vectorz3r0

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vectorz3r0

vectorz3r0

@vectorz3r0

V:\>ĐIⱤ FΛƬΉΣⱤ.ΣXΣ ⱧɄƧBΛПD.ƧYƧ DIGIƬΛⱠΛⱤƬIƧƬ.ΛⱤƬ ₵ӨMMIƧƧIӨП₴.DM₴ V:\>https://t.co/iFrfmrkcUo V:\>https://t.co/zDxC1dSKky

Web3 Katılım Şubat 2020
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vectorz3r0
vectorz3r0@vectorz3r0·
𝚆𝚑𝚎𝚗 𝚎𝚟𝚎𝚛𝚢𝚝𝚑𝚒𝚗𝚐 𝚜𝚎𝚎𝚖𝚜 𝚛𝚎𝚊𝚕 𝚊𝚗𝚢𝚝𝚑𝚒𝚗𝚐 𝚌𝚊𝚗 𝚋𝚎 𝚍𝚎𝚎𝚖𝚎𝚍 𝚏𝚊𝚔𝚎.
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Dante retro dev 💾
Dante retro dev 💾@dantemendes·
Gunship 2000 was originally developed and released by MicroProse for PC (MS-DOS) in 1991. It's a classic helicopter combat simulation, with later ports available for Amiga, PlayStation and PC-98. Highly regarded in the DOS and Amiga gaming communities, it's the official sequel to the original Gunship (1986).
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exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
Between 1985 and 1995, Lucasfilm Games (later LucasArts) basically created gaming history with everything they touched. Look at that list and name me a single one that sucked. No annual subscriptions. No in-game transactions. Just a beautiful box with disks, a thick manual, and a poster - and it was actually yours. You owned it. You didn't just “lease” it. Anyone who ever held one of those boxes in their hands knows exactly what I’m talking about. By the way, the heaviest of the bunch was Secret Weapons of the Luftwaffe… its manual ran over 300 pages!
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Wishlist Blood And Mead
Wishlist Blood And Mead@johnstejskal·
My first time sharing wishlist numbers for Blood and Mead. It’s been a slow climb, but… finally crossed 19k. Thank you ❤️
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vectorz3r0
vectorz3r0@vectorz3r0·
. ~ .
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exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
Gamers have a better-evolved sense of spatial awareness, are better abstract thinkers, and show advantages in forward thinking/planning. Now, this doesn't apply to all gamers or all genres of games they play, but it's a scientifically studied and well-supported phenomenon. The strongest connections among those three skills (in gamers) have been found with strategy games - both turn-based and real-time strategy - and simulations (such as flight sims, racing sims, and space combat sims), as well as FPS games. This includes abilities like mental rotation (imagining how objects look when turned), spatial visualization, navigation in 3D environments, visuospatial attention, and tracking multiple objects in space. These skills are stimulated and improved over time through sims and - no surprise - FPS games. The abstract and forward-thinking skills were most heavily linked to games like Civilization or SimCity, but also to RTS games like Command & Conquer or Age of Empires, and with complex RPG/open-world titles (including MMORPGs) showing the clearest links. So, there you have it. When I was young, the older generation would say that gaming is bad for your eyes. But hey - did they know it was good for other things?
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vectorz3r0
vectorz3r0@vectorz3r0·
𝘷:\> 𝘵𝘺𝘱𝘦 𝘥𝘦𝘤𝘪𝘴𝘪𝘰𝘯.𝘵𝘹𝘵 𝘍𝘪𝘯𝘦! 𝘐'𝘭𝘭 𝘮𝘪𝘯𝘵 𝘪𝘵 𝘰𝘯 𝙏𝙀𝙄𝘼! 𝘷:\> 𝘥𝘪𝘳 𝘤𝘪𝘳𝘤𝘭𝘦_𝘴𝘪𝘯.𝘨𝘪𝘧 𝘦𝘥𝘪𝘵𝘪𝘰𝘯_𝘰𝘧.𝙤𝙣𝙚 𝘭𝘪𝘯𝘬_𝘣𝘦𝘭𝘰𝘸.𝙭𝙩𝙯 #gif #tezos #art
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vectorz3r0@vectorz3r0

