The Making of Karateka (Journals 1982-1985) by Jordan Mechner

Reading a non-fiction book and knowing things about the author that haven’t happened yet is an interesting experience.

The Making of Karateka is a collection of hand-written journals captured by Jordan Mechner that span from 1982-1985. The first few entries set the scene of Mechner’s life. In the beginning of the journal, Mechner is a 17-year-old Yale freshman with many interests. He loves music and films, but has also been busy programming games on his Apple II computer. Mechner has been shopping around his first game (an Asteroids clone) to publishers without much success, and has placed all his hopes on a new game he’s developing called Deathbounce, which is an Asteroids-like game with some original twists.

As the journal moves through Mechner’s freshman year we read about the typical struggles of a college freshman. Sometimes he focuses on his programming, sometimes he dreams of becoming a novelist or screenwriter, and often, he sleeps through his classes and wonders how he’ll pull out passing grades. During these entries, Mechner works out what he believes are the principles of fun games, and continues to inspire himself. He finds a little success with some of his programs, but not the huge success he dreams of.


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Mischief Maker’s Top 10 Unique Games

One of the biggest joys of indie gaming is the creative freedom bedroom programmers have to try crazy new ideas or genre-blends that no AAA developer would dare gamble their multi-million-dollar operations on. Here’s a list of some of the more unique games of recent years that offer something you probably haven’t experienced before.

1. Battle Chef Brigade

A silly mix of the brawler, platformer, and match-3 gem puzzler genres in a fantasy version of Iron Chef Japan.

Judges challenge you and your opponent to cook up a dish made from a certain monster and heavily emphasizing some combination of flavor. Then you rush from the kitchen into a monster-infested platforming arena where you must find and slay creatures whose randomly-dropped body parts have the flavor profile you seek. Then you dash back to the kitchen where the ingredients are converted into patterns of gems, whose color correspond to a different flavor, and you mix them in a pan by stirring them (rotating 4 gems in a square area) into lines of 3 gems that combine to a higher grade of gem. Get the highest total score from number and quality of gems in the dish while emphasizing the Judge’s requested flavor and you win!

As the game goes on things get more complicated. Monsters need to be fed in the field so they produce special ingredients, some ingredients have fragile gems that break if stirred too much, some monsters have poison gems that explode from stirring but can be neutralized and provide a free gem promotion if you manage to match 3 fast enough. To counter the challenge, you accumulate equipment to even the odds like weapons that improve your special moves, spices and sauces to tilt the match-3 in your favor, cutting boards to remove unwanted gems, and ovens that slowly process ingredients on their own while you’re out fighting in the field.

The game also has a unique graphic style; the animations have a relatively low number of frames, but the sprites are extremely detailed. This can be a problem for timing your dodges with certain monsters (dragons). The music is orchestral with a chipper feel, and the cutscenes are fully and competently voice-acted.

You get a story mode and plenty of aftergame content like custom matches, daily challenges, and a roguelite survival mode. While the main game is played almost entirely by the ninja-style Chinese food chef, the aftergame modes can also be played by the berserker-style Mexican food chef, and the necromancer-style junk food chef.

2. Seven: The Days Long Gone

Bummed that Cyberpunk 2077’s been delayed again? Check out Seven: The Days Long Gone for the taste of a CD Projekt Red-esque action RPG set in an open-world sci-fi dystopia, crossed with the game Assassin’s Creed SHOULD have been. In other words, lots and lots of parkour Benny Hill chases in a morally ambiguous open world where NPCs use curse words all the FOOKING time.

In a post-AI-rebellion-apocalypse world, you play a cyborg thief who during a routine burglary has his bionic eye hijacked by an ancient AI, then wakes up in chains on a Zeppelin being shipped to the prison island/archaeological gold rush of “Peh” for what the AI tells you is a secret mission for THE EMPRAH. Developer Fool’s Theory is made up of several Witcher devs, so the controls are very similar to Witcher 3, albeit fixed in an overhead isometric perspective. Like Assassin’s Creed you can freely leap, climb, and rappel through the surprisingly vertical environments of Peh, but unlike AC you have to actually aim and time your jumps instead of just holding down the “play the game for me” button. Your bionic eye allows you to enter detective mode at will, highlighting hiding spots, uncovering hidden treasures when moused-over, revealing the vision cone of a particular guard, and best of all, something that should be in ALL stealth games, you can fast forward time while waiting for a guard to turn their back.

As a prison island, Peh is an unpleasant and restrictive place with security gates everywhere. Graphics are cel-shaded, but with much more detailed textures than that usually implies. Music varies between twangy guitar in the populated areas and mysterious ambient in the ruins. The color pallette is your standard post-apocalyptic brown, and future tech is indicated by concrete structures with pulsing light leaking out through the seams that reminds me of Old Man Murray’s Marvin-from-the-future talking about working a construction job laying a futuristic type of drywall.

But all this aesthetic ugliness works to the game’s advantage because it accentuates the game’s experience of saying, “fuck the quarantine rules, I go where I want.” While you CAN legally buy visas for all the island’s security checkpoints, the absurd prices make it clear buying them’s a chump’s game when you can just as easily climb and sneak your way past for free. Likewise, just like Monty Cantsin said in his Morrowind review that Elder Scrolls-type open world games give you the irresistible urge to barge into people’s houses and steal everything not nailed down, Seven rewards that urge with its extensive crafting system, where even a broken lightbulb can be turned into a generic “tech component” to help craft a kickass techno-crossbow (protip: only break down items the game makes clear are busted or rotten, you’re gonna need those metal rivets and polymer forms for certain recipes). The game doesn’t have an XP system, instead rewarding exploration with caches of cyber-chips to install and higher-grade levels of equipment. While ostensibly you’re playing a thief, by late game with the right cyberware and weapons you can be a melee powerhouse doing aerial ninja throws.

A thoroughly enjoyable anti-authoritarian experience!

3. Thea 2: The Shattering

Somewhere between “King of Dragon Pass,” the strategy portion of “XCom,” and the early game of “Civilization” lies Thea 2, a story-heavy kinda-4X kinda-RPG game taking place in a fantasy world heavily based off Slavic mythology.

It’s not necessary to play Thea 1, this game does a good job filling in the story gaps, and I wouldn’t recommend part 1 anyway because of several gameplay flaws part 2 fixes. Suffice to say after a fantasy apocalypse that drenched the world in darkness, the heroes of the first game restored the world tree and put the world on the slow path to recovery. But in Thea 2 an apocalyptic explosion of light from underground has shattered the world into separate continents, scrambled the pantheon of gods, and threatens to tear the world of Thea apart. You play one of the new pantheon of gods, with your own particular blessings and story events, leading a tribe of survivors lead by your chosen prophet on a grand quest to survive in this dangerous world and put a stop to this cancerous light.

