- 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
- 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
- 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
- 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. - 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
- 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
- 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.
0344-2668711
Homebase (Hex 0) (0100): Watch Tower of Kynze - The dwarf town of Kynze houses a Watch Tower - a small outpost of the Magi that connects to the dungeons of the World Clock. It has also become the default headquarters for the forces aligned against the White Elves, leading to an explosion of commerce and opportunity for those willing to engage in it. The surrounding farming towns and lands are filling with the tents of armies and forces, as well as attracting raids from the elves intent on disrupting the allies.
(Hex scale is 24 miles)
Location 1 (0000): The World Clock - The world-shaping magics of the World Clock have transformed it's location into a maze of mysterious dungeons, tunnels and caverns, filled with creatures, artifacts and odd pockets of reality that provide weal and woe to those who enter the clock. The Magi allow any and all to enter the clock in order to learn from their experiences and to help guide the realities and power to a balanced effect that preserves the order of the world. Their need for Lawful artifacts to counter the White Elves has resulted in a huge increase of dungeon-delvers, many of whom have perished fighting among each other in the depths.
Location 2 (0002): The Twelve Knights - The reclusive Twelve Knights are training a natural Resonator, a very rare human mutant who can enhance the effects of magics cast around him. The Magi are wanting to put the boy next to the dragon as a way of destroying the golem, but their plans are frustrated by how unpredictable he becomes around any sort of magics - whether good or evil. The Knights believe that the boy must witness the suffering of the lands destroyed by the Elves, in order to shape him towards their cause, and are close to sending him on a dangerous trip near the dragon.
Location 3 (0202): Dragon of Chaos - Desolation and destruction surrounds the golem and the White Elven army as they battle the attacking wedges of the Magi and humans who bear magical artifacts to wound the dragon. The weird tools, weapons and armors of the elves are highly sought after by rich nobles, but dangerous to obtain as each elven clan is protected by war wagons and strange creatures. Magi recruiters seek adventurers willing to make forays against the dragon or the elves to further slow down the creature.
MY APOLOGIES at missing the past couple of weeks! Work and conventions (Hello CincyCon!) filled up my time and I wasn't able to create these as I wanted. We return this week and will continue pushing on for my goal of 52 campaign starters!
"Three Hexes" are simple campaign starters to show that you don't need to do a lot to have interesting settings for people to play in. Feel free to use these in your game, campaign or as ways to spur on your own creativity and imagination!
I've purposefully left a lot of detail out because these are supposed to spur on your imagination! The scale is what I would use in my own world, but if something else suits you better, then go for it. I may have the features moved about on the hexes for clarity, if they don't suit you, move them!
Posted by Kacey Fahey, Developer Marketing, Google Play & Android
We're excited to host the Google Mobile Developer Day at Game Developers Conference 2019. We are taking this opportunity to share best practices and our plans to help your games businesses, which are fuelling incredible growth in the global mobile games market. According to Newzoo, mobile games revenue is projected to account for nearly 60% of global games revenue by 2021. The drivers of this growth come in many forms, including more developers building great games, new game styles blurring the lines of traditional genres, and the explosion of gaming in emerging markets - most notably in India.
Image Source: GamesIndustry.biz
To support your growth, Google is focused on improving the game development experience on Android. We are investing in tools to give you better insights into what is happening on devices, as well as in people and teams to address your feedback about the development process, graphics, multiplayer experiences, and more.
We have some great updates and new tools to improve game discovery and monetization on Google Play, which we also shared today during our Mobile Developer Day:
Pre-registration now in general availability
Starting today, we are launching pre-registration for general availability. Set up a pre-registration campaign in the Google Play Console and start marketing your games to build awareness before launch. Users who pre-register receive a notification at launch, which helps increase day one installs.
Google Play Instant gaining adoption
We have seen strong adoption of Google Play Instant with 3x growth in the number of instant games and 5x growth in the number of instant sessions over the last six months. Instant experiences allow players to tap the 'Try Now' button on your store listing page and go straight to a demo experience in a matter of seconds, without installing. Now, they're even easier to build with Cocos and Unity plug-ins and an expanded implementation partner program. Discover the latest updates on Google Play Instant.
