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Posted by on December 6, 2011 in Important



Sorry again folks but school just started so I’ve been busy getting all adjusted and settled into my new classes. I have not forgotten your addiction to video game reading material lol. A little shipment of docs should be arriving by tonight. I also believe some DnD 4th edition stuff is going to appear shortly.

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Posted by on January 19, 2012 in Doctorword's Journal


Final Fantasy XII (PS2)

Throughout the game, the player directly controls the on-screen character from a third-person perspective to interact with people, objects, and enemies. Unlike previous games in the series, the player can also control the camera with the right analog stick, allowing for a 360° view of the surroundings.[2] While in towns and cities, the player may only see from the perspective of Vaan, but any character may be controlled in the field. The world of Final Fantasy XII is rendered to scale relative to the characters in it; instead of a caricature of the character roaming around miniature terrain, as found in the earlier Final Fantasy games, every area is represented proportionally. The player navigates the overworld by foot, by Chocobo, or by airship.[3] Players may save their game to a memory card using save crystals or gate crystals, and may use the latter to teleport between gate crystals.[4] An in-game bestiary provides incidental information about the world of Final Fantasy XII.[5]

Final Fantasy XII restructures the system of earning gil, the currency of the Final Fantasy games; instead of gil, most enemies drop “loot” which can be sold at shops.[6] This ties into a new battle mechanic which rewards the player with improved loot for slaying a particular type of enemy multiple times in a row.[7] Selling different types of loot also unlocks a bazaar option in shops, which provides items at a lower cost, or items exclusive to the bazaar.[6]

Battle system

A man wielding a sword and a woman wielding a spear fight two armored horse-like monsters.

In Active Dimension Battle (ADB), characters move freely and attack as soon as they are ready. Blue lines depict the player’s targets and red lines depict those of the enemies.

Unlike the previous single player Final Fantasy games which used a turn-based system, battles in Final Fantasy XII occur in the open field; however, menus are still used to issue commands to the characters. Battles unfold in real time, using a new system called “Active Dimension Battle” (ADB), which allows the player to battle in the overworld instead of in a separate battle screen.[8] The player may issue commands to any of the three characters in the battle party at will; however, guest characters are controlled by the game’s artificial intelligence.[9] Battle commands include Attack, Magicks & Technicks, Mist, Gambits, and Items. Using these abilities, the player must destroy enemies before being defeated.

“Random encounters” have been eliminated in Final Fantasy XII; the transition to a separate battle screen like in other Final Fantasy titles is absent;[8] instead, enemies are visible in the overworld before an engagement and the player may choose to fight or avoid them in open combat. A battle begins when the party comes within range of an aggressive enemy (or vice versa), if the party attacks a non-aggressive enemy, or if a story event initiates a confrontation.[8] When a character or enemy begins to perform an action, target lines connect characters to other party members or enemies; different colors represent the type of action.[10] The player may switch any active character with an inactive character at any time, unless the active character is targeted by an attack or ability. Characters who are knocked out may also be substituted. The absence of a transition to a battle screen means the traditional victory scene is also eliminated, though a successful “boss” battle does present the player with a “Congratulations” screen featuring the participating characters’ victory poses and a variation on the well-known battle victory music theme used in most previous games in the series.[11]

Another new feature in Final Fantasy XII is the “gambit” system, which allows the player to program each character to perform certain commands in battle in response to specified conditions.[12] Using gambits, the player may set reactions to different stimuli for each character. Each gambit consists of three parts: a target, an action, and a priority. The target specifies which ally or foe to act on and the condition for applying the action. For example, the target “Ally: HP < 70%” causes the character to target any ally whose hit points have fallen below 70%. The action is the command to be performed on the target. The priority determines which gambit to perform when multiple gambits are triggered. These heuristics guide the characters when acting autonomously, though player-directed commands are always given top priority.[12]

In Final Fantasy XII, a mysterious phenomenon known as “Mist” is the key energy which allows the player to cast summoning magic and perform “Quickenings”. After defeating one in combat, the player will be able to summon an “Esper” to the battlefield.[13] Similar to Final Fantasy X, the summoned creatures become active participants in battle,[13] as opposed to the cinematic attacks seen in previous games in the series. Unlike Final Fantasy X, however, Espers follow hidden gambits, rather than the player’s direct command.[13] The summoner remains an active member in the fight, able to attack and cast support magic, instead of leaving the party or standing idle while the summoned creature fights.[13] An Esper will leave the battle if either the summoner or itself is knocked out, its time limit expires, or it executes its special attack.[13] Some Espers have origins in Final Fantasy Tactics and Final Fantasy Tactics Advance and others are derived from the final bosses of previous Final Fantasy games such as Chaos, the final boss of the first Final Fantasy, and Zeromus, the final boss of Final Fantasy IV.