The game controls very much like a 4X game, with the world broken up into hexes, and your people only able to move a certain number of hexes per turn. In between turns you have the option of setting up camp where you can heal wounds, craft equipment, and gather nearby resources. Your people have classes, attributes, open skill trees, and a “paper doll” equipment system. Both on the world map and the resting phase, you’ll run into various story encounters with multiple paths to take “choose your own adventure”-style. When it’s time for a skill check, you play a 3-dimensional card battle game (2D board, with time as the 3rd dimension indicated by an action initiative bar on the side). Depending on the type of encounter, the skills and attack power of characters change; a heavily armored warrior may be a powerhouse in combat, but utterly useless in a negotiation, yet vice-versa for a bookish sage. Thea 2 allows you to play a character multiple times in a combat round at the cost of fewer actions, a big improvement over Thea 1 because it rewards specializing your characters. Like X-Com, you’re constantly fighting to get your teammates equipped with the best equipment to keep pace as the difficulty of world encounters increases over time. Also like X-Com your characters can get killed or cursed or otherwise screwed up by the Random Number Generator, but the game is designed to fill in team gaps with new characters as needed to keep the story going, and sometimes a bad encounter can turn into an unexpected boon as per the trailer.

Aesthetically the 3D map is unremarkable, but the hand-drawn art for character portraits and encounters is beautiful and detailed. All the text in the game is voice-narrated. While it follows the same story beats every play through, most long exposition events give you a dialog option to skip the story and get to the point. The music is a cross between Slavic folk songs and epic marches.

At turns unexpectedly interesting and funny, with an abstract but deep combat system, and an absorbing sense of escalating power with both planned and procedural story moments in equal measure. Thea 2 is not just an unusual blend of genres, it’s its own beast and I love it.

4. Kromaia

Despite owning the game for years and the developer coming to the forum to try to explain it to me, I still don’t feel like I fully “get” this game’s loop, but it’s definitely a unique experience so I’ll give it my best try.

Kromaia is like a cross between a Descent-style 6 degrees of freedom shooter, the classic rail-shooter/marital-aid “Rez,” and the procedurally evolving freeware shmup Warning Forever. It takes place in an abstract Tron-esque world of zero gravity polygons. You are a spirit flying a star fighter through this world at the behest of an imprisoned god, bringing vengeance upon her four rivals.

There are four different types of fighter (plus an unlockable fifth type) with different weapon systems and background music/color, and slightly different handling. Each story level is a maze of vaguely Mayan ruins, techno forests, particle colliders, and other bizarre locations populated by increasingly frenzied swarms of enemies as you explore for collectibles, pick up keys, and ultimately fight a screen-filling 3D boss with individual parts that must be shot off before the core is vulnerable. But the part of the game I prefer to story is the “Extra” mode where you fly at high speed through an enormous asteroid-choked arena through gate after gate while hounded by enemy swarms whose composition and tactics are procedurally adapting to your play style the whole time.

I’d describe the game’s aesthetic as an oversized Atari 800 game. From the abstract cuboid shapes of the enemies and arenas to the sound samples in the soundtrack, it’s all very evocative of a particular moment in 80s gaming at its trippiest. Between the ambient electronic droning, the enormous bloom-soaked floating arenas, and the incomprehensible story, it’s a dreamlike experience.

The odd thing about this game that distinguishes it from a regular Descent clone is how regular enemies move and attack. Even though you have free movement, they only attack from the front and will follow your turns with incredible speed to slide into your front view, making this free-roaming game nevertheless play like a rail-shooter. There’s also an odd wrinkle with mouse controls that I don’t know if it’s a bug or a feature (because the ship handling in this game is done via physics simulation but ships turn way faster with tiny mouse movements than rapid moves. Some bosses do the whole “stay in front” movement, but others tend to envelop you like they’re a level unto themselves. (Protip: the F1-F3 keys switch between camera zooms, and some are better for certain ships than others).

It’s weird, I don’t know if I’m playing it right, but it’s definitely cool, especially if you have a soft spot for the Atari 800.

5. Steamworld Heist

An entire subgenre of gaming has been created in the wake of Firaxis’ remake of X-Com, especially learning to deal with getting F’ed by the random number generator when your 92% chance shot misses at the worst possible time. But what would the tactical combat of X-Com be like if you replaced the simulated dice with a test of the player’s skill and reflexes instead?

It’s the distant future of the 1890s, Earth has been exploded and the resulting debris field is populated by sentient steampunk robots, fighting over sources of water to keep their boilers functional. You play a thief-with-a-heart-of-gold pirate captain whose buccaneering ways gets her and her crew wrapped up in a three way war for control of the shattered earth. All while following the insterstellar tour of the real-life steambot indie band who wrote and perform the OST. This game is indie squared!

Missions take place on randomly-generated side-scrolling multi-platform stages. Units have 2 action points and automatically duck behind cover. However unlike X-Com, there are no dice involved. You manually aim the barrel of your robot’s gun (with some slight wobble) ala. “Bust-a-Move” and the bullet moves as a physical projectile in the direction you pointed. If it hits a piece of cover it’s blocked, if you manage to fire at just the right moment to hit the corner of your enemy’s sprite poking out from behind the barrel they’re crouching behind, you hit. Head shots have a 50% chance to do extra damage. Sniper-class robots have laser sights and ricocheting bullets, allowing them to pull off ridiculous bouncing trick shots if you time your firing just right. It’s X-Com meets snooker!

Unlike X-Com, none of your robots suffer permadeath and any mission can be replayed at will, though the layout of the level will change. As your robots level up (max level 10) they gain secondary skills that change their battle roles considerably. Ivansky the Heavy becomes a near-invincible tank, drawing enemy fire away from his comrades before counter-attacking with a cover-destroying grenade then walloping survivors with his supercharged close combat attacks, while Beatrice the Heavy becomes a stationary artillery monster, pounding enemies to paste with bazooka fire. Note that New Game+ gives you all the previously unlocked robots from the very start at level 1, so if you already have a team of four who you like, you don’t need to feel obligated to grind levels for the new blood.

Note that this game was originally made for the 3DS and the console-friendly controls lean way more heavily on keyboard control than mouse, which could be a positive or negative for you. The aesthetic is crisp cartoonish robots with vaguely-western vaguely-sci-fi music playing in the background by the aforementioned indie band “Steam Powered Giraffe.” Very Firefly.

Looking for X-Com esque tactical combat in bite-sized chunks where you don’t have a Random Number Generator to mess you up/blame for your own bad aim? Steamworld Heist is an easy recommend.