Android App Bundles momentum and new large download size threshold
Over 60K apps and games on Google Play are now using the Android App Bundle publishing format, which is supported in Android Studio, Unity, and Cocos Creator. The app bundle uses Google Play's Dynamic Delivery to deliver a smaller, optimized APK containing only the resources needed for a specific device.
To better support high quality game experiences and reflect improved devices, we've also increased the size limit for APKs generated from app bundles to 150MB and raised the threshold for large download user warnings on the Google Play Store to 150MB, from 100MB.
Improved tools in the Google Play Console
Store listing experiments let you A/B test changes to your store listing on actual Play Store visitors. We recently rolled out improvements, introducing two new metrics - first time installers and D1 retained users - to more accurately reflect the performance of your store listings. These two new metrics are now reported with hourly intervals and are available via email notifications, letting you see results faster and track performance better.
Country targeted store listings allow you to tailor your app's store listing to appeal to users in different countries. You can customize the app title, icon, descriptions and graphic assets, allowing you to better appeal to users in specific target markets. For example, you can now tailor your store listing with different versions of the English language for users in India versus the United States.
Rewarded ads give players the choice to watch an advertisement in exchange for in-app items. With rewarded ads in Google Play, you can now create and manage rewarded ads through the Google Play Console. No additional SDK integrations are required.
We hope you try some of these new tools and keep sharing ideas so we can make Android and Google Play a better place to grow your business. We are committed to continue improving the platform and building tools that better serve the gaming community.
Get started today by visiting two new resources, a hub for developers interested in creating games on Android and games.withgoogle.com, for developers looking to connect and scale their business across Google. Many of these updates and resources come from community suggestions, so sign up for our monthly newsletter to stay informed.
Watch the session recordings and product updates shared during Google Mobile Developer Day.
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Sometimes it's worth waiting for a miniature to come along and anyone with a 28mm Italian WW2 Desert Force will have been waiting for some motorcycle borne troops to come along, we can thank Dog Tag Miniatures for answering our prayers.
A new company these were initially avaliable on Kickstarter but are now on general release, I ordered some before Xmas and thought it would be a good idea to put a review out there, having first built and painted one of the models. Link to their website below,
https://www.dogtagminiatures.co.uk/shop/italians/
Above is a short video, looking at the content of one of the packs of models, whilst below is a discussion and still photos of the same topic.
Contents of the 5 man squad code. |
The models are resin cast with very good detail, the figures come with a selection of seperate heads, some of the other packs have excess heads and there seems to be plenty of variation in the ones I recieved.
Detail on the models is excellent and they are well proportioned, they do however contain quite a bit of flash (as you can see from the photo), they are easy to clean up but I advise taking great care as the resin is quite soft and I can see it would be easy to accidentally chop off the wrong bit if you got a bit excited with the craft knife.
Contents of a Despatch Rider Code showing spare head |
Trike model, built awaiting paint |
Above is a short video of a completed model, I did one of the Sidecar Combos as an example, I will do a full post when the unit is complete however I have to say they painted up great. The faces are particularly nice and really suit my style of painting. There is a bit of a flash mark on the front of the Sidecar which I missed on my initial clean up but otherwise I am very happy with the result.
Above are some stills of the finished model to look at. All in all a great addition to any Italian Army of the period, just be careful when you clean the casts up. Recommended 👍
Nintendo Switch – Neon Red and Neon Blue Joy-Con
Hey guys,
Check it out!
I got an early chance to try out the latest, Cook, Serve, Delicious 2 (link to music album)!
Thanks to the developer and promoter for sponsoring this game. Got to say, I was a little lost when I first started to play. Especially, in figuring out the control. Even, with the tutorial, I was fumbling around. After awhile though, I finally figured it out.
That's why, this morning, I decided to make another gameplay video. The last time, I played this kind of game was on facebook. It was pretty popular back then. Added, a lot of gaming friends from around the world. Some, are even still on my friend list.
