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Showing posts with label Mansion. Show all posts
Showing posts with label Mansion. Show all posts

Thursday, October 17, 2013

RUMOR: Luigi's Mansion: Dark Moon Sneaking Onto Wii U

by Justin J Money, Pure Nintendo, Posted Oct 7th 2013 12:35PM

Over the weekend a listing appeared on Newegg.com for a Wii U release of the 3DS title Luigi's Mansion: Dark Moon. Newegg currently lists Dark Moon for $39.99 and a December 31st release date, which could simply be a placeholder date if the rumor is in fact true.

In support of the rumor, NintendoNews.com actually contacted a representative at Newegg to confirm the listing. The representative at Newegg says that they 'guarantee' the information is correct and comes 'directly from the manufacturer'.

We have listed all the applicable information from the manufacturers on the website. All the information you see on Newegg.com comes directly from the manufacturer. We guarantee the information provided on our website. Unfortunately, the information that is not specified on our webpage will have to be obtained from the manufacturer.

While the information provided on Newegg.com could be a mistake, it is still a very intriguing rumor. Luigi's Mansion: Dark Moon is one of the most popular titles on the 3DS and would be a great fit on Nintendo's home console, Wii U. Hopefully within the next couple of months we will hear from Nintendo about Luigi's Mansion: Dark Moon on the Wii U.\

Tags: 3ds, 3ds-xl, Luigi, luigi mansion dark moon, luigi mansion dark moon cheats, luigis mansion, luigis mansion dark moon, luigis-mansion, luigis-mansion-2, luigis-mansion-dark-moon, mario, marioandluigi, nintendo, nintendo 3ds, Nintendo DS, nintendo wii, nintendo wii u, Nintendo3ds, NintendoDs, NintendoDsLite, NintendoWii, NintendoWiiU


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Posted by Hao at Thursday, October 17, 2013 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Luigis, Mansion, Rumor, Sneaking

Saturday, December 17, 2011

CityVille Governor's Mansion: Everything you need to know

After a long, hard-fought battle against Captain Krunsch for Governor in CityVille, it's time to be officially sworn into your new position. This is achieved via a new building project in the game called the Governor's Mansion. To be technical, you'll receive this Governor's Mansion for free, but you'll have to put in a lot of additional time and effort to actually finish it.

The Governor's Mansion, when completed, will offer 3,750 - 6,750 citizens to your town, and 526 coins in rent every 24 hours. It's a similar building to the Tonga Tower or more recently the City Music Hall, in that you'll need to not only collect building materials to finish it off, but also complete two other tasks to actually complete the construction of the building.

First things first, you'll need to be Level 50 or higher to access this feature. You'll receive an overall goal - Mansion Move-In - that simply asks you to place and complete the construction on the Governor's Mansion. You'll receive 100,000 coins and 15 energy at the end of that single goal. To build the Governor's Mansion itself, you'll need to first place the base and then complete three tasks:

Gather Parts
Upgrade one Metropolis Business to Level 2
Upgrade one Metropolis Crop to Level 3

While all of these tasks are fairly time consuming, the "Gather Parts" requirement will require the most help from friends. You'll need to ask them for the following:

9 Appetizers
9 Flutes
9 Party Supplies
9 Handkerchiefs
9 Petit Fours

The Appetizers, Flutes and Party Supplies come by way of general news feed items you'll place on your wall, while the other two items are earned through individul requests to friends.

As for the other two requirements for the Governor's Mansion, the business upgrade task applies to the Body of Work, Intent Insurance, Sale-Mart, Intuition Technologies or Mega Nail Salon businesses. Some of these are available to purchase in the store (be prepared for some sticker-shock), while the Mega Nail Salon was a reward for finishing a goal in the Governor's Run event proper. If you've already deleted that one from your town, there's unfortunately no way to get it back, and you'll be forced to purchase one of these other options.

The Metropolis Crop requirement applies to Coffee, Golden Carrots and Golden Peas. Coffee would be the quickest crop to master, as it's premium and therefore requires only a handful of harvests to completely master. On the other hand, you'll pay 5 City Cash a square for such a quick path. The other two crops require far more time, as Golden Peas are only available to harvest after two days, while Golden Carrots take eight hours. Both of those crops take 50 harvests just to make it to Level 2, and you're going to 3!

