This week on Super Adventures I'm writing about fighting games on the Amiga! Lots of fighting games, a dozen in fact! Why? Because I'm taking a two month break from Super Adventures after this and I wanted to give you something that takes at least that long to read.
Plus the more of them I play, the less I have to write about each of them, which is good because I am the last person who should be writing anything about fighting games. The only technical terms I know are 'special move' and 'block' and I've had really limited success ever doing either. Though Amigas and I have something in common, as they suck at fighting games too! And not just because of the one-button joystick and floppy drive.
So far this sounds like a lot of reasons why I shouldn't be playing these games, but I think there must be some good screenshots hidden in them somewhere, maybe even some good gameplay. Plus it's given me an excuse to create that nightmare crossover between IK+ and Human Killing Machine's title screens up there.
Anyway, here are 12 fighting games in vaguely chronological order:
Read on »
Thursday, May 23, 2019
Mortal Kombat 11 | Release Date, Trailer Revealed
Mortal Kombat 11 | Release Date, Trailer Revealed
Mortal Kombat has been one of the most popular fighters game in the world for decades.
NetherRealm Studios announced Mortal Kombat 11 to the world in an official revealed trailer at The Game Awards 2018. The trailer featured a bit of new look for the series. Mortal Kombat series co-creator Ed Boon revealed the first trailer for his new game today, showing a shocking, bloody battle between Raiden and Scorpion. And after that another Scorpion. The trailer guaranteed a full reveal of the game in January.
Mortal Kombat 11 will release on 23 April 2019 for multiple platforms including PC, PS4, Xbox One, Switch.
As you can most likely guess after watching, the trailer for Mortal Kombat 11 was typically bloodier. With heads being removed from bodies and blood flowing freely. Also, the trailer seems to feature just how detailed the brutality zoom-ins will be in the new game.
There were also multiple Scorpions. While the first one got taken out by Raiden, the second transformed into a being of fire and flew through Raiden, decimating him. It is unclear what the presence of two Scorpion implies yet, but it could be possible that Mortal Kombat 11 has something multi-universe sort of thing going on.
The trailer ended on a rendition of Shao Kahn waiting on a throne, imploring consumers to preorder the title so as to get Shao Kahn and beta access to the new game. Preorders for both console and PC start on December 7, 2018, Although there's no word on when the game's beta access period will start.
More more updates, stay in touch with the "Pro-BrosArena"
Also Read: Upcoming Games Of 2019 | Confirmed Release Dates | PS4, Xbox One, PC
WADA AND ANTI-DOPING FORM KEY PART OF IOC INTERNATIONAL ATHLETES’ FORUM
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In Space, Everyone Can Hear You...
I like a good deck building game, but they do tend to get a bit repetitive after a while, with different themes grafted on to what is essentially the same game. Most games of this type use the familiar "buy cards, use those cards to buy better cards" formula, and attempts to innovate usually involve adding additional currencies, such as with the Legendary series or Star Realms, where players need to balance the ability to buy better cards with the ability to combat villains (or other players).
Clank! In! Space! goes in a different direction entirely. The deck building mechanics are the same as with any deck building game, but this game adds a board and an additional currency in the form of movement, with players moving their pawns around the board in a press-your-luck style treasure hunt similar to games like DungeonQuest, where players can go for safer, lower-value treasure or risk it all for the big score.
On top of that, there's one more thing to keep track of: noise. The premise of the game is that players are essentially burglars sneaking around a giant space ship, and certain card plays will produce noise in the form of clank tokens. At various points during the game the clank tokens are drawn randomly from a bag, and if yours are drawn they are added to a damage track. Ten or more damage knocks you out of the game, so in addition to everything else you need to take opportunities to heal damage so you can stay in the game.
A few simple additions to the standard deck building game formula makes for a more interesting game overall, but also provides a wider variety of game effects for the cards. Buying cards isn't just a matter of "does it generate money to buy more cards, or combat to defeat monsters," they can also generate movement effects and add or remove clank tokens.
The artwork and graphic design are top notch. The theme is a light science fiction parody, with cards referencing pop culture mainstays such as Star Wars and Star Trek, which is fun but also stops it from being really compelling. It doesn't generate a unique world of its own, but not every game needs to.
Rating: 4 (out of 5) An entertaining game that brings some much-needed innovation to a game genre that may be getting a little tired.
- Clank! In! Space! official website
- Clank! In! Space! on Boardgamegeek
Stonne 1940 Big CoC Weekend Part 1
Mark Freeth was very keen to get an early war 1940 scenario together, initially we toyed with the idea of running a weekend with 2 games running side by side, one containing French and the other BEF taking on the invading Germans. While this was certainly achievable, it involved a few more logistical headaches concerning turning the games around, plus simply having to focus on 2 games at once rather than one. So, in the end we plumped for a single set of scenarios with just the French and Germans.
