Saturday, October 13, 2007

How To Open Vip Suitcases

Classics - MORTAL KOMBAT 3 - Ultimate MK3

Aesthetics MK3
has become darker and less modern and oriental

Following this successful and violent saga, we reached 1995 when Midway releases his third.
The company has made some interesting changes in this game, gameplay both in aesthetics and sound. The gameplay
have introduced some new features. The most obvious is the introduction of a sixth button allows the character the ability to run, limited by a meter that can be viewed on screen, which is also downloaded to perform combos. Anyway you can only run forward, but allows new strategies of attack.

Enter MK3 Chain Combos in the saga

Another important development is the introduction of pre-defined or Chain Combos combos. This kind of combos are combinations of punches that once started it is impossible to block and have defined patterns. This type of combos were the trademark of games like Killer Instinct RARE. Some scenarios have become somewhat interactive, because when you give the opponent an uppercut, you may find that it rises to a new upper stage.



Players now have the choice between several levels of difficulty before the first fight, according to the selected tower.

is

can choose between several difficulty levels

respect to the finishing moves, return all types of fatalities so far introduced, including new stage fatalities. We have also added two new finishing moves. One is the Mercy, which gives a small amount of energy to the opponent. The much rumored Animalities in previous games make their first official appearance here, that make our character in some kind of animal that finishes off the opponent, but to perform them, you must first make a Mercy.
This time the deputy before Shao Kahn is Motaro, whose race in the history of the game is a sworn enemy of the Shokan as Sheeva, Kintaro and Goro. However, it was added as deputy head at the last minute.
Another addition made to the game are the Kombat Kodes and the Ultimate Kombat Kode. The Kombat Kodes are introduced to play against another player in any way alter the gameplay of the game or allow you to fight against secret enemies, while the Ultimate Kombat Kode is introduced when the game ends in the form of a player, and if correct, enables to use a Smoke.

New stage fatalities were added, in addition to the rumored
Animalities

Aesthetically, the game's visual style has become darker, less oriental and modern, in contrast with the style and most vivid colors Mortal Kombat 2 . Also 3D technology has been exploited for the development of scenarios, from what happened previously.
Despite their success, surely there are divided views on several changes to the game. Have withdrawn some very popular characters in the saga, as Sub-Zero and ninja-like Scorpion and Raiden, in addition to "western" too many scenarios. I imagine that fans of the saga does not owe them anything I tasted these changes, and so I suppose the introduction of the Chain Combos.
As I read, the lack of Johnny Cage and Scorpion is that, Daniel Pesina, portraying the person who was fired from Midway to make an announcement Bloodstorm advertising dressed up as Johnny Cage. Something similar happened with Rayden represented by his brother Carlos Pesina, who was working on a Data East game, although the latter remained in the company itself. In later games the characters were represented by others.

UMK3 MK3 is an update of
with new characters, moves and details

Mortal Kombat 3 was ported to several systems, such as PC, Superna, Mega Drive, Playstation, and even Game Boy, GameGear and Master System, although the latter three are much more limited due to the ability of the systems.
Shortly after, he appeared Ultimate MK3 in arcades. Could be considered as an update of Mortal Kombat 3 as the gameplay is essentially the same. The main difference was the fact of including characters who were missing in MK3 and some changes or new movements. Related

Saturday, August 25, 2007

Java Pokemon Sony Ericson

Classics - MORTAL KOMBAT 2

After the success of Mortal Kombat was sung that would have a sequel. Hand in hand with Midway in 1993 appears in Mortal Kombat 2 arcade.

incorporate new Fatalities

MK2

In the first game's story centers on a tournament facing Earth's chosen warriors against other Outworld, ruled by Shao Kahn. If the Outworld wins the tournament 10 times could invade Earth. At the time of the game and have won 9 times after defeating a powerful Shaolin monk named Kung Lao, but a new generation of warriors land has appeared. At the second game, the sorcerer Shang Tsung has failed to achieve victory for the tenth Outworld losing to Liu Kang. Shao Kahn then decided to organize a tournament in Outworld to the warriors of the earth can not refuse (with the aim of getting rid of them) or give way for the invasion.

has made the game a little more humorous, eg.
including new types of Fatalities as

Babality
Basically you could say that Mortal Kombat 2 stays true to its predecessor. However it has a twist that makes more than the original in many respects.