6. Desktop Dungeons

Speaking of bite-sized chunks, Desktop Dungeons is a minesweeper-esque puzzle game that delivers the experience of leveling and fighting your way from novice to defeating the mightiest Foozle, all in the span of a single coffee break.

Just as Seven is a game built around the inevitable kleptomania players develop in open world games, Desktop Dungeons celebrates the act of playing RPGs at its most min-maxing stat-whoring rules-lawyering munchkin level. The level is divided into a square grid covered in fog of war and each tile you uncover restores a little health and mana for both you and any injured enemies in the area. Gameplay is entirely turn-based, enemies do no act except in retaliation to your actions, and combat results are mostly determinative with no RNG. You’ll quickly find that brainlessly slaying monsters of equal level to you wears out your HP and Mana faster than you can recover it by exploring. If you want to level up quick and efficiently enough to be able to take on the big boss, you’ll need to make crafty use of spells and equipment to punch above your weight against higer level enemies for an XP boost. As later dungeons increase the challenge level, you’ll start to use counter-intuitive techniques, like leaving behind low-level “popcorn” enemies who can be harmlessly killed off later for an easy levelup (which fully refills health and mana) mid-boss-battle. Even later you’ll unlock the ability to worship temperamental gods who grant powerful blessings but place severe restrictions on your actions, then learn the technique of building up generic “faith points” with one god, then switching religions mid-dungeon to do the previously forbidden actions and instantly unlock the most powerful blessings of your new god. It’s meta-riffic!

(Here’s a link to the wiki. You’ll need it).

Aside from a couple animated particle effects, Desktop Dungeons is a still image affair, with large expressive portraits for your character and all the monsters. It can easily run in a window on your desktop like a game of minesweeper. The music is a rousing orchestral march. One thing I personally don’t like with the aesthetics is this game comes from the “golden age” of indies, and there was an obnoxious amount of cross-promotion in games of this time, so one of the most common monsters in the early game is literally Super Meat Boy.

It’s short and sweet and tiny, but it can also be brain-bustingly difficult. Makes for a hell of a coffee break.

7. Space Pirates and Zombies 2

I never understood the success of the original Space Pirates and Zombies, there are so many games that did asteroids-style Newtonian physics combat with customized spaceships so much better. But Space Pirates and Zombies 2 came along and it’s a bigger, more ambitious, and massively improved game with most of the tedium removed or made optional, and the fanbase hated it.

SPAZ 2 is a spaceship customizing action RPG taking place in a living world galaxy coming under attack by a biomechanical zombie plague similar to The Beast from Homeworld Cataclysm. You start out the lowliest captain in the galaxy with a barely functional ship made from junk, but by the end of the game you’ll be the leader of a mighty faction with dozens of captains under your banner, flying a monstrously deadly dreadnought of your own design. But unlike other space games where you go from pauper to Emprah, SPAZ2 never shifts genres into a management game or an RTS; all that galactic conquest is directly in service to the core loop of grabbing the best quality parts, building a spaceship with it piece-by-piece, then bringing it into battle.

Combat in SPAZ 2 takes place in 3rd person on a 2D plane like Rebel Galaxy, but with much smarter AI turret logic. Your fleet consists of your customizable mothership and an escort of up to four strike craft (which includes every ship type from SPAZ 1), and the ability to switch to direct control over any ship in your fleet. What really makes SPAZ 2 unique is instead of slotting weapon systems into an existing ship model, your ship is built piece-by-piece like a Lego creation. Cubic squares form the innards of the ship and provide its base stats while outer edge parts provide the weaponry. The handling of your ship is based on the physics of its shape, with the “bridge” cube acting as center of mass. You really need a plan of attack when you build your ship, a “jack of all trades” design does not survive in the late game. But the cool thing is with these ships made of individual parts, ramming maneuvers are the most satisfying of any space game. While battlefleet gothic just has your ship awkwardly bump into the enemy for a couple seconds until the enemy suddenly explodes, a well-aimed ramming in SPAZ 2 can literally rip the enemy’s ship in half.

Unfortunately all this modularity does not make for the prettiest spaceships. At best you could say a SPAZ 2 mothership looks like the Cygnus from Disney’s The Black Hole if all the mirror-faced cyborgs were throwing a ship-wide rave with Maximilian as DJ. The developers lean into the game’s absurd visuals with all other space captains looking like characters from a sci-fi edition of the Garbage Pail Kids, with insane voice acting to match. The bombastic orchestral soundtrack seems misplaced next to all that intentional silliness. On a personal note, I find the voice actor for Carl your mad scientist hilarious.

At its core SPAZ 2 is just as much the game about grinding as SPAZ 1, but the loop is way less repetitive. Boring mining missions are present but totally optional, it’s mostly going to be combat. But the type of combat evolves as you go up in power level, from scavenging leftovers when assisting stronger ships in battles against bandits, to taking down bandit bases yourself, to fighting enemy factions so you can expand your empire and improve the type and quality of parts manufactured on your bases, to taking the fight to the zombie alpha directly. Slow and steady wins the race in SPAZ 2, but steady doesn’t mean samey.

There’s not another space game that gives you this amount of control over the design of your ship, and this amount of focus in its other systems all leading back to the building of your custom ship.

8. Yoku’s Island Express

I know I already mentioned this game in my earlier Chill Games List, but the all-powerful algorithm likes top 10 lists, and this certainly fits the bill as a unique game. A pinball metroidvania!

You play a dung beetle tethered to a giant pinball who arrives at a magical tropical island to be its new postmaster, only to arrive at the exact moment a horrible ancient evil called the “godslayer” critically wounds the island’s patron god. The island’s leader tasks you with tracking down all the island’s elders to perform a magic ritual to heal the injured god, but you can’t help but feel like the godslayer is watching you the whole time.

Yoku rolls his ball around with the arrow keys for normal movement, but throughout the game world are color-coded flippers (blue for left, orange for right) that you activate with the shift keys, sending the ball flying with the virtually weightless beetle dangling behind. Not only are flippers used for faster travel in the world map, but the major puzzles and boss battles in the game take place in complete unique pinball tables. I remember a time when a full-price pinball game gave you at most 3 tables. There isn’t a scoring system per se, but bumpers spit out fruits in bubbles that act as the island’s currency. In true Metroidvania fashion, throughout the game you pick up new tools that let you do things like blow up obstructions, swim underwater, and grapple-swing to access new areas.

The game is presented in vividly colorful sprites with a fun jazzy soundtrack, but there’s some seriously contextually enhanced creepiness with the godslayer as you suddenly encounters nests of murdered infant bunnies and see the jagged mark left on its victims by the godslayer’s horrible claws.

If you like pinball, you’ll like this game. I’ve 100%’ed it several times but it’s as fun to replay as a favorite pinball table.

