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官方繁體中文版遊戲(可能有疏漏,歡迎補充指正)

魔界戰記 攜帶版
戰鼓啪打碰 3
超傑交融
天地之門
天地之門 2 武雙傳
劍舞者~千年之約定
捉猴啦 嗶波猴戰記
蘭島物語 少女的約定
小小大星球 攜帶版
戰神:奧林帕斯之鏈
戰神:斯巴達的鬼魂
胖公主 蛋糕一把抓
DISSIDIA 012FINAL FANTASY
蒼翼默示錄 攜帶版
蒼翼默示錄 連續變換 2
BLEACH 死神 ~炙熱之魂7~
東方雀神
LocoRoco 樂克樂克
LocoRoco 樂克樂克 2
樂克樂克:午夜嘉年華
嗶波猴學苑2~親親猜拳玩猴戲
全民都爽快
摩登大賽車 PSP
跑車浪漫旅 攜帶版
全民網球 攜帶版
行星突襲 攜帶版
DISSIDIA duodecim Prologus FINAL FANTASY
Numblast 製品版
Final Fantasy III
Pipe Madness瘋狂管道
勇者實在太囂張 or2
無雙OROCHI蛇魔再臨增值版
洛克人洛克人
PATAPON2 戰鼓啪打碰2
Blood The Last Vampire
無雙 OROCHI 蛇魔
真.三國無雙 2nd Evolution
真.三國無雙5 Special
真.三國無雙 MULTI RAID 2
真.三國無雙 MULTI RAID
三國志V
三國志VI
魔窟的皇帝
BLAZBLUE Portable 製品版
WORLD SOCCER Winning Eleven 2011 製品版
echochrome 無限回廊
PATAPON 戰鼓啪打碰
密域奇魂 ─伊底亞傳承─
MyStylist
BLEACH(死神) 靈魂嘉年華
Sonic Rivals™ 1 + 2 Bundle
invizimals 隱形寶貝
Star Strike™ Partable
BLEACH~靈魂嘉年華2~
星戰傭兵 Bounty Hounds
劍舞者 千年之約定
回轉逆轉變色龍
演活戲劇 攜帶版 雙重角色 Double Cast
Talkman 歐洲語言版

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Ironhide Studio Talks Kingdom Rush 2, World Conquest, And The Dark Side Of Mobile

Late last year I wrote a short review on an addictive little flash game that was consuming large portions of my workday web-surfing regimen.  Since then, Kingdom Rush has accelerated, building a following as one of the most enjoyable tower-defense experiences in a sea of mediocre iterations.  For Ironhide Game Studio, the Uruguayan-based development team, it started out as a learning experience – and another step towards world conquest.

The Ironhide team is comprised of Co-Founders/Developers: Alvaro Azofra, Pablo Realini, Gonzalo Sande and the newest member, Developer Juan Andres Nin.  We caught up with the minds behind Kingdom Rush to discuss their whirlwind year, their thoughts on the future and how they turned a passion into a profession.

Geeksweat: Last year was a pretty big year for you guys; first and foremost, congratulations are in order.  With the release of Kingdom Rush your team has seen a lot of success in a very short time.  How do you guys feel knowing that millions of people out there are enjoying a game that you created? What’s the biggest change for you from, say, this this time last year?

Alvaro Azofra: Thank you very much! Knowing that millions of people really enjoy and are having fun with our game is a great feeling and it is the biggest reward of making a it.

2011 was a year of many changes and it is hard to say what’s the biggest one because everything feels big. We started the year being almost unknown working from a very small room with a half made unnamed defense game and it ended with us moving to a new place, winning our national videogame contest, having the highest rated game on ArmorGames and Kongregate, 187,000 followers on Facebook and 35,000 on Twitter and among other things our very first game on iOS that’s receiving great reviews… so you see, everything was a big change for us. What didn’t change was the way we work, when we are focused working it still feels like being in the small room from where we started off, except with a nicer view.

Your biography page states you’re just three friends with a passion for gaming thatdecided to give it a shot; in addition to a nice Spaceballs reference – Yogurt would be proud!  What did you guys do before forming Ironhide and what made you finally decide to take that leap?

Pablo and I worked in the web industry for several years, he is a programmer and I’m a web designer among other things, while Gonzalo is an artist that’s been drawing all his life and was the only one that had some experience working in a game company.

We took the leap because we always wanted to work on games and flash was a very accessible platform to start with so we decided to try and make one game to see how it goes; so we made Clash of the Olympians which did pretty well and with that Ironhide Game Studio was born.

To date you have developed three games: Clash of the Olympians, Soccer Challenge World Cup Edition 2010 and most recently, Kingdom Rush.  It’s an interesting progression from the point-and-click style of Clash, followed by a trivia game in Soccer Challenge and then tower defense.  Can you tell us a little bit about the evolution of your development and what made you decide to tackle a new genre with each new title?