A small problem with running Big CoC games is that the scenarios are somewhat dependant on the number of players attending, and given the nature of the WHC the numbers can vary, Some players book months in advance, but often people will book relatively late so the scenario needed to be capable of being tweaked to fit this in. The nuts and bolts of the game don't alter that much, the idea being that each player will command an infantry (or armour) platoon, then the force as a whole has a degree of support which is then dished out. On the whole this is not a problem, but for quite a while we were looking at having six players (fine, 3 on 3) then suddenly the numbers went up to seven. My initial reaction was one of mild horror because it meant balancing the game for a three versus four. However, when I started looking at the way the Stonne game might play out, the imbalance of 3 platoons against 4 became more and more attractive.
The battle at Stonne took place over 4 days commencing on 15th May 1940, with the Germans having the Grossdeutschland motorised infantry regiment, and elements of the 10.PzD (Panzer-Regiment 8)
They were encountering in these scenarios the 3e DIM (Division d'Infanterie Motorisée), supported by 3e DCr (Division Cuirassée)
Looking at the platoon lists for CoC the 1940 German infantry platoons are enormous. Each platoon contains 2 senior leaders and a 50mm mortar team plus 4 x 10 man sections, for a total of 44 men.
The French platoons are a similar size, with 2 platoon leaders (1 senior, 1 junior) a VB rifle grenade team of a junior leader with 4 men. plus 3 sections of 11 for a total of 40 men.
So if we had seven players, with 3 on the German side and 4 for the French it wouldn't be too bad. 1 player a side would be playing a tank platoon anyway, so it would be 2 German infantry platoons against 3 French, however that is actually 8 German sections opposed to 9 French, making it less unbalanced than first appears. A little extra tweaking by making the Germans "superior regulars" meaning they treat rolls on their command dice of a single six also as a 5, giving them more CoC dice pips during the game, plus increasing the size of their panzer II platoon to a whopping 5 vehicles would compensate for the additional French numbers. Additionally, each German platoon would start with a full Chain of Command Dice.
Given the nature of the fighting in Stonne (the village apparently changed hands 17 times in 3 days), it lent itself to a relatively straightforward narrative: i.e. Attack and counterattack- So I decided to make the first game an attack/defence scenario with the Germans on the offensive at the eastern end of the table, the second game was to be another attack/defence with the French on the offensive at the western end of the table. Game 3 was to be in the central area of the table with the Germans attacking in an "attack on an objective" scenario.
I planned a 4th scenario which was to be played out on new terrain to the east of Stonne and that would have been the French conducting a flank attack. However, time sadly ran out. I'm sure we will do it one day.
A small problem with running Big CoC games is that the scenarios are somewhat dependant on the number of players attending, and given the nature of the WHC the numbers can vary, Some players book months in advance, but often people will book relatively late so the scenario needed to be capable of being tweaked to fit this in. The nuts and bolts of the game don't alter that much, the idea being that each player will command an infantry (or armour) platoon, then the force as a whole has a degree of support which is then dished out. On the whole this is not a problem, but for quite a while we were looking at having six players (fine, 3 on 3) then suddenly the numbers went up to seven. My initial reaction was one of mild horror because it meant balancing the game for a three versus four. However, when I started looking at the way the Stonne game might play out, the imbalance of 3 platoons against 4 became more and more attractive.
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| A little Panhard 178. It bogged in the ditch...... |
They were encountering in these scenarios the 3e DIM (Division d'Infanterie Motorisée), supported by 3e DCr (Division Cuirassée)
Looking at the platoon lists for CoC the 1940 German infantry platoons are enormous. Each platoon contains 2 senior leaders and a 50mm mortar team plus 4 x 10 man sections, for a total of 44 men.
The French platoons are a similar size, with 2 platoon leaders (1 senior, 1 junior) a VB rifle grenade team of a junior leader with 4 men. plus 3 sections of 11 for a total of 40 men.
So if we had seven players, with 3 on the German side and 4 for the French it wouldn't be too bad. 1 player a side would be playing a tank platoon anyway, so it would be 2 German infantry platoons against 3 French, however that is actually 8 German sections opposed to 9 French, making it less unbalanced than first appears. A little extra tweaking by making the Germans "superior regulars" meaning they treat rolls on their command dice of a single six also as a 5, giving them more CoC dice pips during the game, plus increasing the size of their panzer II platoon to a whopping 5 vehicles would compensate for the additional French numbers. Additionally, each German platoon would start with a full Chain of Command Dice.
