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#strategy guides
comfortfoodcontent · 3 months
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Yoshi's Island Super Mario World art from the Mario Mania Nintendo Player's Guide
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caythe · 3 months
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Shout out to this person who spent their time meticulously correcting a terribly written strategy guide for a ps1 jrpg and even writing their own version of how to complete sections of the game.
Who are you? Where did you find the patience to correct every instance of a statues name the guide writer got wrong?
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devileaterjaek · 1 year
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arconinternet · 1 year
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Sega CD Official Game Secrets (Book - borrowable, Rusel DeMaria & Tom Stratton Jr., 1994)
Brian Firenzi was right to obsess over it: the most popular CD-ROM-based console of the multimedia kick of the mid-90's, a time went anything went. You can borrow it digitally here.
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krissiefox · 3 months
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Went on an adventure to the book store today in search of more comics and video game books and found some interesting stuff! I was also given a book on gardening by a nice fellow on the bus, he was on his way to donate it to the library. Before coming home, I ate at a place called "Pickleman's Gourmet Cafe", the food was great, and they gave me a free pickle because it's Valentines Day! :D Haven't read any of the books yet but here's some impressions of them from what I skimmed through at the store: Game maker's apprentice is probably a bit "obsolete" at this point but it came with a game maker 8 disc, and I like to read up on other people's game design stories, it's guides to making simple practice games might motivate me to take another try at learning to program (well).
Death by video game at first sounds like it might some anti-video game propaganda book but the forward seemed interesting, apparently it touches on people who push themselves so hard into the hobby they put themselves in danger, one example in the book being that kid who hacked Valve and pirated the Half-Life 2 Beta, which got him in trouble with the police - or the person who went on a Minecraft walking marathon to reach the "far lands"/end of the world. Somewhat similarly, "The Art of Failure" is about the painful side of gaming, the struggle of fighting to beat a really hard level and such. (something I can definitely relate to, even the adorable game Klonoa has been kicking my ass lately...and don't even get me started on the brutally awkward controls and camera of Super Mario Sunshine....). I had no idea video game books could have such a dark tone in their titles, but hopefully they'll be fun to read.
The WWF Attitude Strategy Guide and Expert Code Book - picked these up because I just love collecting old strategy guides and such. The wrestling ones can be pretty neat because they'll sometimes contain little bios on the real life wrestlers and such too. My uncle used to have some real cool strategy guide books for WCW Nitro/Thunder on PSX.
Lastly, I also skimmed through what comics they had and found a couple neat ones. A very colorful comic about a little dinosaur called Gon (I first learned about him from his cameo in one of the Tekken games) and one of a few issues of Tales from the Crypt that they had (my wife and I have been watching the show on youtube lately, so they caught my eye :) )
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truepdf · 1 year
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Description: This concise, comprehensive book provides the most recent updates on rosacea management strategy, pathophysiology, genetic and environmental contribution, comorbidities, and other various topics. It meets the market need for a book that examines topics that are not typically included in rosacea textbooks. Beginning with a discussion on the current clinical understanding of the disease, this book reviews the aforementioned topics in a thorough yet accessible fashion. Complete with tables detailing a variety of drugs in an unbiased manner as well as color photos of real patients, each chapter aims to relay useful, practical information to dermatologists at every stage in their career. A valuable contribution to the Updates in Clinical Dermatology Series, Rosacea aims to promote the rapid and efficient transfer of medical research into clinical practice for the benefit practitioners and patients alike.
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flojocabron · 2 years
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10/26/22: My Wednesday fleamarket finds! First thing I came across was a wii guitar with a wiimote in it for $10. The guy had some more of them, but they were ps3 and Xbox versions, and I'm fairly sure they need the USB dongle. But wii guitars can play right off the bat. Then I found a yugioh GBA game for $3.00. On the next stall I spent a bit more. For $40 dollars it was six strategy guides and three Xbox racing games. After that, I bought a lot of wii games from a guy. Twelve games for $20. He also wanted me to take a box full of generic wii sports accessories for $5.00, but I declined. Sorry dude, but nope. I got more movies, four at a dollar each. Finally to end my trip, an Oakland A's cap and a plush toy for $5.00.
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historyofhyrule · 4 months
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New Scans: The Light and Dark World Maps from A Link to the Past
The Legend of Zelda Triforce of the Gods World Guidebook, 1992 | ゼルダの伝説, 神々のトライフォース, ワールドガイドブック| ISBN4-8033-3874-4, Published by Taishubo Co.
I 2400dpi scanned and repaired this really awesome set of maps from an old Japanese strategy guide. While someone had posted low quality scans of the whole guide on archive.org at one point; I can no longer find them so I bumped scanning it up on my to-do list. The maps themselves have never been repaired or placed in an online gallery before either so this is probably the first time most people are seeing them.
