Best Fat Paysites
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stewart, gamer, tri, zelda, bytes, shadows, staple, mallika, wilson, interplay, within, atari, nolf, diet reviews, psp, knights, future, daughter, fat fetishism, king kong, star wars, resort, great, | There are two torches at either side of the screen that the player must keep lit throughout the game as the castle gina is explored, a fun puzzle all unto itself. One of my biggest peeves in the game is that all doors had to be initially opened before you could go through them, and the game was constantly gina reminding me to open the door first, and it would have been better (but maybe more complex programming-wise) to just have one click open the door. gina And many of the puzzles are simply trial and error in figuring out which inventory piece to use on the beastie stopping you from getting the new inventory item next to it. Because of red-herring inventory, this was tedious, but the animations you're rewarded with when the right inventory item is used are a lot of fun. |
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I counted 39 extraneous items at endgame. But as the game was originally designed for zelda computer, this may simply be part of the original design. A restart feature takes the player back to the last saved game. So you can go into a room and try things out, no zelda muss, no fuss. One nice feature of the game is that, although you can die easily, it does not matter, as the game will just pick you back up and dust you zelda off, starting you where you left off. Additionally, if a path error is made before the death, you are restarted back before the path error. All games where the player can die should be like this. Game paths are pretty clearyou can't get lost and have to retrace your steps; it's very much one room leads to another leads to the next, kind of how Secrets of the Luxor was designed. |
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