Thursday, May 23, 2019

Super Adventures In Amiga Fighting Games

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 »

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

© IOC/Fabrice Coffrini

The World Anti-Doping Agency (WADA) was strongly represented at the International Olympic Committee's (IOC's) International Athlete Forum, which brought together around 350 athletes from more than 200 countries in Lausanne, Switzerland, on 13-14 April 2019.

As part of a panel on the protection of clean sport featuring representatives from the IOC, WADA, the International Testing Agency and the Court of Arbitration for Sport, Chair of the WADA Athletes Committee Beckie Scott spoke in particular about the work of the committee in the fight against doping and highlighted some of the group's current priorities, including the development of the Anti-Doping Charter of Athlete Rights and of a strategy to ensure that the committee continues to strengthen the athletes' voice within WADA and the wider anti-doping movement.

Also speaking in this panel, Chief Operating Officer Frédéric Donzé updated the forum on recent developments in WADA's activities.

He told the meeting that real progress had been made by WADA in light of the Russian doping crisis, particularly in the areas of WADA's compliance monitoring of World Anti-Doping Code Signatories, investigations and whistleblowing, and review of the World Anti-Doping Code and International Standards.

He said: "While work is ongoing in terms of the authentication and analysis of the data retrieved from the former Moscow Laboratory in January, we have tried to use the lessons learned in the past few years as much as possible to help rebuild a strong and credible Russian Anti-Doping Agency and to further enhance our programs for the benefit of clean sport, in partnership with the global anti-doping community.

"We as a community need to continuously look at new and creative ways and means to better protect clean athletes, and the involvement and input of the athlete's community is a critical part of this work."

The Athlete Committee was also represented by member Ben Sandford, who brought the forum up to speed on the development of the Anti-Doping Charter of Athlete Rights, which will be further discussed at the May meetings of WADA's Executive Committee and Foundation Board.

Lastly, WADA Deputy Director, Standards and Harmonization, Stuart Kemp gave athletes an update on the latest developments regarding the revamp of the Anti-Doping Administration and Management System (ADAMS). He indicated, in particular, that the first phase of this overhaul was close to completion, which will see a brand-new athletes' whereabouts application rolled out shortly.

During the International Athlete Forum, as well as the World Olympians' Forum held on 15 April at the same venue, hundreds of athletes visited the WADA outreach booth to ask questions and interact with the WADA Athlete Committee and WADA Management members present in Lausanne.

This year's IOC International Athlete Forum brought together athletes representing the IOC, the International Paralympic Committee, WADA, Olympic Continental Associations, International Federations, National Olympic Committees, Organizing Committees of upcoming Olympic Games, and the World Olympians Association. This Forum is usually held every two years.

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.

Redout Dogfighter Spin-Off Space Assault Has Been Delayed Indefinitely - Eurogamer

Redout dogfighter spin-off Space Assault has been delayed indefinitely

Stonne 1940 Big CoC Weekend Part 1


This has been in the pipeline for a few months now, the first public Big CoC public weekend at the WHC. In this first post I'll give some idea of the thought process (sic) behind the game and then I'll give you the scenarios and how the game played out...oh, and there will be a few pics.
Warlord and Crusader French
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.


A little Panhard 178. It bogged in the ditch......
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. 


Poilus advance, CharB in support 
So I worked on that basis, and prepared everything with 7 players in mind, Then of course Mark called and said " I've got an 8th player"......So the superior regular, and the extra CoC dice went out of the window, and the Panzer platoon was cut from 5 down to 4, and the Germans went up to 3 infantry platoons to make it 4 a side. Also the Germans would not have a significant advantage in support points when they were attacking, while the french would.

 Even after this we had another couple of guys wanting to sign up, but at that late stage we sadly had to say no, and stick with 8, as I think a single game with 5 a side is really stretching it for this rule set - not saying its not possible, but I think the game might suffer.
So that is the format we ended up going with, having said that I'm pretty sure the scenarios will work fine with seven (or 5 for that matter) players if the Germans are bumped up a bit to cater for uneven forces.



Panzerjeager I supports Black Tree and Warlord infantry

The other aspect of the games that numbers have an impact on is the size of the table used for each scenario. The recommendation for Big CoC is that the table size should be the same as for normal CoC (6' x 4')  with an additional foot width per additional infantry platoon added - you add nothing for the armour.
Well, The main table at the WHC is 24' long by 6' deep, and so we already play on a depth of 6' which I prefer over 4'. The patrol phase gets forces into action quickly enough anyway, and having the extra depth gives players a bit more room without slowing things down.
Just adding 2 feet per platoon gives us a width of 8' x 6 " which is fine, but the centres' terrain boards are 3' each so it is convenient to go for a slightly larger width of 9'. a bit more room both on the table and for player comfort. That meant that it wasn't too tricky to divide up the table into 3 sections - 9' at each end and then utilise the central 6' and 3' of one of the other sections to give us 3 x 6' x 9' areas.

The point of all this meant I could set up the entire table beforehand, and players go from game to game  with no great interruptions in order to maximise playing time. Also I think it looks good!






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

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

[IACR] ePrint Report: Linearly-Homomorphic Signatures And Scalable Mix-Nets

ePrint Report: Linearly-Homomorphic Signatures and Scalable Mix-Nets

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 photos speak for themselves to safely say that "A good time was had by all with prizes and lots of cake!

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


TitleUtopia 9 - A Volatile Vacation
Developer: Whalegun
Publisher: QubicGames
Genre: Action, Shoot-'Em-Up, Top-Down
Price: $9.99
Also Available OnSteam



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.
1. FEATURES OF THE GAME

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

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ 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.

SAMURAI WARRIORS 4-II [ALL DLCs + MULTi2 LANGUAGES] - DOWNLOAD LINKS
http://pasted.co/af29b5ae       https://pastebin.com/raw/9EYeguHE
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.
5. SYSTEM REQUIREMENTS:
(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.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D