This game really test your brain, eyes and fingers coordination. You also need a plan. My plan was to first prep some food on the HS (holding station). That's what the tutorial showed me anyway. Also, I should go through the order list from top to bottom and vice versa. Instead, of going all over the place.
Once, you've got a plan and comfortable with the control. It's all, execution time. You still need to read and mind the ingredients. I would probably say, once you've mastered the game, it's all on instincts. No wonder, it's such a popular and addictive game.
There are also other part of the game where you can level up and win medals. More shops and food menu will open up. You can renovate and design your own restaurants. Oh, you can also play co-op. I'm sure, there's more to it as I've only just started playing.
You can pre-order the game on eShop for the nintendo switch and be able to play on April 10th. The game will also be available for xbox. So, if you prefer to play it on your xbox, you can also pre-order it today. A great thumbs twiddlers!
Don't have a nintendo switch?
Nintendo Switch – Neon Red and Neon Blue Joy-Con
Play it on the xbox one x!
Microsoft Xbox One X 1TB Console with Wireless Controller: Xbox One X Enhanced, HDR, Native 4K, Ultra HD
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FOR IMMEDIATE PRESS RELEASE
Editor's Note: Interested in a Switch, Xbox One, PS4 or Steam code for streaming/review? Email erik at vertigogaming.net
Switch Page: https://www.nintendo.com/games/detail/cook-serve-delicious-2-switch
Switch Trailer: https://www.youtube.com/watch?v=kDQ6AlTm7lg
Xbox One Page: https://www.microsoft.com/en-us/p/cook-serve-delicious-2/9p6x1t5x3cmc
Xbox One Trailer: https://www.youtube.com/watch?v=qxpSm7yN8WE
Assets: http://vertigogaming.net/csd2presskit/index.php
'COOK, SERVE, DELICIOUS! 2!!' NINTENDO SWITCH AND XBOX ONE EDITIONS READY TO SERVE ON APRIL 10TH
Intense Restaurant Management Sequel's Latest Console Releases Arrive Next Month
March 26th, 2019 -- Vertigo Gaming Inc. announces its restaurant management sim Cook, Serve, Delicious! 2!! will release for Nintendo Switch and Xbox One on April 10th -- with pre-order and wishlist options available starting today!
Cook, Serve, Delicious! 2!! is the colossal sequel to the surprise best-selling original, and is one of the few games that gives players complete control over how they choose to build their restaurant.
Cook, Serve, Delicious! 2!! is currently available for PS4 as well as PC, Mac, and Linux on Steam, GOG.com, and Humble Store for $12.99 USD or local currency equivalent.
To learn more, visit: http://www.cookservedelicious.com
Twitter: @chubigans
Discord: https://discordapp.com/invite/cookservedelicious
About Vertigo Gaming Inc.
Vertigo Gaming Inc. has been in the business of making games for two decades, including popular puzzle games such as The Oil Blue and The Sandbox of God, as well the incredibly successful hardcore cooking sim games Cook, Serve, Delicious! and its sequel, Cook, Serve, Delicious! 2!! The company is currently developing an unannounced video game that continues its tradition of creating fun, engaging, and addicting gameplay for gamers of all demographics.
Media Contact
Erik Johnson
Vertigo Gaming Inc. Production Manager
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Don't forget to pre-order the game right now!
A great mind and thumb twister game!
Subscribe to our blog and youtube channel for latest post and video upload!
Happy gaming!
P.S. Nintendo Switch – Neon Red and Neon Blue Joy-Con
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From the earliest days of the company, Infocom had one tradition: a new Zork title released every fall. After Zork III, the baton was passed to the Enchanter series which, as patient and dedicated readers know was just the second Zork trilogy. October of 1985 was no exception with the launch of Spellbreaker, the conclusion to the second Zork trilogy. But 1985 wasn't like previous years at Infocom. Layoffs had begun to stem the bleeding from Cornerstone's commercial flop. A Mind Forever Voyaging wasn't a commercial success and Fooblitzky had sold only five hundred copies by mail-order. I cannot imagine what the feelings were around the Infocom offices. Could this be the end?