9. The Last Federation

AI War is the game Arcen Games is most known for, but I’m not very good at it and it has imitators (Infested Planet, Sorcerer King, etc.) so instead I’ll talk about their second most successful title.

In the middle of a massively complex Crusader Kings-esque 4X simulation between 7 alien factions out to kill each other, you play the last survivor of a higher race of aliens dipping in and interfering with their development for the purpose of bringing the entire star system under the lasting peace of a unified multi-species federation. So essentially you’re Merlin the Magician uniting Britain IN SPACE!

On one hand the 4X is playing itself so you only need to pay attention to a few of the moving parts at a time, on the other hand once you wrap your head around the complexities, the amount of options for you become staggering. One race is being attacked and losing the battle, how do you intervene and save them? You could take the direct route and fight off the attacking fleet directly with your superior combat skillz (more on that later), but that would majorly piss off the attacking side and leave them vulnerable to a counterattack by a third party. OR you could use your influence to massively speed up fleet production for the side under attack, angering nobody, making money for yourself, endearing yourself to the besieged side, and when the conflict ends in a stalemate you get to clean up the battle debris, one of the most profitable activities in the game! You only have to dive into the complexity as much as you want, but the more you dig in, the more Machiavellian the options get.

And you’re gonna need to be Machiavellian because the alien races are the most uncooperative bickering pain-in-the-asses. Each race has their own personality and governmental structure. Say you want to the Boaraines to start a trade route with the Skylaxians to passively improve their relations over time, that’s not gonna happen if the current Boaraine regent is an isolationist who won’t even consider the option. Dare you risk an assassination? The communist Peltians have no interest in your cash bribes and will only follow your suggestions if you spend lots of time directly helping their development, then turn around and use the advantage you gave them with all those good deeds to start a carpet-bombing campaign against the Evucks. And the savage Burlusts are constantly going to war, spreading hate, and generally being destructive assholes, but if you patiently cultivate your relations with them they can instantly start a 3-way Federation between some of the strongest factions in the system. And then once you have the start of a federation, anti-federation groups pop up to mess with your plans! And if you put off the Federation for too long, there are super-weapons waiting at the apex of each species’ tech tree that will cause absolute havok.

Combat is another unique aspect of the game. The best way to describe it is, “turn-based bullet hell.” You drag a line for your ship’s intended path, then pick which of your 3 weapon systems will fire and which target, kinda like Battlestar Galactica Deadlock or Critical Mass. But enemy ships don’t directly fire back in kind, they shoot danmaku-esque patterns of bullets, like cross shapes and splitting bullets and so on. It’s impossible to avoid all bullets and your shield can absorb a few, but blunder into the thickest part of an enemy bullet pattern and you’re gonna be hurting. It doesn’t sound like it would work but it actually works really well, even in high-speed dogfights.

Aesthetically I think the music’s great, but that’s about it. The presentation is mostly still images of planets with rows and rows of choose your own adventure buttons across them. Also for a game so dependent on it’s story and the personality of its factions, the in-game lore is shockingly sparse. You need to watch the story video I linked for this article because for some reason the in-game lore barely explains any of this.

This game is the most fun I’ve ever had in any game that promised me Machiavellian maneuvering. If you can get past the production values you’ll find there’s a reason this is such a sleeper hit.

10. Speed Brawl

Like Kromaia, this was a game that baffled me when I first played it, but unlike that game I now understand Speed Brawl. It’s entirely the developers’ fault, though. As they admitted to me, in their rush to generate social media buzz in the fighting game community with “hidden techniques” they went overboard and left out core game mechanics. So this is going to be as much a beginner’s guide as a mini-review.

The premise is you’re a participant in a pit-fighting tournament in a steampunk Victorian England in the aftermath of a war against cartoon versions of the bugs from Starship Troopers. Speed Brawl is the new sensation where fighters must punch their way through a swarm of corralled bugs and reach the finish line in time. You’re a spunky pair of fighters looking to prove their worth in the arena, cue typical sports management storyline with over-the-top Saturday morning cartoon villains.

It’s a 2D side-scrolling brawler where you get locked by invisible walls at several points in the track and have to kill all the bugs who stand in your way as quickly as possible. While SB controls like a typical brawler, it plays totally differently. Shoulder slams from hitting the dash button do equivalent damage to a punch, but when you hold down the dash button for half a second, your character flashes yellow for a big damage boost, and if you keep holding for another split second you’ll flash red for a massive damage boost, far more time-efficient than comboing an enemy with regular attacks from a standstill. This is the game’s momentum system. But if you dash by kicking off a wall (and invisible walls at the arena’s edge count), or spinning from a pole, you instantly yellow flash and can reach red in half the time. What this results in is a Tony-Hawk-esque experience of finding the perfect “lines” through stage layouts to pinball your fighter around and do the most damage in the least amount of time. You also have stamina-fueled special attacks that do consistent damage regardless of your momentum, so they can be used to keep your line going through empty portions of the map. Once I figured out the arena-exploiting nature of the combat, it quickly became one of my favorite brawlers.

There are 6 player characters in total you unlock over the course of the game, 3 light 3 heavy, and you bring 2 into every match with the ability to tag-team at will. Light fighters move the fastest and their special moves and ultimates are devoted to crowd control of weaklings, but heavies start slow but get faster and faster the higher the combo goes and their special moves tend to focus fire on a narrow area for heavier damage against a single target. Between matches there’s an equipment system whose console-friendly controls unfortunately requires 2-3 more button presses just to equip a goddamn pair of boots then necessary. The game has an elemental damage system that’s way more complicated than necessary, but in practice it’s just a passive way to nudge the player into using characters other than your two favorites (instead of taking your poison-based main character into this stage of just poison enemies, why not give the new fire-based guy a try?)

Graphics are hand-drawn 2D sprites, and music is Saturday morning cartoon rock. I don’t like the protagonist’s default “Goku with tits” look, but later patches added an alternate costume that makes her look like a roller-derby lesbian, the most bad ass combatant imaginable.

It’s a game that requires you to abandon most of your fighting game muscle memory to do it right, but once you get the hang of it, it’s a bone-crunching good time!

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Mischief Maker

A Look at the Commodore 64 Mini

If the greatest trick the devil ever pulled was convincing the world he didn’t exist, the greatest trick marketing executives ever pulled was convincing consumers to purchase the same things over and over. For example, in my lifetime I’ve purchased five copies of AC/DC’s Back in Black — once on vinyl, once on cassette, once on CD, once on iTunes, and, most recently, again on vinyl. Ten years from now if they figure out a way to beam music directly into our brains, I’m sure I’ll buy a sixth copy. Hells Bells, baby.