Final Fantasy XII introduces “Quickenings”, a new Limit Break system unique compared to those in previous games in the series.[14] Characters learn Quickenings by progressing to specific panels on the License Board.[14] Each character can learn three Quickenings, which are unique to that character.[14] Characters may string together Quickenings into large combo attacks, called Mist Chains, via timed button presses.[14] If a Mist Chain reaches a certain length, a final strike will be initiated at the end of the Quickening cycle, called a Concurrence.[14]

The License Board; raised panel icons indicate acquired licenses.

License Board

As in many role-playing games, characters “level up” each time they earn a set number of experience points from defeating enemies; each level gained increases the character’s statistics and consequently, improves performance in battle.[15] Statistics include hit points, the amount of damage a character can receive; strength, the power of the character’s physical attacks; and magic, the potency of the character’s magical spells.[15]

In addition to leveling up, players may improve their characters via the License Board. The License Board is an array of panels that contain “licenses”—permits which allow a character to perform certain actions.[16] The board is split into two parts; the upper part contains Magick, Technick, Accessory, and Augment (stat increases and other permanent buffs) licenses, and the bottom part is filled mostly with Weapon and Armor licenses.[17] To use a Magick, Technick, or piece of equipment, the character must obtain its corresponding license by spending the required amount of LP (License Points) to permit its use.[16] LP are earned in battle along with the experience points. Like the Sphere Grid in Final Fantasy X, all characters may obtain all licenses on the board; however, each Quickening and Esper license may only be activated by a single character.[18]

The documentation appears to be the Strategy Guide! Grab it HERE!

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Posted by on January 11, 2012 in Game Profile, Strategy Guides


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Update! Wolfenstein 3D Hint Guide (SNES)

Grab the Guide HERE!

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Posted by on January 11, 2012 in Strategy Guides


The Legend of Zelda – Majora’s Mask – Official Nintendo Player’s Guide (N64)

The gameplay of Majora’s Mask expands on that of Ocarina of Time; it retains the concept of dungeon puzzles and ocarina songs, and introduces character transformations and the restriction of a three-day cycle. As in previous installments, Link can perform basic actions such as walking, running and limited jumping, and must use items to battle enemies and solve puzzles. Link’s main weapon is the sword, which can be upgraded throughout the game. Other weapons and items are available—Link can block or reflect attacks with a shield, stun enemies by throwing Deku Nuts, attack from a distance with a bow and arrows, destroy obstacles and damage enemies with bombs, and latch onto objects or enemies with the Hookshot. Magic power allows attacks such as magical arrows or spin attacks, and the use of special items.

A fish-like humanoid faces a oyster-like monster, which is surrounded by a crosshair. Around the image are icons representing time passed, the player's health, magic, money, items and possible actions.

Zora Link facing an enemy. The Zora Mask is seen as one of the items, and another, the hookshot, is faded because it cannot be used in Zora form.

While most masks are limited to an optional side-quest in Ocarina of Time, they play a central role in Majora’s Mask, which has twenty-four masks total.[8]

Unlike previous Zelda games, Link can transform at will into different creatures: the Deku Mask transforms Link into a Deku Scrub, the Goron Mask into a Goron, and the Zora Mask into a Zora.[9] Each form features unique abilities: Deku Link can perform a spin attack, shoot bubbles from his mouth, skip on water, and fly for a short time by launching from Deku Flowers; Goron Link can roll at high speeds (and grow spikes at higher speeds), punch with deadly force, stomp the ground with his massive, rock-like body, walk in lava without taking damage, and weigh down heavy switches; Zora Link can swim rapidly, throw boomerang-like fins from his arms, generate a force field, and walk on the bottoms of bodies of water. Many areas can be accessed only by use of these abilities.

Link and his three transformations receive different reactions from non-player characters.[10] For instance, the Goron and Zora are allowed to exit Clock Town at will, whereas the Deku Scrub is not permitted to leave by reason of his childlike resemblance. Animals also interact differently with the four forms of Link. For example, Link’s normal form receives an indifferent response from dogs, Deku Link is attacked by them, Goron Link frightens them, and Zora Link makes them chase him happily.

