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lexis, nine, weenie baby, fattys, smart, fitness, run, ps, mom, night, inquisition, people can fly, storm, dungeon, forum, | one click open the door. And many of the puzzles are simply trial and error in figuring out which inventory piece to use on point and-click the beastie stopping you from getting the new inventory item next to it. Because of red-herring inventory, this was tedious, but the animations point and-click you're rewarded with when the right inventory item is used point and-click are a lot of fun. The game has a great hint system as a built-in feature. And the save feature is really easy and a pleasure. There is one save slot per gamedon't screw up! One nice touch is that the game is in four languages. I have simply no idea how they built that into such a small package. Ain't technology grand? Someone had to have been a lover of pure, old-time adventure games to produce this and Deja Vu, and that should be acknowledged. Keeping these older games alive is a technological feat that impresses me and a historical one I admire. Okay, everyone, go get a GBC, and pick these up! Please visit our forum to discuss this game The Verdict The Lowdown Developer: Infinite Ventures Publisher: Nintendo/Kemco Release Date: 1999 Available for: Four Fat Chicks Links Player Feedback Screenshots |
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I weenie baby counted 39 extraneous items at endgame. But as the game was originally designed for computer, this may simply weenie baby 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 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 weenie baby pick you back up and dust you 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. There are two torches at either side of the screen that the player must keep lit throughout the game as the castle 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 reminding me to open the door first, and it would have been better (but maybe more complex programming-wise) to just have |
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