lunes, 1 de abril de 2019

Missed Classic: Spellbreaker - The Incredible Shrinking Man

Written by Joe Pranevich



Welcome back! Last week, I was able to puzzle my way past a splash-down with a hungry fish, bring a statue to life just long enough to steal something from its mouth, shrink a snake, and insult The Phantom Menace. As I have mentioned before, the game seems very random with sequences of puzzle vignettes that are connected through teleportation rather than a contiguous world. In all of this, I was able to snag my fourth cube and I am approximately 1/4th of the way through the game. I will have to pick up the pace or you will be reading about Spellbreaker forever, but it is a hard game to rush. Besides, if this is the final "original" Zork game, I want to savor the experience… or at least to give it the best possible shake.

I know I was a bit down on this game when I started, although it may have had as much to do with my own mental place while playing as anything else. I've taken a pause and a reset and am approaching the game with refreshed eyes. I've replayed the entire game up to this point and can better see the connective tissue. We'll see how it plays out as I approach the finish.


Oh, I come from a land, from a faraway place...

The Bazaar
You know, before I begin I need to give credit where due. We haven't had a ton of comments on this set of posts, but Lisa has implied that my pattern of naming the cubes after letters in the Greek alphabet is stupid. And, she's right! Not only is it inconvenient, an original player was unlikely to do that because they would have been visiting the locations before realizing they needed to write on the cubes. And then Torbjörn said that you can change the names on the cubes… so I did. I am now using reasonable names such as "earth" and "air" and using quote characters to refer to them because the game isn't quite smart enough to know when I am talking about a cube and when I'm not. This actually helps quite a lot to keep things organized and I am indebted to them for pushing me on this one.

In any event, I start today's session by "blorple-ing" the cube that I extracted from the idol. I called it "delta" before, but now I'll call it "air" because it takes me to an air-themed room. I am literally walking on a cloud with exits to the north, south, west, and down. That's plenty to explore so I start to explore at random… I pick west! That direction lands me in a vaguely middle-eastern bazaar, just outside a carpet shop. Despite an entire city to explore, we really can only go inside. A salesperson inside tries to sell me two rugs: a blue one with a design of cubes on it and a red one that is worn and ugly. Which one am I supposed to buy? Is the trick that I need to come back later when I know the answer? Or is this a puzzle I should be expected to solve immediately? For obvious reasons, the carpet with the cube-decorations seems like the right approach given the cube-hunting aspect of the game. Maybe there will be a spell later that extracts the cubes from the fabric? On the other hand, it could be a fake-out and the carpet we are less inclined to pick may be the best one, a "diamond in the rough" to steal a quote from some old Disney movie. Either way, they are 800 zorkmids each and far beyond my price range. He doesn't accept the 500 zorkmid coin I have as an offer, but he will take the opal. Even though I tried to buy the blue one, he handed me the red one instead. While I thought at first like it might be a bug, it seems the shifty salesman was trying to pull one over on me. That makes me suspect that the blue one with the cubes is likely to be the correct one.

You know what? I don't need to guess at all. I just do the whole mess twice and buy each carpet. The red one appears to be broken, while the blue one allows me to fly when I sit on it! This opens up a "whole new world", so to speak, since I can seemingly explore a vast space but I don't actually see much. I start above a wilderness to the east of a mountain range. Landing is right out since we are killed immediately. I can fly to the mountains in the west, and even beyond them to another wilderness. I can fly up into the clouds where I cannot tell what direction I am traveling in. By some random moves, I happen to stumble on the roc's nest again but even this doesn't help me because the mother roc is home and I still cannot take the cube. I may have to be more thorough in my exploration later, but this is a good start.

I am still concerned that paying with the opal is a mistake. I replay that sequence with the salesman over again and try to offer him lots of things, usually resulting in him being quite offended. One more strange aside: you can "blorple" the carpet (because it has pictures of cubes on it?), leading to a "Nondescript" room with one exit back to the bazaar. Will this matter later? I have no idea.