What? No library book? |
In some ways, Spellbreaker is a return to form for the Zork series. After handing off the reins to their flagship series to the ever-capable Steve Meretzky for Sorcerer (1984), Dave Lebling returned to tackle this game solo. Lebling has been one of the most prolific designers for Infocom with both a literary style and a penchant for strong puzzle design. In addition to co-writing the first four Zork games, he also wrote Starcross and received a co-credit for the story on The Witness. The development of Spellbreaker should have been a well-trodden path, but it did hit a few wrinkles.
The biggest issue was, strangely, the title. Lebling wanted the title to be Mage, a natural continuation (of a sort) from the previous two games. The title would represent the increasing maturity of the protagonist from a lowly "Enchanter" to a powerful "Sorcerer" and then to a presumably more powerful "Mage". While I understand the desire for theming, I agree with the push-back from the marketing folks. Those three terms do not represent (to me) anything like a progression and I wouldn't necessarily be able to say whether an Enchanter is any more or less powerful than a Mage-- and this comes from a deep love of fantasy literature since childhood. "Archmage" might have worked better for me, but that wasn't one of the suggestions. Lebling was quite put off by this marketing pushback and eventually even snuck a protest into the game: a very small portion of the time, the game's title screen will say Mage instead of Spellbreaker.
A second option that was explored and ultimately rejected was to add the Zork name back to the series: Zork VI: Spellbreaker. In my view with more than a little hindsight, that would have been the best approach. At this stage, the Zork name was still selling games like hotcakes. Zork I was the #2 selling Infocom game in 1985, behind only Hitchhiker's Guide. Zork II was #5, behind AMFV and Spellbreaker. I'll have more to say about this in an upcoming post, but the fact that Infocom wasn't embracing the one brand of their own that was still successful in the marketplace is crazy. Whatever's Lebling's artistic sensibilities were, he was senior enough in the organization that he should have understood the value in a brand. Thanks in part to a name that didn't click with consumers, Spellbreaker would actually have negative sales in 1986, as store returns for unsold inventory would offset otherwise strong sales in 1985. For my money, I am most concerned about the title because it is itself a spoiler (albeit a subtle one) for the game. Although I have not played this game more than a few minutes twenty years ago, I do know how it ends.
The cards are cute at least. |
As in the previous games, there are a few includes "feelies" with the game. Most notably, the manual is augmented by the "Frobozz Magic Magic Equipment Catalog" for the year 966. Special crisis edition! In it is a number of advertisements for wands and magic carpets, some of which might be applicable in the game, but if so I don't see how yet. While the previous feelies had a good sense of humor about them, I cannot help but to find this included catalog as being tacky. Full-color glossy product photographs and low-rent model wizards with forced smiles just doesn't feel like Zork to me, although the series has always been a blend of fantasy and modern.
In addition to the catalog, the game comes with a series of wizard trading cards-- my bet is that they are this game's equivalent of the Infotator and will be required for copyright protection. Each card contains the picture of a notable wizard, a quote, and some random statistics including their Double Fanucci handicap. What is Double Fanucci? It's an in-universe card game, although I cannot recall if I know that because of previous games or if it's something that stuck with me from a later one.
Let's play the game!
No pompous title screens here! |
The game begins in the middle of a magician's council. After our exploits in the previous games, we are now a guildmaster and attending a conference with the other buildmasters of the Empire. Magic, it appears, is failing. One by one, witnesses come forward to discuss their magical problems like pastry chefs that are forced to fold pastry by hand or brewers that rely on magic to brew their beers. One can't help but wonder if one of the issues isn't overuse? If magic is being used for all of these mundane things, is that draining the universe of its magical energy? I hope that doesn't turn out to be the problem, if I guessed it in the first screen,
Of course, I am playing an adventure game and so I'm taking notes as the townsmen are speaking. The baker uses the "gloth" spell to fold his pastry, for example, while the "fripple" spell keeps monsters away from the towns. I also take the time to check my inventory: I have a burin for writing magical things like scrolls, a knife, and my trusty spellbook. My spellbook in specific seems to have been drained since the last game as once again I just have a small number of spells. There's a brief in-game explanation that many of the spells that I once knew no longer work due to the crisis.
