple jump and running events. The field events have only one camera mode. There is also a Replay mode, used to watch videos recorded when the player wins a gold medal or breaks a world record.
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