Stonne from west to east: Game 1 at the far end, game 2 in the foreground, game 3 in the centre. The Germans are advancing from the north, the French, the south.
I also planned to have a 4th scenario, which would have meant re-setting the terrain at one end of the table- it would have been that which was fought over in game 2 so we could do it while game 3 was in progress giving plenty of time. As it turned out, we didn't get in 4 games over the weekend, a bit of a shame but, sometimes CoC games can be like that, some go faster than others.
The table was made up simply from having a look at Google Earth, backed up with some excellent maps in Prieser's "Blitzkrieg Legend"- to get the overall topography. Generally the village hasn't changed enormously since 1940, although it was rebuilt there has been no development sprawl, The critical points haven't changed, in terms of the woods, the road layout, and the extent of the village.Being able to get down at street view is an amazing resource, it shows just how winding and steep the only road the Germans had to approach the village from the north was, as it approaches the Butte De Stonne at the Eastern end of the village, and how despite it appearing very flat on the map, the countryside to the west and south actually has quite a lot of small undulations, the view south from the village is somewhat restricted. At the eastern end of the village the countryside is more wooded and broken, with the road becoming sunken before it winds down back on itself down the steep wooded slope to the north of the village (off- table)
Map showing the initial German attack on Stonne, May 15 at 0800. Influenced by Eric Denis' work. (wikipedia)
Given the nature of playing 3 or possibly 4 games over a weekend in a campaign format with 8 CoC novices I thought that the first scenario should probably be a bit gentle in order to ease them into it, and allow them to possibly make a few mistakes without getting horribly punished. I also wanted to keep it relatively simple.Given the nature of the fighting in Stonne (the village apparently changed hands 17 times in 3 days), it lent itself to a relatively straightforward narrative: i.e. Attack and counterattack- So I decided to make the first game an attack/defence scenario with the Germans on the offensive at the eastern end of the table, the second game was to be another attack/defence with the French on the offensive at the western end of the table. Game 3 was to be in the central area of the table with the Germans attacking in an "attack on an objective" scenario.
I planned a 4th scenario which was to be played out on new terrain to the east of Stonne and that would have been the French conducting a flank attack. However, time sadly ran out. I'm sure we will do it one day.
The View from east to west, the broken ground of the Butte De Stonne in the foreground
French section enters central Stonne
The scene was set:
8 players, hopefully 4 games, Germans versus French at Stonne, one of the iconic battles of the campaign.
What were the salient features of the battle? The Germans had crossed the Meuse a couple of days earlier and were trying to exploit that relatively fragile bridgehead, the French had rapidly managed to assemble a counter attack force. The massif of which Stonne is a small part doesn't readily show up on a map, but have a look at Google Earth and you can see just how important it was for both sides. The village itself is rather innocuous, just a farming village with two roads entering from the south, however, it is the terrain to the north which both sides were focused on. There is a single road which leads out of Stonne to the north, this snakes down the hillside along a steep wooded slope before reaching the more gentle plain. The entire northern side of Stonne is covered in thick fir trees which extend down the steep slope- there is nowhere in the village itself (other than the "Butte de Stonne") which has a view to the north. However, if you hold the town and can establish OP's in this wooded hillside you have a magnificent vista stretching out 4 or 5 kilometres and more to the north, the German bridgeheads, and the routes they will take as they expand. Subsequently this tiny Ardennes village became vitally important.
French section enters central Stonne
Tuesday, April 2, 2019
Uclan Games Design Christmas Party 2018.
The Games Design Christmas party was in full swing as a final celebration before the hols and following all the creative activity over the autumn term.
The Games Design staff would like to thanks everyone for joining in the merriment and a special thanks to Jim and Rhoda for running the event and the following students for their generous contributions towards the event.
Carla Brown (Year 1) for organising all the lovely food treats
Nicola Hynes (Year 2) for a smashing super chocolatey vegan yule log
Alex Keates, Lewis Wright , Dan Butler (Year 2) Luke Briggs, Sam Albanese (Year 3) for setting up the gaming and quiz questions
Dylan Swarbrick and Finley Tyler (Year 1) for setting up the Christmas lights
Dan Butler and Dominic Kay (Year 2) for the classic karaoke!
Utopia 9 - A Volatile Vacation Mini Review (NSW)
Written by Anthony L. Cuaycong
Title: Utopia 9 - A Volatile Vacation
Developer: Whalegun
Publisher: QubicGames
Genre: Action, Shoot-'Em-Up, Top-Down
Price: $9.99
Also Available On: Steam
Mana Spark publisher QubicGames is back, this time with a twin-stick-shooter offering that showcases its versatility and knack for injecting humor in frenetic gaming. The premise is simple enough: Intent on taking a break from humdrum work, you get hooked by a red-eye television advertisement and arrange a stay at a tourist resort on another planet that promises you a heavenly time. Once there, though, you're instead treated to a continual dose of hell that compels you to file a formal complaint with the travel agency you booked your trip with.
