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1st Quest Revamp  author2002Collect useful items guarded by secret puzzles and enemies to gain access to 8 dungeons with more useful items guarded by bosses to gain access to the last dungeon to defeat Ganon and rescue Princess Zelda.

This is a remake of the original Legend of Zelda. The graphic overhaul is immediately apparent but there are a few other subtle changes. Most changes make the game not necessarily easier, just a bit less frustrating. Save or Continue, and Link's hearts remain unchanged or filled to three if they were below that. Boss fireballs not deflectable and Stone Statue fireballs deflectable looked identical in the original, now players can see the difference. Dungeon rooms are rarely so square as they were. Blocks are often replaced by walls where appropriate. And rooms that used to be a pattern of blocks are not a more organically shaped area with various obstacles to maneuver around. The new room shapes and smoothed out terrain means there are less places that look like bombable walls, so bombable walls are easier to find. Most notable it the changes in dungeon layout, where are not so much changing the rooms as it is replacing the room-to-room tunnels with a simple stairway (instant arrival at the other end). New pathways have been added. And dead ends and pointless treks into obscure corners of the dungeons are virtually eliminated by adding something useful or even necessary to them. A good example of this is in the first dungeon. In the original, Link can go left and get a key by defeating enemies. Or, Link can go right and get a key by defeating enemies. Or, both, if the player choses not to or does not knows where bomb to avoid using keys. In this remake, Link can only go left. When enemies are defeated, the staircase must be opened and this leads to the right room where the enemies must be defeated to open the exit back to the entry room. Another trick is make dead-end paths useful by having pots in the rooms. This way, players can now grind for hearts and money on a path that was just a waste of time in the original. Also there's more completely optional secrets to discover. Certain room based puzzles in the dungeons have completely new solutions. Player will find themselves using items in ways they are used in other Zelda games and in unique ways. These are usually easy and nearly intuitive. Along the lines of encountering something new in a room in a dungeon on the way to the boss; using the item collected in the same dungeon in a on the new thing to solve the puzzle. These are not just an added step, these teach the player. These new tricks learned in the dungeon can be used elsewhere to find a whole new set of secrets that have been added to the game. Also, use old tricks in new places to find the some of new secrets. This aptly named 1st quest is but only the 1st, no 2nd quest follows on defeating Ganon (to the best of my knowledge).
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Adventure II  AtariAge (Square Trio)20071 player only.
An unofficial homebrew sequel to [game=#80504]Adventure[/game]. The Golden Chalice has been stolen again. Using the power of the 5200 now the Dark Forest, The Seaside Castle, The Dark Dungeon and the King's Hedge Maze are actually recognizable. The kingdom is much larger plus there are 3 more Kingdoms. This is not a ROM hack. I comes in a real box, with full color instruction book, 4 full color maps, trivia cards and 2 collectible magnets. Play as different characters. There are more enemies and items. Plus powerups. A demo is available. The full game has more than 10 times the features. Although the game is unofficial, Atari Cooperation granted permission to use the trademarks and publish this game.[spoiler= ; ] [/spoiler]
[Zerothis]
Atari 5200labelimagesubject
Akalabeth: World of Doom Dungeoneer Games & Simulations2021 C64labelminimizeminimize
Akalabeth: World of Doom  author? Tandy Cocolabelminimizeminimize
AliensRL  author2007Latest version: 0.8 (as of 2010-06-03)
Version history:
* 7DRL++ (2007-03-23) --- hotfix release
* 7DRL+ (2007-03-19) --- hotfix release
* 7DRL (2007-03-18) --- version name comes from 7DRL competition (7 Day Roguelike).***Created in 7 days.
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AliensRL  author2007Latest version: 7DRL++ (as of 2007-05-19)

Note: 7DRL version name comes from the 7DRL competition (7 Day Roguelike), ++ is the second hotfix for the release after the end of the competition, but the original version nor the first hotfix was never available for *nix.
Linuxlabelimageminimize
AM2R: Return of Samus  Project AM2R2016A Metroid II remake with features from Super Metroid, Zero Mission, and Prime. Ten years in development, it was released on Metroid's 30th anniversary. Guide Samus through Alpha, Gamma, Zeta and Omega to defeat all the Metroids. No linear gameplay here, back track and skip ahead as desired and/or needed. Battle new mini-bosses and participate in some entirely new gameplay with new power-ups to match (effectively two major minigames) and new areas to explore, a map to help and mission logs to follow the narrative. New enemies and scenery as well. Some enemies are faster and smarter.***ESC - Options Menu
F11 - Show FPS
F12 - Capture Screenshot
Alt+Enter - Toggle Fullscreen
Alt+F4 - Exit Game

