Yes, these aren't books -- they're games for the Nintendo DS. However, they fall squarely into the interactive fiction genre, so I feel reasonably justified in including them here.
You play Phoenix Wright, a defence attorney in a near-future world where the legal system has been radically simplified: the trial for each case may take no longer than three days. Your job is to prove your clients innocent. The game alternates between investigation -- where you wander around the crime scene searching for evidence and talking to witnesses -- and court sessions, where you get to cross-examine witnesses and spot holes in their testimony, which must be revealed to the court by asking appropriate questions or presenting evidence.
While the concept's pretty interesting in itself, it takes good writing to make an IF game work, and Phoenix Wright doesn't disappoint. The cases are entertainingly complicated and replete with clichés of the detective genre (no fewer than three of the cases feature the victim writing down the killer's name before they die, for example). Sometimes you can't be certain what's going on until the final clue pulls everything together; sometimes you'll be dead sure but unable to prove it to the judge. You'll also encounter plenty of red herrings while searching for evidence -- and you'll need to be prepared to bluff your way through the trial when you don't have the evidence you need.
The downside is that the story is entirely linear; there's generally exactly one way to do each of the things that must be done, and goals must almost always be achieved in a specific order. This is particularly awkward during the investigation segments, where (unless you're much better at second-guessing the authors than I am) you'll often find yourself showing every piece of evidence in your inventory to everybody you can find in the hopes of provoking a bit of dialogue that'll unlock the next bit of the plot. I also found that a couple of times I had guessed correctly what was going on, but needed to present the wrong piece of evidence first and have Phoenix go through a different theory in order for the right one to occur to him.
In general, I get the impression that the authors hadn't played much IF, and certainly hadn't played much good, modern IF, since they fall into a number of the standard traps. Text is presented slowly, a character at a time; you can usually tap the screen to get it to make the whole text appear, but this doesn't always work, and sometimes you'll miss an important line by accidentally tapping twice (and there's often no way to go back). Only one saved game is allowed, you can't save while selecting evidence or during some cut-scenes, and you can't restore without turning the console off and back on. The connections between locations are inconsistent, and in some bits of the story you spend a lot of time bouncing between different locations, which gets tedious when you have to remember how to get there.
In the cases where you do get a choice about what order to talk to people, the game will often assume you're doing it in a particular order, so (for example) your sidekick will often suggest you talk to someone you've already spoken to. Since you search for evidence by moving a cursor around a picture of the room, you'll generally need to use the standard graphical IF tactic of sweeping the entire screen for hotspots. There are separate but similar interfaces for browsing evidence and presenting evidence, so you'll sometimes enter one when you meant the other. The second game has a number of spelling and grammar errors in the text. And so on; these don't make the game unplayable, but they've been pretty effectively stamped out of modern IF, and a bit of extra work would have rendered the game much more polished.
Actually, I think I would have preferred the game as an early-90s-style text adventure with sidebar graphics; the ability to read text in large chunks and look back up at the history would be very useful, and I'd rather type commands than fiddle with the DS touchscreen. Perhaps a project for a fan remake (or fanfic) at some point?
The game was originally written for the GBA, and the fifth case in the first game was a bonus one added for the DS version. It takes about twice as long to complete as the others, the writing is of a significantly lower standard, it's not consistent with the continuity of the other cases, you gain a new (and more annoying) sidekick, and the authors added a number of irritating new game mechanics -- for example, you have to put the pieces of a broken vase back together. It's still fun to play, but I would have preferred it if they'd done a flashback to an earlier case instead, as they did in the later games in the series.
Anyway, I'm making it sound like I didn't enjoy the games, which definitely wasn't the case -- back to stuff I liked!
I think most players would agree that it's the characters who really make the game. Phoenix himself is joined by assistant and medium-in-training Maya, her older sister and fellow ace attorney Mia, equally ace prosecutors Edgeworth and von Karma (two thereof), hard-bitten detective Dick Gumshoe, the world's most easily-manipulable judge, and a host of other regulars. Each character has a distinctive "voice" and backstory, and you'll grow to care about all of them during the games. Phoenix's friends do seem to get into a surprising amount of legal trouble, but this is hardly a problem unique to the game, and it does provide for plenty of interesting character development.
The artwork is brilliant: nicely-realised manga-style characters with lots of variation and some entertaining animations; detailed and clear backgrounds for each location; and evidence including documents, objects and photographs. The characters are frequently very cute (if you don't feel guilty the first time you provoke the "sad Pearl" animation then there's probably something wrong with you). The game takes advantage of the DS's dual screens to present a full-screen illustration separately from the evidence browser, and occasionally splits a picture across the screens for more area -- good use of the hardware.
The music and sound effects are likewise excellent; there's enough different music that you shouldn't get bored of it during the game (and it's good enough to be worth listening to on headphones rather than through the DS's speakers), and the courtroom scenes are adequately provided with dramatic desk slams and shouts of "Objection!" and "Hold it!". (Since the DS has a microphone, you can in fact shout "Objection!" and "Hold it!" back at the game as an alternative to pressing buttons if you prefer.)
The game is full of wordplay and pop culture references; nearly every character name is a pun of some sort. The writing quality is generally very high. This is particularly impressive given that the game is a translation -- the original was in Japanese, and equally full of jokes, most of which have been transferred (or seamlessly replaced) in the English translation.
One interesting thing about the translation is that it's also a transculturation. The original game ("Gyakuten Saiban" -- "Turnabout Trial") was set in Japan; the translation is set in America. This feels a bit awkward in the first game, since many of the character archetypes and situations are very much idiomatic to Japanese fiction, and gets downright weird in the second game where one case involves visiting a traditional Japanese village. A number of changes to the plot and character backstories have been made to accommodate this, and as a result the continuities of the two translations are significantly at odds with each other. I'm not normally a fan of transculturation, but I can understand why they did it (if nothing else, it makes the jokey names a bit more believable), and they seem to have done a thorough and consistent job of it.
I thoroughly enjoyed these two games, and I'd strongly recommend them. Thanks to Jon for lending me the games, and Ian for lending a DS to play them on.


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What do you see?
My daughter has discovered this card game that is also named after one of the products of male cattle…
And it’s an interesting study into lying.
Can you lie convincingly, or can you tell the truth in such a manner that someone else will think you’re lying?
Or beyond that, can you plan so that you have to do a minimum of either?
So that everyone is on the same page here, take your ordinary deck of cards and deal them all out to the participants. Four to six players make a reasonable number, three is technically doable but not necessarily enjoyable, and two is not an alternative.
The first player starts with “Ones” and places 1-4 cards face down and announces the number of cards and rank – “Two Aces”.