And this is where Utopia 9 - A Volatile Vacation offers up its quirky version of fun in roguelike fashion. Even as you begin with just your trusty suitcase as your melee weapon, you get to build your arsenal over time. Level progression is straightforward, with combat occurring largely in open space. Optional entry into structures can yield useful items, but opens you up to greater risk. Because controls can be forgiving, death should be expected. Fortunately, the game tries to balance the challenges with its nemesis system, which allows you to regain the weapons hoard you accumulated by killing the exact same enemy that previously did you in. Still, the gameplay leans toward the difficult, and not always for the right reasons. The top-down look helps, and the soundtrack keeps the tone light.
THE GOOD
- Environment and character designs jibe with uniqueness of premise and presentation
- Extremely challenging but fair
- Procedurally generated maps add to unpredictability
THE BAD
- Little to no story to drive gameplay forward
- Controls are unforgiving at best
- Death is unavoidable, and doesn't always help with experience
RATING: 7/10
Monday, April 1, 2019
Samurai Warriors 4-II [Includes All DLCs + MULTi2 Languages] For PC [9.7 GB] Highly Compressed Repack
Samurai Warriors 4-II - is a hack and slash game by Koei Tecmo, and sequel to Samurai Warriors 3. Unlike past Samurai Warriors games, this one only has Japanese voice and it is the revised edition of Samurai Warriors 4.


Featuring: The last title released for the tenth anniversary of the series, Samurai Warriors 4-II, is here at last! Naomasa Ii appears as a playable character for the first time, and the various personalities of the age are explored in more depth in "Story Mode", which is now focused on individual characters. Series favorite "Survival Mode" returns, powered up from its previous iterations.The most well-received elements are carried over, while the action balance, cut-scenes and character development systems have all been upgraded.
• Smarter artificial intelligence and enemy officers have more attackaction patterns and are more difficult to defeat.
• Highly challenging and richly rewarding endless castle Mode! Survive and ascend the increasingly difficult Castle.
• New 13 different game endings plus the ability to merge weapons to create your own and more powerful weapon.
• For the first time in the epic Samurai Warriors' franchise history, General Naomasa Ii will be a Playable Character.
• Samurai Warriors' new 13 playable characters plus, 13 Exciting new chapters of gameplay with 65 total scenarios.
Game is updated to latest version
▪ Samurai Warriors 4-II - Horse Set
▪ Samurai Warriors 4-II - BGM Set 1
▪ Samurai Warriors 4-II - BGM Set 2
▪ Samurai Warriors 4-II - Animal Set
▪ Samurai Warriors 4-II - Weapon Set
▪ Samurai Warriors 4-II - Scenario Set
▪ Samurai Warriors 4-II - Old Costumes Set
▪ Samurai Warriors 4-II - Special Costume Set 1
▪ Samurai Warriors 4-II - Special Costume Set 2
▪ Samurai Warriors 4-II - Edit Parts Set + 2 more
▪ Samurai Warriors 4-II - BGM Set 1
▪ Samurai Warriors 4-II - BGM Set 2
▪ Samurai Warriors 4-II - Animal Set
▪ Samurai Warriors 4-II - Weapon Set
▪ Samurai Warriors 4-II - Scenario Set
▪ Samurai Warriors 4-II - Old Costumes Set
▪ Samurai Warriors 4-II - Special Costume Set 1
▪ Samurai Warriors 4-II - Special Costume Set 2
▪ Samurai Warriors 4-II - Edit Parts Set + 2 more
2. GAMEPLAY AND SCREENSHOTS




♢ Click or choose only one button below to download this game.
♢ You need μTorrent program to download torrent files, download here.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount DAA files.
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm
4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run the installer as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.

(Your PC must at least have the equivalent or higher specs in order to run this game.)
• Operating System: Microsoft Windows Vista, Windows 7, Windows 8, Windows 10
• Processor: Core2 Duo 2.4GHz or faster for better gaming experience
• Memory: at least 1GB System RAM
• Hard Disk Space: 11GB free HDD Space
• Video Card: 640*480 pixel over, High Color or faster for better gaming experience
Supported Language: English and Japanese language are available and supported for this video game.• Processor: Core2 Duo 2.4GHz or faster for better gaming experience
• Memory: at least 1GB System RAM
• Hard Disk Space: 11GB free HDD Space
• Video Card: 640*480 pixel over, High Color or faster for better gaming experience
If you have any questions or encountered broken links, please do not hesitate to comment below. :D
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