Showing posts with label 2013. Show all posts
Showing posts with label 2013. Show all posts

Wednesday, April 15, 2015

NASCAR The Game 2013 Download Free Offline PC Game Full Version


Genre : Racing
Platform : PC
Language : English
Size : 3.00 GB


Minimum System Requirements

Processor:AMD Athlon 64 X2 6000+ (2 * 3000 MHz)
Memory:2048 MB RAM
Graphics:GeForce 8800 GT

Recommended System Requirements

Processor:Intel Core I5-760 (4 * 2800 MHz)
Memory:4096 MB RAM
Graphics:GeForce GTX 260


Click On Below Link To Download

NASCAR The Game 2013 Full Version PC Game Free Download



Screenshots









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Monday, April 6, 2015

Adventure of the Week Creatures that Live in the Sun 1981 2013

After a few posts spent in point-and-click territory, this week were returning to the Roger M. Wilcox text adventure archives.  Creatures that Live in The Sun was Wilcoxs eleventh game, originally written for the TRS-80 in 1981 and converted to Windows in 2013.  Mr. Wilcoxs games remain freely available at his website, and theyre well worth checking out, especially for adventure fans that may have missed these back in the day.



Im sure a few readers have noticed the similarity of this game series authors name to Space Quest protagonist, Roger Wilco.  Any resemblance appears to be purely coincidental, but one cant help noting that many of Wilcoxs games feature science fiction motifs, and this one is a time-constrained escape adventure, in which the players ship has run out of fuel just after landing on the suns... surface?  (The author notes that this game was based on a creative writing project he wrote in the fifth grade, so well dispense with any scientific nitpicking.)  Lets hope we can find enough fuel to achieve escape velocity!

As always, I encourage the intrepid adventurer to sample Creatures that Live in the Sun before proceeding here.  For the historical record and entertainment purposes, Ill be detailing my playthrough and giving away everything I discovered.  In other words, there are inevitably going to be some major...

***** SPOILERS AHEAD! *****

At the start, we are aboard our grounded ship, with a closed airlock and a console populated with patriotic buttons (not, like, Whip Inflation Now, but red, white and blue.)  An engine room west of the starting point features a Better-than-asbestos suit -- presumably this means it is both heat-inhibiting and non-carcinogenic -- an empty fuel line, an empty bucket, and Strange dark goggles, suggesting that we may have missed some important equipment training in solonaut school. 

Weve got nothing in inventory, so lets grab everything we can; the fuel line is fixed in place.  We should also SAVE before we start messing with the buttons, if past experience is any guide.  PUSH RED, and the airlock opens -- the suns temperature melts the capsule from the inside out, and were dead.  If we PUSH BLUE instead, a transparent cover envelops the interior of the capsule -- a heat shield, perhaps?  PUSH WHITE produces a warning light, "NO FUEL", so that will probably be one of our final actions at the end of the game.

With the shield up, the sun doesnt damage the ship, but if were not wearing the BTA suit, were vaporized anyway.  We may note in passing -- literally, while dying -- that Its too bright to see!, so thats probably why we have the dark goggles.

With all the right stuff in place, we can see that B.T.A. sheets protect everything -- not quite as high-tech as Id imagined, but I like that this new material is apparently named by the same people who produced Uneeda Biscuit and Better Made Potato Chips.  We can exit through the airlock to reach the photosphere of Sol.

(This all reminds me of the old joke -- "How does the [insert favorite ethnic/national/occupational stereotype] mission to the sun plan to avoid burning up?"; [adopt favorite accent]; "We plan to go at night.")

We can see that the capsule is slowly dissolving in the heat, so time is of the essence.  We can also see a solar disturbance, likely wreaking all kinds of cable service havoc back on Earth.  GO DISTURBANCE yields a Scott Adams-esque misleading prompt: Are you just going to walk through that solar flare?  And while a thoughtful "No" click yields A wise decision, a reckless, foolhardy "Yes" click gets us through without apparent ill effect.

This is an interesting idea -- we find ourselves on a river bank, but its a river of salt (sodium chloride melts at 1474 degrees Fahrenheit, per a quick web search).  We can FILL BUCKET to obtain a bucket of salt, and we can GO RIVER, though there doesnt seem to be a reason to do that yet.  We cant FILL FUEL or FILL LINE with the bucket, though, so we must have to do some further work.