If it hasn't been made clear by now, you're going to have to work a lot for your new building. Unless you're a master farmer, with tons of farmland and Goods storage space, you'll likely spend a few days in mastering one of these crops alone. We wish you luck in your attempt to complete this one, just don't be discouraged if it takes you longer than you would have liked - we're all in the same boat.

What do you think of this Governor's Run home and event in CityVille? Were you hoping for something a bit less time consuming to end the feature? Sound off in the comments.

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Posted by Hao at Saturday, December 17, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: CityVille, Everything, Governors, Mansion

Friday, May 6, 2011

Game of the Day: Mystery of Mortlake Mansion

by Larry C, Posted Apr 20th 2011 12:09PM

Game of the Day: Mystery of Mortlake Mansion
The Game of the Day asks do you like hidden object games? How about mystery games? How about both! Mystery of Mortlake Mansion: Summoned by an elderly magician to a strange mansion, your world is turned upside down when you suddenly become trapped within its walls. Why were you summoned there in the first place and where is the magician who asked for your help? Only by breaking the spell that has been cast upon the mysterious mansion, is there any hope for you to escape and unravel the answers to these troubling questions.

Important side note
: Just by playing The Game of the Day you will be entered into a monthly drawing to win a FlipCam HD. You don't need to do anything else, just play! The more you play, the more chances you have to win. For more information on the Game of Day check out the official Game of the Day hub.
Bookmark this site! Tags: free games, free online games, game of the day, games.com, hidden object, hidden object games, mystery games, mystery of mortlake mansion, online games, puzzle games


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Posted by Hao at Friday, May 06, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Mansion, Mortlake, Mystery

Tuesday, March 22, 2011

GDC 2011: Ron Gilbert's 'Odd Collection' Of Maniac Mansion Memories

.rss_ul ul {padding-left: 0px; margin-left: 0px;}.rss_ul ul li {padding-bottom: 5px;} GameSetWatch - GDC 2011: Ron Gilbert's 'Odd Collection' Of Maniac Mansion Memories Our sites:GameSetWatchIndieGames GamerBytesFingerGamingWiM Gamasutra « Best Of Indie Games: Surviving the Living Dead is a Rizky Business | Main | COLUMN: 'Game Mag Weaseling': Compilation Complication »

Saturday, March 5, 2011 GDC 2011: Ron Gilbert's 'Odd Collection' Of Maniac Mansion Memories

In a talk he described as less a postmortem and more "an odd collection of memories," Maniac Mansion programmer Ron Gilbert recounted the creation of the revolutionary 1987 classic at GDC 2011 on Friday.

As Gilbert said, the game "Popularized the point and click interface," and moreover, he believes he "coined the word 'cutscene'," showing vintage source code that backs him up.

During play, the game cut away to non-interactive story sequences.

Gilbert describes Maniac Mansion as "My favorite game, and it's very personal to me -- not because it's a great game, but because it's a very flawed game, and those flaws make it special to me."

The mansion in Maniac Mansion was inspired by George Lucas' Skywalker Ranch, where then-LucasFilm Games was housed and the game was developed. Both the external house and internal details, such as the spiral staircase in the library, are taken from the ranch.

Once the team had settled on the characters and setting and come up with a general plot and some interesting gimmicks, they reached a creative block.

Says Gilbert, "We kinda figured the game would just kind of write itself after this. We didn't even know the genre -- it wasn't an adventure game at this point. It was an amorphous game where you just went around and did stuff... I tried to imagine the gameplay and it didn't make a lot of sense to me."

A Christmas trip home changed everything, however. "Watching my eight-year-old cousin playing King's Quest made Maniac Mansion fall into place."

Sierra's King's Quest, however, featured a text parser -- something Gilbert found extremely frustrating. The game forced players to identify items on screen to interact with them and then type text commands. "This was not gameplay; this was not fun. Why can't I just point at this thing? I can see it right there!"

Thus the inspiration for a point-and-click verb-based system arose. Players chose actions from an on-screen menu rather than fighting a text parser -- a key innovation for the genre.

The cast of seven characters allowed players to choose any three -- each of which had their own abilities and, consequently, puzzles, making the game open-ended and replayable. This was not a goal of the team, Gilbert admitted, but just a cool idea.

"Dave was loosely modeled after me," says Gilbert, especially the character's mode of dress. "Wendy was modeled after a real person, and she worked in LucasFilm and did the accounting. Razor was named after [artist] Gary [Winnick]'s girlfriend Ray."

