![]() However, unlike Early Access, the event card starts on the opponent's hand or side of the battlefield, and the player must use a given Strategy Deck to defeat the opponent. Sneak Peek ( Smart Move Saturday in Weeks 1-3) features an upcoming Weekly Event card.The featured card provides a hint for the player on how to win the challenge. All Plants and Zombies get +1 /+1 when played), which makes the given Strategy Deck easier or harder to use against the opponent. Twisted Rules ( Far Out Friday in Weeks 1-3) features special rules (e.g.This card starts on the player's hand or side of the battlefield already, and the player is given a certain Strategy Deck to use alongside it. Event Showcase ( Thrashin' Thursday in Weeks 1-3) features the current Weekly Event card.The featured card is either the main obstacle or the key to achieving the final blow. Puzzle Party ( Witty Wednesday in Weeks 1-3) features "lethal puzzles," in which the player must use their cards in the correct order to guarantee a win on a given turn, otherwise the player will lose by a certain teammate or by a rule that instantly kills you. ![]() Early Access ( Try It Tuesday in Weeks 1-3) features an upcoming Weekly Event card.Winning multiple Daily Challenges within a week will grant the following rewards: If the player loses, then they must wait for one hour to replay the challenge, or they can watch an ad to replay it immediately. He will then attack Grass Knuckles for 5 damage, dealing the remaining damage needed to defeat Grass Knuckles.Winning a Daily Challenge rewards the player with 100 Tickets. He then attacks again, destroying the second basic 1 /1 plant and bring his stats up to 6 /5. Vimpire will destroy the frontmost basic 1 /1 plant first and survive the attack, bringing his stats up to 4 /3.Teleportation Zombie and Sweet Pea will attack each other with the zombie winning.Overstuffed Zombie should destroy both the Pear Cubs and the made Grizzly Pear (take note that only one Grizzly Pear will be made since she does not have Team-Up by default), bringing his stats up to 3 /13 and attacking Grass Knuckles for 13 damage, bring his health down to 5.If you did it right, this should happen from left to right. Pear Pearadise will then make a copy of that plant. Use his ability to create a basic 1 /1 plant to front Vimpire. However, you do not need to use the Botanist to attack he's just there to boost Vimpire's stats with his ability. ![]() ![]() Front the Pecanolith with the Biodome Botanist.Give Possessed to the Overstuffed Zombie. ![]()
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![]() There are even some events which occurred that could have been done a lot better to bring out the plot or have the story make a little more sense, but it felt like much of the story had just been thrown together at random. ![]() There wasn't any major plot until around halfway through the series, and it was more of a comedy with a few dire situations thrown in for the fun of it.Īll in all, this isn't the anime's strong point. The most common thing I wound up wondering was "is s/he going to die". Rather, it was all extremely predictable, especially if you just pay attention to the story. There were no surprises or chilling parts of the story/plot. Good anime, but very predictable, especially for anyone who has seen fantasy animes or "modern day kid goes to another world" animes. There was one episode which had an annoying high-pitched whistling in it to simulate a Western atmosphere, but the whistling was so grating that I had to cover my ears good thing for the subtitles! Also, I actually gave a rating on sound, which was based off of the soundtrack (I saw the sub version, and the voice acting was fine). I enjoyed this anime, but couldn't rate it any higher than what I gave it (especially with how frustrating some of its negative aspects presented themselves in later episodes). ![]() ![]() Information on production changes is given with respect to the “run” numbers and “code” numbers. Some Philco sets, such as Model 60, were all Code 121 even though changes were made to the circuitry over its three-year production run. Model 89 is a good example, again: in 1935, they changed the det-osc tube in the 89 from a Type 36 to a Type 77 yet even though a new Service Bulletin (schematic) was issued, it continued to be “Code 123.” Philco was not consistent with this code numbering, however. A Model 89 Code 121 only has three knobs and is an AM-only set, while a Model 89 Code 123 has four knobs and receives AM and the old “police” band. Model 89, different code numbers indicated production changes, as noted above. In SOME (not all, see explanation below) later models, i.e. ![]() The 71 and 91 Baby Grands were initially called “Code 121,” while the 71 and 91 console versions