I’m not sure there’s a form of entertainment that milks their customer base harder than the video game industry. Year after year and decade after decade, gaming heavyweights like Nintendo, Sega, and Sony continue to sell us virtual versions of the exact same games we purchased (in some cases) more than three decades ago. None of us who owned a Nintendo back in the 1980s could have predicted that the hottest holiday gift thirty years later would be the Nintendo Classic — a miniature version of the NES that plays the exact same games we grew up with.

But before I owned my first NES (and long after I sold it) I owned a Commodore 64, a machine I have fond memories of to this day. It was the computer I discovered BBSes on, wrote programs on, and of course, played a never ending stream of games on. By the time 16-bit computers and consoles hit the market many Commodore 64 games felt and looked dated, but nostalgia is a powerful drug. Even though I still own the Commodore 64 I grew up with (and an SX-64, and a Commodore 128, and a couple of spares, and a bevy of devices that can accurately emulate the Commodore 64’s innards including a MiST FPGA, a Raspberry Pi, tablets, and laptops), when I saw the C64 Mini, I ordered one anyway.

Like all of the “mini” consoles that have been released to date, including the Atari Flashback, Nintendo’s NES and SNES miniature consoles, and Sony’s PlayStation Classic, the C64 Mini is, if nothing else, cute. The machine is approximately half as deep and half as wide as the original; even as the largest of the current wave of mini consoles, it’s still adorable. The case’s unique dual brown tones, even if they aren’t 100% accurate, clearly identify the machine as a descendant of the original 64. A closer inspection of the case reveals a few of the system’s upgrades: RCA video has been replaced with HDMI, the two 9-pin joystick ports have been replaced with USB ports, and power, once supplied by an inefficient black brick, is now provided through a micro-USB port. For anyone unsure, the system’s keyboard is a single non-functional piece of plastic.

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Mischief Maker’s Chill Game List

Like the title says. Games to help you chill out, maaaaan.

Trine 2: The Complete Story

To this day one of the most beautiful games ever created, and yes that is also in comparison to Trine 3 and 4.

Trine 2 is a side scrolling puzzler with a heavy emphasis on its physics engine and strongly influenced by The Lost Vikings. The player controls 3 characters with varied skills who can body-switch in a blink, and fight their way through armies of nefarious goblins and mind-boggling witch’s portal-traps to solve the mystery of the talking flower. Along the way they’ll pick up hundreds of magic potions that unlock new powers in their extensive skill trees, providing new ways to fight and new tools to solve puzzles.

All of this happens in one of the most gorgeously rendered storybook-come-to-life worlds I’ve ever seen realized in video game form. I’ve long since solved the game’s puzzles, but playing it over and over is still a delight to this day, it’s that pretty.

Aven Colony

A “lite” city builder that tasks you with creating mankind’s first space colony on the nearly Earth-like moon of the gas giant Aven Prime using TNG-esque levels of technology.

It’s not all juggling power levels with food income and entertainment infrastructure. Aven Prime is teeming with life, much of it unfriendly, like giant sand worms, or floating plague spores, or more intelligent foes who need to be fought off with plasma turrets. The moon’s environment itself constantly throws curve balls, changing seasons from summer to winter in a single day and frequently having lightning and hailstorms. But despite all this the game remains imminently accessible, maybe holding your hand a little too much with constnat tutorial mini-quests that give substantial resource rewards (sandbox mode lets you play without these tutorials).

While a game like Surviving Mars shows what a claustrophobic nightmare being trapped on an Elon Musk-style Mars colony would be, I would love to live on Aven Colony. Building an entertainment center and gaining the ability to explore your creation in a 3rd person chase cam behind a hover cab is an experience that feels hopeful and optimistic in a way Star Trek hasn’t been for decades. It doesn’t hurt that the graphics really show off the Unreal Engine 4 at its absolute best.


Solitaire is a chill game, but gets kinda boring. Shadowhand is solitaire mixed with a Puzzle-Quest-style battle system and all tied around an extensive story of a young 18th century noblewoman who by chance is forced to take on the disguise of a busty highwayman and go on an alarmingly murderous rampage to save her friend and uncover a vast conspiracy. So significantly less boring.

The solitaire game is fairly simple at its core. Cards are fanned out in various piles on the table, and your job is to remove them by picking a card one point higher or lower than the current card in your hand, replacing your hand card with the one removed, keeping it going in as long a combo as you can before having to draw a new card. Longer combos give larger rewards. The combat scenarios have you and the enemy making matches from the same table of cards, with combos charging up your weapons, and longer chains add to a damage multiplier. Weapon attacks end your turn. Sometimes the card piles are locked until you find a key item buried in another pile, sometimes you and your enemy are racing to be the one to grab the healing potion buried under some piles. The game has a surprisingly deep equipment system, allowing you to see the strengths and weaknesses of your opponent and change outfits before every match to maximize your advantage while gradually dressing your protagonist into some kind of lunatic clown pimp.

The one detail that might harsh your chill is this is solitaire at the end of the day, and a bad shuffle is a bad shuffle, even in verses battles. But the game does give you several active powers to turn the odds back in your favor, including a titular Shadowhand ability the re-scrambles the entire table. Do you want the very best Solitaire game ever made? This is it.

Tokyo 42

An isometric overhead GTA-clone taking place in an idealized sci fi Tokyo at a “Where’s Waldo?” level of zoom. In the future, death has been cured by nano-drugs that restitch people’s bodies back together in seconds, making assassination a much less despised profession. Forced into becoming a freelance hitman to get the underworld contacts necessary to clear your name of a crime you didn’t commit, Tokyo 42 is the chillest game about murder and mayhem I’ve ever played.

You move with WASD and aim with the mouse. Bullets are rendered as 3D objects and need to be lined up vertically as well as horizontally, but this game is much more forgiving than Brigador with the aiming mechanics. At any time you can rotate the camera 45 degrees to get a better angle on your target or reveal new routes to travel in. Occasionally you will get a warning that there’s a rival assassin in the crowd and you need to figure out which random passerby is about to attack. If you go on a rampage, the game has a full GTA-style star system where you’re at first attacked by cops in hover cars, later by “Ghost in-the-Shell spider tanks.

The aesthetic of the game is like Mirror’s Edge if that bright dystopia was much livelier and more inviting. The music is wonderfully immersive and very, very chill. Note that the Smaceshi’s Castles downloadable content is just a series of short puzzle missions a la the VR Missions from Metal Gear Solid on an entirely different map.

Driftland: The Magic Revival

A real time 4X game in the vein of Sins of a Solar Empire taking place on a shattered fantasy world made up of floating islands. You and your opponents are the first wizards born in a generation powerful enough to bring the floating shards together and bridge them, setting off a war to see who will be the first to rebuild and subsequently rule the world.

