Game review of “Super Mario World”

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Review by: jakobsherman

Super Mario World was a game released in 1991 by Nintendo. This is a game that would go down in history as one of the best games to ever hit shelves in stores, and for good reason too. Many people praise this game for it’s complex yet simple gameplay. This game mostly revolves around jumping around and collecting power-ups (Mario’s version of items). The game does an excellent job of teaching you these mechanics without shoving them in your face with a tutorial like many other games. Most 2-D Marios are good at this. They show you how to dodge Goombas by letting them kill you, or rather, making you fly off the screen.

This game, however, has some flaws when it comes to that. For example, it teaches you nothing about the different Yoshi powers. Speaking of Yoshi, this is the first game to feature Yoshi, the iconic green dinosaur who’s famous for eating things, and then turning them into eggs. Yoshi sort of acts as a power-up in this game. You find him and other power ups by hitting a question mark block with your fist, although many believe it’s your head. One of these power-ups is the feather, which gives you a cape which lets you fly and glide by jumping once in a sprint. This however allows players to skip near levels entirely.

The difficulty of this game, in my opinion, is unbalanced and sometimes unfair. This is mainly due to the huge difficulty spike around the third world. Worlds are basically just a group of singular levels. At the end of each world you enter a tower and fight one of the eight Koopalings, each being one of Bower’s children. These levels range from haunted houses to underwater sequences to grassy plains, to caves with what seems like endless amounts tunnels. Nearly half these levels, have secret exits that lead to switches that help you in other levels, and even unlock more levels themselves. There are a total of 29 secret exits in this game, and there’s even the star world with five more levels and the special world with levels like Tubular which take hours to complete due to their difficulty. At the end of the last world, you finally face Bowser in his castle in a fight to save Peach from his grasps.

In conclusion, if you’re looking for a retro game to play without a deep story or just a fun time, whether it be a quick play through or an one-hundred percent one with lots of content, I recommend Mario World. I give this game an 8.7/10.

Warhammer 40,000 Battle Report!

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By: fealtytokhorne

Warhammer 40,000 is a miniature war game, and every time you play it, you and your opponent(s) conduct a battle, so a battle report is simply a small description of how your battle went down. My brother and I played a small game using the Warhammer 7th edition rules, along with the Kill Team expansion. For the curious, Warhammer is on its 8th edition, which was released last week. If you wish to get into the game, then I recommend that you look the the 8th edition core rules, here: https://www.games-workshop.com/en-US/Warhammer-40000-Rules.

When we started the game, we placed each army in one corner of the battlefield. I played a Skitarii (Cyborg Men) army, and my brother played an Ork army (Sci-Fi Orcs). My army consisted of some infantry with 3 special weapons. My brothers army had 10 Orks in a Trukk (Trukk is the correct spelling in this case).

I took the first turn, and simply moved two groups towards two corners.

Next, my brother moved his Trukk around the building, and disembarked seven orks, the leader was placed near the back of the Trukk, and the rest were placed near the center plateau. From there, he managed to kill one of my troops on the hill, and failed to conduct suppressing fire onto my sniper.

After that, I moved some of my troops onto the hill and also moved some of them onto positions near the small defensive line near the left side of the battlefield. All of my infantry, as well as all of my special weapons, took shots at the Orks. They managed to kill five, which forced my brother to take a morale check. He managed to pass the morale check, and it moved onto his turn.

On my brother’s next turn, he moved the Trukk around the hill. Then he disembarked, and had every single one of his Orks throw grenades. Almost every one of them missed, except for one, which killed one infantry model on the hill. Near the end of his turn, he charged one Ork at one of my Skitarii and killed him.

On my third turn, I simply moved my infantry a few inches and shot at the Orks, as well as at his Trukk. I killed all of them except two: the leader, and one Ork charging at the hill.

On my brother’s turn, he threw a grenade with the charging Ork, which killed one guy on the hill. He then charged and killed another guy, and consolidated behind the hill.

On my turn, I moved my Skitarii near the Ork leader’s hideout. One of them moved into point blank range with the Ork that was hiding behind the hill and failed his shot.

On my brother’s turn, he failed a break test and removed the Ork hiding behind the hill. He then ended his turn.

