Cave Lair Mac OS

broken image


American McGee's Alice is a 2000 third-person action-adventure video game developed by Rogue Entertainment under the direction of designer American McGee and published by Electronic Arts (EA). The game was originally released for personal computers running Microsoft Windows and Mac OS.Although a planned PlayStation 2 port was cancelled, the game was later released digitally for the. Academy of Magic - Lair of the Beast Join the young magician Dennis and his freinds in this magical match-3 game, to save a kidnapped student from a monstrous beast. Mobile OS android apple iOS blackberry windows mobile. Man Cave/Lady Lair Lots and Lots Collectible Bar Items $0 (Independence) pic hide this posting restore restore this posting. Favorite this post Apr 8 Hot Rod 32 Metal Double Switch Plate Man Cave Vintage. Lair Hockey takes the enjoyment of hitting disks on an air hockey table further into worlds and battles, bosses and even to space. Fight robots, escape death traps, acquire powers and score goals against a variety of monsters, spiders, giant tanks and don't forget to whack some moles.

(Redirected from Zoombinis Island Odyssey)
Zoombinis
Genre(s)Educational, puzzle
Developer(s)TERC and Broderbund (1996)
The Learning Company (formerly SoftKey) (2001-2)
TERC, FableVision, and Learning Games Network (2015+)
Publisher(s)Broderbund (1996)
The Learning Company (2001-2)
TERC (2015+)
Platform(s)Windows, Mac OS, OS X, iOS, Android
First releaseLogical Journey of the Zoombinis
March 1996
Latest releaseZoombinis
August 2015

Zoombinis is a series of educationalpuzzle computer games that were originally developed by TERC and published by Broderbund until The Learning Company (formerly SoftKey) bought Broderbund in 1998 and took over developing and publishing the series in 2001. The series consists of three games: Logical Journey of the Zoombinis (1996), Zoombinis: Mountain Rescue (2001), and Zoombinis: Island Odyssey (2002). On August 6, 2015, Logical Journey was updated and re-released (as Zoombinis) for tablets and modern operating systems by TERC, FableVision, and Learning Games Network.[1][2] The series focuses on the Zoombinis, small blue creatures each with different appearances and personalities, which the player must guide through strange puzzle-filled lands.

Logical Journey of the Zoombinis (1996)[edit]

Creating Zoombinis at Zoombini Isle

Zoombini Isle, the Zoombinis' homeland, has been taken over by the evil Bloats. The Zoombinis flee but end up in a mysterious and treacherous land. Players must guide the Zoombinis through this land to reach the safety of Zoombiniville, a land of hope and prosperity for the Zoombinis. The game was made in 1995, and released in 1996.[3]

Gameplay[edit]

The player starts at Zoombini Isle, where they assemble a team of 16 Zoombinis, picking from 5 different options each in hair, eyes, nose color, and footwear, for a total of 625 possible combinations. Each combination can be used twice in the game. The player then has to do a series of minigames, helping the Zoombinis traverse through dangerous places until they reach the next location on the island. By the end of a minigame, a number of Zoombinis may be left behind. At the end of a section, the Zoombinis can rest at a campsite and be stored to join another group of Zoombinis if there are fewer than 16 Zoombinis left. From the first campsite are two branching roads that take the Zoombinis to two different areas of the island and eventually join up at the second campsite before traversing to the final section of the island. At the end of the final section lies the target destination Zoombiniville. For each group of Zoombinis that make it through a section with all 16 in their group a monument is added to Zoombiniville. The game is won when 625 Zoombinis make it to Zoombiniville.

Zoombinis Mountain Rescue (2001)[edit]

After the foundation of Zoombiniville, the Zoombinis find peace once more, until a small group of them get trapped inside a cave seeking shelter from a storm. They meet up with strange creatures called Boolies who occupy a city known as Booliewood. As a result of the storm, the Boolies have been scattered across the land, and their mayor, the Grand Boolie Boolie, has disappeared. The goal of the game is to rescue a total of 400 Boolies and bring them to Booliewood to return the Grand Boolie Boolie.

Gameplay[edit]

The player begins in Zoombiniville, where they assemble a team of 16 Zoombinis. Like the previous game, the player has to get as many of the 16 Zoombinis through the minigames as possible, by making use of the Zoombinis' different characteristics in accordance to the patterns and principles of the minigames. Some of the minigames however require only the player's logic, regardless of the Zoombinis' characteristics. After all minigames are completed on a part of the land, the player progresses to play more minigames on the next part of the land. The gameplay takes more of an adventure game approach, as the number of Zoombinis on a part of the journey differ throughout different parts of the game after each checkpoint between Zoombiniville and Booliewood. The checkpoints are where Zoombinis that do not make it through minigames return to. The player also has the option to send the Zoombinis on different routes from checkpoints across the land to complete different minigames.