We can POUR BUCKET -- on the surface, it just Soaks into the photosphere.  Actually, it does this anywhere, even inside the ship with the airlock closed.  I spent some more time exploring the river and the bank, but before long, it seems, were notified that Your space capsules non-tempered hyperdiamond casing is disintegrating through! and we are in major trouble... unless we return to the ship and close the airlock, which buys us a little time... except, no, wait, it doesnt actually reset anything, and next time we open the airlock the meltdown continues, eventually melting the capsule and ending the game.

What else can we do?  EXAMINE SUIT reveals a yellow button on its left hand.  PUSH YELLOW does nothing of note in the engine room, but if we try it in the river, A ray of cold shoots from your fingertips, doing nothing.  It seems that it will fire, but do nothing, while the airlock is open, but if the airlock is closed it does nothing at all.

I got hung up here -- my attempts to SWIM and DIVE and FLOAT down the river went unacknowledged, but a peek at the source code reveals that we can FOLLOW RIVER once were in it to reach its end, where a =Deadly gronk gronk= blocks the way.  The freeze ray doesnt do anything about this guy either.  POUR BUCKET here causes an unexpected result -- A silvery line extends from one of the gronk gronks fingers, and hits you, piercing your suit!  Hmmm?   Ah, this happens randomly, it has nothing to do with whether weve emptied the bucket.  (For some reason, I am picturing the Gronk Gronk looking like the Crunchberry Beast.  I dont know why!)

I had to look at the code again to find out that we can FEEL RIVER -- I was trying to do something similar by DIVEing, but anyway -- to discover a Hyperdiamond "eye," marked Medusa H.D. Company.  So this might be useful -- and yes, SHOW EYE turns the deadly gronk gronk into stone (Good work! The Medusa H.D. Company comes through again!)  I assume H.D. stands for Hyperdiamond and not High Definition.

Now we can reach the "solar junction," a crossroads where an Alien blueish-green man is standing (no word on whether this individual is littleish-small.)  We cant TALK MAN, so well explore some more.

A sunspot area features a locked sunspot case (?) that cant be opened at this point.  Another solar flare is decidely not safe to walk through, of course.  And theres a makeshift landing field, where the not-makeshift Solar Challenger (airplane) is parked.  We can GO CHALLENGER to reach the cockpit, where we see green, black and orange buttons, most likely color-coded to prevent confusion on the part of the parser rather than the player, and having nothing to do with The Troubles and/or the Black Irish.

We PUSH GREEN and the plane takes off; we can see a Gronk Gronk Fighter out the window, which based on previous experience we should probably try to dispatch.  We PUSH ORANGE -- and A mechanical voice intones, "What is the password?"   We dont have the password, so PUSH BLACK fires a cold ray, but the fighter evades it.  Fortunately, we can PUSH GREEN to land again.

We can LOOK MAN (or, oddly enough, FEEL MAN) to prompt conversation -- he asks us to defeat the Gronk Gronks fighter (we suspected as much) and also obtain the key that opens the sunspot case.  He then slips something into our hands -- its a Gold Credit Card?  There are no retail establishments on our map so far, but closer examination indicates that its smudged, but we can read an "S."

Back on the Challenger (which was the name of a still-operating Space Shuttle when this game was originally written), we note that obvious guesses PASS and SOL dont work as passwords.  We can WIPE CARD, though, to see "Srill" (briefly, before the card somehow smudges up again.)  PUSH ORANGE and SAY SRILL activates the planes SADAR tracking, allowing PUSH BLACKs cold ray to lock on and do the job properly.

Were getting closer, but this was my second serious attempt, and I had taken too much time -- the capsule was once again melting, and were too far away to do anything about it now. 

Back on track after restoring, we havent found any reason to PUSH YELLOW or POUR BUCKET yet, so we should see if we can find opportunities to do so.  POUR BUCKET in the solar flare area puts out the solar flare, opening up a passage south to an insignificant part of this granule.  Theres a large hyperdiamond here.  We can PUSH YELLOW, and the ray shoots out, this time freezing the hyperdiamond extensively.

I tried to HIT, KICK, PUSH, and SMASH the frozen diamond, but we just need to BREAK DIAMOND to form a hyperdiamond key.  Upon seeing us again, the alien takes us to the sunspot (which was being used as a freezer) and opens the case, revealing a Container of solid fuel, which ought to be just the ticket home.