On my turn, I moved my Skitarii up to the leader’s hideout (the grey building) and shot him twice, killing him and ending the game.

The Western Fringe and the Eastern Hearth, Part 1

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By: Fealtytokhorne

Hi there,

I am currently working on a world for my Dungeons and Dragons campaign, which is somewhat inspired by Brian McClellan’s Powder Mage Trilogy and the period of history known as the Westward Expansion. The entire theme of the world is exploration, with conflict and intrigue mixed in. Below is a small outline of the world, including a small, detailed description of one of main countries. All other countries, as well as other powers, will be mentioned in my next post.

The World:
The terms the “Western Fringe” and “Eastern Hearth” describe the two main bodies of land in my world. The former describes a large continent, where two main superpowers (Lanius and the Lands of Divinity (L.O.D)) duke it out. Connected to the Fringe via the Iron Horse (see below) is the Eastern Hearth, which is the homeworld of the Lands of Divinity. Along with these two powers are the Company, which is supposed to be loyal to the L.O.D, but serves itself, as well as the Deaths Merchants, a group of two-bit rogues who hire themselves out to do shady services.

What is above is only a small description of the world. Below is a more detailed description of the Lands of Divinity:

Lands of Divinity

  • Government: Theocracy
  • Population: 10,678,070

The Lands of Divinity are composed of one main island and two small colonies. The state is ruled by three priests of Elinsth: God of Trade, Invention, and Industry, and two priests of Talin: God of War and Righteous Death, and is subjected to the considerate influence of the leader of the Company, Sandford Fleming. (The Company and Sandford Fleming will be explained in my next post). The third priest of Talin, who publicly resisted the influence of Sandford, has recently died as a result of very mysterious and very natural causes

The Lands of Divinity has ascended to its current position of power as a result of two gifts, given by Elinsth and Talin respectively. These gifts are the Iron Horse and Deaths Dust, which allows warriors to kill from afar.

Grand Theft Auto: San Andreas

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Review by: coolkid73

Grand Theft Auto: San Andreas is the seventh game in the Grand Theft Auto series released in 2004 for PlayStation 2, and in 2005 for PC and Xbox. A high definition remaster was later released on Xbox 360 and PlayStation 3 in 2015. This game is set in the fictional city of San Andreas, and follows Carl “CJ” Johnson and his friends Ryder, Sweet, OG “Jeffery” Loc, and Big Smoke as they try to rid the city of a rival gang. This game is addictive to play and is loads of fun.

The best part of the game is the music. While in a car, you have access to various radio stations. One is a talk show, and the rest play music. This game uses rock, reggae, heavy metal, gangsta rap, and various other genres of music. All songs used in the game are real songs made by real people.

This game has loads of missions, involving stuff like beating up drug dealers, stealing crates of guns from a guy’s house, catching and killing a guy, stealing a famous rapper’s rhyme book, and so much more.

This game has loads of fun missions and loads of weapons, like batons, golf clubs, and, of course, guns. This game is fun so I give it a 10/10. I hope you try this game yourself.

Alwyn Beren and Alton Underbough the 2nd

customlogoBy: fealtytokhorne

Alwyn and Alton are two characters whom I have created for Dungeons and Dragons. Below are their backstories, which I decided to share so you can know more about the process of creating a character for D and D.

Alwyn Beren:

Alvyn Beren is a scheming gnome. Or, more appropriately, was a scheming gnome. Born to a pair of gnome nobles, Alvyn lived a life of intrigue. Alliances shift, enemies become “friends,” friends are never friends, and a dagger may be at your back. Alvyn survived by his constant manipulation, but even with his endless blackmail and bribery, he knew he wouldn’t live for long. And so, when his death came, Alvyn was ready, but he had regrets. Plenty of them. In the Hells, he schemed against Death himself. He was outmaneuvered, of course, but his effort amused the reaper. And so, he was given a year of life, but he came back with a “gift,” wooden dolls and puppets, things he controlled, to remind him of his constant regrets, and make him feel guilt every minute of his mockery of life. Alvyn adventures to set things right so he can feel at peace when he returns to Deaths embrace…