Zoombinis Island Odyssey (2002)[edit]

Long after the take over of Zoombini Isle at the hands of the Bloats, the island was completely stripped of its food and plant life, leaving the Zerbles and native moths hungry and forcing the Bloats to evacuate. A seagull informs the Zoombinis, who live in Zoombiniville. After an expedition of Zoombinis survey the damage on the island, they decide to bring caterpillars to restore balance to the island's chain of life.

Gameplay[edit]

The player begins by creating a group of 12 Zoombinis, which can be customized. The player must then complete different puzzles, such as growing berries and breeding moths, to eventually restore the ecosystem of the island. This game incorporates science concepts as well as math concepts into the puzzles, including intersection of rates, cryptography, astronomical time, Venn diagrams, and Punnett squares, as well as some reincarnations of puzzles from Logical Journey. The graphics have again received an update. The Zoombinis are fully 3-D, but their features no longer affect gameplay. When the Zoombinis release 224 Zerbles into the wild, the game is won.

Educational effects[edit]

As a computer game, Zoombinis is an entertaining activity for students from elementary to middle school. However, as an educational tool, Zoombinis stands above many other mathematical, analytical, and logical educational methods. The game works with problem solving through mathematics, deduction, and hypothesis testing primarily by clearly stating the goal of the problem at hand, with the option to either deduce for one's self or learn from with gameplay strategies for success.[4]

Mathematical aspects[edit]

The different games a player encounters when trying to get the Zoombinis from Zoombini Isle to Zoombiniville represent many mathematical characteristics. 'Pizza Pass', 'Allergic Cliffs', and 'Stone Cold Caves' exercise the sorting, grouping, and comparing of information. 'Captain Cajun's Ferryboat', 'Stone Rise', and 'Titanic Tattooed Toads' reinforce ordering, linking information, and problem solving. 'Fleens!', 'Mudball Wall', and 'Hotel Dimensia' emphasize graphing and mapping, while 'Lions' Lair', 'Mirror Machine', and 'Bubblewonder Abyss' train the player in sorting, organizing, and algebraic thinking.[5]

Deductive reasoning[edit]

Sub-games such as 'Allergic Cliffs' and 'Stone Cold Caves' require the player to find patterns and arrangements of the Zoombinis in order to pass the obstacle. Each game also has a select number of attempts which may be failures before a Zoombini is taken back to the beginning of a path segment (to Zoombini Isle, or to the base camps of Shelter Rock and Shade Tree), giving an incentive for the player to think critically and not randomly guess answers. As a result, these games enable players' deductive skills while also enforcing strategic efficiency.[5]

Cave Lair Mac Os X

Hypothesis testing[edit]

Players also encounter critical thinking with testing and observing different logical outcomes in 'Pizza Pass' and 'Mudball Wall'. By examining the varying characteristics of toppings on a pizza and the number and color of dots on a wall, the player can experiment with the correct patterns to get the Zoombinis to the next level. Similarly, with the deductive reasoning sub-games, these exercises discourage random guessing by giving only a few options to fail before losing a Zoombini.[5] However, with the games that involve more hypothesis testing, the incorrect guesses remain on the screen in a categorized pile so that the player might learn from previous attempts to come to the correct conclusion.

Game effectiveness with students[edit]

Cave

With the game's release in the Spring of 1996, through its continued use in the present, observations of the game have shown it to be efficient and useful for students and teachers alike. As a learning tool, the game is fun and interactive for children born into the continuously evolving technological era of 2016. Side quest generating system mac os. The characters are generalized, but still have a cartoonish look to entice any young person who wants to learn, and the format of the game inspires group work. The communication created between two or more players talking about how to find the right kind of pizza or nose, eyes, and hair matching Zoombini is a simple and effective way that students have fun learning with the game.[6]

Awards[edit]

YearNominee / workAwardResult
2003Zoombinis Island OdysseyBologna New Media AwardWon[7]

References[edit]