The final mask to be gained in the game is the Fierce Deity’s Mask. Although the use of this mask is strictly limited to boss battles only, it is possible to wear it anywhere using a glitch. Upon donning this mask, Link grows to nearly two-and-a-half times his normal height. His clothes turn white and his face appears with a type of war paint on it. The sword that Fierce Deity Link carries is a helix shape that uses magic power to fire blasts at enemies.

Other masks provide situational benefits. For example, the Great Fairy’s Mask helps retrieve stray fairies scattered throughout the four temples, the Bunny Hood allows Link to run faster, and the Stone Mask renders Link invisible to most non-playable characters and enemies. Less valuable masks are usually involved only in optional side-quests or specialized situations. Examples include the Postman’s Hat, which grants Link access to items in mailboxes,[11] and Kafei’s Mask, which initiates a long side-quest to receive the Couple’s Mask.[12]

Majora’s Mask imposes a time limit of three days (72 hours) game-time,[13] which is about 54 minutes in real time.[4] An on-screen clock tracks the day and time. Link can return to 6:00 a.m. on the first day by playing the “Song of Time” on the Ocarina of Time.[13] Returning to the first day saves the player’s progress and major accomplishments permanently, such as the acquisition of maps, masks, songs, and weapons.[13] Cleared puzzles, keys, and minor items will be lost, as well as any rupees not in the bank, and almost all characters will have no recollection of meeting Link.[14] Link can slow down time or warp to the next morning or evening by playing two variations of the Song of Time. Owl statues scattered across certain major areas of the world allow the player to temporarily save their progress once they have been activated, and also provide warp points to quickly move around the world.

Other uses for songs include manipulating the weather, teleporting between owl statues spread throughout Termina, and unlocking the four temples. Each transformation mask uses a different instrument: Deku Link plays a multi-horn instrument called the “Deku Pipes”, Goron Link plays a set of bongo drums, and Zora Link plays a guitar made from a large fish skeleton. Jackson Guitars created a limited edition 7-string replica of this guitar that was the grand prize in a contest in Nintendo Power.[15] The game reuses three of Ocarina of Time‘s ocarina songs: the “Song of Time”; the “Song of Storms”, for aforementioned weather manipulation; and “Epona’s Song”, which again summons Link’s horse.

During the three-day cycle, many non-player characters follow fixed schedules that Link can track using the Bomber’s Notebook.[16] The notebook tracks the twenty characters in need of help,[16] such as a soldier to whom Link delivers medicine, and an engaged couple whom Link reunites. Blue bars on the notebook’s timeline indicate when characters are available for interaction, and icons indicate that Link has received items, such as masks, from the characters.[16]

The documentation appears to be the Official Nintendo Player’s Guide! Grab it HERE!

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Posted by on January 11, 2012 in Game Profile, Strategy Guides


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Doctorword’s Journal:What’s Next?

Hey folks sorry again I know the uploads have been real slow but hey I’m practically the only one uploading lol. Anyways I just received a shipment of 5 manuals so they are now up. In other news I was thinking of ordering a shipment of Dungeons and Dragons 4th Edition material. I wanna learn to play so I will share what I get. Remember to send requests to my e-mail and if you have a collection of manuals and you would like to contribute please e-mail me.

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Posted by on January 11, 2012 in Doctorword's Journal


Prince of Persia 2 (SNES)

Similar to the first Prince of Persia, the character explores various deadly areas by running, jumping, crawling, avoiding traps, solving puzzles and drinking magic potions. Prince of Persia 2 is, however, more combat-heavy than its predecessor. In the first game, enemies appear only occasionally and are always alone, while in the sequel, up to four enemies may appear at once, sometimes flanking the player, and may even be instantly replaced by reinforcements when they are killed. As in Prince of Persia, the trick is to complete the game under a strict time limit that passes in real time. Lives are unlimited, but time cannot be regained except by reverting to a previously saved game. In other areas, more significant improvements have been made. The graphics are far more complex than the simple look of the game’s predecessor, the areas explored are larger, and the variety of backdrops is greater.

The documentation appears to be the manual. Grab it HERE!