I guess we took each genre by whim, we just wanted to do them at the time, and there are still lots of genres we want to try our hand on, i don’t know if we will be able to do them all but I’m confident we will try a few.

Clash of the Olympians was our first game, there we took a very simple concept and tried to improve upon it. The game came out well with some design flaws but for being the first game we are very proud of it and it was the game that allowed us to continue working on the other ones.

Soccer Challenge was made because of the World Cup, I guess the World Cup fever caught us and we also wanted to test how a Facebook game performed.  So we decided to make a trivia game for soccer fans. It had a very short development time of a month and a half so we went for it.  Sadly the game was finished a bit too close to the World Cup and we couldn’t sponsor it, but it still had a good reception on Facebook and it allowed us to test the social platform a bit.

Kingdom Rush was a bit of a crazy choice at the moment, we were looking at several options and someone said, how bout a defense game?  A genre we all loved but were a bit afraid of, so we started some brainstorming, we had some pretty good ideas but the defining factor I guess was when Gonzalo came out with some concepts on how the game could look and we all fell in love with them immediately, so we just went ahead with it.

Talk to me a little bit about that – your art style. It’s a great mix of vibrant colors, whimsical personality and just a bit of absurdity, which makes it fun and really easy on the eyes. How did you come up with the style and were there any influences that helped it along?

Gonzalo Sande: The art style is very similar to the one used in our previous games, its cartoon like and simplistic with some comical elements. We wanted the player to feel they where defending real locations of the kingdom, that’s why we put so much effort in the little details like the sheep, houses and landscape elements that helped give personality to each stage. The real challenge was to capture all these things in a really small sized proportion, finding the way to make each enemy and soldier feel unique with their own attitude and style was crucial.

As for the inspiration, a lot of indie games use a similar art style, I believe the most recognizable of all would be Castle Crashers, but many great studios like Mika Mobile, Juicy Beast, Berzerk Studio, etc, tend to use similar vector graphics.

You announced the sequel to Kingdom Rush less than a month after the game was officially released. When did you realize that you had a hit on your hands and that hit games need hit sequels?

Alvaro Azofra: Right after open beta we noticed people were liking the game a lot since all the comments were very favorable, we included a form for beta testers to give us feedback and almost everyone rated it 9 or 10 out of 10 in several areas. After release the game quickly became the best rated game at AG [ArmorGames] and everyone was asking for more levels. We planned for a level pack but instead thought that making a stand alone game would be much better and would give us the room to add all the stuff that we left out of Kingdom Rush.

Speaking of Kingdom Rush, it hasn’t all been fun and games.  While you were working on the iPad version, a developer by the name of “my Yayi” created a knock off port for the iOS platform.  Unfortunately it’s a common practice, but what was that experience like and how did your fiercely loyal fan base take the news?

That wasn’t the first time someone stole our assets. Clash of the Olympians was also a victim of theft so there was our first encounter with the dark side of mobile gaming. It is a very frustrating thing to happen to a small dev, specially since you feel defenseless against that.

At first we weren’t sure what to do, we contacted the guys at Half-bot who had their game stolen too and gave us great advice on how to proceed, we emailed apple, filed copyright infringement notices and went public immediately. The community really supported us then, the author from the game music (Shannon Mason’s husband) really helped expose the situation and even got us coverage at Kotaku. Apple after a while removed the app and all was good again.

The second time we didn’t want to go public, we thought we could resolve it by emailing apple through the right channels and file copyright infringement notices very early, we caught the stolen version just a day after its release so we thought our timing was awesome. Sadly these guys really know how to work the system and delayed the process (I think) so we went public again. The community was fierce about it, Toucharcade made an article almost instantly (they are awesome), we even set up a template email for users to send to Apple. So on the first day of going public we got an answer from Apple saying they are looking into it and a few days later the game was removed. We removed the template but it is funny now once in a while we get a copy of someone sending that email to Apple.

In conclusion Apple really responds to copyright infringement, but it is always a good idea to go public with it, even if some people will go and buy the stolen product most will wait for the legit version and review sites will refrain from covering a game that’s made on stolen assets.

Your version, the real version, of Kingdom Rush was released on the iPad just before Christmas last year to thousands of five-star reviews. Did you always know that this was a title you wanted to bring to other platforms? Is mobile development something you’ve wanted to do or was it just the right venue for a game like Kingdom Rush?

Yes, when creating Kingdom Rush we always had the iPad in mind, we made all the interface very friendly for touch devices so we wouldn’t run into any big problems when taking it to the other platform.

We always wanted to get into mobile as we do want to get into other platforms like Xbox arcade or Steam, but started with flash because it was the tool we knew how to use, I hope in the future we can create games for all these other platforms.

Since you announced the sequel to Kingdom Rush you’ve developed several additional premium content packages including new levels, challenges, cosmetics and characters.  Do you plan to continue supporting the original with content?