The next player moves to the next highest rank and continues in the same fashion. (and should the rank of Kings be reached, Aces follow)
The first player to run out of cards (unchallenged – discussed in a bit) wins.
So what’s a player to do when they’ve got to play a certain rank, and they don’t have any?
That’s right, they lie.
They pull any card or two out of their hand, place them on the table and declare a number and a rank. “Two Sevens”
And things move one…
The other lie
And just because someone says they’ve played two cards doesn’t mean they couldn’t have actually set three cards down on the table!
(A little bit of skill helps make three cards look like two here…)
Calling a bluff
Each other player has the option to call out “I Doubt It” (or that other word we don’t want our kids shouting out).
And then the last play (and the last play only) is turned over and examined. If the play does not match the statement, all cards on the table go to the lier.
If it does match, all cards instead go to the doubter.
Once a new player has put cards on the table, the player before them is “off the hook” and can no longer be challenged.
And as you can see, as play continues unchallenged, the penalty becomes more severe.
Strategy, Lying, and Winning
And here’s where it gets interesting.
If you don’t plan, you end up with a collection of cards left that probably don’t match what you need to finish.
If you “intentionally” challenge to pick up cards – so that you can make your way through without lying – someone else may finish before you.
But more times than not, the winner has lied when they didn’t appear to need to – to set themselves up well.
Your last play will be challenged – the game is over otherwise – so you better plan to tell the truth in the end;-)
Bidding, Bluffing, and Calling
My daughter has been enjoying an activity that helps “teach” how to lie, but not just that – also how to spot liars and also how to plan.
And if she ever has to comment on some good friend’s wardrobe, she’ll be able to say “Looks great!” just fine.


Part of the pre-game ceremony for the Major League Baseball All Star Game was baseball's 30 greatest moments. They seem to have pretty much nailed them all, although I'd have included Kirby Puckett's walk-off home run in Game Six of the 1991 World Series. (Of course, Jack Morris's shutout in Game Seven of that same Series was a fine choice, too.) It's too bad they couldn't include some of the best moments from All Star Game history; then we might have been able to revisit that wonderful scene in 1993 (or was it 1994?) when Randy Johnson uncorked a fastball over John Kruk's head. It was one of the funniest baseball moments ever.
And not surprisingly, the Pirates -- losers of 100 games last season and embarking on what will be a long rebuilding process after their last GM, Cam Bonifay, decimated the farm system -- only have one All Star representative (and they probably wouldn't even have him, if not for the rule that requires that the All Star rosters reflect at least one player from each team). This year it is closer Mike Williams, who the Pirates signed to a large contract last offseason for some unknown reason. Teams which lose 100 games typically have far more pressing needs than a top-flight closer.
Ah, well. Go National League!


By David Puig
Barça has scored 31 goals this pre-season, eleven of which were the work of midfielders and defenders. Goals are not just for the forwards. The whole team is involved in attacking moves.
One of the premises set out by manager Josep Guardiola when he took charge of the first team was the implication of all the players in defence and attack. Defending is not only a job for defenders and neither is attacking only for forwards. The players have taken note of this and in the pre-season 11 of the 31 goals scored by Barça were by midfielders and defenders, which accounts for 35% of the total.
The second line works
The midfielders have been particularly inspired in front of goal, especially Xavi Hernández, who scored three of the seven goals from players in the second line. The man from Terrassa is on a roll and we also have to add to the tally the goal he scored for the national squad on Wednesday against Denmark. Gudjohnsen, with two goals and Touré and Hleb with one, have also scored this pre-season.
The defenders score too
The attacking play of the defenders has paid off with four goals. Of these two were scored by the Barça captain, Carles Puyol, especially the one against Boca Juniors in the last Joan Gamper Trophy. Martín Cáceres and Márquez were the other goal scoring defenders for Barcelona.
Variety in attack
If we look back at the 31 goals scored this pre-season we will see a lot of variety. They have scored two with headers, from outside the box, from corners, goals scored from crosses from the wing, in individual actions and in fast triangulations. Sylvinho summed it up well in Tuesday’s press conference: “We have players who finish the play off well. Others push up dangerously from the second line. It’s also important to have good players on the wings and that the crosses come in as we already have players who specialise in interior play, capable of triangulating, blocking and dribbling.”
Effectiveness in the air


Finally! After a 6-week delay PokerSpy is now available for free in the iPhone App Store. If you are a poker player and have an iPhone go download it now and get involved in poker’s newest community.
PokerSpy is a fun, easy-to-use app that keeps you informed on what’s happening NOW in poker rooms near you…and all over the world.
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- Connect with fellow players from your city or anywhere in the world.
There will be many more exciting features in the next version of PokerSpy, including:
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Recreation industry in Poland is being developed not only at the resorts. Unusual version of the "Monopoly" was created in Poland. "Queue" (in Polish - "Kolejka") is the name of the game that offers participants try their hand in the communist economy.
The first version of the Polish communist "Monopoly" was published a year and a half ago. Then all 20,000 copies were sold like hot cakes. As a result publishers have decided to print another 25,000 copies. The new edition of the game was translated into six languages, including Russian.
The game was created on the initiative of the Polish Institute of National Memory, which is engaged in archiving, documenting and identification of the Nazi and Communist authorities’ crimes.
According to the developers, during the testing period "Kolejka" was called "the most boring game in the world". However, the creators say that life in the queues in the 1970s - 80s was the same. Then people had to stand for six hours to buy meat, and it took weeks to buy furniture. Thus, the game completely recreates the atmosphere of the life behind the Iron Curtain.
If the "Monopoly" is a classical simulator of the capitalist system, then "Kolejka" plunges gamers into the reality of the planned economy, where the oranges are rarity, and the stool can be purchased after a few days rewriting the number from one hand to another.
And, of course, the game has a "black market", which was a window to the world of foreign consumer goods.
The idea of the game may please those, who feel nostalgic about the days of "stability and confidence in the future", and serve as a funny gift to the followers of the consumer satiety.
Among the features provided by the game is paying special people for a place in the queue, as well as rental of little children or disabled relatives in order to get an advantage in the queue.
"Kolejka" set includes a special booklet that explains its players the historical context.


Cordoba has scored two goals in three Bundesliga matches this season following his September move from FC Koln.
"I think we both played really well and a really great match. She played unbelievably good, considering she is so young, she has a very bright future," Zhang commented on her opponent.
The German association has announced financial difficulties due to several postponed or cancelled games.
"We were not in a favorable form today, and didn't figure out their zone defense well in the last quarter," admitted Sichuan coach Pan Wei. Enditem
Fiorentina loanee Pedro put the hosts ahead with a low strike before Bruno Henrique converted from the penalty spot after a Leo Gomes handball.