In addition to Sins, Driftland is influenced by the Majesty games. Your army is made up of individual hero units who you don’t control directly, but rather influence their actions by placing reward flags throughout the world. The economy is nothing like Majesty, though, none of the heroes have their own money, you’re instead balancing the limited housing each shard can support with the land-hungry farming necessary to feed them so your citizens can be put to work extracting resources used to equip your heroes with various skills to make them more potent fighters against hostile barbarians and rival kingdoms. The most powerful floating islands you can capture have nests on them where heroes can tame a flying mount ranging from a giant raven to an actual dragon (Dwarves don’t tame, they build their own flying machines). Obviously in a world of floating islands, heroes who can fly have a huge advantage.

Another game that shows off the Unreal Engine 4 at its best. Gorgeous glowing spell effects, close zoom levels that let you see a dizzying horizon of stars above the exposed planet’s core. And each of the 4 factions has their own separate musical score that changes dynamically with the action. I personally love the African Tribal sound they chose for the wood elves’ OST, reminiscent of Civilization 4. Note that there’s a big balance overhaul/expansion coming in June so aspects of this mini review may be out of date very soon.

Yoku’s Island Express

A pinball Metroidvania! You play a dung beetle tied to a huge pinball who has just been given a job as the postmaster on a magical tropical island, but just as you arrive an ancient evil called the Godslayer has critically injured the Lovecraftian deity who sustains the island. So it’s up to you to gather the island’s scattered elders to heal the deity while delivering everyone’s long-overdue letters and packages.

You can roll your ball across flat stretches dung beetle-style with the arrow keys, but the island is dotted with color-coded flippers everywhere that flip automatically when you hit the corresponding shift key, sending the ball flying with your effectively weightless beetle dangling behind it. Your primary mode of travel will be bouncing your way through ramps and other obstacles behind your ball. The entire island is basically a giant pinball table!

The game is rendered in bright colors with a peppy soundtrack as you bounce and slide your way through its delightful environs. Unfortunately most of the distinct “tables” in the game are solved by shattering their targets, not leaving much room for repeat play in a single session. But this is a game I’ve 100%’ed many times, and replaying it doesn’t get any more old than replaying a favorite pinball cabinet. (Protips: some flippers are hidden in the background and only revealed when you flip them, and the noise maker can explode nearby slugs. You’ll thank me later!)

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Mischief Maker

Descubra o Encanto de Lucky Jet: Uma Análise Detalhada do Jogo que Está Revolucionando o Universo dos Cassinos Online

Lucky Jet

Lucky Jet é um jogo inovador que combina adrenalina, estratégia e a chance de ganhar grandes prêmios em dinheiro. Este jogo tem ganhado uma popularidade estrondosa entre entusiastas de jogos online, principalmente por oferecer uma mecânica simples mas cativante. O princípio é claro: aposte num número, assista ao crescimento do multiplicador e retire seus ganhos antes que o personagem Lucky decida voar para longe com eles.

Como Funciona o Lucky Jet?

No coração do Lucky Jet está uma dinâmica que desafia os jogadores a calcular riscos e recompensas em tempo real. O jogo começa com o Lucky, o personagem principal, segurando um balão. À medida que o jogo progride, o balão eleva-se incrementalmente, aumentando o multiplicador associado às apostas dos jogadores. O desafio é retirar os ganhos antes que o balão estoure. A simplicidade deste mecanismo torna-o acessível, mas a sua natureza imprevisível mantém os jogadores na ponta dos seus assentos.

Estratégias Vencedoras no Lucky Jet

Desenvolver uma estratégia eficaz para Lucky Jet pode significar a diferença entre um pequeno lucro e um grande jackpot. Muitos jogadores experientes recomendam uma abordagem conservadora inicialmente, retirando ganhos a multiplicadores baixos para acumular uma base de fundos. Com o tempo, e à medida que se familiarizam com o ritmo do jogo, começam a arriscar por multiplicadores maiores. Outra tática popular é a de estabelecer um limite de perda, uma prática prudente em qualquer forma de jogo.

O Impacto dos Jogos de Cassino Online como o Lucky Jet

A ascensão dos jogos de cassino online, como o Lucky Jet, tem transformado a indústria do entretenimento. A conveniência de jogar de qualquer lugar, a qualquer hora, atraiu uma legião de novos jogadores e revitalizou o interesse por jogos de apostas. Além disso, com o advento de tecnologias como a realidade aumentada e a blockchain, espera-se que jogos como Lucky Jet continuem a evoluir, oferecendo experiências ainda mais imersivas e seguras para os usuários.

A Cultura dos Jogos e a Integração com Outras Mídias

Lucky Jet não é apenas um jogo isolado no mundo dos cassinos online; ele representa uma parte crescente da cultura de jogos que cruza com várias formas de mídia. Muitos streamers e influenciadores digitais têm dedicado tempo para jogar e revisar jogos como Lucky Jet, aumentando sua visibilidade e apelo. Essa interseção entre diferentes plataformas de mídia e jogos é um fenômeno que só tende a crescer, ampliando as fronteiras do que tradicionalmente se considerava o mercado de jogos.


Lucky Jet oferece mais do que apenas uma forma de entretenimento; ele propicia uma emocionante aventura em que a sorte, a estratégia e o timing desempenham papéis cruciais. À medida que o jogo continua a capturar a imaginação e o interesse de jogadores ao redor do mundo, ele se estabelece como uma peça fundamental no panorama dos jogos online. Se você deseja vivenciar a emoção e a possibilidade de ganhos substanciais, Lucky Jet pode ser o seu próximo destino favorito no mundo dos jogos online.

Exploring Ozempic: Its Impact on Lifestyle and Gaming Performance


Ozempic, a medication that has garnered significant attention for its role in managing type 2 diabetes, acts primarily by regulating blood sugar levels. Composed of semaglutide, it mimics the action of an incretin hormone, which helps to increase insulin release and decrease glucagon secretion when glucose levels are high. Moreover, Ozempic is celebrated for its efficacy in promoting weight loss, a common challenge for many individuals with diabetes. This dual benefit not only improves overall health but also enhances daily functioning and quality of life for users.

The Connection Between Ozempic, Health, and Enhanced Gaming

As gaming continues to rise in popularity, players seek every competitive edge, including optimal health status, which directly affects cognitive functions like focus, reaction times, and endurance. Ozempic’s
role in stabilizing blood glucose and reducing weight can significantly benefit gamers. Stable blood sugar levels can improve cognitive function, thus potentially leading to better in-game performance. Additionally, the weight loss associated with Ozempic may increase comfort and mobility during long gaming sessions, reducing fatigue and boosting overall energy levels.