Technically you can see that the second part rather than in the first, especially visually, giving it the darker aesthetic graphics and less oriental style, but with a more vivid color palette. Also in this second part has been made more artwork on top of the scan, while maintaining the original style that characterized Mortal Kombat. Regarding the noise level, we used a superior sound hardware to that used in the first half, with new compositions.

The graphic work in the game has improved a lot
visual appearance of its predecessor

Its gameplay is intact, although they have added and improved some moves, and has endowed the more dynamic game. One thing that you can criticize the game is its greatly increased the difficulty in single player mode, due to overcapacity fighters to predict and counter our moves. One idea which I think was quite successful with this game was to make the game less seriously, especially at auctions end, growing more exaggerated fatalities, incorporating Babalities [which makes the rival in a child], and Friendships [which are like Fatalities playful or friendly]. There are also new Stage Kombat Fatalities like Tomb and The Dead Pool.
The amount of characters available has increased, adding some of both the Earth and the Outworld.

Dan Forden say "Toasty!"

During the game you can see more details or flashy fun. The most obvious is to see appear Dan Forden's face, the sound designer of Mortal Kombat and Mortal Kombat 2, saying "Toasty!" when we give an uppercut to the opponent [the expression came from the original Fatality Scorpion that burns the opponent].
also no lack of rumors of hidden playable characters in this version, as Sonya, Kano, Ermac, which were later denied.
The name of the secret character Noob Saibot is composed of the names of the creators of Mortal Kombat , Ed Boon and John Tobias.


Yes there are some new secret characters to meet: Jade, Kitana a murderer like that

Secret Characters Jade came on the scene as

can not be damaged by projectiles, Noob Saibot, a ninja-like shadow skills and tremendous speed Scorpion, and Smoke, a ninja in a gray suit with similar skills. About
most notable conversions, let's start with that of Superna. Developed by Sculptured Software, this port has great quality and this time it was decided not to censor violent elements of the game, but applies a warning on the game box warning about its content unsuitable for children. The Mega Drive version of Probe Entertainment also has been spared censorship without any special code, but does not enjoy the high quality graphics and sound that has the SNES version, due to limitations of the console. Like its predecessor, the Game Boy version has been quite low because of their limitations, both in characters such as special moves. Something similar happens with the version for Master System and Sega Game Gear.

Kintaro is the new Goro Shokan replacing

again the PC version turns out to be the most faithful to the arcade. Even in Japan launched a version for Playstation, but has the disadvantage of loading times, plus it changed the sound tracks on CD for the format of your sound system. There is still more

to do in this saga, stay tuned!




Related

Tuesday, August 21, 2007

Where Is A Good Place To Get A Wax London?

Classics - MORTAL KOMBAT

After a while of inactivity continue with more games that marked a milestone in history.

differentiate Midway wanted to create Street Fighter Mortal Kombat

previously talked of a series of fighting games that are won with great success, Street Fighter . However, it was not the only one that caused a stir. From Street Fighter were many games poor quality that tried to imitate without success. So Midway, looking to get into the market for fighting games, decided to create a game in a style very different from Street Fighter to establish jurisdiction. Thus, in 1992 created a saga that, while now ever popular, in time we can say that the break. So, I talk about Mortal Kombat.
The first game of the series drew much attention in the arcade for several reasons. The most important is that imposed digitized images of the engraved characters with real actors, in comparison with the sprites used in Street Fighter and SNK in certain games that were also popular and high quality.

digitized graphics are one of its main features

The second striking feature of the saga was the tremendous violence that spilled over to the games of the season. Large amounts of blood, wild movements and famous and fatalities each character incorporating, as a special auction to shatter opponents defeated. The direct consequence of this level of violence was a massive scandal in the family, especially in the USA, causing paranoia about violence in video games. Whenever I see in the media when they fill their mouths on the subject, I think what hypocrites they are, we know that even before the violence seen on television is much worse than this. It also brought queue when home systems conversions but speak it in a while ...
This controversy also caused the creation of a system in the U.S. age rating for games a couple of years later, and by then the sequel came out.