Schalke showed their first vital sign of the game after the restart when Bozdogan unleashed a hammer on target, forcing Leipzig's goalkeeper Peter Gulacsi into action for the first time with 54 minutes into the match.
Fueled by Wei's six points in a row, Inner Mongolia widened the gap back to seven points, and they used a 22-13 second quarter to build a 13-point advantage at halftime.
France's Clara Burel hits a return during the women's singles third round match against China's Zhang Shuai in the French Open tennis tournament 2020 at Roland Garros in Paris, France, Oct. 3, 2020. (Xinhua/Gao Jing)
The 30-year-old, who has been capped once for Argentina's national team, has struggled for opportunities since joining Boca from Mexico's Cruz Azul in January 2019.
The 19-year-old rising star wasted three set points when she took a 5-3 lead in the first set and stormed to 40-0 in the ninth game. But Zhang battled back and held the serve before breaking Burel's in the tenth to level the score at 5-5.
In other games in Chengdu, after a goalless first half, Beijing Renhe broke the deadlock in the 57th minute to claim a 2-0 victory over Suzhou Dongwu. Taizhou Yuanda defeated Inner Mongolia Zhongyou 2-0.


The full Laws of chess, including those applying to quickplay finishes can be found on the FIDE site. I have also created a page of comments on some of the changes for July 2005.
Here I summarise three less well understood situations
Each player is required to record his own moves and those of his opponent , move after move, as clearly and legibly as possible,
Added for July 2005: It is forbidden to write the moves in advance, unless the player is claiming a draw according to Article 9.2 or 9.3.
Fide rules stipulate algebraic notation, but any standard notation is acceptable for our purposes. Opponents of complete beginners in club matches are usually happy to allow the beginner simply to keep track of the number of moves by entering ticks on the scoresheet, but the beginner is still best advised to learn how to record as soon as possible.
A player may reply to his opponent's move before recording it, if he so wishes. He must record his previous move before making another.
Both players must record the offer of a draw on the scoresheet.
Use = to denote a draw offer. This part of the rule is frequently ignored, but is useful in tournament play if you wish to demonstrate that your opponent is distracting you by making frequent offers.
If a player has less than five minutes left on his clock 8.1 does not apply.
If only one player is not required to keep score under Article 8.4 he must, as soon as either flag has fallen, update his scoresheet completely before moving a piece on the chessboard. Provided it is the player's move, he may use his opponent's scoresheet, but must return it before making a move
A player wishing to offer a draw shall do so after having made a move on the chessboard and before stopping his clock and starting the opponent's clock. An offer at any other time during play is still valid, but Article 12.5 (which forbids distracting an opponent) must be considered. In both cases the offer cannot be withdrawn and remains valid until the opponent accepts it, rejects it orally, rejects it by touching a piece with the intention of moving or capturing it, or the game is concluded in some other way.
It is clear that the correct sequence is play a move on the board, make the offer, press the clock.
You can claim when it is your move if your opponents last move recreates a position for the third time, or if your intended next move would recreate the same position for a third time. In the latter case you record the move and claim, but do not play it.
Same position means not only that the pieces are identically placed, but that the same player is to move and that the same moves are available (so need to consider legallity of castling, even if temporarily not available, of both players and en passant captures).
9.3 The 50 move rule
You can claim when it is your move if the last 50 consecutive moves have been made by each player without a pawn move or piece capture, or if your intended next move would create such a situation. In the latter case you record the move and claim, but do not play it.
10.2 (The 2 minute rule)
Note that I've made another stab at discussing 10.2 here
In quick play finishes
A player having the move and less than 2 minutes on his clock may claim a draw if his opponent is making no effort to win by normal means (i.e. is simply running the clocks down), or if it is not possible to win by ordinary means. He should stop both clocks and make the claim.
Note that it is necessary to make the claim before your flag falls. Should the game continue you should try to make moves in your time rather than simply letting your last 2 minutes expire. It may be politic to make an offer before claiming (even though a claim also constitutes an offer under the laws) - some players are more amenable to offers than claims, and anything that avoids the possibility of dispute cannot be bad.
Clearly an arbiter may be needed to determine the validity of the claim (who may require that the game continue until flag fall before making a ruling on the result). Games where no arbiter is present are covered by Appendix D to the laws (this will be the case in league and many county matches):
D. Quickplay finishes where no arbiter is present in the venue.
Where games are played as in Article 10, a player may claim a draw when he has less than two minutes left on his clock and before his flag falls. This concludes the game.
He may claim on the basis
a) that his opponent cannot win by normal means, and/or
b) that his opponent has been making no effort to win by normal means.
In (a) the player must write down the final position and his opponent verify it.
In (b) the player must write down the final position and submit an up-to-date scoresheet, which must be completed before play has ceased. The opponent shall verify both the scoresheet and the final position.
The claim shall be referred to an arbiter whose decision shall be the final one.
Under (a) the arbiter is not concerned with what could/would happen with best play, or whether the claimant can describe verbally the necessary technique to secure the draw in the given position. The claim will only succeed if the position is essentially dead.
Under (b) the claim will only succeed if the arbiter deems that the non-claimant is making moves the sole object of which is to waste time, or has shown by the moves made that they have no idea how to make progress.
Since the claimant is short of time his scoresheet may well not be uptodate. However he should be allowed to update it from his opponents. Where both players are short of time and no complete record is available only claims under the first part of the rule are available. Normally the bias is going to be against the claimant. ie unless it is clear that draw is the correct outcome the claim will fail. However if no record is available because the non-claimant failed to keep score even though they had more than 5 minutes on their clock I would not be surprised to learn that a more sympathetic view of the claim would be taken.
|White has unsuccessfully tried to advance his king or exchange rooks. Changing tack the game continues 1 Kd3, Rg4, and black being short of time claims a draw. However the position is still very much alive as 2 Rc8 might be followed by Rxf4. Now 3 Rf8+ wins as black cannot save his rook and stop the h-pawn. Of course after 2 ... Rh4 white probably has nothing better to do than shake hands. However this is not relevant. Rxf4 is not an unreasonable error. The draw claim should in my opinion fail.|
|The position on the right is essentially dead despite whites extra pawn. It would be unreasonable to expect black to put his bishop en prise or find some other way of losing. A claim for a draw by black should succeed.|
|Less clearcut is this standard drawn position. At which point should black be able to successfully claim a draw? Play goes 1 ... Ke6, 2 Kd4 Kd6, 3 e5+ Ke6, 4 Ke4 Ke7, 5 Kd5 Kd7, 6 e6+ Ke7, 7 Ke5 Ke8. Seen (more than) enough to know that black knows how to draw? We might expect 8 Kd6 Kd8, 9 e7+ Ke8, 10 Ke6 ½-½. But do we know that blacks plan isn't "blockade the pawn if possible, if not go to the same file as whites king"? If he is thinking this way then 8 Ke4 Ke7 (the first part of blacks thoughts) and 9 Kd5 will prompt the fatal 9 ... Kd8, 10 Kd6 Ke8, 11 e7 Kf7 (forced), 12 Kd7 1-0.|
Whilst I think white should have a chance to try this latter line if he wishes before black can successfully claim a draw, I may well not be in the majority. However I suspect that many experienced whites would happily take the draw anyway.