XBox 360 controllers are automatically detected (if properly installed on your system)
Other gamepads require players to press the "Back" button. This button can be changed, somehow.
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An Ordinary Quest author2008A really hard classic Zelda variant. Collect useful items, fight the monsters, the triforce fragments, defeat Ganon. Linuxlabelimagesubject
Angry Birds author2013An unofficial implementation of Angry Birds for the MegaDrive (Sega Genesis).

These birds have been kidnapped and are angry. So they are all set to be flung at their captors and the shelters their captors are hidden in.
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Arx – End Of Sun NeurologicalTBA Linuxlabelminimizeminimize
Assault on Dolni Keep NEUC1987[The following text is copyrighted by Eamon Adventurer's Guild Online and presented here word-for-word thanks to their generous terms]
#124 - Assault on Dolni Keep by Tom Zuchowski



Reviewed by Pat Hurst (NEUC October 1987)
Reviewer’s Rating:10
Difficulty Rating: 6
Extra Commands: REQUEST, INFO
Deled Commands: TAKE, BLAST, HEAL, POWER, SPEED, WAVE, SAY, READ
Special Features: 40/80 column capability, extra file containing notes and hints for the adventure, fast start feature, comments by adventuring companions, multiple saves possible.
Playing Time: 30 minutes - 2 hours



Description:
You have been sought out to aid your two friends (from Thror’s Ring, #114), Gorim the Dwarf and Galehir the Wood Elf, in the rescue of the High-Elf, Fromir. Fromir’s wisdom is a vital asset to the forces of good in Middle-earth, but he has been seized by Orcs and imprisoned in Dolni Keep. Storming the keep would insure the quick demise of Fromir, but a small group might be able to penetrate the keep and affect the rescue. Gorim is going because the keep is of Dwarven construction. Galehir is going because the rescue of an Elf warrants an Elven representative. You are invited to join because the expedition needs a salty adventurer experienced in arms.



Comment:
Despite the fact that this adventure has a small number of rooms, uniform monsters (orcs), and a reduced command list, it is a real treat to play. A consistent theme is developed and adhered to throughout. This is not a hack-and-slash adventure but a realistic treatment of the rescue theme. It plays more realistically then most Eamon adventures. The player is an actor in the flow of events rather than the agent who determines everything that happens. Thus, the adventure can be undertaken by an inexperienced character as well as an experienced one with almost equal chances of success. The experienced player must always bear in mind the ultimate purpose of the foray and sublimate the usual Eamon instincts to plunder and kill that he has probably nurtured through his previous adventuring.

The descriptions are well done and lend a feeling of action to the adventure. It’s almost a pleasure to go astray occasionally to see how well the author has covered all the bases. Your com[anions offer comments which add an extra touch of realism and imbue them with a personality not usually accorded to non-player characters. You may check their health, inventory the items they are carrying, or request objects from them. They each have special skills and the ability to switch weapons in combat. For example, Galehir carries spare bowstrings in case one should break in combat.

The adventure can be displayed in either 40 or 80 columns and is compatible with several 80-column cards, Videx or Apple //e compatible. There is a fast start feature which loads the initial status of variables and parameters in much the same way as restoring a saved game. This significantly reduces start-up time. The NOTES-COMMENTS-HINTS files discusses some of the specially programming and how it is designed. In addition this file lists adventure hints in chronological order so that they player can get help without revealing more the adventure then necessary.