  1. ^Takahashi, Dean (2015-02-17). 'Nonprofit brings back Zoombinis educational game and launches Kickstarter'. VentureBeat. Retrieved 2016-04-16.
  2. ^Shao, Yiqing (2015-02-18). 'Zoombinis App to Be Released for Tablets and Desktop'. Boston magazine. Retrieved 2016-04-16.
  3. ^'Logical Journey of the Zoombinis.(Broderbund)(The Learning Arcade) (Software Review)(Brief Article)(Evaluation)'. Computer Shopper (subscription required). Archived from the original on 2014-06-29 – via HighBeam Research.
  4. ^MURRAY, MEGAN; MOKROS, JAN; RUBIN, ANDEE (1999-01-01). 'Mathematically Rich, Equitable Game Software'. Mathematics Teaching in the Middle School. 5 (3): 180–186. doi:10.5951/MTMS.5.3.0180. JSTOR41180770.
  5. ^ abcMoss, Thomas P. (2004-01-01). Playful thoughts: A study of the effects of 'Logical Journey of the Zoombinis' on elementary students' mathematical attitudes and reasoning skills (Ed.D. thesis). United States -- New York: Teachers College, Columbia University. ProQuest305209226.
  6. ^Rubin, Andee et al. What Kind Of Educational Computer Games Would Girls Like?. 1st ed. Massachusetts: TERC, 1997. Web. 16 Nov. 2016.
  7. ^'Mathematics - Zoombinis'(PDF). Digital Art Bin. Sunburst: 30. 2008. Archived from the original(PDF) on 1 December 2017. Retrieved November 22, 2017.

External links[edit]

  • Zoombinis series at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Zoombinis&oldid=1010667167#Zoombinis_Island_Odyssey_(2002)'

DRL 0.9.9.7 released!

19 March 2013

This release is dedicated to NEW content. There are several new special levels paired with the old ones for greater randomness! Visit the Military Base, find Mt. Erebus or feel the dread of Limbo. Along with new special levels, there are new level generators and enhancements to the old ones.

For the pro-players, we have brand-new Dual-Angel and Archangel challenges (with a corresponding hidden Badge level), and Custom challenges for everyone. Be sure to also check out Gunrunner, the new Scout master trait!

And if that isn't enough, we'll give you more content soon, this time easier than ever, for DRL comes equipped with a connection to the ChaosForge ModServer! Expect new mods, new challenge maps (for which you can gain badges!) to appear on a regular basis!

Grab it while it's hot in the downloads section, for Windows, Linux or Mac OS X ( bundle! ) !

However, before you do, please take a moment and Like!

Mac Os Versions

our official ChaosForge Facebook Page and/or ChaosForge Google+ Page , as well as follow @ChaosForge and @epyoncf on Twitter to stay informed of news of work on the next release!

If you're a returning player (or a donation driven development supporter!) consider donating to ChaosForge to celebrate the release!

Download the new version to jump into the fun or join us on IRC ( #chaosforge on QuakeNet ) or the ChaosForge Forum to celebrate or read below for the full changelog!

· · ·

Apart from the aforementioned major changes, there are tweaks and bugfixes galore — check out the full version.txt below. Additionally, for the first time, we have a more-or-less working Mac OS X package made as a regular OS X dmg — you might need to manually allow it's execution after installation.

Modding is now easier than ever, so if you are technically inclined, why not consider writing a mod? In the days ahead, all relevant changes to the Modding API will appear on the DRL Wiki, and the Modding sub-forum will probably get to see a lot more action!

This is a content-focused release. The next release will upgrade the UI and graphics, and introduce balance changes and tweaks that will inevitably pop up after such a huge boost in content. Expect to see it a lot sooner than the former, work has already began!