However, he says, "This was a genius idea we would come to completely regret later on in the game." The complexity that arose from the character combinations hobbled development -- especially because there was no design document, just a paper map of the mansion with an acetate overlay to show items, and a list of the characters and their abilities.

"It was complicated, and it was an unintelligible mess," says Gilbert. "As the game was coming together, we realized we'd made a huge mistake." Seven characters with their own puzzles and endings "was a complete clusterfuck."

The team debated stripping the game down to three characters -- or even one. "There's this point where you're in so deep you just want to scream and there seems to be no way out," Gilbert says. But they persevered, and the game shipped with seven. "In retrospect I think it really was the right solution."

After trying to code the game in 6502 assembly on the Commodore 64, the team decided to create a scripting language, SCUMM -- or Script Creation Utility for Maniac Mansion.

SCUMM would go on to be used for the company's next game, Zak McKracken and many other titles into the 1990s.

"One of the innovation that Maniac Mansion had over the Sierra games were scrolling screens," says Gilbert. "This presented a big technical challenge for me. I spent months -- months! -- hand-tuning 6502 assembly to get that screen to scroll and now I could just do it in PowerPoint," he joked.

He also had to create a custom art tool which, over several iterations, crunched the hand-drawn backgrounds down to 256 colors "but still retained a lot of the charm of Gary's art."

SCUMM was truly multitasking system -- for example, the clock in the mansion's lobby was its own script and ran in its own process. Thinking about the game "as small independent chunks and objects became a mainstay of how you programmed in the SCUMM system," says Gilbert.

One famous line from the game's dialogue is "Bernard! Don't be a tuna head!" This peculiar quote is well known to fans -- but, says Gilbert, originally this was supposed to be "don't be a shit head!" Gilbert and Winnick got in a huge fight with management over the line, but were asked to only keep it in if they could think of a good reason.

They couldn't, and the line was changed. However, Gilbert says that he went with "tuna head" as a subtle form of protest -- something that would stand out. ?

However, the team, over the two years of development, worked many seven day weeks, "late into the night for many months," with fundamental concerns. "Is this going to work? Is this a good game? Or are we just wasting our time?"

Gilbert talked about the famous "hamster in the microwave" sequence, in which some characters are willing to blow up the cute little critter. "We just completely laughed our asses off," says Gilbert. However, it also shows "the power of the SCUMM system -- it only took a few minutes to draw and script that game and it was fast and fun to put things into SCUMM games."

Later, he says, the team were able to crate Monkey Island "in an almost an improv fashion," thanks to SCUMM.

However, since "You could use any object with any other object and if it made sense we let [players] do it -- wire up and let them screw themselves." It's possible in many, many instances in the game to use unique items at the wrong spot and lose them, or never pick up items and lose access to them. In short, it's very simple to get into an unwinnable situation in Maniac Mansion.

Says Gilbert, "It's not that we were trying to be cruel or vindictive, it's just that we were being naive. It was so easy to wire this stuff up we didn't think through the implications."

Moreover, LucasFilm Games had one tester who "would play the game and jot down notes."

This was the first game LucasFilm Games (later LucasArts) published itself, and the entire game fit into 320 kilobytes. Unfortunately, a few weeks after it went on sale, Toys R Us pulled it from shelves because the word "lust" was printed on the back of the box and a patron complained to the company -- necessitating a reworking of the copy.

The game was also ported to the NES, where the original credits included a line for the designers of the "NES SCUMM system." Nintendo misunderstood and objected to this phrase - "Why would we insult their console machine like that?" Gilbert recalled Nintendo asking. Lucas was unable to explain the true meaning to Nintendo and "in the end we just shook our heads and removed it," along with a number of suggestive images.

"It's really easy to look back at games like Maniac Mansion through this lens of nostalgia, and look at what they came and make assumptions about what they were before they became anything, but for us, Maniac Mansion was just a game," Gilbert concluded.

"We loved it, and we hated it, and our only dream for it was that it wouldn't run the company out of business.

"We had a bunch of fun ideas but we didn't have a vision for the future. We just wanted to make a game and not get fired.

"We had no idea what we were doing, none whatsoever, and I think that's an important lesson, because sometimes you just need to do things, and sometimes thinking too much and knowing too much can hurt more than it can help."

Posted by Simon Carless on March 5, 2011 12:00 PM | Permalink

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Posted by Hao at Tuesday, March 22, 2011 0 comments Email This BlogThis! Share to X Share to Facebook
Labels: Collection, Gilberts, Maniac, Mansion, Memories
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