We plan to support the original for a while, in fact we are now working a new stage with a few more extras that we hope people will really love.

Speaking of the sequel – I know you get bombarded on your forums every day for information.  What can you tell us about it?

At this point i can tell you it will be a new game with 3 new terrains , all new enemies , 4 new specialist towers , boss fights , new story and it will improve on the original while maintaining the classic aspects of the game. The story will pick up a few years later from the events on Kingdom Rush , and the game will take place south of the Kingdom in the frontier with the Azsare Desert.

Have you targeted a time frame for release or is it more of an “it’s ready when it’s ready” process?

We have no time frame yet, things have been crazy the last few months so for the moment “it will be ready when its ready”.

A lot of independent developers have good ideas that just don’t necessarily translate into great games. Was there ever a time when you guys thought that you might not make it? That you might have to close up shop and go back to the grind?

Not really, I mean, we never thought of closing shop in fact we were prepared for the possibility that Kingdom Rush do badly, if that were the case we would just keep trying and learn from our mistakes, but wouldn’t close up shop just yet.

So after “Kingdom Rush 2” is wrapped up – what’s next for Ironhide? Native mobile development, maybe a few more team members and a bigger office? World conquest?

World conquest is our long term aim, but right now it is very hard to know what will happen after the sequel. We have a few ideas of games we want to make and we also would like to get into more platforms but only time will tell which direction we will go.

Any advice for those interested in developing their ideas into games?

Yes a few we learned: Stay focused and trust in your work and your ideas but do not be afraid to make mistakes, if you are making something that feels fun it probably is and if it doesn’t chances are it isn’t, so go and change it. Friends never tell you your game sucks. Make sure the game is easy to learn and if its complex make a smooth learning curve. Be aware of the details, an easy to use interface, good sound fx, easter eggs, etc. They really add to the user experience.

Well thanks for taking the time to talk; I’m really excited to check out what’s in storefor us from Ironhide Game Studio. Any parting words for your fans?

Thank you for interviewing us, we are also very exited to see how some of the stuff we have in mind comes out and if the players will like them. We really love when fans give us feedback and tell us how much they like our game, it really fuels us to try and be better and bring more fun stuff into our games, as I said on the first answer it is the best reward of all.

If you haven’t already, check out Ironhide Game Studio to learn more about them.

原文網址 http://geeksweat.com/2012/02/ironhide-game-studio-talks-kingdom-rush-2-world-conquest-and-the-dark-side-of-mobile/

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The Process

  1. Navigate to the video you wish to download. You can only download videos that are not currently live and are public or you have access to.
  2. Open the Inspect Element Tool by right clicking somewhere on the page and going to "Inspect Element" or by pressing F12. In this window make sure you go to the "Network" tab.
  3. Reload the webpage with the video so the network tab updates to show you the video address we can download from. You may have to wait for the video to start playing after any advertisements.
  4. Under "Name / Path" look for "live_user_[username]". There might be one or two of these, both of them will work. Once you find it, Right Click and "Open Link in New Tab" to start downloading. In older version of Chrome you may have to "Copy Link Address" and paste it in a new tab.
  5. Since this only downloads 30 minute segments, you will have to repeat step 4 after moving the video time up 30 minutes each time. You will get another network element that you need to navigate to.

Quote from http://www.geekthis.net/blog/64/download-twitch-tv-videos-with-google-chrome

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Faster Than Light (簡稱FTL)是一款獨立製作的小品遊戲
前幾天在Steam平台看到特價,而且風評不錯,就刷下來了,果然是一款好遊戲

這款遊戲把宇宙戰艦的對戰系統進行簡化,但同時不失變化性,除了各種武器和裝備的選擇搭配
另外還有六個不同種族的船員,再加上各種突發事件全部加起來非常豐富

遊戲心得
一開始的敵人較弱,盡量在前兩關多找幾個靶子賺資源或武器
另外飛彈很貴,除非遇到護盾很厚的敵人(飛彈可穿過護盾),否則要省著點用

艙內系統最重要的首推武器室,要儘快讓船員把等級練上去
(可以的話放Rockman,不怕火燒,不怕單挑,移動慢,再加個Engi修理速度飛快)

為了迎擊Boss
以下為建議的武器
原本的兩個武器飛彈及雷射三連發都是不錯的
但是打Boss肯定不夠
建議再加個雷射三連發(商店有時遇不到這貨)
再加一個Ion可干擾敵人電子設備
四個武器建議

飛彈+雷射三連發+雷射三連發+雷射三連發
電力(1+2+2+2)(35+50+75+90)(由於電力吃緊,有三個雷射槍,衛星裝置可以考慮不用裝)