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All or Nothing Free For and everyone is your enemy! Every players starts with the same weapon, but NO ammo! Knifing an enemy gives you the scavenger perk, and the killed player drops an ammo bag with 5 rounds If you run out of ammo, find a dropped ammo bag, or knife another enemy Ammo bags stay active on teh ground for 30 secs First to 2000 points wins!
Assassination On the defending team you have a VIP, who has only a pistol, but also higher health. Defend the VIP and escort him to the extraction zone on the map. Your team wins if the VIP is successfully extracted. The attacking team tries to kill the VIP, if the VIP is killed, the attacking team wins the round. Take your time and play strategically. Killstreaks are disabled in this mode.
Behind Enemy Lines Team Based - but one player wins by most points.
In Behind Enemy Lines two teams fight each other. However, one team (the runners) are overpowered by the other team (the hunters) about 1:3-4. Objective: Become a runner and stay alive for a s long as you can to receive extra points. If a hunter kills a runner, they become a runner, and the runner goes back to a hunter. The player with the highest score at the end of the game wins.
Demolition In Demolition there two teams, Attackers and defenders. And two bombsites! Attackers need to plant a bomb at the other team's bombsites and defend it so it's not defused by the defenders. Defenders need to defend their bombsites to prevent the attackers from planting the bomb. Round ends when both bomb positions are exploded, or roundlength time is reached (5 min). First team to 2 round wins - wins the match Kill's do not effect your teams score. Play the objective.
Domination There are three objectives to capture, if your team captures an objective, it will provide points to your team at regular intervals. The more objectives captured, more points for your team. The game ends when either the score limit is reached, or the time runs out. Kill's do not effect your teams score. Play the objective.
Free for All As simple as it gets, shoot anyone that moves.
Freeze Tag Same as Team Deathmatch but instead of dying when shot, you are frozen in place. If your entire team is frozen you lose the round. Objective is to totally freeze the other team - whilst keeping your team unfrozen. Players self thaw out in approx 2 minutes. Unfreeze your team mates by being in close proximity, or by aiming across map at them holding the use key. (Default F is unfreeze key, you must have line of sight). Play strategically and keep your team mates unfrozen.
Gun Game Same as Free For All, and everyone starts on the same gun. Each kill you get upgrades you to a different weapon. The last weapons are a grenade then finally to win a knife. there are 24 weapons to get through to the end knife. Dying 3 times in a row will demote you to the prior weapon. First to get through all weapons wins (Ending on the knife). Killstreaks are disabled in this mode.
Headquarters Capture the objective, once captured protect it from the opposing team. You can't respawn until for either 60 secs, or when the HQ expires or the enemy team destroys it. There is a 15 secs interval before the next objective is ready for capture Capture/Destroying the objective is achieved by staying near the objective. Kill's do not effect your teams score. Play the objective.
Infected The game starts with one random infected. The infected must knife the survivors to infect them. The infected side has guns, which are useful to kill survivors in hard to reach spots. However tsurvivors are only infected by knifing them. Killing an infected player creates an ammo drop for survivors to reload their weapon. The last survivor gets special weapons to fight the infected. The game ends when the time runs out or the last survivor becomes infected. Killstreaks are disabled in this mode.
Kill Confirmed Same as Team Deathmatch, but when you die you create tags. You must comfirm your kill by collecting the tags of the enemy you kill, this will 'confirm the kill'. If the enemy grabs the tags the kill is 'denied'. Confirmed kills add to your teams score. Play the objective.
One in the Chamber You have a gun, one bullet, and 3 lives. One shot will kill (Unless a shotgun, may want to get close for that). If your bullet doesn't kill then you have to knife. You gain a new bullet to fire when you get a kill. Dying 3 times will remove you from the current round. The first person to win 2 rounds wins the match. Killstreaks are disabled in this mode.
Sabotage Plant the bomb to destroy the enemys bombsite. Once planted, defend and stop sthe enemy defusing bomb, until the bomb destroys the site. HOT POTATO - is activated. This means if the bomb is defused, the remaining time is all thats left for the next plant. Kill's do not effect your teams score. Play the objective.
Search and Destroy On attack side either plant the bomb at the A or B bomb site (Hold your use key). Your team wins if the enemy team is eliminated or the bomb explodes. On defend side, defend the bombsites. Your team wins if your team defuses the bomb, time runs out, or the enemy team is eliminated without a bomb plant occurring. Killstreaks are disabled in this mode. Play the objective.
Search and Rescue Same as Search and Destroy, except when you die you leave tags behind. If your team mates grab your tags - you respawn! If the enemy grab your tags - you cannot be respawned, and must wait for the round to end. Killstreaks are disabled in this mode. Play the objective.
Team Deathmatch Kill the enemy team. Game ends when the timer stops.
Team Greed Like normal Team Deathmatch But kills do not count until you carry your enemy's dog-tags (And whatever dog-tags they were carrying) from their body your teams base. Dog-tags show up as a sparkle of various colours depending on how many dog-tags they are worth. The more tags you take back to base the more points for your team. Kill's do not effect your teams score. Play the objective.
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0.9.3 - Safari Zone!
Release Date: Sep. 4, 2020
Hey everybody. The Safari Zone has finally arrived as a dungeon.
This is the final update to this project, as all effort is being redirected to the rewrite.
Make sure to join the Discord to follow our progress!
- Hey everybody. The Safari Zone has finally arrived as a dungeon.
0.9.2 - Dual types, Improved hatching and Statistics!
Release Date: Jan. 4, 2017
Hey everybody, as small update has arrived!
Huge thanks for Aegyo for helping me out with the small stuff!
Stay tuned for the next big update, the Safari Zone!
- Hey everybody, as small update has arrived!
- Lots of stats are now being tracked.
- They will only be tracked from this update, so they might be off.
- More stats might be added in the future!
- Pokemon now have 2 types
- You gain a random shard if the defeated enemy has multiple types
- The effectiveness formula has also been updated according to dual types.
- Added fairy types!
- You can no longer get the same quest 2 times in a row
- Improved the daily deal generator.