Full changelist follows…

DRL 0.9.9.7
[new] — TR#194: online Mod Server added!
[new] — TR#194: online MOTD, Alerts and Version Check added!
[new] — TR#273: Custom Challenges (Mods with awards) enabled!
[new] — TR#—-: Dual-Angel challenges!
[new] — TR#228: Archangel challenges!
[new] — TR#—-: Hidden badge level!
[new] — TR#—-: custom award system for mods added
[new] — TR#194: 3 old mods available for download (more will follow), all with awards
[new] — TR#235: Gunrunner as new Scout master trait ( removed Running Man )
[new] — TR#—-: new special level – Containment Area (paired with The Wall)
[new] — TR#—-: new special level – Phobos Lab (paired with Military Base)
[new] — TR#—-: new special level – Mt. Erebus (paired with Lava Pits)
[new] — TR#—-: new special level – Limbo (paired with The Mortuary)
[new] — TR#—-: new special level – Deimos Lab (paired with Hells Armory)
[new] — TR#—-: new special level – Abyssal Plains
[new] — TR#243: new special level – Military Base (game_hunter)
[new] — TR#—-: music tracks by Simon Volpert for The Vaults and (un)Chained Court added!
[new] — TR#—-: 6 new uniques, dedicated to Supporters, one of them as a set item!
[new] — TR#—-: new cave-city generator type
[new] — TR#—-: alternative layout for fluid rooms
[new] — TR#—-: new level type added
[new] — TR#—-: two new higher-tier level events added!
[new] — TR#—-: special crates that might have loot inside
[new] — TR#—-: elite versions of former humans (mostly in Ao100 or N!)
[new] — TR#—-: new lostsoul_ai for Lost Souls, increased stats to compensate (game_hunter)
[new] — TR#—-: new mastermind_ai for Spider Mastermind, lowered damage to compensate (game_hunter)
[mod] — TR#296: all BFG weapons now have insane gibbing and armor chew capabilities, no damage drop on radius and lower damage/radius
[mod] — TR#295: Shottyman works for rocket launchers too (and their exotic/unique versions)
[mod] — TR#—-: tacboots loose dodge bonus
[mod] — TR#—-: added dedicated entry messages to all of the special levels
[mod] — TR#—-: HoCarnage made harder, moved to L14 (D6) and paired with Spider's Lair (which also has BFG9k now)
[mod] — TR#—-: special levels reordered
[mod] — TR#—-: some unique armors were added resistances
[mod] — TR#—-: cleaned up and added a few skill ranks
[mod] — TR#—-: corridors will no longer be valid fluid rooms
[mod] — TR#—-: Hells Armory has a guaranteed Exotic or Unique
[mod] — TR#—-: main reward for Hells Armory might not be random
[mod] — TR#—-: added eligible supporter names to the random names database
[mod] — TR#—-: added a message when an ammo box runs out.
[mod] — TR#—-: G-version – cave levels use different wall/floor sets
[mod] — TR#—-: more variety in the composition of monsters in cave levels
[mod] — TR#—-: some level events and level generators won't appear on ITYTD
[mod] — TR#—-: level types, level events and special rooms made more evenly distributed (+ tweaks)
[mod] — TR#—-: Allow long character name entry (26 characters)
[mod] — TR#—-: Sleep time for loops changed from 1ms to 10ms (should significantly reduce processor load)
[mod] — TR#—-: a few uniques have been added set mods they disassemble to
[mod] — TR#—-: various minor tweaks with the existing special levels (often random enemy placement)
[mod] — TR#—-: variety in hells arena layout
[mod] — TR#—-: arena levels have more interesting architecture
[mod] — TR#—-: Hell's Armory is surrounded by lava instead of wall
[mod] — TR#—-: rank info shows progress toward requirement
[mod] — TR#281: unique/exotic earlygame generation block (depending on diff-level)
[mod] — TR#—-: new variation added to an old level generator
[mod] — TR#—-: various item tweaks on special levels (game_hunter)
[mod] — TR#—-: new map design to Spider's Lair (game_hunter)
[mod] — TR#286: player info screen displays more pertinent info (game_hunter)
[fix] — TR#—-: Fireangel fixed (game_hunter)
[fix] — TR#—-: fixed crash in which kills were registered to equipped armor (game_hunter)
[fix] — TR#—-: piercing blade correctly maintains damage amount (game_hunter)
[fix] — TR#—-: failing to equip from the ground takes no time, plays no sound
[fix] — TR#—-: fixed sound coming from far away when player uses teleporter
[fix] — TR#—-: fixed barrel sound bindings in low-quality version
[fix] — TR#—-: G-version – Hell's Armory had wrong style value
[fix] — TR#—-: fixed arena level visual looks
[fix] — TR#—-: sound for boss explosions restored
[fix] — TR#—-: linebreaks of plot screens fixed
[fix] — TR#—-: plasma and acid were supposed to be better with gibbing corpses on ground, not worse
[fix] — TR#—-: fixed possible access violation with IF_SPREAD (mancubi)
[fix] — TR#—-: Choose direction prompts now accept mouse input
[fix] — TR#—-: All ways of acquiring special items should contribute to stats
[fix] — TR#—-: Canceling mods takes no time
[fix] — TR#—-: assembling the same assembly more than once will get properly counted
[fix] — TR#—-: fixed Full Win detection on non-25 level maps
[fix] — TR#—-: fixed deadly chill event
[fix] — TR#—-: fixed an edge case of SoaG 5 + Bullet dance timing
[fix] — TR#—-: fixed Destroyer Diamond Badge.
[fix] — TR#—-: player will no longer start a special level on a monster
[fix] — TR#—-: overcharged plasma rifle can't be chainfired
[fix] — TR#—-: fixed Reaper Diamond badge
[fix] — TR#—-: explicit level styles on all special levels – should fix fluid edge glitches

Comments

  1. Catatonic-oyster · 20 March 2013, 18:48

    Great work! I check this page almost weekly hoping for updates.

  2. BrewFall · 21 March 2013, 20:31

    I feel a certain tension…

  3. Joey · 28 April 2013, 10:53

    Awesome, love this game, love all the work you put into it, cheers





broken image