買不到的話可以
燃燒彈+雷射三連發+雷射三連發+ion
或者
飛彈+ion飛彈+雷射三連發+雷射三連發




另外
隱形裝置一定要趕緊買、趕緊升級

護盾至少提升到2級

駕駛艙升級可提昇迴避

第一關Boss
要打兩次
第一次有隱形裝置升級滿的話應該很好打
第二次Boss會呼叫一大堆衛星來攻擊,等他呼叫再隱形





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Armor Games又一力作
Cursed Treasure 2
官網

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【遊戲連結】

魔塔V1.1(21層)
http://www.pconline.com.cn/pcedu/carton/games/10308/flash/030813mota.swf

魔塔V1.12(24層)
http://www.f0123.net/Files/Upfile/2004925103443963.swf

魔塔(50層)
http://game.sina.com.hk/download/0/7554/7/s.swf

新新魔塔1.33
http://coolfiles.toget.com.tw/toget_soft/game_advrpg/mt.swf

魔塔2000(海佩席維茲物語):
http://my.so-net.net.tw/morganangel/mt2000/MT2000.zip

魔塔3D
http://218.57.9.11/games.sina.com.cn/demo0529/supr...


【遊戲類型】~RPG @@

【遊戲玩法】~ 上下左右...打怪全自動..撤退按Q..要看說明按L

【遊戲簡介】~雖然是舊版本...不過很好玩喔!!!