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Posted by on January 11, 2012 in Game Manual's, Game Profile


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Wolfchild (SNES)

Wolfchild is a platform game originally released for the Amiga and the Atari ST by Core Design in 1992. It was later released for the SNES, Mega Drive/Genesis, Mega-CD, Sega Master System, and Sega Game Gear.

The plot revolves around biotechnology researcher Kal Morrow and his son Saul. When the former is kidnapped by the evil Chimera organization, Saul uses one of his father’s inventions to turn himself into a wolf-human hybrid (similar to a werewolf) that may be capable of defeating Chimera.

Wolfchild was designed by Simon Phipps, also responsible for the earlier Switchblade 2, a rather similar game. The action is viewed from the side and scrolls in eight directions. The player must guide Saul through five levels, negotiating platforms and shooting various monsters, the result of Chimera experiments. Initially, the player character is Saul in his normal, human form. Only when enough energy has been collected does he turn into a wolf-human, giving him much better attack techniques.

Reviewer Gary Whitta gave the Amiga version a score of 905 (out of a possible 1000), praising its animation, speed and responsiveness, and generally deeming it executed better than Switchblade 2.

The documentation appears to be a manual. Grab it HERE!

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Posted by on January 11, 2012 in Game Manual's, Game Profile


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Donkey Kong Country 3:Dixie Kong’s Double Trouble! (SNES)

The third installment in the Donkey Kong Country series tracks the player’s progress through the game using a percentage similar to the first two games. Following the tradition of the others, the total possible percentage is 100% plus the installment number; in this case, a total of 103%, the highest of the series. An additional 2% can be achieved when the cheat TUFST (toughest) is applied, which turns off the checkpoint barrels and DK barrels, making the gameplay much more difficult. Returning also are the collectible DK coins that first appeared in the second game, with one hidden in each level. Unlike in Donkey Kong Country 2, rather than simply having to track down the hidden coin, the player must solve a small puzzle involving using a rolling barrel to strike an enemy using the coin as a shield from behind.

Dixie Kong retains essentially the same move set she had in the second game. Diddy Kong is replaced by Kiddy Kong, who plays more similarly to Donkey Kong. Kiddy also has a few new moves previously unseen in the series – he is able to repeatedly bounce along the surface of water during a roll by pressing the jump button with the correct timing, and he is able to throw Dixie significantly farther when he is carrying her on his shoulders than any other Kong family member combination. Dixie Kong can also ride on top of Kiddy Kong when he is thrown, much like riding on steel barrels.

The hub world is more open-ended when it comes to exploration, for the first time allowing the player to stray from set paths between established area or level markers. As a result, hidden areas can be found by traveling to the right location on the world map, also a first for the series. Most of these hidden areas have a collection of colored crystals that are arranged to mirror the button colors and locations on the traditional Super Nintendo controller; in a game very reminiscent of Simon, the player is required to repeat a series of tones that sound when a crystal lights up, using the buttons on the controller, to acquire hidden items. On the SNES, the buttons used are those that match the colors of the crystals (A B X and Y), while on GBA, the D-pad is used, matching the crystals positions on the screen, although the SNES colors remain. On virtual console the controls are exactly the same as the SNES and the control pad is identical to that of the SNES, just lacking the iconic colored buttons.

Also introduced in this game is an expanded inventory system, allowing the Kongs to hold up to four items at a time that can be exchanged for lives, coins, or other hidden items.

The documentation appears to be the manual. Grab it HERE!

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Posted by on January 11, 2012 in Game Manual's, Game Profile


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Donkey Kong Country 2:Diddy’s Kong Quest (SNES)

In comparison with the original Donkey Kong Country, the game contains many new features. These include many hidden bonus stages with collectible tokens, called Kremcoins, which are rewarded for completing the level. The player can access these hidden levels by finding barrels with the letter “B” on the front. Kremkoins, once collected at the end of each hidden stage, can be used to unlock the “Lost World” and eventually the final ending.[8] There also exist rare “DK coins” in every standard level that are hidden by Cranky Kong. The placement of these coins gets progressively more cryptic, subsequently providing an extra challenge beyond reaching the end of each level. Level settings are now more diverse, although the staple ice, cave, and jungle settings remain from the first game.[6][9]

