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This is a map of the world depicted in the novel series A Song of Ice & Fire and the TV adaptation, A Game of Thrones. The website is designed to display useful information on top of the map layer and link to additional details on the Westeros.o https://bus-krasnodar.com/ rg wiki site.
I bought these maps and they are great. However, they obviously are too cumbersome to look at unless you are at home. Will there be a digital version that can be zoomed in on via a tablet? Also would be nice if you could select whose journeys you wish to see and all others disappear.
Martin has also stated that the storyline in his books is partially (and loosely) inspired by the War of the Roses, the civil war that occurred in England in the late 1400s following its defeat in the Hundred Years’ War. Just as the War of the Roses was fought between the Yorks and Lancasters, the conflict in Game of Thrones is between the Starks and Lannisters. The technology level in their society more or less matches Late Medieval Europe, i.e. right before the use of gunpowder and cannons revolutionized medieval warfare and brought it into the Early Modern era.
Where in the world is carmen sandiego game
Where in the World Is Carmen Sandiego? Deluxe, on CD-ROM, adds digitized photographs from the National Geographic Society and music from Smithsonian/Folkways. Each location contains three sources of clues: The user can question a bystander, search the area, or call “Crime Net”. Bystanders and “Crime Net” provide clues as to the suspect’s location and, on occasion, additionally state something about the suspect. Searching an area along the perpetrator’s path turns up an object that provides a clue as to the suspect’s location. The Deluxe edition is the first in the series to feature dialogue spoken aloud, although most information still appears in written form and the dialogue of bystanders is not spoken but rather contained in speech balloons.
Launched on Thursday by Boston-based Houghton Mifflin Harcourt Co., the app revives the familiar, globetrotting criminal to sharpen players’ history and geography skills. While the game is designed for kids ages 9 to 11, adults feeling nostalgic can jump in on the action.
The user becomes eligible for promotion after solving enough cases. Before the new rank is granted, though, the user must correctly answer a geography question with the help of a reference book included with the program (used as a form of protection against disk copying). Each rank gives harder assignments with more potential locations to visit. The culprit in the final case is Carmen Sandiego herself; apprehending her earns the user a spot in the game’s Hall of Fame.
Where in the World Is Carmen Sandiego? was the first product developed within Broderbund, which had only published externally developed software. The conception of the game began in 1983, though it did not start off as an educational game. Broderbund programmer Dane Bigham had played the text adventure game Colossal Cave Adventure, but found that players would struggle in trying to find the correct synonyms to use for the commands programmed into the game, a limitation of computational power at that time. With the Apple II home computer gaining popularity, Bigham believed he could write an adventure game for children, using the graphics of the Apple II to provide menu-driven commands to replace text commands. Bigham developed the game to a point where it contained enough locations and concepts to take it to Broderbund’s “Rubber Room”, the offices of Gene Portwood, a former Disney artist, and Lauren Elliott, as to start developing a more complete story and art for the game. Bigham’s initial idea, based on the childhood game of cops and robbers, did not readily get Portwood’s attention, but as Bigham pared down the concept, in particular focusing the game on catching one criminal at a time rather than multiple, Portwood warmed up to the idea.
No Carmen Sandiego game would be complete without the iconic dossier list. This feature is at the heart of your detective work, allowing you to compare critical information on VILE Operatives as you pursue them across the globe.
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Before the official release date, ‘S.T.A.L.K.E.R. 2: Heart of Chornobyl’ was already at the top spot of the Steam games charts thanks to presales. Within 48 hours of its release, the game has sold over a million copies.
Leaning on the history of the 17th and 18th centuries. Real-time strategy game awakens colossal mass battles with up to 32,000 units at one time on the battlefield. 12 nations, 70 different unit types, 100 research opportunities, and over 140 different historical buildings are available. Besides the battles on land, players can build the greatest armadas and attack their enemies at sea.