Moving as quickly as we can, lest our ship dissolve again, we run all the way back to the ship, close the airlock, FILL LINE with the solid fuel, and PUSH WHITE to take off to... ACK!  Not quite, I missed it by just one move it seems!



Doing it ever-so-slightly more efficiently, we get the best ending, marred only by boring transportation!


No treasures, just a fine story to share at the Space Bar after we cool down a bit.  Creatures that Live in the Sun was good fun.  More Roger Wilcox adventures await!
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Sunday, April 5, 2015

Prime World Defenders Mediafire 2013

Prime World Defenders - RELOADED 2013 (PC/ENG)
English | Platform: PC | Release: 6 Jun 2013 | Publisher: Nival | Developer: Nival | 913 MB
Genre: Strategy, Indie

Fight off hordes of monstrous mutants created from a strange cataclysmic event in the new tower defense game, Prime World: Defenders. Join a group of exile treasure hunters who have ventured into the capital of an ancient empire, vast with mystery and danger.Prime World: Defenders merges classic tower defense gameplay with collectible card mechanic. Your towers, your spells, your traps - all are magic cards, that you can collect and upgrade. Youll have to develop your own strategy, because youll get your random set of cards after each battle.
Freeze, burn, poison, explode and slash countless enemies that will try to stop you from gathering artifacts of old kingdom. Choose your cards carefully, play them strategically and expect some heavy resistance along the way – from small and almost harmless mutated fungi to powerful giant goblins and nagas.
Did we mention? In addition to story-driven single-player campaign Prime World: Defenders has randomly generated missions!
Download Links :

http://tny.cz/7ea8d702
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Saturday, March 14, 2015

Πως να κάνετε το χειρισμό του pes 2014 παρόμοιο με του pes 2013

Θα πάτε από το αρχικό menu στα options μετά Personal Data Settings έπειτα "your user name" και τέλος support settings και αλλάζετε τα settings σύμφωνα με την παρακάτω εικόνα

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Friday, March 13, 2015

2013 El fin de una aventura y el inicio de otra

¡Feliz año nuevo a todos!
Espero que comencéis con ánimo y ganas esta nueva etapa, y que vuestras expectativas se vean cumplidas.

Hace un año, cerraba 2011 con un recuento estadístico: 763 entradas publicadas y más de 10.300 comentarios. Me alegra anunciar que dichas cifras han ascendido a 870 y 15.200 a lo largo de 2012. Seguiré trabajando para que el blog continúe creciendo, y ofreciendo ayuda e información a quien las busque. Asimismo, quiero agradecer a todos los seguidores su apoyo y seguimiento continuo de todas las publicaciones; hay comentarios que da gusto leer, e incluso amplios debates y teorías muy bien llevados. Es un hecho que no suelo introducirme en ellos con frecuencia (últimamente he tenido poco tiempo para todo), pero no dudéis que leo todo lo que publicáis.

Además, aprovecho para recordar la ausencia de problemas con que se comparta el contenido de la página, siempre que se incluya un enlace hacia ella. Noticias, artículos, guías y demás están escritos con el fin de llegar a todas aquellas personas interesadas en leerlos. En el caso de trabajos extensos, como las traducciones y las guías completas, más aún: mi objetivo al elaborarlos es ayudar a quienes no entienden otro idioma, o necesitan ayuda con un videojuego. Es una función que cumplen tanto aquí como en cualquier otro lugar de la red, por lo que estaré agradecida de que compartáis cuanto queráis, siempre que recordéis de dónde viene.

En definitiva, podríamos decir que con 2013 llega el final de la saga principal de Final Fantasy XIII: la saga de Lightning, su protagonista. Es el fin de una etapa muy importante para la compilación Fabula Nova Crystallis, pero puede que también el inicio de otra. Así pues, ¿qué pensáis que nos deparará a continuación? ¿Cuáles son vuestras expectativas al respecto para este nuevo año? ¿Se convertirá Final Fantasy Versus XIII, de una vez por todas, en el punto de mira? ¿Llegará la tan ansiada localización de Final Fantasy Type-0?

Un saludo a todos y, nuevamente, feliz año nuevo.
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