Overall it is an excellent adventure with several innovations which greatly improve playability. The MAIN PGM (similar to that of Thror’s Ring) marks a radical departure from the standard one and warrants some study by prospective Eamon adventure designers.
Apple II Elabelminimizeminimize
Assault on the Mole Man author1995[The following text is copyrighted by Eamon Adventurer's Guild Online and presented here word-for-word thanks to their generous terms]
#26 - Assault on the Mole Man by John Nelson



Reviewed by Tom Zuchowski



MAIN PGM Version: 5 Extra Commands: PUSH, DRINK Deleted Commands: None Special Features: None Playing Time: 30-90 min. Reviewer Rating: 5.0 Average Rating: 6.0/3



Description: "You decided to investigate some strange rumblings in the Marewood Forest. You found some tracks and started following them, and soon found yourself lost. Just as you were about to give up hope, you felt a hand grab you around the ankle and pull you into a pit. You were caught by surprise and had no chance to fight back. You lost consciousness when you got below ground level."



Comment: This is one of the many "just for fun" Eamons that John is rightly famous for. To give you an idea of the seriousness of this dungeon, the companions you acquire are none other than the Fantastic Four!

You'll find no quest other than simple escape. There isn't too much to figure out, apart from finding and pushing a bunch of buttons. The monsters are fairly mundane and usually not very interesting. There is one no-warning death trap in the form of a 1,000-man army.

Because of the army, and a couple of the button puzzles are a bit obscure, this otherwise easy romp gets a (7) for difficulty. One hint: a console is likely to have buttons on it.
Apple II Elabelminimizeminimize
Belegost OCSoftware? NeXTlabelminimizeminimize
Belegost author? Atari STlabelminimizeminimize
Beyond the Red Line  BTRL Team2007Widely hailed as far better than the official new BSG game by Universal. This total conversion has been featured in The Escapist, Popular Science, Computer and Video Games, Macworld, PC Gamer UK, Pelit, Mikrobitti, and others. Winner of Mod DB's #1 Indie Game of the Year, Mod of the Year Award, and Best Independent Game award. Ships, sounds, weapons and even the voiceovers are top notch and just like being in the show.
[Zerothis]***BSG: BTRL is a standalone total conversion of Freespace 2 that lets you join the ranks of the Battlestar Pegasus Viper pilots in the events preceding the 15th episode, Scar. Train then battle the Cylons in your Mark VII Viper. There's also Mark II and Cylon Raiders to be flown. Multiple players can engage in Deathmatch and Team vs Team modes. Based on the re-imagined Battlestar Galactica TV show. Modified newtonian physics are employed to perfectly mimic the views and maneuvers seen on the show.

[b]Requirements[/b]
Linux x86 (or similar OS if compiled from source)
1GHz Intel or 800MHz AMD Athlon
512 RAM (1GB recommended)
64MB NVIDIA GeForce 3 or ATI Radeon (closed source drivers required), Mesa 6+, S3TC extension
Mouse
Keyboard
750 HD
[Zerothis]
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Blades of Avernum Spiderweb Software2004 Mac OS Xlabelimageminimize
Blades of Avernum Spiderweb Software2004 Windowslabelimageminimize
Capitán Sevilla: El Remake  Computer Emuzone Games Studio2009 Linuxlabelimageminimize
Card Hunter Sakura 2 DK Software2001A fan-made game based on the anime series Card Captor Sakura. Windowslabelimageminimize
Cassette 50  Cascade Games1983 Apple II Elabelminimizeminimize
Castlevania Legends  Konami (KCE Nagoya)1997Super Game Boy enhanced.

Possibly the worst Castlevania in existence. Boring, poor graphics, and a storyline that makes absolutely NO sense with the rest of the series. This game is the terrible.
[Count Dracula]***Super Gameboy enhanced?
This means that if you play it using a SNES Super Gameboy cartridge or a Gameboy Color or Gameboy Advance, or an emulator (gasp!) you will see it in primitive colours--like the first Pokemon games' screenshots for example.
[Garrett]
GBlabelimageminimize
Codename: Gordon Valve (Nuclearvision)2004A spoof of Half-Life 2.