Alton Underbough the Second

Alton was born to an adventurer, someone who did great things. Alas, Alton’s father, who went by the same name, wasn’t destined to live that long. A noble family saw something in Alton, and took him off the streets, whisking him off to their life of money, power, deceit, and treachery. Alton rebelled instantly, attempting to run away. He was caught many times. Soon, he stopped trying to run away, and adopted a different tactic. Every night, he would don dark clothes and track down and arrest one of his family members. Alton felt no guilt about this. After all, he knew just how corrupt his foster family was. After every member of his foster family was in jail, Alton took down other corrupt nobles, until he came into contact with a travelling bard, a member of the College of the Herald. Intrigued, Alton began learning more about the art. Soon, the halfling began using the tools of blackmail, deception, and magic to root out corruption. Alton has begun his adventuring career in hopes of tracking down and taking on more formidable targets..

Mind you, this is not the backstory Alton tells everyone. Depending on who he is talking to, he might paint himself as a grizzled mercenary captain, a slave who led his fellow captives to victory and overthrew his captors, a gladiator fighting for sport in an arena, a leader of a cutthroat thieves guild, a renowned scholar, or a acolyte who serves his god to the very last breath.

Building a Random World. Part 3: Sociology: Races. By Yasadu De Silva

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By: Yasadu De Silva

Hello all,

I’ve recently begun building a world for a tabletop RPG. To see what a tabletop RPG is and what I will use to create the world, look at my Part 1 post.

Sociology is important because it is the people and races that inhabit the world. Without it, my world would literally have no sentient life, which isn’t good for the RPG I want to play (it may be interesting to play non-sentient life in a rules-light system though). To develop sociology in my world, I followed these steps.

First, I need to decide what races inhabit my world, and which ones are major, minor, and dominant. I need to roll a d3 (or d6 divided by two) and subtract 1 (d3-1 in short form). I get two. Then, I roll for major races. Rolling d4+2 gets me four. Finally, I roll for minor races. Rolling 4d4 gives me four minor races. Then I need to roll d100s to find out which races are in my world. I get: giants and humans as dominant; elves, halflings (hobbits but without copyright), lizard men, and gnolls (hyena people) as major; and hsing-sing mammals (here: http://www.lomion.de/cmm/hsingsin.php), doppelgangers, arakocra (bird people), and dwarves as minor. Now, I need to create subcultures for some of the races. Let’s pick: humans, lizard men, giants, and elves. After rolling, I find that: giants have 3 seperate subcultures, humans have 4, elves have 3, and lizard people have 2. I will flesh out these subcultures later. But first, I should decide where these races live. After rolling, I find that: giants tend to the mountains, humans to the forests, elves to rivers, halflings to the northeast, lizardmen to the southwest, gnolls to subtropical regions, hsing-sing mammals to the jungles, doppelgangers go wherever, aracockra to the southeast, and dwarfs to the grasslands.

Next time, I will be taking a look at a system, then I will be returning to Sociology for kingdoms.

Thank you for reading,

Yasadu De Silva

Building a Random World. Part 1: introduction. By Yasadu De Silva

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By: Yasadu De Silva

Hello all,

Recently, I had the idea to start a new tabletop RPG campaign. A tabletop RPG is where a group of friends sit around a table telling stories about characters they made up. All the major points of a story are there (setting, plot, etc.) However, there are two major points in which tabletop RPG’s differ from collaborative storytelling. Firstly, what the characters can do in the story is determined by rules and dice. There can be many rules; for example, RPG’s like Pathfinder or Shadowrun, or very little rules, for example RPG’s like Risus or Dungeon World. Secondly, the setting and the non-player characters are controlled by one person who does not have a character, called the GM. Sometimes, most of the setting is included in the rules, sometimes, the GM makes the setting by his/herself. For me, this is the case. I want to make a dark, low fantasy (low to no magic) setting for a RPG. I haven’t decided specifically which RPG, but most likely, it will be a RPG with many rules.

To do this, I have employed the aid of a book called the World Builders Guidebook, by Richard Baker.

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It is now out of print, but you can find many copies floating around on the internet. There are many random tables inside, which I will use to build the world I want.

Thank you for reading,

Yasadu De SIlva.