Mortal Kombat
is characterized by its large amount of violence

Technically the game is very good in all respects, and his control was somewhat different from those seen in the games like Capcom SNK, incorporating for example a button defense. Their movements secret and some mistakes led to various rumors, some exploited in later games in the series.
Several of the game's characters became icons of fighting games and endured in one form or another throughout the series, such as Sub-Zero and Scorpion. Of course, there are merchandising, comics or movies. About
conversions came from the hand of Acclaim, censorship obviously did his job in the first issue, which most of the blood and conversion deleted

The PC version is the most true to the arcade

violent
other details, at least at first sight. Interestingly, the PC version turns out to be the most faithful to the arcade and retaining all the features of the original game, above those reported for 16-bit consoles, then dominant in the game market. Version was made for Mega Drive, Master System and Sega Game Gear, which allowed unlock the original blood and fatalities with a secret code [obviously no longer a secret pretty fast]. The Super Nintendo was very similar to the Mega Drive, but do not enable blood and altered some fatalities due to the well known Nintendo's censorship policies. There is also a Game Boy version but due to limitations the result was not a good conversion. Also a version for Amiga, which was characterized by power play with just one button. Until there is an illegal conversion for 8-bit Famicom, which was obviously not of Acclaim.
A curiosity in this game was that the actor JC Van Damme would do himself in the game, but there was no agreement. So the idea of \u200b\u200bmartial artist actor led to Jhony Cage.
Soon more of this popular series on a next installment! Related

Thursday, August 2, 2007

What To Write If A Friend Had A Baby

Blogs Intel Competition History

Well, finally finished the competition from Intel, and the winners were [obviously not include me ha!]. Anyway, was good to participate in a contest, although the competition was too good to face it, there were some very ardous.
Yes I would complete a review of what is good and what's not in my blog, but I was told by mail that I was close to the winners ... but hey, what do I know, I do not know in what place score of 10 left ... : P
I hope that if we do not have another so on edge, fell behind schedule dates well. Also, do not know what the popular vote does not convince me to classify them, because I really think that must have been very good blogs out just for not having good diffusion ... Perhaps that should fall in another instance, I think ... Well
equally CONGRATULATIONS TO THE WINNERS!

The link to the contest site if you want to see the 40 finalists is this

emis. /

Tuesday, June 26, 2007

Power Of Attorney Sbi

SHMUPS - Manic Shooters, fever

Batsugun could be considered the first danmaku

Stirring
material on shmups! I found a valid subgenus with a interesting twist. Logically, the time goes on, and games that appear need to be different, novel, innovative as possible, in some respects, is the graphic, sound or gameplay to mention something. Otherwise, as in any other genre, the games go unnoticed by the common denominator of gamers. As the shmups
especially not escape this issue. Some ignorant [or more than that I] would say something like "are all the same!", But nothing is further from the truth. The shooters have not stopped evolving, improving and changing their technical characteristics as well as its gameplay. We went through fixed shooters like Galaga , scrolling shooters like Xevious , Gradius and R-Type and other subgenres that define the perspective used, and freedom of movement. But
another division of subgenres that intersects with the former also partly determines the style and game mechanics and therefore the type of strategy used. At first the shooters almost entirely characterized by a design that made our ship maneuvers should focus on more methodical, precise, sometimes avoiding collision with the stage [characteristic games R-Type, eg ], and usually horizontal scrolling shooters. Also in this game design is often discovered the movement and attack patterns to scroll through

The danmaku are characterized by monstrous
number of bullets on the screen

of each level. This type of shmups are often known as "methodical." Instead another subgenre that came later [and I think the best technical skills helped it] and has become more popular over time, is characterized especially by a monstrous amount of bullets or shots that usually cover the entire screen. This implies that the way to play this game focuses more on coordination between our control and vision, as our ship must navigate much smaller spaces and paths less predictable and more complex. Briefly, the most important thing is to dodge the bullets of the enemies. Such games are called manic shooters "or Japanese" Danmaku "which means something like a curtain of bullets. Some games that are considered manic shooters are Batsugun , DoDonPachi and GigaWing . In fact, Batsugun , the latest release of the former Toaplan in 1993 before its bankruptcy, is considered by many influential and the first of this subgenre. In some cases it is difficult to determine what type of game is like the case of Ikaruga that visually looks to be a manic shooter, but his way of playing a methodical shooter makes [the margin of its other features], since it requires a coordinated control to avoid volleys of enemy bullets.