There's just a minor issue with the game's developers having gone bankcrupt and the official site being replaced by a porn site, link to which is hardcoded into the game. This is why you can't find the game from Steam's official game listings anymore.
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Commander Keen Activision (David A. Palmer Productions)2001 GBClabelimageminimize
deathmaze author? Sol-20labelminimizeminimize
Devil May Cry 2  Capcom (Capcom Production Studio 1)2003Dante is Back! Prepare for the next, stylish chapter in Capcom's ultimate action thriller, Devil May Cry! Dante, the mysterious half-man, half-demon action hero is back to battle the legions of the underworld. Sporting thrash-talking attitude and rock star good looks, Dante launches into a new adventure with twice the environments, twice the graphic sizzle and twice the gameplay of the original!***This was one of the biggest disappointments i had with a game, specially when the first devil may cry was so damn good, is like playing another game in terms of story, you can skip DMC 2 and you wont miss nothing relevant of DMC story line.
[gimura]
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DND  University of Illinois1974The game dnd was developed by Gary Whisenhunt and Ray Wood and is loosely based on TSR's Dungeons and Dragons pen-and-paper RPG. It was developed from 1974-1975 and released to the academic community in the year 1975. Dirk Pellet and Flint Pellet were responsible for substantial enhancements and iterations from 1976-1985. While third in chronological order of known computer RPGs dnd is the first specifically created as a game rather than a teaching tool or exercise.

dnd appropriated many elements from Dungeons and Dragons that have become staple in Games as a whole. Player statistics, thoughtful UI balance, items, bosses, leveling up, thoughtful narrative design and dungeon exploration are among the pioneered elements made standard in modern gaming.***Written in the TUTOR programming language.

An unofficial implementation of the Dungeons & Dragon ruleset. dnd takes a player into the many levels if Whisenwood Dungeon where there are many monsters and treasures. The ultimate treasures are The Orb and the The Grail. A roll your stats, choose your class and launch your character into an epic adventure. Take rest from the action. trade plunder to equip yourself better. Save your game and load it later. All the time learning how to make better use of the PLATO keyboard.

dnd 8.0 was preceded by [game=#160119]pedit5[/game], [game=#160120]m199h[/game], and 7 major versions of dnd and is believed to be the third dungeon crawl/RPG made for the PLATO system. All of which were deleted from the PLATO system for being illicit games on computer system designed solely for education. Although, dnd 2.8 source code was printed out and served to recreate the game until Dirk Pellett was able to restore it from tape backups more recently. dnd 8.0 escaped the abyss and is now available for emulation. dnd version 5.4 also continues to exist and is available to play. The version restored from tape is actively maintained in modern TUTOR language by Dirk Pellett.

The PLATO keyboard used the W, A, X, and D keys for UP, LEFT, DOWN, and RIGHT arrows and it had HELP, DATA, NEXT, and BACK keys. The game was finally allowed to stay on the system because its creators convinced administrators that it taught PLATO users how to use the special keys on the PLATO's keyboard. This wasn't as silly as it may sound. While programmers used the keys in a standard way, this standard wasn't common knowledge to end users. There was no training applications on the computer to explain the system either. Each application had to explain it every time, or not at all. The choice was to waste time and space on the same information every time or be extremely unfriendly to new users. Assigning functions to the special keys in a game was an efficient and intuitive way of training end users in their use, especially the 'arrow' keys. In a way, it was the forerunner of typing games and other games designed in whole or part to train users how to use hardware.

PLATO computers where setup at 150 educational locations including high schools, grade schools and even a few made into private homes. dnd remained a popular game on the platform. It influenced the creation of other CRPGs, especially avatar, oubliette, baradur, moria, dndworld, bnd, and sorcery. dnd saw many improvements until the last functioning PLATO computer was switched off for good in 1995. The US military operated for a time after this but no games werer available on it.

Due to a unique quirk of history, dnd was the first CRPG to ever be viewed on a flat screen display, it also happened to be a plasma display, another first. And if that wasn't enough firsts, the PLATO could be connected to a standard TV. But wait, there's more, it also was the first to use bitmapped graphics, rather than displaying memory directly, which the Plato could also do, and it was capable of vector display. Thus they were not only before Nintendo with VRAM, but also before Alpex by using a TV to display games. And there's still more, a microfiche rear projection system was built into the display, color images could be used as back grounds. And did I mention the PLATO had a touch screen interface?
But, the most important innovations were unique to the dnd game and not the platform. dnd was the first game to have shops where players could buy items, weapons, armor, and potions. The player would encounter stronger monsters as they advanced in the game, and get better treasures. This attempt to replace the dungeon master with a computer algorithm was the beginnings of adaptive AIs for games. The concept of the teleporter was introduced to games by dnd. For the first time, different types of monsters where venerable to different types of attacks. Also introduced were bosses and mini-bosses, that is, extra high level enemies guarding important treasures, the entrances to levels and of course the orb itself [spoiler]was guarded by a Dragon, who was in turn, guarded by minions.[/spoiler] The player was not trapped in the dungeon. Leaving the dungeon was a chance to recuperate, buy supplies and save the game. Another innovation was placing the gameplay within the context of a [b]complete[/b] story. Instead of just having a setup, the story had a beginning, middle, climax, denouement and end. NPCs were added, developed and also removed as part of the story. Story content included humor and irony for the first time in a game.