were “Code 221.” These codes changed during the 1932 season as production changes were made. Each of these had slight differences in the cathedral (Baby Grand) and console versions chiefly, the addition of twin speakers in the consoles. ![]() Philco began doing the code numbering in 1932 with their Models 71 and 91. ![]() ![]() Players can build various fortifications to protect themselves, as well as industrial buildings to build up supplies and cater to civilian and recruitment needs. ![]() Units can be recruited from the barracks or the military academy, with the former requiring equipment for each unit. Players can also engage into a new aspect of battle: diplomacy, which boils down to controlling newfound non-player characters, warlords. The game comes with updated visuals and a redesigned user interface. Resources and the popularity panel are now permanently shown, and selected units get a dedicated screen showing attack and defense values. Warlords are the successors of the estate system from previous games. The world map is divided into estates, each of them now represented by a Warlord. All of them have their own benefits and traits, making them economically and diplomatically different (for example, the Horse is more economy-based, while the Pig is more military-focused). Warlords provide benefits for their owners and their capabilities can be furthered by spending Diplomacy points for one-time actions, such as sending resource shipments or upgrading their defenses. ![]() Diplomacy points can be earned through government buildings, like embassies. The popularity system continues the same tradition that Stronghold 3 laid out, with a few tweaks. Peasant migration is influenced by the sign of the popularity balance. Peasants now only require rice for food consumption. ![]() ![]() ![]() & Bull Module introduction: contains all the letters hijaiyah which when touched will sound according to the pronunciation of letters TSB LEARNING GAME FEATURES COMPLETE LETTERS HIJAIYAH SekarMedia:
![]() ![]() ![]() Interacting with your citizens is your number-one priority, and thankfully, a number of components ensure that this is a fun and entertaining experience. Strength is restored by dining in local restaurants, and though there is no real punishment for not having a high degree of it outside of a slower run speed and a lower jump, scampering about at near-mach one and leaping over neighborhoods is strangely satisfying. Your character, whose appearance and gender is customizable between stages, apparently moonlights as a superhero, given that you can run and jump from rooftop to rooftop with abnormal ease, provided that your strength is high enough. When you're not laying down roads or trying to find the right businesses to solve your citizens' complaints, you're free to roam around your city and interact with its inhabitants. However, as you progress, this becomes less and less of a problem because at any given time you can look up old friends in your phone book and ask them to move their businesses to your new city, which they're peculiarly always willing to do no matter how many times you may ask. If you've become friends with your townsfolk-a process as simple as pestering them until they tell you to go away and then coming back five minutes later ad infinitum-you can ask them to introduce you to someone who wants to move into town and open an elementary school, but you still aren't guaranteed to find anyone before the family tells you off for not caring about their concerns and moves away. You cannot simply construct a specific type of building, but must instead rely on email petitions from prospective citizens, which all too often leads to situations in which you're unable to find, say, an elementary school for the family that has a child. They are usually upset because a hospital, police station, or something of that nature isn't close enough to where they live. ![]() Although being the only employee of the town complaint department might not sound like much fun, there's something weirdly beguiling about this game that keeps you playing despite its painfully clunky controls and repellant visuals.Īs the resident Metropolis Maker, you'll be dealing with several irate citizens at any given time. ![]() Like in its relatively obscure predecessor from 2002, the focus of the game isn't on building cities, but rather meeting and interacting with the colorful inhabitants of your cities, building working relationships with them, and addressing any complaints that they may have. MetropolisMania 2 is a city management sim that borrows a number of elements from similar games such as Animal Crossing and the SimCity franchise to create a charming and inexplicably addictive experience. ![]() |
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