manic shooters In the
Hitbox is smaller than the Methodic shooters

Moreover, for a manic shooter may be playable, it takes some help to dodge bullets like curtains, which has a technical background to something that characterizes especially the shmups. Imagine that the slightest contact with any part of the ship fly it into pieces, which is often true in the methodical shooters. That would be very likely in a game of the characteristics of a manic shooter, causing the defeat of the player over and over again, leading to despair, crazy and make you feel like destroying command on the ground, and thus bringing the game more spectacular failure. Then, how they managed to succeed? In shooters, as in many other genres, there is something called Hitbox , which determines the actual area of \u200b\u200bcollision of two objects. So what if the two objects Hitbox is smaller than the visible size of them? Happen that often these objects seem to tread on hand, but in reality to the game are not colliding. Well this is the way they work the manic shooters. Our ship, and also sometimes the bullets are Hitbox smaller than its real size, so many bullets seem to touch, and without But our ship will not explode.

What defines
manic shooters is the way to play, since it requires eye-hand coordination

In general, all manic shooters are noted for their large showy graphics, but each adds manic shooter odd condiment for a change the game. For example DoDonPachi implements a special system called Get Point System score, plus other bonuses, and also allows a choice between three classes of ships with different characteristics of attack. Batsugun can accumulate experience points that may enhance the weapons of our ship. Battle Garegga And according to our performance in the game and what we do with our ship the game's difficulty will increase if for example we promote our ship and shoot lots of bullets, or decrease when you lose a life. Since
danmaku exploit more powerful hardware, home ports in general this type of game have been made almost exclusively for the latest generation consoles like Sega Saturn, GameCube or Dreamcast.
For now, here ends the series on shmups. Soon more items! Related

Monday, June 4, 2007

My Dog Has A Pimple On Her Lip

bullet History the SHMUPS - R-TYPE

can load power to fire a powerful shot
front

In 1987, two years after the success of Gradius, a new classic made an appearance. Another game that shows off new features in the gameplay that made it special and good technical quality. Even this saga now in good health with sequel to the PS2 and PSP [in preparation]. The game I speak of is R-TYPE IREM company [Nintendo distributed it in USA], a classic among shmups such as Gradius , has been an inspiration for other games in the genre, such as NEO Pulstar -GEO.
It commands to the battleship "Arrowhead" Model R-9, with the aim of destroying the rule of Bydo.
The game had good graphic quality, colorful and good control of the game. Even the hardware used allowed a higher resolution screen, allowing game artists to give more rein to creativity [384x256 pixels of 256x224 pixels M72 against the hardware used by Konami Gradius ]

scenarios are fraught with obstacles we must overcome
to successfully overcome

But the interesting part that was not only the skills and incorporates power-ups. Its main feature and something that differed from Gradius was the ability to load power in the firing of the spacecraft to launch a frontal shot powerful energy to what is called the Wave Cannon.
Another feature and the most interesting was the inclusion of a world called "Force", a living weapon that can be attached to the front or tail of the ship, increasing the ability to attack it. Moreover, being indestructible, acts as a shield to conventional enemy shots, plus your contact will cause damage. But what also can do is shoot the orb like a missile to attack independently and then retract back to the ship. Also
have the opportunity to acquire two small orbs that are placed above and below the ship and act as shields, and can also shoot if combined with certain attacks.

The main innovation of R-TYPE is
the "Force"











These two items could be compared to the "Options" we see in Gradius therefore fulfill a similar function and behavior.
Another key feature of R-TYPE are the stages where the scenery is varied, sometimes in a style reminiscent HRGiger alieninezcos of work, and numerous obstacles, such that it seems they were designed to crash into them at the first song. And in case you were wondering, the leaders also have a size that commands respect.