- Hammer and Chisel no longer use energy if they don't mine anything.
- Shiny chance from egg is now based on how long the Shiny Charm has been active while breeding.
- Improved shiny completion notification
- Nerfed xp gain a bit.
- Loops can no longer occur in the daily deals.
- Fixed some HTML bugs
- Fixed mine stones not working correctly.
- Fixed incorrect underground treasure values.
- Rocks in the underground no longer shift when you hover over them.
- Fixed impossible daily deals.
- Fixed some savefile related bugs.
- Upgradebox only shows if there are upgrades left.
- Fixed Helix fossil not spawning in the underground.
0.9 - The underground and many Quality of Life updates!
Release Date: Nov. 3, 2016
Hey everybody, the underground is finally ready!
Here you can mine for items.
Items include shards and rare fossils.
- Hey everybody, the underground is finally ready!
- Use your Hammer and Chisel to hit the wall.
- Reveal treasure to add them to your inventory.
- Exchange your treasures for rare diamonds.
- You can use these diamonds to upgraded your mine.
- A new Oak item to help you is unlockable at 100 unique Pokemons!
Quality of Life changes
- Added a retry button to the Elite four.
- Dungeons are now playable on iPads!
- Added a retry button for Dungeons.
- Changed 'breed x Pokemon' to 'hatch x eggs'
- Buffed egg shiny chance to 1/1024 (1/512 with the Shiny Charm activated)
- Reduced breeding quest difficulty.
- Changed the Shiny Charm description to be more clear.
- Tooltip changes when eggs are ready to hatch
- Added an indication if Gyms have been beaten already.
- Added a sort by shiny option.
- Added proper number formatting.
- Action cursor when picking a starter.
- Grouped Badges and Pokedex together
- The Magic Ball Oak item is now centered properly.
- I broke the game for 15 minutes, and then unbroke it.
- Fixed a few typo's.
- Fixed a sorting issue.
- Fixed an issue with egg notifications.
- Fixed Farfetch'd not willing to breed.
- Fixed a bug where hatched Pokemon would be level 100.
- Fixed a display error in quest skip cost.
- Fixed a show display bug.
- The game now saves after using an egg.
- The Champion now has the correct Pokemon
- Fixed the broken dungeon quest!!!!
0.8 - Breeding and Exp rebalance!
Release Date: Oct. 19, 2016
Heyo, breeding is finally here!
Also the Exp system got a complete overhaul (thanks to Hewdraw)
- Heyo, breeding is finally here!
- Experience formulas now follow the in-game formulas.
- All your previously gained experience has been reset.
- Sorry for the inconvenience
- Buy eggs in shops using Quest Points
- Defeat Pokemon to hatch your eggs.
- Eggs hatch faster on higher routes.
- A new Oak item to help you is unlockable at 90 unique Pokemons!
- New fancy small quest counter.
- Added Quest points to the stat table
- Increased the stat table size
- Shiny Quest is now capped at 1 shiny.
- Added a retry button to gyms.
- Increased shiny chance from evolution stones.
- Quest difficulty rebalance
- Added pokeballs to shops to indicate already caught Pokemon
- Added desktop notifications.
- I broke the game for 10 minutes, and then unbroke it.
- Fixed a few typo's.
- Fixed Cinnabar shop not working.
- Chat now opens in a new window.
- Gyms now count for get money quests.
- Fixed uncompleteable quests.
- Fixed not getting tokens for recapturing shinies.
- Fixed daily quest not resetting properly
- Nerfed old savefiles.
0.7 - Shops, Quests, Chat and a lot more!
Release Date: Oct. 5, 2016
Heyo, shops and quests are finally here!
I think quests are pretty fun :)
Thanks everyone for helping out!
- Heyo, shops and quests are finally here!
- PokeClicker now has a chat!
- Join here
- I am in this chat almost 24/7, so it's the perfect way to contact me!
- Use your well earned money and shard to buy items in various cities.
- From evolution stones to X Exp, all items can be bought.
- Buying lots of items in a row increases their price.
- Don't worry, defeat Pokemon to decrease the prices again!
- Take on endless randomized challenges to earn Quest Points!
- Use your Quest Points in the shops throughout Kanto.
- Quests become harder as you complete more of them on a single day.
- Skip prices and difficulty reset daily.
- Removed a faulty console log.
- Updated indicator for caught shinies.
- Updated the shiny charm image.
- Fixed Pidgey showing up twice on route 8.
- Fixed Charmeleon and Wartortle evolution levels.
- Click and Pokemon attack can no longer drop below 1.
- Fixed not getting tokens for recapturing shinies.
0.61 - Bugfixes and Community Feedback!
Release Date: Sep. 14, 2016
Heyo, this is a bug fix update.
Most of these bugs were reported on my subreddit.
Thanks everyone for helping out!
- Heyo, this is a bug fix update.
- Fixed a few errors in type effectiveness.
- The log no longer slows down the game.
- Dungeons and gyms now give shards!
- Legendary charm now works in dungeons.
- Changed shiny star to a shiny Pokeball.
- Pokemonlist no longer 'resorts' itself.
- Pokedex rank is now explained by hovering over it.
0.6 - Dungeons, Items and Shards!
Release Date: Sep. 9, 2016
Heyo, this is a big update!
I've added dungeons, types, shards and items!
I'm sorry it took so long, I've been busy with real live stuff. But more updates will arive soon, I already have some great ideas :)
It is highly highly recommended to reset all you progress while playing this update. It will make the game much more fun!
- Heyo, this is a big update!
- Upgrades got nerfed a lot.
- All previously purchased upgrades are reverted.
- Dou you think you have what it takes to explore all the dungeons in the Kanto region?
- Explore all the rooms to battle dungeon exclusive pokemon, and gain rare items!
- Each dungeon also has a boss, so watch out!
- Enter a dungeon using dungeon tokens. They are quite rare so spend them wisely!
Types and Shards
- PokeClicker now supports types. The damage your Pokemon do now depends on their type and the type of your enemy.
- Gain 1 type Shard for every pokemon you defeat and upgrade your type effectiveness in the shards menu.
- You can use Shards to buy evolution stones!
- Some Pokemon will drop rare items.
- You can use these items to boost your attack, exp, money and a lot more!
- Items are only active for 60 seconds, so use them wisely!
- Some html elements can no longer be selected.
- Added an indication of how many Oak items you are using.
- Exp formula completely reworked.
- Money formula completely reworked.
- Increased enemy health.
- Fixed a bug where pokemon could level over their cap.
- Fixed pokemon being at level 0.
- Fixed exp and money going to NaN.
- Fuchsia city no longer uses Pewter city's image.
0.55 - Balancing!
