martes, 2 de abril de 2019

MARVELOUS: ANOTHER TREASURE ISLAND


Being the iconic gaming behemoth that they are, Nintendo's in-house creations have always gathered a huge fanbase. That's not what has happened with Marvelous: Another Treasure Island, the Super Famicom game that convinced Shigeru Miyamoto to give the Zelda reigns over to its designer Eiji Aonuma. That's partly due to it never travelling beyond Japan's shores but thanks to a superb fan translation, the west can now witness just how marvellous Marvelous is.

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A Change Is As Good As A Rest.

It feels like time to give some of my other figures an outing.

Last May I made a mould of a War of 1812 master figure that I had worked on off and on for several years, cast a dozen, and painted one sample. The rest have been in the painting queue ever since.




Recently Bob Cordery presented me with a copy of his new Portable Napoleonic Wargame and I've been waiting to give them an outing. The War of 1812 is about as close as my remaining collections get to Napoleonic so it seems like time to paint up some more Americans then give it a go.

Having read the rules over again, I am going to make two changes for the War of 1812.

The first is that while the British made good use of light troops, they had no rifle armed troops in Canada. I have decided to treat British light infantry, and native warriors as riflemen but with a range of 2 but to give real riflemen a bonus when shooting at other skirmishers.

The second change is due to there being no evidence of infantry in North America forming square when charged by cavalry. At Crysler's Farm, when the American Dragoons charged the flank of the British 49th Foot, these merely refused their flank and repulsed them with volleys of musketry.

Actually, there has been quite a bit written in the last few decades about cavalry vs infantry in the Napoleonic Wars indicating that squares were neither quite as universally employed as thought in the mid20thC nor quite as universally successful once you get away from the British experience. But I'll leave the European experience alone for now and for just the War of 1812 I will remove the square rules including the bonus for cavalry in melee with infantry not in square.

I'm looking forward to fighting Crysler's Farm using the PNW but first I have some figures to paint.



lunes, 1 de abril de 2019

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Prince of Persia: The Sands of Time is a third-person action-adventure puzzle-platform video game developed and published by Ubisoft. Revealed in March 2003, it was released across Game Boy AdvancePlayStation 2GameCubeXbox and Microsoft Windows in November 2003. The Sands of Time is a reboot of the Prince of Persia series, created by Jordan Mechner. Mechner served as creative consultant, designer, and scenario writer for The Sands of Time.
The game follows an unnamed Prince whose father sacks a Maharaja's city at the instigation of its treacherous Vizier. During the attack, the Prince obtains an artifact called the Dagger of Time, while his army captures an hourglass containing the Sands of Time. Visiting Azad to present the Sands as a gift to the city's ruler, the Vizier tricks the Prince into releasing the Sands, transforming the city's population into savage monsters. Together with the Maharaja's daughter Farah, the Prince works to correct his mistake and return the Sands to the hourglass. The gameplay revolves around the Prince's platforming abilities, broken up by fights with the creatures created by the Sands. A key mechanic in the game is using the Dagger to rewind time if the Prince makes a mistake platforming, and using it to kill and freeze enemies.
Concept work began in spring of 2001, after Ubisoft acquired the Prince of Persia catalog. After Mechner was brought on board, production began in June of that year. After the initial story draft was scrapped as it was too complex, the team began with four guiding concepts, including the ability to rewind time: this idea grew into the Dagger, the Sands, and the various powers related to them. Mechner's script drew inspiration from the Shahnameh, with the main focus on creating a simple narrative that worked with the pace of gameplay. The game used Ubisoft's Jade engine, originally designed for beyond evi Good & Evil, another game published by the company. Production was troubled, with the team facing problems with the engine structure and delays with environment assets, while also managing to create an effective tester network to seek out the game's bugs. In 2004, a version for mobile phones was developed and published in North America by Gameloft.
Upon release, it received critical acclaim, won and was nominated for numerous awards, and has been recognized by many as one of the greatest games of all time. Sales of the title were initially slow, but it eventually became a commercial success. Its success prompted the development of a sequel, Prince of Persia: Warrior Within, which was released in November 2004. Further games set in the Sands of Time continuity have been developed, and it is generally cited as the reason for the Prince of Persia series' return to fame.
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