As well as collectible tokens the player can also collect other items such as bananas and Kong letters. Collecting 100 bananas can gain the player an extra life, and collecting all the Kong letters will similarly give the player another life. Finding objects in (hidden) treasure chests is another feature common to the game. These can contain banana coins, Kong letters, banana bunches, an extra life represented as a balloon, or a DK coin in some instances. However, sometimes these treasure chests contain nothing at all. Chests can also be used to defeat enemies, such as wasps, in an effort to pass certain passages, as wasps cannot be defeated by jumping on them.[6][9]

The ability to “piggyback” or use various animal companions, called “Animal Buddies”, returns from its predecessor, such as Squitter the Spider, Glimmer the Anglerfish, Rambi the Rhino, Rattly the Rattlesnake, Clapper the Seal, Enguarde the Swordfish, and Squawks the Parrot (Rambi, Enguarde, and Squawks returned from the original Donkey Kong Country), which can boost the gameplay experience, proving advantageous at certain points in a level or the whole level overall. These animals have certain unique abilities that the player can use such as Rambi’s ability to charge at enemies and Rattly’s ability to jump higher than with the two main characters.[8][10]

There is also a greater difference between the two characters. Diddy Kong has the ability to run faster than his counterpart and perform an extended jump by cartwheeling off ledges. Dixie Kong can use her hair to glide in the air over long distances, which also proves to be advantageous to the player in some levels. In addition, there are some barrels that can only be activated by a specific character. However, the method of defeating enemies remains the same between the two. Both can jump on an enemy to defeat them or throw one another to hit enemies (in some cases), or throw objects to slay them.[8][9][10]

Donkey Kong Country 2 also focuses more on the seaside and pirate-themed apparel of the enemies whereas in the first game the apparel was themed like the jungle. Many of the Kremlings resemble crocodiles, have wooden legs and eye patches, and are seen with sailor-like tattoos. These Kremlings are not specific to one level but are scattered throughout the game’s levels.[9]

While Donkey Kong Country 2 introduced new features, it also abandoned a few from the original game. For example, steel barrels were removed, eliminating the ability to roll on top of them. The ability to find hidden items in the ground was also removed.[6] However, some of these removed features were later brought back in the third game, Donkey Kong Country 3. As a promotion for the game after its release, Nintendo Power ran a contest for the fastest time to achieve 102% game completion.[11]

The documentation appears to be the manual. Grab it HERE!

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Posted by on January 11, 2012 in Game Manual's, Game Profile


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Wolfenstein 3-D (SNES)

Each episode features nine levels (or “maps”) which have to be finished sequentially. Levels are completed by reaching an elevator which leads to the next level. The player must combat numerous guards and other enemies while maintaining ammunition and health supplies. If the player’s health is reduced to zero, one of the player’s lives as well as all guns and ammo (except a pistol with 8 rounds) are lost. The player begins each episode with three lives, and more lives can be acquired by finding extra-life tokens or earning 40,000 points. The game allows saves at any point. In addition to completing levels, the players can collect various treasures scattered in the levels to increase their score; the player can also search for secret push walls which lead to caches of treasure or ammunition. Percentages for treasures collected, enemies eliminated, and secrets discovered are displayed at the end of every level. Earning a 100% kill, secret, or treasure ratio, or completing the level in below-par time results in additional bonus points.

There is also one “secret” level per episode that can only be accessed by the player uncovering a hidden elevator. The secret level of the third episode was notable in that it recreated one of the original Pac-Man levels, complete with ghosts, seen by the player from Pac-Man’s perspective.[7]

Each episode has a different boss who has to be killed in the final mission to complete the episode. Unlike normal enemies, boss enemies are drawn from one angle instead of eight, so the player cannot sneak up on them or take them by surprise; when first encountered they are always facing the player. Bosses also won’t notice the player or become active until they see the player. When most bosses are killed, a replay (called a “deathcam”) of the boss’s death is shown; the episode then ends. In other levels, behind the boss is an exit from the stronghold; entering it causes the camera to rotate around to face Blazkowicz and show him running out and jumping in elation (complete with a freeze frame of him in mid-air).

Despite the historical setting, and the presence of Hitler as an episode boss, the game bears no resemblance to any actual Nazi plans or structures. Indeed, many of the level designs are highly fanciful; at least three levels heavily feature swastika-shaped room layouts and maps, going as far as having one level (episode 6, map 3) built entirely of a tessellation of them (see Controversy).

The documentation appears to be the manual. Grab it HERE!

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Posted by on January 11, 2012 in Game Manual's, Game Profile


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