【遊戲攻略 1.1】~---->底下有其他版本的攻略哦^^

首先 一進去上樓 先打兩隻史萊母後避開蝙蝠拿寶石

然後開條通路往二樓 寶石先拿

往三樓 有商店 初期只要錢一夠就直接加攻擊力

每加一次所需花費是從20起跳 每購一次所需金額加一

躍進之翼要趕快拿

打開中間的門 到四樓拿劍加攻擊力砍怪比較容易

然後到五樓先跟下方老頭說話 可以查怪物能力以及預估損傷

六樓有盾 等能力夠了再拿

七樓可以升等級 初期到20層為止等級就先在這裡加吧

八樓跟老頭說話 可以到任意樓層

到第十層不能到任意樓層了

第十四層左上的老人是鑑定士

到第十五層為止 把能清的怪都清一清 攻擊在175 以上就可面對紅蝙蝠

召喚謝先生凹一擊必殺或祈禱落空一發以上

找到賣鑰匙商人 賣三把紅鑰匙就夠了 錢全部加攻擊力

只要攻擊力280 以上紅鞭蝙蝠就不再構成威脅 可以去拿12樓的盾了

以上的樓層 雙手劍兵全不打 頂多在十九樓打通往二十層的一隻

記得去18樓拿劍

上了20樓就打假公主 打完後拿完所有東西到二樓救盜賊

順便把鋤頭給他 往地下的通路出現

可以向這盜賊買黃、藍鑰匙 這兩種鑰匙的需求量挺多的

到地下二樓遇到精靈 她會要你拿徽章

就到十五層打章魚 一路走到禁頭會通往魔塔一

左右的寶石不要拿 沒必要為了這兩顆寶石浪費兩把紅鑰匙

走到第五層 會有三個章

由左到右依序是鑽石章 黑珍珠 紅寶石

只能拿一種 拿完要跟自己打一場

然後給十四樓的老頭鑑定

之後一路走到地下五樓 有新的商店

購得能力值是三樓商店的兩倍

從50起跳 每購一次下次需多花二元

最好和三樓交替加

地下七樓可升等 比起七樓 這裡比較劃得來

再五向老頭拿任意門順便拿劍

地下九樓解毒老人的右邊 有一紅寶石 在用一個任意門開啟它右邊的牆壁

有通往魔塔六的通路 把所有的寶石和水拿光吧

恢復酒等出現異常狀態再拿

地下十樓巨龍後面守護著神劍之證

地下十三樓有十字架 死後復活加回血2000 等拿到冰之護符再來拿

地下十四樓右邊老頭可補充任意門

地下十七樓右下角拿劍可通往魔塔七

把錢全都拿光 左下角的紅寶石不拿 聖水等要打王時再拿

回到地下十七層 右上方的路是通往地下十五層拿冰之護符和盾的

地下十八樓有聖水

這兩樓打聽到十樓有密道 用任意門一路開啟通往魔塔十

打贏魔法師後可拿最強盾

從地下二十樓起 怪物的能力相當高 自己要有一定的能力值

地下二十二樓右上方必須有四把寶石鋤頭才能開啟

分別在十一樓 十九樓左側 地下二十樓 地下二十三樓

進去可通往魔塔九 打贏毒龍後拿最強的劍

一路打下去 往地下二十五樓之前要有一任意門和一黃鑰匙

在地下二十五層打贏魔王後直接救出假公主 是壞結局

想要好結局的 用神劍之證把假公主變成綠色史萊母

再用任意門通往魔塔八 打贏史萊母們 就是good ending囉


徽章介紹

拿紅寶石者 是勇者之證 需要加增幅器才會發揮功效

LV1→LV2等級20之後去找入口處的商人用五百購得

LV2→LV3等級35之後去地下十四樓樓找左邊商人

只要有一增幅器 就可以二段攻擊 相當好用

建議是一直加攻擊 防禦加到六百多就夠了

只要攻擊力一強 搭配二段攻擊 所有怪物都可在瞬間被秒掉


拿黑珍珠者 是霸者之證

LV1→LV2等級20之後找一樓老頭

LV2→LV3等級35之後找十九樓老頭用一百經驗換

可以反彈敵人攻擊加無視防禦攻擊 但對魔法師無效

可以的話多多召喚謝先生凹無視防禦攻擊吧

最後建議能力值攻擊力在1300以上 防禦在1000以上

這也可能是唯一一項血容易不夠

最需要在商店加血的 難度頗高

如果血不夠 在最後要有一死的心理準備


拿鑽石章者 是賢者之證

LV1→LV2等級20之後找地下七樓商人

LV2→LV3等級35之後找十五樓賣鑰匙商人

可以吸血攻擊

最適合對付高級守衛

只要能力值調到你打他是一 他打你也是一

打完所有高級守衛後 最後喝兩個聖水

保證你的血絕對用不完

只是很花時間

能力值建議同霸者 攻擊力在1300以上 防禦在1000以上


怪物整理


史萊母系:最初級的怪物,除了白銀黃金史萊母要特殊戰鬥外,其他都滿好解決

怪物名 血 攻 防 敏 exp gold 備註

綠色史萊母 40 18 1 0 1 1 用神劍之證可把大部分怪物變綠色史萊母

紅色史萊母 50 20 4 0 1 2

黑色史萊母 80 37 9 0 1 5

史萊母王 172 130 60 2 2 19

白銀史萊母 10 ??? 8000 9 0 0 特殊戰鬥 失敗一次血-250

黃金史萊母 20 ??? 9999 30 0 0 特殊戰鬥 失敗一次血-400


蝙蝠系:能力不會算很高,但是會多段攻擊,要注意能力值差是否會帶來重大損傷

怪物名 血 攻 防 敏 exp gold 備註

蝙蝠 55 32 2 4 1 3

大蝙蝠 65 55 12 4 1 6 二段攻擊

紅蝙蝠 210 185 70 4 3 24 三段攻擊

毒蝙蝠 1091 971 950 5 16 150 二段攻擊+中毒攻擊


魔法師系:攻擊無視其防禦,要加攻擊盡快打倒

怪物名 血 攻 防 敏 exp gold 備註

魔法師 65 10 5 0 1 4 無視防禦攻擊

中級魔法師 190 20 20 0 1 8 無視防禦攻擊

上級魔法師 290 40 90 0 3 27 無視防禦攻擊

魔法師首領 330 70 150 5 5 43 無視防禦攻擊

魔法師元帥 380 90 280 5 6 59 無視防禦攻擊

大法師 450 100 302 1 8 77 無視防禦攻擊

紅衣大法師 875 120 513 1 11 101 無視防禦攻擊

暗黑魔法師 1650 220 920 6 51 500 無視防禦攻擊 在魔塔10出現


骷髏系:防禦力差但攻擊力高,最好能力調到頂多只被打一下

怪物名 血 攻 防 敏 exp gold 備註

骷髏 95 70 0 3 1 5

骷髏兵 190 100 5 3 2 13

中級骷髏兵 290 170 23 3 3 21

高級骷髏兵 1020 1341 600 3 15 145 衰弱攻擊


喪屍系:能力頗高,初期先別與其起衝突,等自身能力值較高時再對付

怪物名 血 攻 防 敏 exp gold 備註

喪屍 190 90 33 2 2 15

喪屍士兵 511 353 230 1 6 50