The ones I have left include:
- yomin - mind probe
- rezrov - open locked doors
- frotz - give off light
- gnusto - write a spell into our spell book
- malyon - animate
- jindak - detect magic
- lesoch - gust of wind
Ribbit? |
While I was listening to the townspeople rant about their problems, a shadowy figure snuck into the back of the room and transformed everyone into frogs! Everyone except me, that is. Why was I spared? Was it deliberate or an accident? I chase the assailant south out of the guildhouse and into Belwit Square, but he's able to cast some sort of smokescreen and teleport away. I use the new "lesoch" spell to clear the smoke-- I have to do it twice because it failed the first time-- but he is long gone. Only a featureless white cube remains where the figure once was.
I grab it and head back into the guildhall. As I ran past before, I didn't see some bread and fish on the table and I grab those now. I hope that doesn't mean we have an eating mechanic in this game. It's been a while since we've had one of those! I try to "yomin" the frogs to read their minds, maybe get some wisdom from my fellow elders, but all they are thinking about now is flies.
Borphee awaits, but my explorations are in vain as the city is more or less an illusion. East and west just end up having me get turned around and we end up right back where we started. South of the square is the Manse where the Mayors of the city live and work, but it's locked and guarded. Whatever I need to do isn't that way. Fortunately, it doesn't take me more than a few moments to figure out what I can do: in my spellbook is a new spell which I have never seen before: "blorple", to explore mystic connections. With no better ideas, I cast "blorple" on the cube and am transported to a dark room.
Our adventure begins!
Time played: 30 min
Inventory: rye bread, smoked fish, magic burin, knife, spellbook
Spell Book Contains: yomin, rezrov, frotz, gnusto, malyon, jindak, lesoch, blorple
Since this is an Introduction post, it's time to guess the score! The current average score for an Infocom game is 38 points. Lebling's previous eight games are slightly above that, averaging 39 points: mainframe Zork (41 points), Zork I (35), Zork II (32), Zork III (42), Starcross (37), The Witness (50), Enchanter (37), and Suspect (38). Of those, Lebling was co-designer on the Zork games and Enchanter, while only provided some story guidance on The Witness. Lebling appears to be quite consistent in his scores and I have a feeling we'll have a number of guesses in that range.
Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that I won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 50 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.
Dissidia Final Fantasy NT is a fighting game with action role-playing elements developed by Koei Tecmo's Team Ninja and published by Square Enix. NT (No Tifa :v) is a sequel to Dissidia Final Fantasy and Dissidia 012 Final Fantasy and similarly allows players to battle one another using many characters from the Final Fantasy series.
Expended All Memoria in Story Mode
Defeated All the Summons and Shinryu on Hard Difficulty
Obtained All the EX Skills and Summons
See Also:
[Dead or Alive 6 Save Game]
[Devil May Cry 5 Save Game]
[God Eater 3 Save Game]
[Jump Force Save Game]
[Resident Evil 2 Save Game]
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Developer: | The Dome | | | Release Date: | 1993 | | | Systems: | Amiga |
Super Adventures Amiga Game Month continues with Bob's Bad Day! For some reason, this is the first game that jumped into my head after playing Bill's Tomato Game, funny that.
I have to level with you folks, this is not going to be a pixel art showcase and there won't be much going on in it for me to talk about. I'm pretty much only playing it as an excuse to show off the intro... though now that I think about it, the intro won't even work without the voices. Damn.
The important thing is that I'll be done with playing the game quickly and I'll not have much to write about afterwards, so I'll be able to move on to the next Amiga game and get that published before I run out of October. Theoretically.
Read on »
Today for the #2019gameaday challenge my dear ol' dad and I played a game of Ticket to Ride.
It was a very close game and surprisingly I came away with the win somehow!
As usual, it was a good game and he sure doesn't make it easy, lol.
As always, thank you for reading and don't forget to stop and smell the meeples! :)
-Tim