There was a DECSystem-10 version in BASIC for the TOPS-10

There was also a PDP-11 version written for RSTS/E and a DECSystem-20 version for TOPS-20; both by Daniel Michael Lawrence. Both of these were ports (real ports) from the DECSystem-10 (PDP-10) version.
[Zerothis]
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DND  University of Illinois (Digital Equipment Corporation)1974DND is a role-playing video games developed by Purdue University student Daniel Lawrence in 1977 for the Digital Equipment Corporation (DEC) PDP-10 mainframe computer. The name DND is derived from the abbreviation "D&D" from the original tabletop role-playing game Dungeons & Dragons. It was later ported to several other computer systems and languages. After Lawrence re-used code from the game in the 1982 role-playing game Telengard, DEC ordered DND be removed from their computers to avoid litigation by Telengard's publisher. DND was one of the earliest role-playing video games, as part of a set of games developed in the 1970s based on the 1974 Dungeons & Dragons.

DND was one of the earliest role-playing video games, which began to appear around 1975, and like DND were largely based on Dungeons & Dragons (1974). Lawrence re-used some of the code for the game for the 1982 role-playing game Telengard. This led to DEC ordering DND to be removed from all DEC computers in September 1983 to avoid litigation from Telengard's publisher, Avalon Hill. Due to the BASIC source code availability, the game was later ported and adapted to newer systems and programming languages. One such port was to MS-DOS in 1984 by R.O. Software, which sold the game under a US$25 shareware license without first seeking permission from Avalon Hill or Lawrence.***Actually for the PLATO system, written in the TUTOR programming language.

An unofficial implementation of the Dungeons & Dragon ruleset. dnd takes a player into the many levels if Whisenwood Dungeon where there are many monsters and treasures. The ultimate treasures are The Orb and the The Grail. A roll your stats, choose your class and launch your character into an epic adventure. Take rest from the action. trade plunder to equip yourself better. Save your game and load it later. All the time learning how to make better use of the PLATO keyboard.

dnd 8.0 was preceded by [game=#160119]pedit5[/game], [game=#160120]m199h[/game], and 7 major versions of dnd and is believed to be the third dungeon crawl/RPG made for the PLATO system. All of which were deleted from the PLATO system for being illicit games on computer system designed solely for education. Although, dnd 2.8 source code was printed out and at least a portion of it survives to this day. dnd 8.0 escaped the abyss and is now available for emulation. dnd version 5.4 also continues to exist and is available to play.

The PLATO keyboard used the W, A, X, and D keys for UP, LEFT, DOWN, and RIGHT arrows and it had HELP, DATA, NEXT, and BACK keys. The game was finally allowed to stay on the system because its creators convinced administrators that it taught PLATO users how to use the special keys on the PLATO's keyboard. This wasn't as silly as it may sound. While programmers used the keys in a standard way, this standard wasn't common knowledge to end users. There was no training applications on the computer to explain the system either. Each application had to explain it every time, or not at all. The choice was to waste time and space on the same information every time or be extremely unfriendly to new users. Assigning functions to the special keys in a game was an efficient and intuitive way of training end users in their use, especially the 'arrow' keys. In a way, it was the forerunner of typing games and other games designed in whole or part to train users how to use hardware.

PLATO computers where setup at 150 educational locations including high schools, grade schools and even a few made into private homes. dnd remained a popular game on the platform. It influenced the creation of other CRPGs, especially avatar, oubliette, baradur, moria, dndworld, bnd, and sorcery. dnd saw many improvements until the last functioning PLATO computer was switched off for good in 1995. The US military operated for a time after this but no games werer available on it.