𝘷:\> 𝘥𝘪𝘳 𝘦𝘥𝘪𝘵𝘪𝘰𝘯𝘴.𝘰𝘯𝘦 𝘤𝘰𝘭𝘭𝘦𝘤𝘵𝘰𝘳_𝘤𝘩𝘰𝘪𝘤𝘦.𝘤𝘧𝘨 𝘯𝘢𝘮𝘦.??? 𝘣𝘭𝘰𝘤𝘬𝘤𝘩𝘢𝘪𝘯.??? 𝘷:\> 𝘨𝘔 𝘴𝘗𝘢𝘊𝘦𝘙𝘴 ! 𝘥𝘮 𝘰𝘳 𝘳𝘦𝘱𝘭𝘺 𝘪𝘧 𝘪𝘯𝘵𝘦𝘳𝘦𝘴𝘵𝘦𝘥 #gifart #gif #cryptoart

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vectorz3r0 retweetledi
exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
One of my earliest part time jobs was being a paperboy. Wasn't throwing the newspapers and magazines through windows, but simply delivered (on foot) door to door. The pay was 5 Deutsche Mark per hour (roughly US $3). No fancy BMX bike and no ramp jumping at the end, no people cheering me on, just the occasional grumpy person giving me a stare. But hey, the original Paperboy arcade (1985) was a blast! Unlike real-life paperboy work, the goal in the game is to complete a week's deliveries across increasingly tough routes (Easy Street, Middle Road, Hard Way), dodging cars, dogs, runaway lawnmowers, break-dancers, and even tornadoes or grim reapers in later stages. Missing subscribers or accidentally smashing their windows causes cancellations, and losing all customers ends the game early. You can also vandalize non-subscribers houses for bonus points, which was always fun! The very little that I earned from my part-time job went mostly into Gauntlet... followed by Paperboy :)
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Wishlist Blood And Mead
Wishlist Blood And Mead@johnstejskal·
I have a confession. I'm always scared to share footage from my game. 5+ years solo dev will do that i guess... So to fight this fear, here’s 5 minutes of raw gameplay from one of the first levels. No edits. No hiding!! The game's called Blood And Mead, you can wishlist it on steam ( Link in reply⬇️) #gamedev #indiegame
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vectorz3r0
vectorz3r0@vectorz3r0·
𝕍𝔼ℂ𝕋𝕆ℝ𝕄𝔸ℕ
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exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
Raise your hand if you were a fan of this one. Some games excelled at storytelling with minimal or even no dialogue. Another World comes to mind, but Flashback (Delphine Software, 1992) did it extremely well too. It’s a great game, often mistaken for a sequel to Another World. However, the two are unrelated, and Éric Chahi was not involved. It was created by Paul Cuisset, who had previously worked with Chahi on Future Wars, which may explain the similarities in gameplay and design. Similar to Another World, Flashback was highly cinematic and story-driven for its era, relying mostly on short animated cutscenes and very brief text-based dialogue. The story unfolded primarily through stunning visuals that still hold up well today. The game was very well received and sold nearly a million copies, a great number for the early 90s. If you were a gamer in that era, chances are you played Flashback. I enjoyed it, but it didn’t have the same "wow" factor that Another World did when I first played it. Maybe the expectation was unfair, since you will always cherish the "original" more, I suppose?
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exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
Best point-and-click adventure of the 90s. If you had to pick one, which would it be? I will go with Indiana Jones and the Fate of Atlantis (Monkey Island and The Dig were very close seconds). What's your #1 pick for the 90s?
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exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
The Incredible Machine was created by Kevin Ryan and published by Sierra in 1993. Not what anyone would have expected from Sierra at the time, since they were so heavily invested (and dominant) in the adventure game genre. But it was a smart move, because this game really was, well... incredible. You are presented with an area containing some fixed objects already in place, plus a limited inventory of parts (ropes, pulleys, bowling balls, balloons, gears, candles, mice, cats, fans, guns, blimps, and many more). Your job is to place, rotate, and connect these parts so they interact in a precise sequence of events to complete the level. There is no order or fixed way, you decide how and where. The goal could be as simple as "pop the balloon" or "put the ball in the basket" - but there were countless ways to do it. Rarely has a game made you think so much, often outside the box, yet never feel like a chore. It was pure fun and joy to figure out, and the multiple solutions made it even better, and also increasing replay value. Some games from the 80s and 90s really tested your brain. Not just mindless shooting or running, but connecting the dots, understanding abstract principles, and learning while playing. The Oregon Trail was one, as was Where in the World Is Carmen Sandiego?, and this one certainly belongs in that group too. A rare gem, loved it.
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