's enemies to have
level as in Gradius considerable size

Something that was criticized in the game, was his devilish difficulty. I'm not a connoisseur of the genre but it seems the game is much more complicated than Gradius . As always, this is a double-edged sword, some frustrated and others can not stop trying. Although it seems they were lucky and the game was a success nevertheless. R-TYPE
has come for various platforms, ranging from the Spectrum to the PC-Engine, including C-64, Game Boy and Game Boy Color, Sega Master System and Amiga, among others, all apparently of high technical quality. Although Nintendo brought the game to arcades in the USA, did not become an official port for the NES, this time competing in the SEGA Master System [which itself had its adaptation], perhaps by the fact that this console graph had greater potential than the first. The PC-Engine version, saving fewer losses in the graphic detail is almost identical to the arcade. Curiously was launched in two separate releases, one with levels 1 to 4 and another with 5 to 8, to which I will add some small extra ingredients. Apparently the game was too big to fit in a Hu-Card in the Japanese version and so the two releases, but the following year, upon arrival in the American Turbografx, managed to do in one release.
also has several sequels and clones, some of them unique to certain platforms, such as R-Type III for SNES R-Type Delta for PlayStation. In the latter case exploits the Playstation hardware visually presenting a 3D space, but retains the 2D gameplay of the previous installments of the saga.
Among the clones we have for example with Katakis Rainbow Arts for the Commodore 64. But we'll take legal action, forcing them to withdraw the game market, but ironically the developers were hired to do the port of R-TYPE for the C64. Another highlight was clone for Pulstar SNK NEO-GEO powerful, whose gameplay was similar but with a different look and feel, of course, exploiting the power of the console, giving the game an incredible graphics and sound quality. Related


Sunday, May 20, 2007

Atheros Stuurprogramma's

SHMUPS History - Gradius

Gradius
may be considered a continuation of another game called Scramble

Following
more shmups, we find one that has been very influential in the genre and has set some groundwork for the shooters who are up to today.
If any sounds the relationship of the phrase "Destroy the core!" video games, you'll know what we mean. Yes, it is neither more nor less than the Gradius series.
Gradius is a side scrolling shooter that was the street in 1985 by the hand of KONAMI. It could be considered the continuation of another similar game called SCRAMBLE.
In commandeer a ship called Gradius Vic Viper and tour levels full of enemies until you reach a boss level, classical mechanics shmups.






Gradius scenarios
had some private elements, as is full
statues of Easter Island

But what was so special Gradius? Introduced some interesting innovations that greatly affects the gameplay of the series and are like his trademark [if you have not Gradius].
Earlier I mentioned a phrase, "Destroy the core. Gradius bosses incorporates large, vulnerable but not everywhere, but will have a "heart" or core properly identified, usually protected but occasionally vulnerable and that it's time to fill it with shots. So when to approach the boss level, a voice crying in the game "Destroy the core!" or some other weakness, according to the head.
The other feature, and most own games in the series, is the system of power-ups. Unlike other games, different items are not obtained. We offer a menu of powerups visible on the screen, and as we accumulate items we can simply choose which power-up enable to improve our craft. We have power-ups to increase the speed of the ship, land attack missile, projectile other options principal, a shield and a special "Option", which are entities that mimic the movements and firing of the Vic Viper dramatically increasing our ability to attack, plus they are invulnerable.

Gradius introduced a system of power-ups which accumulate
to select items you want








"Destroy the Core!" is a key phrase in the saga

Gradius games of the series have had numerous ports to consoles and home computers. On these versions is an interesting detail about the cheats. There is [do not know if it is applied in the recent creations of KONAMI] a code of "legendary" KONAMI, with small variations who put in many of their games, and this was no exception. The typical version of the code is Up, Up, Down, Down, Left, Right., Left, Right., B, A, and for example in the NES version provides many of the power-ups available at the Vic Viper . But there is an exception to the SNES version of Gradius III. If you enter the same code as the NES, instead of getting the power-ups, the ship is destroyed. To achieve the desired effect, it changes where you left and right. by L and R buttons respectively.

Parodius series is a parody
other Konami games, especially Gradius

then KONAMI developed a series of games to laugh at their own games and characters. The series is called Parodius, and his name is the result of combining PARODY and Gradius, it takes many technical features and gameplay of this game, but also takes some TwinBee Pop'n ingredients, and perhaps a bit of culture Japanese. These games are technically very good, colorful and playability, with a more caricatured than Gradius. In the first game can choose between several characters with different characteristics: Pentarou, Penguin Adventure Penguin, Gambaro Goemon Goemon series, the game Popolon Knightmare, Takosuke [Octopus in USA], a nice pulpit, and of course a caricatured version of the Vic Viper. Enemies of all sizes and colors, and very strange too, marching along this series of games. However, not every game of the series have come out of Japan. Only Parodius Da! and Gokujo Parodius [The second and third games chronologically] have just come to Europe. Related