Due to a unique quirk of history, dnd was the first CRPG to ever be viewed on a flat screen display, it also happened to be a plasma display, another first. And if that wasn't enough firsts, the PLATO could be connected to a standard TV. But wait, there's more, it also was the first to use bitmapped graphics, rather than displaying memory directly, which the Plato could also do, and it was capable of vector display. Thus they were not only before Nintendo with VRAM, but also before Alpex by using a TV to display games. And there's still more, a microfiche rear projection system was built into the display, color images could be used as back grounds. And did I mention the PLATO had a touch screen interface?
But, the most important innovations were unique to the dnd game and not the platform. dnd was the first game to have shops where players could buy items, weapons, armor, and potions. The player would encounter stronger monsters as they advanced in the game, and get better treasures. This attempt to replace the dungeon master with a computer algorithm was the beginnings of adaptive AIs for games. The concept of the teleporter was introduced to games by dnd. For the first time, different types of monsters where venerable to different types of attacks. Also introduced were bosses and mini-bosses, that is, extra high level enemies guarding important treasures, the entrances to levels and of course the orb itself [spoiler]was guarded by a Dragon, who was in turn, guarded by minions.[/spoiler] The player was not trapped in the dungeon. Leaving the dungeon was a chance to recuperate, buy supplies and save the game. Another innovation was placing the gameplay within the context of a [b]complete[/b] story. Instead of just having a setup, the story had a beginning, middle, climax, denouement and end. NPCs were added, developed and also removed as part of the story. Story content included humor and irony for the first time in a game.

There was a DECSystem-10 version in BASIC for the TOPS-10

There was also a PDP-11 version written for RSTS/E and a DECSystem-20 version for TOPS-20; both by Daniel Michael Lawrence. Both of these were ports (real ports) from the DECSystem-10 (PDP-10) version.
[Zerothis]
DEC PDP-1labelminimizesubject
Dr. Lim's Bible Challenge Games author?I have no reason to doubt Dan Lim's faith or sincerity, but trivia games usually have a team of researchers and/or consultants (for good reason) and I have my doubts that any games in the Dr. Lim series had any such team. Players are cautioned that many questions and answers seem to be opinion based rather than questions and answers about facts (ie: Questions beginning with "Who was the most important", are, with extremely rare exceptions, asked and answered based on subjectivity). Even accounting for subjectivity, some questions lack an essential common frame of reference by which to answer properly. (ie: The number of books in the Old Testament has many correct answers depending on a Catholic, Protestant, Reformationist, Papist, Coptic, or other frame of reference. Myself, I speak as a Protestant, knowing there is _currently_ 39 and equally knowing that 39 is incorrect to many non-Protestants). And some answers are in fact, non-factual. Flashlabelminimizeminimize
Dr. Lim's Kid's Bible Challenge Games author?I have no reason to doubt Dan Lim's faith or sincerity, but trivia games usually have a team of researchers and/or consultants (for good reason) and I have my doubts that any games in the Dr. Lim series had any such team. Players are cautioned that many questions and answers seem to be opinion based rather than questions and answers about facts (ie: Questions beginning with "Who was the most important", are, with extremely rare exceptions, asked and answered based on subjectivity). Even accounting for subjectivity, some questions lack an essential common frame of reference by which to answer properly. (ie: The number of books in the Old Testament has many correct answers depending on a Catholic, Protestant, Reformationist, Papist, Coptic, or other frame of reference. Myself, I speak as a Protestant, knowing there is _currently_ 39 and equally knowing that 39 is incorrect to many non-Protestants). And some answers are in fact, non-factual.