Ozempic’s Impact on Long-Term Gaming Careers

Professional gamers and enthusiasts often face health challenges related to sedentary lifestyles, such as obesity and metabolic syndrome, which can be mitigated by medications like Ozempic. Managing weight and maintaining a healthy metabolism not only supports a longer, more sustainable gaming career but also promotes a healthier life beyond the screen. Furthermore, the positive changes in physical health can improve mental health, enhancing focus and reducing stress during competitions.

Exploring the Side Effects of Ozempic in a Gaming Context

While Ozempic offers numerous health benefits, it is not without side effects, which can include gastrointestinal disturbances, potential risks of diabetic retinopathy, and more. Gamers considering this medication should be aware of these potential issues as they could impact gaming performance. It’s crucial to consult with a healthcare provider to balance the benefits and risks effectively.

Strategic Health Management for Gamers Using Ozempic

For gamers who are using Ozempic, strategic health management is crucial. This involves regular monitoring of blood glucose levels, adherence to a balanced diet, and incorporating physical activity into daily routines. Moreover, staying informed about the latest health and medication insights can empower gamers to make informed decisions about their health and gaming strategies.

In conclusion, Ozempic presents a promising avenue for improving health outcomes related to type 2 diabetes and obesity, which can indirectly enhance gaming performance through improved cognitive functions and physical health. Gamers and individuals engaged in esports should consider these benefits and potential side effects in consultation with healthcare professionals to optimize both their health and their gaming capabilities.

Aviator Casino: L’Innovazione nel Mondo dei Casinò Online e il Suo Legame con il Gaming Virtuale


Aviator Casino rappresenta una rivoluzione nel panorama dei giochi di casinò online, distinguendosi per il suo approccio unico e la sua interattività. Questo gioco si basa su un modello matematico che permette ai giocatori di sperimentare una dinamica di gioco completamente nuova, con una crescente popolarità tra gli appassionati di videogiochi. La sua interfaccia user-friendly e la grafica accattivante attirano giornalmente migliaia di utenti, desiderosi di provare un’esperienza di gioco innovativa. Il gioco combina elementi tipici dei casinò con strategie che richiamano i videogames, creando un ponte tra due mondi apparentemente distinti. Grazie alla sua crescita esponenziale, Aviator è diventato un punto di riferimento per i giocatori che cercano emozioni forti e nuove sfide.

Il Gameplay di Aviator: Un’Esperienza Unica

Il cuore dell’esperienza di Aviator risiede nel suo gameplay, che si distingue per semplicità e profondità strategica. I giocatori devono prevedere il momento in cui un aereo in volo aumenterà il suo moltiplicatore prima di sparire dallo schermo. Più l’aereo vola alto, maggiore è il moltiplicatore applicato alla posta iniziale del giocatore. Questo meccanismo rende ogni partita intensa e imprevedibile, garantendo adrenalina pura. La possibilità di ritirarsi in qualsiasi momento con il proprio moltiplicatore aggiunge un ulteriore strato di strategia e decisione, facendo di Aviator un gioco di abilità tanto quanto di fortuna.

Interazione e Social Gaming in Aviator

Uno degli aspetti più innovativi di Aviator è la sua componente sociale. Il gioco permette ai giocatori di interagire tra loro in tempo reale, condividendo strategie e emozioni. Questa interazione arricchisce l’esperienza di gioco, creando una comunità vibrante e attiva, dove gli utenti possono scambiarsi consigli e supportarsi a vicenda. Inoltre, Aviator incoraggia la competizione sana con classifiche e tornei regolari, dove i migliori giocatori possono dimostrare le loro abilità e vincere premi significativi.

Tecnologia e Sicurezza: Pilastri di Aviator

La tecnologia alla base di Aviator è all’avanguardia, garantendo un’esperienza di gioco fluida e sicura. I sistemi di crittografia avanzati proteggono le informazioni e le transazioni dei giocatori, assicurando la loro privacy e sicurezza online. Inoltre, il gioco è sviluppato per essere compatibile con vari dispositivi, consentendo ai giocatori di godere della stessa qualità di gioco sia su desktop che su dispositivi mobili. Questa flessibilità dimostra l’impegno degli sviluppatori di Aviator nel rispondere alle esigenze di un pubblico moderno e tecnologicamente avanzato.

Aviator e l’Integrazione con l’Ecosistema dei Videogiochi

Aviator non solo si ispira al mondo dei videogiochi per alcuni dei suoi meccanismi di gioco, ma si integra attivamente con questo ecosistema. Attraverso collaborazioni strategiche con sviluppatori di videogiochi e piattaforme di streaming, Aviator ha ampliato la sua visibilità e attrattività. Queste sinergie hanno permesso di creare eventi esclusivi e promozioni incrociate, beneficiando sia i giocatori di Aviator sia gli appassionati di videogiochi, consolidando un legame profondo tra due industrie in rapida crescita.

Il Fascino Infinito di Crazy Time: Una Rivoluzione nel Mondo dei Casino Online e dei Videogiochi

Crazy Time

Crazy Time è un gioco rivoluzionario che unisce l’emozione dei casino online con l’interattività dei videogiochi. Sviluppato da Evolution Gaming, questo gioco si distingue per la sua capacità di offrire un’esperienza di intrattenimento unica. Gli utenti vengono trasportati in un mondo colorato e dinamico, dove possono scommettere su diversi segmenti ruotati da un vero presentatore. Crazy Time offre quattro diversi giochi bonus, ognuno con la promessa di moltiplicatori significativi. L’attrattiva principale di Crazy Time è la sua imprevedibilità e il potenziale di vincite elevate.

Caratteristiche Uniche del Gioco

Il cuore di Crazy Time risiede nella sua ruota gigante, dove i giocatori piazzano scommesse sui numeri 1, 2, 5 e 10 e sui quattro giochi bonus: Cash Hunt, Pachinko, Coin Flip e Crazy Time. Ogni gioco bonus è progettato con elementi visivi accattivanti e meccaniche interattive. Per esempio, Cash Hunt presenta una parete di 108 moltiplicatori casuali nascosti dietro simboli colorati. I giocatori scelgono il loro bersaglio e rivelano il moltiplicatore, che aumenta la loro vincita iniziale.

Interazione e Tecnologia all’Avanguardia

Crazy Time si distingue non solo per il suo format innovativo, ma anche per l’uso avanzato della tecnologia. Il gioco utilizza una combinazione di tecnologie di realtà aumentata e effetti speciali visivi per creare un’esperienza coinvolgente e teatrale. L’elemento di interazione diretta con il presentatore e la possibilità di partecipare attivamente ai giochi bonus attraverso scelte e azioni rendono ogni sessione unica e personale.