毒喪屍 1310 1083 951 2 16 152 中毒攻擊


守衛系:防禦力高,最好打自身防禦調到與對方攻擊力差不多

怪物名 血 攻 防 敏 exp gold 備註

守衛 85 40 55 3 1 6

中級守衛 775 220 310 3 7 63

高級守衛 1150 651 860 4 12 110


史萊母人系:迴避高,除了要多召喚謝先生以外,防禦業要盡量衝高以達最小損失

怪物名 血 攻 防 敏 exp gold 備註

史萊母人 90 79 24 30 2 10 高迴避

水銀人 810 802 753 50 15 140 高迴避


石怪系:防禦高血少,但鐵怪一定得被迫打五十下

怪物名 血 攻 防 敏 exp gold 備註

石怪 30 45 70 0 1 7

鐵怪 50 600 990 0 14 132 攻擊高過990後防禦跟著攻擊起跳


靈骷髏系:靈骷髏兵和靈武士被擊殺後會再生,但能力必低於自生能力,可以賺錢及exp

怪物名 血 攻 防 敏 exp gold 備註

靈骷髏 295 404 282 3 8 70

靈骷髏兵 800 602 560 4 4 30 被擊殺後再生靈骷髏

靈武士 1060 1118 1030 5 11 100 被擊殺後再生靈骷髏兵


騎士系:命中要害機率高達30%,要多召喚謝先生

怪物名 血 攻 防 敏 exp gold 備註

騎士 130 115 43 4 2 17 必殺攻擊

鐵騎士 420 388 258 4 6 54 必殺攻擊

近衛騎士 992 753 677 4 13 24 必殺攻擊


雙手劍士系:能力高且會多段攻擊,盡量把防禦衝高再對付求最小損失

怪物名 血 攻 防 敏 exp gold 備註

雙手劍兵 280 210 110 4 4 34 二段攻擊

劍王 1065 894 770 6 15 145 四段攻擊


魔王系:能力很高,要提升自己的能力再對付

怪物名 血 攻 防 敏 exp gold 備註

魔王 635 600 500 6 9 88

大魔王 1000 1200 980 7 41 400 衰弱攻擊 出現在B24層通往B25樓梯口


巨大怪物系:能力強,通常都是守護重要的道具

怪物名 血 攻 防 敏 exp gold 備註

巨大八爪魚 700 295 120 5 18 170 衰弱攻擊 出現在15層守護通往魔塔入口

巨龍 1390 891 668 5 41 400 出現在B10守護神劍之證

毒龍 2350 1400 930 7 61 600 中毒攻擊 出現在魔塔9守護劍


其他:

怪物名 血 攻 防 敏 exp gold 備註

假公主 600 270 160 5 13 120 出現在20層 假的公主


怪物名 血 攻 防 敏 exp gold 備註

自己 1000 325 160 5 31 300 魔塔五層拿完章後出現


Boss:

怪物名 血 攻 防 敏 exp gold 備註

魔王格勒地 5000 1500 1200 20 0 0 二段攻擊 最終頭目大魔王


下面是一些資料補充:

1.用平均型的話最好故擊比防守多一點,主塔中就多大約10-20,地下就多20-100吧。

2.用平均型的話千萬不要用錢加HP,沒有這需要的,最少我玩的時候完全沒有問題

3.攻擊型的話請作好不是你死,就是我亡的準備,而且用錢加HP是必要的。

4.防禦型的話放棄吧,沒可能過到關的,根本連主塔第7層都過不到。

5.D為看怪物能力;F為飛行;T為隨意門;W為神劍之怔;L為幫助,都是必須拿了之後才能用的

6.建議拿鑽石或紅寶石,這樣比較容易打,以上兩個都十分適合平均型用的

7.神劍之怔建議使用對象,魔塔9樓的龍,魔塔10樓的魔法師,大魔王(不知可不可以...),公主(一定要,否則不能Good End),另一個隨自已需要,我玩的時候只用了一個....

8.白金史萊母的攻擊方法,當白和綠的正方型重疊時,按SpaceBar,重複10次KO,別用神劍之怔呢.....

9.魔塔中全為加能力的東西,但都建議大家珍惜一下紅鎖匙,沒用的就不要拿,這是魔塔6-10樓的去法


魔塔6樓 地下9樓老人右邊的牆中 (用T)

魔塔7樓 地下17樓右下拿那把劍的位子上(要用隨意門x2)

魔塔8樓 地下25樓神劍之証+任意門進入(也即是真正的房間)

魔塔9樓 地下22樓四道邏輯閘之後(邏輯閘要用寶石鋤頭來開)

魔塔10樓 地下17樓左下方的商人對話→地下18樓梯旁的商人對話→主塔9樓梯上到十樓的地方,不斷用隨意門向上開,之後盡頭中隨意門向左開)

11.隨意門很重要,雖然可以買,但都建議大家別為一粒紅/藍寶石用一道隨意門

12.這遊戲很不錯呢,設定上比之前的魔塔認真多了,建議大家玩一玩。

13.遊戲是5月14才放出的,新作呢^___^

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買到過期的立可帶替換芯

結果會發生神馬事勒

請看圖..

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紅樓夢詩詞選


金陵十二釵正冊
http://www.linqi.org/hlm/shici/poem10.html
可嘆停機德,誰憐詠絮才!玉帶林中挂,金簪雪里埋。
(寶釵 和 黛玉)

二十年來辯是非,榴花開處照宮闈。三春怎及初春景?虎兔相逢大夢歸。
(元春)

才自清明志自高,生與末世運偏消。清明涕送江邊望,千里東風一夢遙。
(探春)

富貴又何為?襁褓之間父母違。展眼吊斜暉,湘江水逝夢雲飛。
(湘雲)

欲潔何曾潔?云空未必空。可憐金玉質,終陷淖泥中。
(妙玉)

子系中山狼,得志便猖狂。金閨花柳質,一載赴黃梁。
(迎春)

堪破三春景不長,淄衣頓改昔年樁。可憐繡戶侯門女,獨臥青燈古佛旁。
(惜春)

凡鳥偏從末世來,都知愛慕此生才。一從二令三人木,哭向金陵事更哀。
(鳳姐)

勢敗休云貴,家亡莫論親。偶因濟村婦,巧得遇恩人。
(巧姐)

桃李春風結子完,到頭誰似一盆蘭?如冰水好空相妒,枉與他人作笑談。
(李紈)

情天情海幻情身,情既相逢必主淫。漫言不肖皆榮出,造舋開端實在寧。
(秦可卿)

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最近試用了一下
明明都設定好了
擺了一天都不會動???!!!
原來是按到一顆"上傳加速"...