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bincue · 1 year
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poorly-drawn-mdzs · 1 year
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Besties at first sight
[First] Prev <–-> Next
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ask-the-prose · 10 months
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Conducting a War
So, your story takes place during a war. Maybe your characters are experiencing war or maybe they're waging war against other characters or groups. Likely, you are not a general or expert in warfare. How do you write a story that is set during a war?
Who's fighting who?
The first, most obvious, step is to know who is fighting whom and why. Wars are between groups of people. They can be a small clan, a massive nation, or even an entire planet or galaxy. Two characters fighting it out are not considered "at war" because they are representing themselves and settling an individual dispute, even if it is a high-stakes dispute.
Why are the parties in your story fighting? There are a lot of different reasons why two groups of people would go to war against each other, but most wars are over resources at their center. Disputes over land and borders, over who gets what crops and for what price, and even religious wars are usually about the resources available and scarcity. So when you're talking about war, you need to know what either side wants. Just like a character, your war parties need to have desires and stakes.
"Resources" can mean just about anything that society needs. Food, fresh water, opportunities for trade, minerals, metals, building materials, and wealth are all examples of resources your war parties can fight over.
What does it take to wage war?
Wars require resources too. It's not just about getting resources but spending resources as well. When nations go to war in the real world, there are opportunities for people to make exorbitant amounts of money and wealth by taking advantage of a wartime economy.
The parties waging war need people to fight their battles. They need to pay those people, arm them, feed and clothe them, and transport them to where they need to be. Where does the government or person in charge get the food, armor, weapons, and transportation? Where do they allocate those scarce resources? Oftentimes in war, those in charge must make sacrifices. Is there a portion of land that the person in charge gives up to protect another portion with their limited resources?
There are unlimited stories hidden in these questions, and a large base of world-building will help to answer these questions in depth. There are many opportunities for tension and rising stakes for your war parties in the event that the opposing side makes acquiring war resources difficult or impossible.
Types of Armies
Your armies tell you a lot about the resources available to your characters and how you can build your story and plot line around the war. So I'll discuss the differences between four types of armies that exist in the real world and throughout history. These are examples; you can change or twist these examples however best suits your story.
The first is a professional army. These guys are paid and trained by the state; being in the army is their entire job. The army can fill a number of different roles other than fighting, but their purpose is to provide martial protection to the people of their nation and carry out martial orders from the government or sovereign entity in charge. Important aspects of a professional army to consider: these soldiers are paid for their work, they are trained by professionals, and oftentimes they follow a hierarchy or chain of command. Most governments provide medical care to their professional armies, but this isn't required. The soldiers can be conscripted or voluntary.
Next up is a mercenary army. This army is also paid for their services, but they are not trained by the state, and they ultimately take their orders from the organization, not the government. The government commissions the mercenary army for their services. The government does not provide most of the resources required to maintain an army. They pay for the army but don't necessarily feed, arm, or clothe them.
A fyrd is a historical term that refers specifically to the Anglo-Saxon armies raised by different Lords and Thegns to protect their lands and shires. These armies consisted of civilians and able-bodied free men from the local settlements and farms gathered by the ealdorman. They were conscripted into the service, and they lacked formal martial training. Also, importantly, their provisions and weapons were provided by the soldiers themselves. Meaning you will see fewer long swords and forged weapons for the purposes of fighting and more axes and improvised weaponry. The purposes of the improvised weaponry are primarily as other tools, such as axes for chopping wood and knives for butchery. Any horses or mules brought along for work or fighting are the property of the lords or farm owners who provided them.
A militia is very similar to a fyrd; this army consists of civilians who are paid or conscripted into service by the government but are not professional soldiers. These militias may sometimes have training from professional soldiers among their ranks, but mostly they are civilians training themselves. The soldiers provide their provisions, weaponry, and armor, meaning that the wealth has to come from the soldiers and their professional jobs and not from their martial services. The militia is a more modern term, but it is marginally different in that most militias we think of today are voluntary and not conscripted.
Battle Strategy
This is where a little research may help you. Battles behave differently depending on different factors. What technology and weaponry is available to your war parties? Are we talking about bladed weapons or guns or lasers? Is your army a professional or mercenary army, or is it more like a fyrd or militia?
When setting up a battle in your story, focus on the differences between the two armies and how that may affect their strategy toward fighting or engaging the enemy. If your fyrd faces a professional army, they may encounter some problems regarding weaponry and armor. Your fyrd will struggle to match a professional army in defending against well-made weapons and professional training. How do they work to compensate for those weaknesses?
When looking at two equally armed and trained armies, a general or battle strategist will look to the terrain to plan a battle. Generally, controlling the high ground helps in battles. If one army has a heavy cavalry presence, your opposing army may want anti-cavalry measures in place. Do they have the space to do so? Urban areas will lend themselves well to guerilla-style and urban warfare tactics. Jungles and forests will look different to hills and plains, and deserts bring unique problems to a battle that a mountainous terrain might not.