Strategie di Gioco e Consigli

Sebbene Crazy Time sia basato sulla fortuna, esistono strategie che i giocatori possono adottare per ottimizzare le loro possibilità di vincita. È consigliabile distribuire le scommesse in modo equilibrato tra numeri e giochi bonus, tenendo conto delle probabilità di attivazione dei bonus stessi. Un approccio cauto e ben calcolato può aiutare a gestire il saldo e aumentare le potenziali vincite grazie ai moltiplicatori.

Perché Crazy Time Sta Rivoluzionando il Mercato

Crazy Time non è solo un gioco, ma una pietra miliare nell’evoluzione del gioco d’azzardo online. Con la sua capacità di fondere elementi di giochi televisivi, videogiochi e scommesse tradizionali, sta attirando un pubblico vasto e variegato. Questo gioco rappresenta il futuro del settore dei casino online, dimostrando come l’innovazione tecnologica possa trasformare radicalmente l’intrattenimento digitale.


In conclusione, Crazy Time offre un’esperienza di gioco ineguagliabile nel panorama dei casino online. Con la sua combinazione vincente di tecnologia all’avanguardia, gameplay interattivo e potenziali vincite generose, si sta affermando come uno dei giochi più popolari e rivoluzionari del momento. Se sei alla ricerca di un’avventura emozionante e ricca di azione, Crazy Time è il gioco che fa per te.

Mega Moolah Casino: Where Gaming Meets Gigantic Jackpots

Mega Moolah

Mega Moolah, often referred to as the “millionaire maker” among online casino games, stands out not only for its high payout potential but also for its engaging gameplay that echoes the thrill of video gaming. This progressive slot game has made headlines multiple times for awarding some of the largest jackpots in online casino history. Its interface, reminiscent of a classic video game, features vibrant graphics and engaging sound effects, enhancing the gaming experience. The game is developed by Microgaming, a leader in the online casino software industry, ensuring a high-quality, seamless gaming session every time. Mega Moolah’s gameplay is straightforward, making it accessible to both newcomers and experienced players alike.

Understanding the Basics of Mega Moolah

Mega Moolah features a simple layout with 5 reels and 25 pay lines, where players can win in a variety of ways. The game is famous for its progressive jackpot, which grows with every bet placed by players across the globe. There are four different progressive jackpots: Mini, Minor, Major, and the Mega jackpot, which can transform a player’s life overnight. The African safari theme adds an exotic touch to the game, with symbols like lions, elephants, and giraffes populating the reels. Players trigger the jackpot wheel randomly, adding an element of surprise and excitement akin to video game bonus levels.

The Video Game Appeal of Mega Moolah

Mega Moolah appeals to video game enthusiasts by integrating elements commonly found in video games, such as progressive levels, rewards, and random bonus rounds. The thrill of advancing through different levels of jackpots mirrors the progression systems in many adventure and RPG video games. The random nature of triggering the jackpot wheel keeps players on the edge of their seats, much like unpredictable gaming scenarios that require player adaptability. The game’s colorful and lively graphics are designed to captivate players, much like a well-crafted video game world. Moreover, the use of familiar gaming tropes makes it an easy transition for gamers new to the casino scene.

Strategies for Winning Big on Mega Moolah

While primarily a game of chance, certain strategies can be employed while playing Mega Moolah to potentially increase your odds of winning. Setting a budget and sticking to it is crucial, as it allows for extended play sessions without risking financial strain. Playing the maximum bet can also increase the chances of triggering the jackpot wheel, a tactic familiar to gamers who maximize resources for better rewards. Keeping track of play sessions and adjusting bets according to the current balance can help manage funds efficiently. Additionally, understanding when to quit is essential to secure winnings and avoid losses, similar to strategic retreats in gaming.

Community and Player Support in Mega Moolah

The community around Mega Moolah is as vibrant as any gaming community. Forums and chat rooms dedicated to online casinos often buzz with stories of winnings and strategies, akin to gaming forums discussing levels and bosses. Microgaming’s support ensures that players have access to help when needed, and their frequent updates keep the game running smoothly, reflecting the ongoing support seen in video game franchises. This robust support and community help players feel part of a larger network, enhancing the overall enjoyment and engagement with the game.

Why Mega Moolah Remains a Top Choice

Mega Moolah continues to attract players with its simple yet captivating gameplay and the chance to win life-changing jackpots. Its integration of video game elements makes it particularly appealing to younger audiences and seasoned gamers alike. As it stands, the game’s ability to adapt and remain relevant in the ever-changing landscape of online gambling ensures it remains a top choice among online slots. Whether you are chasing the thrill of the spin or the excitement of hitting the jackpot, Mega Moolah offers a fulfilling and exciting gaming experience.

Mega Moolah Casino merges the excitement of video gaming with the thrill of casino gambling, creating a uniquely engaging experience that continues to attract players from all over the world. Its combination of easy-to-understand mechanics, the allure of massive jackpots, and the support of a robust community make it a standout game in the vast sea of online slots.

Recent Cyberpunk Games for the PC

#1 is still Satellite Reign. A modern re-imagining of Syndicate that nails the rain-soaked Blade Runner vibe. My one complaint about the game is all the action takes place in corporate parking lots, you won’t get into any firefights on the gorgeous streets unless you seriously fuck up.

#2 is Ruiner. If you want the combination of cyberpunk and horror promised by Observer’s trailer, Ruiner delivers, albeit in a way that’s more anime + Suspiria (original) than Blade Runner + Jacob’s Ladder. It’s a modern day belt-scroller (ala. Final Fight) with heavy gunplay and lots and lots of zwee-fighting that’s a fast-paced disorienting blast to play. The main downside is the game’s “everything plus the kitchen sink” approach to abilities leaves the action a little unfocused and holds the gameplay back to “pretty good.”

#3 is Brigador. A vehicle-based isometric tactical shooter ala. those Urban Strike games from the 90s with a PHENOMENAL OST. The vibe is distinctly more John Carpenter than Ridley Scott. Main downside is an assload of unlock cancer.

Honorable Mentions:

Black Future ’88 is a side-scrolling Abuse clone rogue-lite that desperately wants to be the sci fi version of Dead Cells. The cyberpunk aesthetic and especially the soundtrack are epic. The gameplay is shockingly sedate, but that might be a good thing for some players.

Shadow Warrior 2 is a kickass FPS, superior to Doom 2016 in my book. And about a third of the missions take place in a cyberpunk city with you fighting everything from mechs to robot geishas armed with razor fans. Main downside is the crappy inventory screen, but you can totally beat the game on normal without slotting a single upgrade.

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Mischief Maker