幸好爬文有爬到
取消之後瞬間100K up
一定要紀錄一下

另外附上找了很久的NodeRefresh v023
找超久,火大改用電驢秒殺
掃毒通過 需要的看倌自取
文章標籤

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首先是更新檔可更新至1004再更新至v2.000
更新前先備份Language.dll
更新(覆蓋)完成後再把Language.dll覆蓋回即可續用中文界面

城鎮中心的蓋法:
先蓋墾荒場(殖民地)進駐5個村民(進駐後無法退出,同時也不佔人口數)即可升級為城鎮中心

房屋的作用:
在城鎮中心範圍內蓋房屋可增加附近單位的士氣

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http://www.glennsguides.com/2008/09/home-alone-pc-game-free-download.html

Abandonia : Download Game : Download Instructions


XTC Abandonware : Download Game : Download Instructions

二者擇一即可
文章裡有DOS自動執行教學,挺實用!

遊戲密碼(excel)(from 老遊戲之家)


遊戲目標:設置陷阱使兩匪徒各中招10次並且躲避他們追捕即可獲得勝利

遊戲設置
進入遊戲須對應密碼表
第一次進入遊戲前可選擇顯色模式(選256全彩可)、聲音選PC Sound、接著是"跳"以及"發射子彈"的按鍵設置(預設keypad "0"以及"Enter")
想變更設定可到HA資料夾裡打開HACONFIG.EXE即可再一次設定

遊戲操作說明
除了"跳"以及"發射子彈"
F1為"拾取物品"(最多可撿三個)
F2為"切換選擇物品"(追捕開始後可查詢佈署中的陷阱)
F3為"設置陷阱"(可設置陷阱的位置電腦會提示,在頭頂上的位置不用跳,F3即可)
"某鍵"可提前追捕

通關訣竅
善用通道並引誘敵人才能達成最速通關紀錄

流理台唐旁,門的左邊可到地下室(不可逆),地下室洗衣機可通到二樓廁所(可逆),閣樓窗戶外的樹屋可通道一樓門外(不可逆)

龜在樹屋百分之百安全,但是敵人踩陷阱要很久,甚至停止行動
所以要主動引誘敵人送上門來,遇到危險發射子彈(彈數無限,追捕前要持有槍)可短暫凍結敵人行動,搭配通道逃跑
另外追捕開始後若自踩陷阱將使陷阱失效(要跳過去)







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庵是政大的新生,無意中發現這篇文章

=====政大書城不在政大=====

今年夏天
因為校方與政大書城的租約到期
而書城老闆沒有順利爭取到合約的狀況下
熟悉的書城即將轉手他人
而「政大書城」的招牌
因為公司登記的關係
或許就不會在政大的校園中沿用
成了政大書城不在政大
而政大裡的書店叫做別的名字的奇怪結果

結果或許已經沒能更變了
我想學生們再怎麼樣也留不住政大書城
畢竟我們不是行政大樓頂上的那些官僚
無力做些什麼
只能期待未來進駐的書商
能如書城老闆這般優待我們這些學生

-----------------------(我是分隔線)-----------------------
附上書城老闆的聲明啟事

我,李銘輝,是書城的負責人,從民國82年接手書城經營到現在,轉眼已經12年了。
當初接手的時候,曾滑了很重的一跤。
但是因為有師生的支持,我在這裡跌倒,也在這裡站起來,並更上一層樓。
我的夢想得以實現,對這裡更有深厚的情感。

關於書城經營權風波的問題,與合作社公告的有所出入
開會過程都有錄音記錄可查,所以我特別在此澄清如下:

因為合約到期,2005年7月29日(五),合作社召開第一次議價會議
通知我當天中午12:40到場,但是直到14:00才得以入場。

當我一入會場的時候即面對相當不友好的態度
理事主席鄭天澤教授用嚴厲的口吻質問我:「為什麼書城可以販賣學校的紀念品?」
我立刻向主席及與會人士說明,當初是校長特別指示,
希望書城可以挪出空間陳列並代銷學校的紀念品,此事我也曾向合作社陳經理報備。