Release Date: Jul. 28, 2016
Hey everybody, this is a small balancing and bugfix update.
Huge shoutout to /u/aerasalum for rebalancing the gyms an Pokemon attack.
Basically all gyms got a bit stronger to slow down the game.
Keep an eye out for the dungeon update that is coming out soon!
- Hey everybody, this is a small balancing and bugfix update.
- Removed all my other projects from this repository.
- Made the game more mobile friendly by disabling tap to zoom
- Fixed a bug that made all your Pokemon shiny.
- Fixed the image of the amulet coin.
- Fixed everybody's save crashing because of me not fixing the image of the amulet coin correctly.
- Fixed a bug with Zubats catch rate.
- Fixed a bug here you would encounter too many pidgeys on route 8
- Fixed the Champion missing a Pokemon
0.5 - Elite Four!
Release Date: Jul. 24, 2016
Hey everybody, the new update is finally live, sorry it took so long. As with any update I'd highly recommend to reset your savefile, so you can experience the game as I intended.
I've made a subreddit where you can report any bug you might find.
Enjoy the new update :)
- Hey everybody, the new update is finally live, sorry it took so long. As with any update I'd highly recommend to reset your savefile, so you can experience the game as I intended.
Do you think you are strong enough to defeath the 4 masters of the Indigo League?
Take on the Elite Four to prove your ultimate Pokemon Trainer skills!
- Do you think you are strong enough to defeath the 4 masters of the Indigo League?
Professor Oak noticed you are struggling with your journey to become the very best.
He decided to help out by rewarding you with special items.
Unlock these items by catching Pokemon!
Shiny Pokemon have been spotted in the Kanto region!
One in every 8192 Pokemon is shiny, so catching them gives you the ultimate bragging rights.
You can double your shiny encounter chance by using one of Oaks Items.
- Professor Oak now gives a small tutorial.
- Pokemon now stop getting exp if you don't have enough badges.
- Added Pokemon attack upgrades.
- Buffed Click multiplier upgrades.
- Completely changed the exp and money formulas.
- Pokedex now shows shinies caught instead of Pokemon bred.
- Fixed a bug where you could catch the Pokemon of a gym leader.
- Money now updates correctly after buying an upgrade.
- Fixed a faulty console log.
- Pokeballs now show correctly.
0.4 - Badges
Release Date: Jun. 28, 2016
You can now challenge all of the gym leaders in the Indigo League!
Most towns are added to the Kanto map.
Instead of a boring console, interesting messages are now displayed in the top right of the screen.
- Fixed catchtime being able to go into the negative.
- Made the pokeball transparant so it doesn't overlap with other info.
- Changed the intro text to correspond with recent updates.
- All legendary birds now have the same spawn chance.
- Added % sign to the catch rate.
- Colors of completed routes now update after the right amount of kills.
Gym leaders are timed battles, defeat all their pokemon in 30 seconds to earn your badge.
Replay gym battles for 10% of their original reward.
Clear all the routes to a town to get access to it
You can fight gym leaders in towns.
Catching pokemon, evolving pokemon and buying upgrades all get a notification.
0.3 - Pokédex
Release Date: Jun. 26, 2016
The pokédex is here! See how many of each pokémon you have defeated and captured!
- Decreased base catch rate
- Increased catch rate upgrades
- Changed base catch time to 3 second (old value: 3 seconds)
- Rebalanced some catchtime upgrades
- Changelog doesn't automatically open when you start the game anymore
- Removed a few faulty prints
- Changed 'e' to 'é'
- Removed the map button from the navbar at the bottom of the screen
Get up to 60% bonus exp by killing the same pokémon over and over. Defeat pokémon to unlock their dex entry.
0.2 - Interface improvements!
Release Date: Jun. 20, 2016
- Completely changed the interface, based on u/ScaryBee's design
- Added a new background (made by u/Sandi315)
- Made the captured pokémon list scrollable (thanks to Dennis)
- Added a graphical map
- Upgrade buttons fade to gray when you don't have enough money to buy the ugrade
The new map feature has finally arrived!
- Red routes are inaccessible
- Green marks your current route
- Dark orange is unlocked, but not yet completed
- Light orange is unlocked, and killed enough pokémon to progress to the next route
- Increased click attack by 50%
- Increased pokémon attack by 50%
- Changed the required amount of pokémon to clear a route to 10 (old value: 5)
- Fixed a bug where pokémon would evolve too soon
Instead of clicking arrows to move to different routes, you can click on the original kanto map!
0.1 - Reddit feedback
Release Date: Sep. 20, 2015
- Added a changelog (thanks to Volbric)
- Here you can read about all the updates I make to this game (thanks to me :)
- Changed "money" to "$" (thanks to TheRyno123)
- Added spawn routes for all the pokémon (thanks to MarkVM)
- There is a stat for how many pokémon you have caught in total (individual pokémon stats will be in the pokédex) (thanks to iHacked)
- pokémon can now be sorted by pokéDex entry, Name, Level, Attack, and order captured (thanks to Pedter)
- The captured pokémon lists automatically updates when you capture a new one (thanks to Hannomeggel)
- A little pokéball it added to a wild pokémon name if you already caught it (thanks to TheTreester)
- Fixed a bug where switching routes while the game was in capture state to catch the newly spawned pokémon (thanks to Virgildiablo)
- Fixed seels being everywhere!
- Fixed money gained from selling not showing correctly in the logs (thanks to Hannomeggel)
- Removed pokéballs until I implement a way to regain them (thanks to Yocoolman)
- Fixed the pokémonbox clipping with the log (thanks to Rarylith)
- Fixed the upgradebox being pushed down by the pokémonbox (thanks to Rarylith)
- Upgrades no longer show without buying the previous upgrade (thanks to Quietlark)
- Fixed a bug where you could buy pokéballUpgrade II before I (thanks to G-ice)
0.09 - Legendaries
Release Date: Sep. 18, 2015
- The player now has a small chance to encounter legendaries
- Legendaries are rare pokémon who are a lot stronger than other pokémon
- Articuno, Zapdos, Moltres, Mew and Mewtwo are all in the game!
- Everytime a pokémon spawns it has a chance to be a legendary
- This chance can of course be improved by buying upgrades
0.08 - Dynamic catch rate
Release Date: Sep. 16, 2015
- Catch rate is no longer fixed for all pokémon
- Weak pokémon have a higher chance to be caught than strong pokémon
- Your overall catch chance can still be upgraded!
- You no longer need to delete your savefile every time the game updates
0.07 - Evolution
Release Date: Sep. 15, 2015
- pokémon can now evolve!