What is the battle for? Battles have a purpose; otherwise, there would be no value to the loss of troops. What is worth the risk of losing lives? Does the battle have stakes? Some stakes that might be worth conducting a battle over include taking control of a river pass, allowing naval trade and travel, cutting off control of a trade route to the enemy, or invading an important town or city to process and refine necessary materials.
Ending the War
The war will eventually end if your characters are lucky. But what ends a war? Wars usually end with agreements between the two opposing parties following surrender or extension of peaceful negotiations. Negotiating what each party needs or wants is an art in and of itself. Each party must come to the agreement that waging war further is more expensive and less rewarding than ending violent opposition with concessions made by either side.
Conclusion
Wars and battles are like characters; they have needs, desires, and stakes. Writing your characters in a war or battle will hinge on the needs and stakes of the greater war and story. Important questions to ask are: what are we fighting for? Who are we fighting? And what happens if we don't fight?
–Indy
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comfortfoodcontent · 7 months
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Lucca from Chrono Trigger profile from the Chrono Trigger - Nintendo Player's Guide
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bynineb · 5 months
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What pieces of media are your biggest creature design inspirations?
ooh how fun! let's see...
Pokemon Crystal (Ken Sugimori)
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(src: Bulbapedia)
I had a Pokemon Crystal strategy guide with all 251 Pokemon in it that I studied religiously when it came to making monsters of my own. I love Ken Sugimori's illustrations so much - the dappled paint makes it so soft, gives everything the feeling of being struck by light dancing down from foliage above. The subtle implied detailing with line strokes and shadow allows the imagination to run wild. They, truly, feel like creatures to have adventures with. And of course, Pokemon is a juggernaut of an RPG, facilitating those childhood fantasies, and then there's a TV show showing them playing and shouting their name and fighting... No wonder so many people got hooked on it!
Dragon Warrior Monsters 2 (Akira Toriyama)
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(src: Dragon's Den)
Since they're designed as enemies foremost, Dragon Quest's monsters can get a lot kookier & scarier than Pokemon can. And Toriyama gives his monster designs so much charm and personality! You feel like he always has fun coming up with them, and it makes every Dragon Quest game more delightful for having them be your foes (and sometimes friends). Also, all the English names are puns and portmanteaus and other fun word things!
After Armageddon Gaiden (artist unknown - dev is PandoraBox)
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(src: Bogleech, who also wrote a wonderful article on these critters: https://bogleech.com/halloween/hall18-aagolem)
Uniquely grotesque beasts from a deeply obscure Japanese RPG named After Armageddon Gaiden, the second in a duology about player-controlled demons fighting alien invaders. Some of the designs get quite gory or disturbing, fair warning. But in a cool way!! The sheer strangeness of these designs are something to behold!... And they have the best names ever, like "Barabumblebo"...
YU-GI-OH early card art (Kazuki Takahashi)
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(src: Yugioh fandom page)
Yu-Gi-Oh's early monster designs are something I think about a lot. I don't know what that says about me, but I do know they're unbelievably cool, a blend of genuinely scary Egyptian-flavored horror and wacky, tropey, cartoony fantasy. The fact that these ridiculous designs are frequently art for a card that's completely worthless in terms of winning duels, combined with their randomly specific descriptions about how unbelievably powerful they are, gives them a certain mystique. It's as if the creature you see depicted truly exists as a part of some greater fantasy world...
Legend of Zelda: Ocarina of Time
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(src: me, many moons ago)
Seeing properly scary monsters inside a strange virtual world in Ocarina of Time was quite the experience for my young self. For example, I had nightmares about the Stalchildren who used to burst, endlessly, from the ground of the strangely empty Hyrule Field. But that also made it feel like such an adventure! The thrill added to the experience. And even many of the game's races are quite monsterlike; Gorons, Zora, Deku, and so forth. This had me imagine turning a "bad" creature into a friend, a concept I cherish to this day... hence Love-Love here.
Well that's that! Thanks for asking, this was fun to write : )
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leggyre · 1 year
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i really wish we could read the graffiti in the splatoon 3 lobby because i am SURE itd be all stupid exchanges like the classic left 4 dead ones
like imagine big run is happening and you look in a hidden corner and find this
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yuridragon · 1 year
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moeblob · 7 months
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As Tales of Symphonia was my first Tales game and the only game I've beaten like five times completely... it holds a special place in my heart. I really love the cast and I was a walking strategy guide for it back in the GameCube days.
I had all the unlockable outfits carried over into NG+ (gotta collect those swimsuits baby) and honestly. I just. Really like this game. I haven't played it in a while but I have it on PS3 and now I long to hook it up and play it (sorry to my many other Tales games I haven't beaten once on PS3......).
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