當我就完整的營運資料(包括營收、成本) 準備開始進行報告時,
理事主席相當粗魯地告訴我不要囉唆,只給我5分鐘時間。
因此,我只好依照主席的指示,提報書城續約的議價提案:由於這幾年經濟
及經營環境(註)有相當大的變化,書城願意將每月應付給學校的管理費
增加3,000元(增幅達9%)。
理事主席當場裁定未達底標,將展開公開招標,我在當場只能欣然接受。
後來,另有一位理事認為茲事體大,又召開一次臨時會。

陳經理通知我當天12:25備詢,我依約到達會場,並在會場外等候通知。
等到13:40散會時,都沒有通知我入場說明、報告。
散會後我詢問理事主席,鄭主席以令我難堪的表情、語氣,叫我去問陳經理。
陳經理則表示會議中大家已經議決將進行公開招標。

經過這兩次的會議,讓我自慚形穢,彷彿是滿身銅臭的奸商(?),
所以在公開招標的過程中,我認為自己已經沒有立場再去投標,
也深深感覺與這裡的緣份已盡,該是離開的時候……
回想當初申請到2樓空間進行裝潢時,前任合作社理監事們都相當支持。
當工程依據承諾完成後,前任理監事們也以很實在的方式(管理費每月35,000元)
支持並鼓勵書城。

當時的文仁武主任曾期許並與我分享:在損益兩平的前提下,合作社機制運作所產出的
最大福利應該回饋給社員,也就是全體的師生。

這席話讓我非常認同,因此在成本容許的範圍內,我也不斷地調降書籍的銷售折扣
將利潤回歸給每一位師生。

如今,在續約問題上,連讓我說明理念的機會都沒有,實在是情何以堪?

歷經2次公開招標,終於有廠商願意接手經營
(附註:廠商為一樓大禮部,但似乎與公告「須具100坪以上書店專業經營經驗」不合)。
這個過程中有很多師生,或投書、或聯署,強烈反映並鼓勵我留下來。
讓本想靜靜離開的我,進退已身不由己,狀況也變得複雜。

2005年9月16日上午,理事主席約我與新得標廠商一同面談,過程中先用冷酷的
口吻告知:依照合約規定,書城的硬體設施必須無償留下,不得搬離。
另以他「專業」知識「判定」書城設備經過5年攤提,已無殘值。
以上兩種說法,做球讓新廠商信口開河,僅開價100萬即欲承接所有的硬體設備
(包含書架、冷氣……)。

在這種情況下,我意識到人生舞台的每一幕,都應該優雅的下台。
我已經放下,沒有怨懟,只是為那些理監事們感到遺憾。
他們何曾到過書城,享受閱讀桌、閱讀椅?
或是席地而坐,讓二、三本書籍雜誌豐富他們二、三個小時的生命?
寬敞的空間,明亮的光線,舒適的空調,悅耳的爵士,當愛書的師生靜靜離開時
書城不曾收取一分一毫,這就是書城對於推動書香社會的付出和承諾。
各位朋友,他日相見,應記得互打招呼。
謹讓我用感恩的心,與您說聲「再見」!

李銘輝 敬啟
2005年9月20日

(註)經濟及經營環境變化說明如下:
風險承擔增加,但書城一向選擇承擔,不願增加學校行政管理複雜度,並減少師生的損失。

例1:2002年3月31日地震造成水管破裂,書城因此淹水導致三十多萬元損失
全數由書城自行吸收。

例2:2003年1月光復圖書倒閉,但書城仍接受學校師生持光復圖書禮券前來購書。
但書城所收到的禮券之後一直未能兌現,三十多萬元損失由書城完全承擔。
提供附加價值及回饋

例1:禁用塑膠袋政策實施後,書城製作並提供6000個環保袋
贈送給當年度加入合作社的師生,反應熱烈。
研究生協會因而招募到一百多位新合作社會員,成效顯著。

例2:去年書城免費提供味全食譜供合作社招募新會員
可能因合作社負責人業務繁重,招募成效不如往年。

網路普及影響,造成閱讀率下降,書城營業額也逐年下滑。

人事成本升高,加上勞退新制的影響,加重經營上的負擔。

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http://blog.sina.com.tw/4385/article.php?pbgid=4385&entryid=16186

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[/Qoute]各位大大好!小弟有個問題想請教各位大大!

今天回家開電腦發現C槽空間無故消失,昨天還在的

我的C槽(30G)只有放os跟一些軟體office、卡巴斯基、photoshop(暫存檔設在d)、winrar、flashget、code pack......遊戲都在d槽,c槽檔案全選包括隱藏檔才6G,但目前只剩下700MB,也就是有23.3G不見了!我查不出原因!不知各位大大有沒有遇過這樣的問題呢?

OS︰WINDOWS XP SP2
補充一點,系統還原是關閉的![Quote]

[/Quote]
總之
你去把系統還原打開,套用後再關閉
(如果原本就是開著了,就直接關閉)
我也常遇到這問題…大多是這麼回事[Quote]

以上摘自史萊姆討論區
還真的耶...我的11G回來了~~~

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