- When a pokémon reaches a high enough level it can evolve
- When a pokémon evolves, you keep the pokémon and get the evolution at level 1
- Example: I have a level 15 Pidgey, and it reaches level 16. I end up with a level 16 pidgey and a level 1 pidgeotto


Our Giant Games Play Space is fabulous for all ages and with everyones favourite games supersized the whole family will enjoy playing together.
View some of the options below or to view the full range go to the Jumping Castles and Amusement Hire page. We can deliver, set up and even supervise your Giant Games Play Space, or you can do it all your self, by just hiring the games and activties that you require.
Cost: Individual DIY hiring fees are listed under each game/activity. However for supervised hire, please email us with a list of the activities you are interested in and the details of your event for a personalised quote.
Our Giant Games include:
Giant snakes & ladders
Giant connect 4
Giant chinese checkers
Giant 10 pin bowling
Giant cannonball drop (Kerplunk)
Giant Edu Blocks (Lego)
Giant snakes & Ladders
& lots more.
All games come with instructions.
Our Giant Games Play Spaces can be hired from one day to several weeks.


It’s not too late to get in on Fantasy Football for the year. You can find detailed stats and analysis of players on Twitter and sites like rotogrinders.com to make sure you’re ready to draft a stellar team. Promo codes are still available for many of the platforms like Draftkings and Fanduel to get in on some big money games.
Fantasy football is a lot of fun because it allows you to put together a team of waht you consider winners and follow them each week. Play against strangers or with your good friends, either way it’s going to be a great season.
Playdraft.com offers an easy way to play fantasy and you can download the app to your phone. Your chances of winning with Fantasy Draft are about eighty percent better than other platforms.


Listening to: Boob tier list:
Reading: C (fits perfectly in your hand)
Eating: B and A (they have hard nipples)
Drinking: Your size
THIS LIST IS ONLY FOR THE WII U VERSION
What makes a character viable in this game? First, waveclear: the ability to quickly clear out hordes of enemies. Damage, how hard they hit and how much their attack scale by leveling. Reach, how far its normal attacks goes, which helps tremendously when weak point smashing. Boss killing, how quickly it can diminish a giant boss' weak point. 1v1, how well it fares against other characters, such as Link. Movement speed, and dodge distance; i.e. how far you reach with a single dodge. Below is a list and explaination of the Hyrule warriors' capabilities in these regards.
Master sword Link
Volga, Rod Zelda, Naginata Impa
Sheik, Sword Ganondorf, Ruto, Midna
Ghirahim, Gate Lana, Zant, Rapier Zelda, Sword Link, Darunia, Staff Lana, Rod Link, Great fairy Link
Spinner Link, Book Lana, Fi, Cia, Medli
Baton Zelda, Giant blade Impa, Wizzro, Agitha
Those not mentioned
Explaination in alphabetic order
Agitha, bottom tier
Easily the worst character I've played. Her waveclear is terrible and her reach is abysmal. You pretty much have to stand up in their face if you want to be able to hit 'em. Her attacks are slow and you can't dodge while she's airborne during her third attack, or cancel her heavy. Which, speaking of, is not very useful. She requires a lot of practice to be used efficiently, not someone you can pick up and hope to do well. Her special doesn't reach far, either. On a minor plus side, her weak point smash attack has great reach, and can possibly hit three times if positioned well.
Cia, low tier
Awful waveclear and low damage. Can do damage with her heavy should her enemies be weak do darkness, especially 1v1. Overall, there are better characters. However, she's saved from bottom tier due to her efficiency in 1v1 with her good reach and fast weak point diminishing in her first few attacks.
Darunia, mid tier
Ok in every aspect except movement speed and dodge distance, which aren't good. Good damage and a decent special if all hits connect. Might require practice.
Fi, bottom tier
Slow movement speed and needs practice if you want to land your attacks and not slide all over the place. In truth, she's ok in her own right with a bit of practice, but she's terribly outclassed. Her waveclear is bad, regardless. Her only redeeming factor is that she'll do a bit of damage with her heavy activated against opponents weak against light.
Ganondorf (sword), high tier
Usually regarded as top tier, but I think he's not good against bosses to be ranked that high, plus that he's outclassed by Volga. That said, his special has great reach, his wave clear is absurd and he's good 1v1. However, he's slow and his reach isn't too great.
Ghirahim, mid tier
Fast attacks and good waveclear. Not a very useful heavy. Ok in all other aspects.
Impa (giant blade), bottom tier
Really bad wave clear and very slow attacks. Outperformed by almost every other character.
Impa (naginata), top tier
Not the best waveclear, but really good. High damage. Great 1v1 due to her speed. Absolutely phenomenal against giant bosses should you land you heavy (this takes practice). Really good in focus mode due to her already high damage and waveclear. Most importantly, THE MOST SATISFYING SPECIAL IN THE GAME!! Should Volga be too much for you, use this flame manipulator instead! Easily one of the best characters!
Lana (book), low tier
Apart from her movement speed, she's below average at best in all categories. Especially her waveclear and damage output.
Lana (gate), mid tier
Good movement speed and good waveclear with her dragon. Should you be lucky to get one from your heavy, the dragon becomes super fun! Unfortunately, it's luck based, which is not something you need in this game. She's ok in other aspects.
Lana (staff), mid tier
Bad waveclear but fantastic against bosses. Would have been low tier had it not been for the latter.
Link (Great fairy), mid tier
Really fun to play as! Good damage, but suuuupeeeeer slow attacks apart from her normal combo. Is saved from a spot in low tier because she becomes crazy 1v1 with her heavy activated. Should have been seperate character, though.
Link (Master sword), god tier
One letter: X. If you though Garen was spin to win, you've never played this game. Not only is Link's spin attack cancelable, it's the fastest waveclear in the game, and deletes weak points 1v1. His only possible downfall is that he's not great at boss killing and how much effort you need to get its only skill activated, which also means you can't get any other cool skills on his weapon. That's rather trivial when you're the most broken-ass character in the game.
Link (rod), mid tier
More than passable, but don't use it unless you have to. Link has better weapons. I need not give an example.
Link (spinner), low tier
Fun concept, but below average performance is just about every regard. Just use Master sword.
Link (sword), mid tier
In case the Master sword is too classy for you. Pretty much the answer to "What if you remove the spin attack, the only redeeming factor of the Master sword?".
Medli, low tier
I'm really glad she was added for free, but man, does she underperform. Her crippling weakness is her slow and ineffective waveclear. However, I'm glad they kept her classic wing flapping sounds and her moveset is about what I expected.
Midna, high tier
Would have been mid had it not been for her waveclear. Good damage and a very satisfying weak point smash. Good movement speed. Ok in other regards. Hands down the most satisfying weak point smash in the game.