This game in the series contains a particularly troublesome and common problem. It asks many questions about "Adam & Eve" and offers no strictly correct answers. Especially problematic, the game continually offers Genesis 3:3 as a hint. Genesis 3:3 consists of Satan's misleading question to Eve, Eve's errant response, and Adam is not part of the conversation (so should not be included in the questions as phrased).
Flashlabelminimizeminimize
Dr. Lim's New Testament Books Challenge author?I have no reason to doubt Dan Lim's faith or sincerity, but trivia games usually have a team of researchers and/or consultants (for good reason) and I have my doubts that any games in the Dr. Lim series had any such team. Players are cautioned that many questions and answers seem to be opinion based rather than questions and answers about facts (ie: Questions beginning with "Who was the most important", are, with extremely rare exceptions, asked and answered based on subjectivity). Even accounting for subjectivity, some questions lack an essential common frame of reference by which to answer properly. (ie: The number of books in the Old Testament has many correct answers depending on a Catholic, Protestant, Reformationist, Papist, Coptic, or other frame of reference. Myself, I speak as a Protestant, knowing there is _currently_ 39 and equally knowing that 39 is incorrect to many non-Protestants). And some answers are in fact, non-factual. Flashlabelminimizeminimize
Dr. Lim's Old Testament Characters author?I have no reason to doubt Dan Lim's faith or sincerity, but trivia games usually have a team of researchers and/or consultants (for good reason) and I have my doubts that any games in the Dr. Lim series had any such team. Players are cautioned that many questions and answers seem to be opinion based rather than questions and answers about facts (ie: Questions beginning with "Who was the most important", are, with extremely rare exceptions, asked and answered based on subjectivity). Even accounting for subjectivity, some questions lack an essential common frame of reference by which to answer properly. (ie: The number of books in the Old Testament has many correct answers depending on a Catholic, Protestant, Reformationist, Papist, Coptic, or other frame of reference. Myself, I speak as a Protestant, knowing there is _currently_ 39 and equally knowing that 39 is incorrect to many non-Protestants). And some answers are in fact, non-factual. Flashlabelminimizeminimize
Dragon Adventure  ?? Atari 400/800labelminimizeminimize
Dreams of Yesterday author2004 Linuxlabelminimizeminimize
Dune Legacy author? Linuxlabelminimizeminimize
Dune Legacy ?? BeOSlabelminimizeminimize
Dune Legacy ?2014 BSDlabelminimizeminimize
Dungeon Link author2012All the hard features of Zelda III, all the hardness of Zelda I (and then some). There is no saving when you die or activate the 'secret' save; rather there are save points which are few and far between. When you leave a screen and come back, [i]every[/i] enemy returns [i]every[/i] time. In fact the entire room is reset (except keyed doors and switches effecting multiple rooms), and you must solve any puzzles there again. Weapons and items are hard-earned and you must make much progress to get to them. Linuxlabelimageminimize
End of Time  author2010The author insists that this quest can not be completed without using version 2.10 of ZC. However, the Linux build of this version is not readily available through official channels. But, the custom Linux build of ZC used for Lost Isle is a 2.10 variant suitable for completing End of Time DX.***For hundreds of years peace has dominated in the land of Hyrule.
But recently, activity has been stirring in parts of the land.
Parts of the Underworld began to rupture into Hyrule, causing lava
flows and deformations. Evil monsters also, were sighted throughout
the land. Once again, Link decided to set out and destry the Evil.
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Engage To Zeldawock author2012Not a formula Zelda game. In this [b][i]shooter[/i][/b], Zelda pursues Link after being kidnapped into into a mysterious temple full of familiar monsters with extremely advanced abilities. She is armed with only her magic.

Basic magic is fired directionally and continuously until the magic meter is exhausted. Advanced magic spells can be collected within the temple. These are fired with a cursor controlled by the mouse. Advanced magic uses the meter much more rapidly. The magic meter recharges over time.

As enemies are eliminated from the room, the remaining enemies begin using more of their advanced abilities. Careful forethought must be exercised to eliminate enemies in an order that prevents a highly difficult subset of the enemies from overwhelming the player. For instance, Blue Octorocks can more rapidly fire more shots as other enemies are eliminated; eventually resulting in unavoidable beams in all four directions. Likewise, Blue Darknuts start firing spreads of multiple sword shots; eventually resulting in a 30° arc of sword shots leaving almost no safe zone within, even from clear across the room (where the shots are spread the most apart from one another).