Cossacks: The Art of War is a historical real-time strategy game, based on European history of the XVII-XVIII centuries. This period is famous as an epoch of continuous wars and battles – and these battles are the focus of attention in the game. The 30 Years’ War, 7 Years’ War, War of the Austrian Succession, Russo-Turkish Wars, English Civil War, Turkish expansion in Europe, Ukrainian Liberation War, Northern War, Polish-Russian war and much more awaits you in this add-on to the original Cossacks game. Cossacks: The Art of War – continues the history of the great battles of XVII-XVIII centuries, and introduces five new campaigns, two nations, some new units and much more.
Founded in 1995, GSC Game World has become the most renowned game development studio in Ukraine and a leading developer in Europe. Since 2004 the proprietary worldwide publishing branch has been operating within the company. The revolutionary Cossacks: European Wars RTS title became the company’s first hit, selling, along with its two add-ons, over 5 million copies worldwide. In 2004 the studio enjoyed its first experience of working on a Hollywood movie license, while developing the tie-in RTS based on Oliver Stone’s blockbuster film Alexander. The game was released simultaneously with the movie and was self-published by GSC in former USSR territories. Since August 2004, GSC World Publishing has launched 7 projects: Alexander (2004), Cossacks 2: Napoleonic Wars (2005), Cossacks 2: Battle for Europe (2006), Heroes of Annihilated Empires (2006), S.T.A.L.K.E.R.: Shadow of Chernobyl (2007), S.T.A.L.K.E.R.: Clear Sky (2008), S.T.A.L.K.E.R.: Call of Pripyat (2009). In April 2007 the company’s most ambitious project – Survival FPS S.T.A.L.K.E.R.: Shadow of Chernobyl, set in the near-future Chornobyl exclusion zone, was released worldwide. GSC World Publishing was in charge of publishing the title in former USSR territories, while THQ Inc. operated the worldwide release. The game received numerous awards at some of the biggest international trade shows, and received high critical acclaimed from both print and online media and from the players themselves. The success of the game has been proven not only by the ‘Game of the Year’ and ‘Most Atmospheric Shooter’ awards, but also by maintaining top spots on sales charts. In the former USSR states alone, the game sold over half a million copies in the first two weeks. With the two subsequently released add-ons, the worldwide sales of the S.T.A.L.K.E.R. game series approach five million copies to-date. Following the strategy of further brand development, GSC Game World initiated a series of S.T.A.L.K.E.R.-based novels (published in Russian and German), and have sold over 5 million copies overall. Cossacks 3, released in September 2016, put furious battles of XVII-XVIII centuries into 3D.
In 2009, GSC began work on S.T.A.L.K.E.R. 2. The company officially announced the game on 13 August 2010. During development, the company shrank from 200 employees to 50. It had previously been the largest video game developer in Eastern Europe. Financial services company Ernst & Young named Grygorovych Ukraine’s “entrepreneur of the year” in February 2011. On 9 December 2011, the Ukrainian News Agency, published a message with a statement from GSC Game World CEO Sergiy Grygorovych that the company had dissolved. Development of the S.T.A.L.K.E.R. 2 game was discontinued. Grygorovych stated that he did so for personal reasons. Studio spokesperson Valentine Yeltyshev said that the studio’s financial situation played a minor role in the dissolution.
In 2002, the company released the combat hovercraft arcade racing game Hover Ace: Combat Racing Zone and another expansion to Cossacks called Cossacks: Back to War. At the end of that year, a new real-time strategy game named American Conquest was released. Also, in March 2002, after the GSC Game World company trip to the Chernobyl Exclusion Zone, the Oblivion Lost concept was wholly revised and used the Chernobyl disaster as a foundation. The game was called Stalker: Oblivion Lost, but soon the name changed to S.T.A.L.K.E.R.: Oblivion Lost, due to copyright complications with the word “Stalker”. The rendering system was reworked. The game was scheduled to be released at the end of 2003.