Ruto, high tier
Her reach is bad, but she's absurdly good against giant bosses. Her waveclear is really good (as it's literally a wave), though her special doesn't have the best reach. Good movement speed. Not the best in focus mode since her strong attacks are somewhat slow. Solid pick overall, but might require practice.
Sheik, high tier
Definitely needs practice as her strength lies in using her songs, especially the water and light ones. Surprisingly good waveclear, decent damage, and can spam specials if used efficiently. Keep in mind that her songs are slow and are lost should you dodge cancel them too early. Might not seem impressive at first, but is probably the best lightning character in the game.
Volga, top tier
INSANE waveclear and really fast attacks. Can dish out a lot of damage even at low levels. Hands down one of the best characters in the game. The only bad thing I can think of is his movement speed and that he's not the best at boss killing. His dodge doesn't reach far, but you don't need to avoid anything when you're this strong. Did I mention he's invulnerable during his dragon nuke?
Wizzro, bottom tier
This guy sucks. You really need to level him up due to low damage and scaling. Only then is his waveclear ok. He's good 1v1, but there are WAY better characters out there. Don't use him.
Zant, mid tier
Borderline high tier. Great waveclear. Held back by the fact that he needs to spend his meter in order not to not fumble. Not the best 1v1 due to his reach and short dodge distance. Ok against giant bosses.
Zelda (baton), bottom tier
Ok 1v1, but she's slow, has awful reach and bad waveclear. Her special is ok. Bad dodge distance. Not exactly a good pick, only use her if you have to.
Zelda (rapier), mid tier
Borderline low tier. Her waveclear is bad, but she's good 1v1. Unremarkable is the best word. Except for her special.
Zelda (rod), top tier
Bad dodge distance, and she's only effective with her first statue turned on (which you must manually refresh). However, with practice, she's one of the best in the game. Absurd waveclear (if a bit slow), spectacular 1v1 and boss killer, and has a really satisfying special. It's worth getting a Zelda amiibo just for this op weapon. Struggles in focus mode since you must refresh your statues and her attack speed is slow.


TMNT: What to expect from the Cowabunga collection
Long-time gamers have fond memories of many franchises that defined the golden age of the 8-bit and 16-bit eras. While some were known for their difficulty, others introduced innovation and caused inevitable changes that impacted several niches in the video game industry. Japanese publisher and developer Konami was an undisputed pioneer in the 80s and 90s, and its recently announced Teenage Mutant Ninja Turtles: The Cowabunga Collection responds almost impeccably to nostalgia.
Teenage Mutant Ninja Turtles was a cultural phenomenon that peaked in the early 1990s. Fortunately, Konami managed to acquire the rights to the franchise in 1987, just before its unprecedented peak in popularity. The company has worked on several TMNT titles on different platforms, but most tied to their parent console and never saw another release. For this and many other reasons, Konami’s efforts to partner with Digital Eclipse to deliver the ultimate TMNT throwback presents a milestone for older and newer generations of franchise players and fans alike.
The Cowabunga Collection contains 13 TMNT classic games. These include two arcade hits, four Nintendo Entertainment System games, two Super Nintendo Entertainment System titles, two from the Sega Genesis, and three Game Boy releases. Although some of the games make a recurring appearance, such as the two arcade titles and their respective ports or the three cross-platform games Tournament fighterstheir content is very different.
Overall, the NES and SNES installments of Teenage Mutant Ninja Turtles and turtles in time do not offer the same gaming experience as their original arcade counterparts. While the NES port is devoid of platforming, puzzles, and certain design concepts that have hindered the progress of the arcade version of TMNT, it is probably still best known for its extreme difficulty. On the other hand, the SNES port of turtles in time was praised for its extra stages, enemies, and game modes, which made it appealing to a wider audience.
The three Tournament fighters feature different characters, stories, arts, and playstyles. Due to the limitations associated with 8-bit systems, the NES version of the game has only four playable characters and fairly basic attack patterns, coupled with a bizarre story cut and dried. Conversely, the Sega Genesis version allows players to choose between eight characters and travel to a different dimension, while enjoying a darker and more serious overtone. Compared to the Sega Genesis Tournament fightersthe SNES version is not only lighter story-wise, but the overall setting is brighter.
In addition to offering players a unique opportunity to relive the best moments in the history of the TMNT Games, The Cowabunga Collection wouldn’t be complete without three hidden platforming gems. These are Nintendo Game Boy exclusive titles. Their simple side-scrolling design and evolving presentation add more flavor to the perhaps oversaturated prevalence of beat ’em up sequences in the rest of the games.
Franchise Fans Can Expect Better Accessibility In Konami’s Upcoming Nostalgia TMNT release, as The Cowabunga Collection comes with a host of quality of life features, which cater to gamers of all ages. With digital game guides for each title, button mapping, the ability to save at any time, and rewind options, it will be easier to overcome certain obstacles in certain episodes. Along with local couch play for all titles initially offered, older and newer generations of gamers can also enjoy the added benefit of online interactions in both TMNT installments, The Hyperstone Heist and the SNES Tournament fighters.
Since Konami no longer owns the rights to TMNTThe release of The Cowabunga Collection is a step in the right direction to preserve the roots of the franchise. Along with including Japanese regional versions of 11 of the games, Konami promises bonus footage from the original cartoons, comics, and other historical stuff. TMNT multimedia content, which will be compiled in a virtual museum. Additionally, the Japanese publisher will include never-before-seen development artwork, game design materials, and sketches. While none of these extras are out of the ordinary, they showcase the very pillars of the franchise’s success.
Since its inception nearly four decades ago, TMNT went through many behind-the-scenes changes to make the titular four turtles and their adversaries more suitable for younger audiences. Early video games reflected these changes but did not stray from the original concept ideas, which emphasized the qualities of the protagonists through different fighting styles and weapons rather than their appearance. Having the history of the franchise’s evolution spanning across various mediums just a click away is not only something that appeals to fans’ nostalgia, but also provides a convenient gateway to understanding the origins of TMNTespecially for new players.
TMNT: The Cowabunga Collection is set to release later this year on all major platforms, both digitally and physically. It will provide a holistic experience that will allow players to draw parallels between its overall content and the upcoming The Shredder’s Revengewhich happens to be heavily influenced by the original games and their style of play. As one of the most distinctive and infectious franchises that continues to bring cross-generational fans together, TMNT will undoubtedly benefit from the collection’s release, as it couldn’t have come at a better time.
KEEP READING: EXCLUSIVE: TMNT Co-Creator Kevin Eastman Celebrates The Turtles’ Triumphant Return From Venus
Hogwarts Legacy Drops Stunning New Gameplay Trailer, Release Window
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