In windowed mode, the mouse pointer can pass outside of the play-field. Simply avoided by only playing in full-screen mode.
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Evil Dead: Regeneration THQ (Cranky Pants Games)2005[b]Minimum:[/b]
* Windows 98, ME, 2000 or XP
* 800 MHz Pentium III or Athlon XP CPU
* 256 MB RAM
* 32 MB VRAM
* 2 GB HD space

[b]Recommended:[/b]
* 1.2 GHz Pentium III CPU
* 64 MB VRAM
* GeForce 3 or Radeon 9000 GPU***A "What If" story following the events of Evil Dead II in alternate storyline where Ash wasn't sent back in time, but instead was put into mental ward.
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Evil Dead: Regeneration THQ (Cranky Pants Games)2005 PS2labelimageminimize
Evil Dead: Regeneration THQ (Cranky Pants Games)2005 Xboxlabelimageminimize
F.E.A.R.: Extraction Point  Sierra Entertainment (TimeGate Studios)2006Expansion pack for one of my favorite fps games, [[game:F.E.A.R.]] Get the free demo here:
[[link:http://www.whatisfear.com/]]
[cjlee001]
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F.E.A.R.: Extraction Point  Vivendi Universal (TimeGate Studios;Day 1 Studios)2007 X360labelminimizeminimize
F.E.A.R.: Perseus Mandate  Vivendi Universal (TimeGate Studios)2007 Windowslabelimageminimize
F.E.A.R.: Perseus Mandate  Vivendi Universal (TimeGate Studios;Day 1 Studios)2007 X360labelminimizeminimize
Final Fantasy - Endless Nova Orochi Kusanagi2002 Windowslabelimageminimize
Final Fantasy VII  Shenzhen Nanjing Technology2006Its [game=#11134]Final Fantasy VII[/game] trimmed down to fit on a 4 megabyte Famicom cartridge. Its an unauthorized pirate but a lot of effort seems to have been put into it. It is an original conversion, not just a hack. A few characters, a lot of dialog, a few land masses, and some features are missing. But, the overall story/script is preserved.

There are several interesting technical quirks about this cartridge. There is no CHR-ROM hardware/chip(s), rather the graphics (CHR data) are stored and generated from the two 2mb PRG ROM chips then transfered to a RAM chip at runtime. The RAM chip effectively replaces a CHR ROM chip. Also, the code is unusually linear, storing related story data, level data, conversation data and cut scene data in the same areas and chronologically throughout the ROM chips.
[Zerothis]
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Fragments of Power author?Almost a straight-up Zelda game. Complete 9 dungeons to save the girl.
Does contain an optional bonus dungeon. Graphic improvement of course. Game mechanics are updated a bit; you push multiple blocks to solve puzzles for instance. Also, game path is not nearly as open as the original Legend of Zelda (like later Zelda games).
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Front Mission: Gun Hazard  Square (Omiya Soft)1996Game description from Aeon Genesis:

[i]Front Mission - Gun Hazard, is a mecha sidescroller, and spiritual successor to the Assault Suits series (of which you may recognize Assault Suits Valken/Cybernator and Assault Suits Leynos/Target Earth. Although there is a sequel to Leynos for Saturn (and I've heard that it's very good), when it came time to make a Valken sequel they made a strategy game :( A remake of ASV is in the works for PS2, or so I hear! Anyway, a bunch of the people who worked on Valken are credited to Gun Hazard's staff as well. As such, it's no surprise that the games play so similarly. Gun Hazard has, to its credit, a much longer, deeper, and more developed story than Valken. It sports nearly a full hundred battle maps, ally units to take into battle, RPG-style experience and levels, and lots of equipment with which to customize your wanzer, although not nearly so much as in a mainstream Front Mission. This, in my view, is a plus -- the ridiculous customizability of your wanzers in the normal FM series has you constantly going back to stores to see if anything new pops up, and when it does, you spend half an hour outfitting your machines with the stuff. It often seemed that you spent more time in intermissions than you did actually playing the game, and Gun Hazard solves that problem nicely. Do keep in mind that Gun Hazard is not a mainstream Front Mission title -- its story does not fit with the main FM universe's timeline. Also keep in mind that it is not Front Mission 2. FM2 was released for the Playstation in 1997. That doesn't mean that Gun Hazard's not an enjoyable game, as it certainly is.[/i]

Unofficial English translation available:
[url=http://agtp.romhack.net/]agtp.romhack.net/[/url]
[cjlee001]
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