Monday, May 7, 2007

Istqb Sample Online Exams

SHMUPS History - COMMANDO

Commando was a great influence on other vertical shooters
after


This time we have to another classic between SHMUPS. CAPCOM in 1985 stands out with another game that inspired many others who came with time. Yes, I mean COMMANDO ["Senjo no Ookami" in Japanese, which translates as "Battlefield of the Wolf."]
COMMANDO is a vertically scrolling shooter in which stars as Super Joe, a soldier who must face a large number of troops over several levels. For it has a machine gun with unlimited ammunition that can shoot in 8 directions and a limited charge that can only throw grenades forward but with some expansive power. Along the way, Super Joe could also rescue prisoners of war in the hands of the soldiers who attack.




the end of the level we expect a strong
or a bridge that goes
an officer commanding troops

The popularity of this game was curious, since you do not have juegador power-ups and range weapons, meaning that its gameplay is somewhat limited compared to other games like that out at the same time, like Ikari Warriors. Obviously the gameplay of the game was cleverly designed with a dose of frantic action, a pretty good technical quality for the time and the emergence of casual blockbusters like Rambo. Ports have been made
game for many systems, such as C64, Spectrum, NES 8-bit, Atari 2600 and PC, not counting compilations of classic next generation consoles like PS2. I found myself reading with a curiosity about the Spectrum version. Elite Software had acquired the rights from Capcom to perform this conversion, but the problem arose that a Japanese company made a program called "Who dares wins" that apparently violated the rights of copyright. This led to courts and prohibited the distribution of the game for a season.


Commando could be considered the basis of the current first person shooters
as Doom

This and a film based on the game's plot increased the interest and expectations about the version of Spectrum. But according to some critics, the Spectrum version did not have a acceptable graphics quality and the great interest aroused in the game made him a version acceptable despite its mediocre gameplay. COMMANDO
has imposed its subsequent influence on popular games like Mercs, Ikari Warriors, Gun Smoke [also CAPCOM], to name a few. I would venture that could also be considered the basis of first person shooters we know today, such as the DOOM saga, a huge commercial success.

Sunday, April 29, 2007

Letter For Family Status

SHMUPS History - GUN FIGHT

Before proceeding forward in time, this time we go back again until 1975. On this occasion, the game that I have in hand I have certain characteristics that make it important in the history of video games.


Gun Fight could be considered the granddaddy of fighting games

FIGHT GUN is a game originally designed by TAITO [but other hardware and with the name WESTERN GUN] and marketed by MIDWAY in 1975. Simply is to control two of the Old West cowboys involved in a duel and filled with shots to win points.
The main merit of this game was to be the first arcade in using microprocessors instead of integrated circuits with transistors [remember that computers now use microprocessors with millions of transistors inside]. This type of hardware gave increased technical capabilities to games and was shown throughout the story with games that have been dating since then.
is also the first game that has been exported from Japan to the western world.
The game implements two checks, one for the player to move vertically and another to point to the opponent. It is also the first game that allows two players control two characters fight each other. Why does this matter? because although the game can be considered a SHMUP [It is], one could surmise that it was also the basis of fighting games like STREET FIGHTER , for example.

Sunday, April 22, 2007

Percinge Langue Monster Energy

SHMUPS History - SPACE HARRIER

Time after BUCK ROGERS, SEGA introduced another third person perspective shooter on the market.

The character has great freedom of movement


SPACE HARRIER was launched in 1985, presenting a graphical palette of colors important [about 6144 colors on screen], FM sound system that produced sounds and music more realistic.
The game consists of a character equipped with a engine runs levels dodging and attacking enemies with your gun in a surreal world of colorful and strange shapes enemies [you'd think the game designers ate some mushrooms before].

objects and characters are very strange




has 18 levels each with a particular enemy, and everything happens very quickly, similar to what I think happens AFTER BURNER [ SEGA also] dizzy enough to leave more than one.

also implemented the aforementioned sprite-scaling technique with the drawn shades and a soil-like checkerboard to give the illusion of depth, as well as freedom of movement on the screen, resulting in a great 3D feeling. SPACE HARRIER
also was one of the first arcade games to use a kind of cabin that is moved according to movement of the joystick.

The game was ported to several home systems such as PC-Engine version of which is a fairly faithful to the graphic quality arcade.

The game uses the sprite-scaling, shade and soil
looking
chess board to give a 3D feeling