Walking on a glacier can be dangerous...

Mr. Freeze

I blorple my way back to the Air Room and head north. This teleports me onto a frozen glacier in the Flathead mountains. Conveniently, there is a white "tinsot" scroll on the ground which allows you to freeze things. Exploring the glacier is impossible as there are cracks hidden under the snow and traveling in any direction kills you. We can't even fly on the carpet here for some reason. Actually, there is something up with the carpet that I don't understand yet. After restoring, I can't even fly it out of the bazaar for some reason. I'm going to not buy the carpet immediately and explore further into the game. I can always pick it up again once I have a strategy that requires it.

The south exit from the Air Room drops me back in "mid-air", the same as the down exit in the Earth room. Is that significant somehow? Just as before, the roc picks me up and takes me to its nest. The game is clearly showing that the roc is important given that I have three separate paths to its nest (two falling-from-a-great-height exits plus the carpet from the bazaar), but I still do not see a solution.

Now that I have a "freeze" spell, I need to find something to freeze. The water in the ruins room doesn't freeze, but the water in the oubliette does! I have to cast the spell twice, but I can completely ice over the outflow pipe and fill the room up with water. I soak my spell book again, but I restore back and just stash it in the zipper. This means I have to memorize any spells that I might need ahead of time, but I work it out in short order. If I freeze over the pipes, the room gradually fills with water over several turns and I am able to swim to near the ceiling, but not close enough to reach the trapdoor. I can't reach it by jumping like a dolphin or anything fully like that, but casting the freeze spell a third time creates an ice floe that we can climb on. With a bit of careful timing, we can climb on it when the water is at its height and escape from the cell. I am rewarded by another cube on the ground and a couple of directions to explore.


But life in a dungeon can be dangerous too.

Off to the east is a dungeon cell with the door blown off its hinge, apparently by some powerful magic. Should I infer that it was the previous home of the magician that I have been chasing this whole time? I head inside to find an oak cabinet (which I can unlock using "rezrov") and a moldy spellbook, damaged beyond all repair by the damp conditions. Fortunately, I have a spell for just this occasion: "caskly", to cause perfection. I try that on the book and it recovers it… a little bit. I can now read a single spell: "snavig", to change form. Is it possible to "gnusto" a spell from one book to another? Yes! It works just like a scroll and the spellbook disappears. I try playing with that spell, but I do not see how it can be used immediately. It allows me to change into another form, but I need to have an example nearby. If I "snavig me" it doesn't do anything. I'll be on the lookout for places where I can use this.

A stairwell out of the dungeon leads to a guard tower high in the mountains. In the distance, I see a small dot in the air. As I watch, it comes closer and closer, eventually revealing itself to be my friend the roc. This is beyond hinting now. There doesn't seem to be a way to "snavig" the roc to become one, nor does "espnis" (sleep) help much from this angle. I'll have to keep looking for solutions later.


  
I blorple the cube we found in the dungeon and I find myself… dead? No! I'm just teleported to the "Boneyard" room, the same place where we go when we die. There's an exit to the west that I cannot go through yet, while north takes me to Belwit Square. In the square, I momentarily manage to surprise our dark-cloaked figure that I have been chasing all this time. Exactly why he would have gone back to the scene of the crime is unknown. Is he a street rat? I don't buy that. I would try to look closer, but he's gone before I can do any investigation. This is the first reminder in a long while that our "chase" is still on.

Since I am back at the beginning, I try "snavig" to turn into a frog, but the game doesn't let me and instead provides a very odd response: I "cannot change into Gzornenplatz". I didn't want to change into HIM, just a creature that could understand him. Oh well. It was a good thought.

I'm running out of options, but I remembered that I was going to check out the two water pipes (in the ruins and the oubliette) to see if they are connected. It's tough to tell. I shrink myself with "liskon" and climb into the pipe in the ruins, but that kills be immediately as I am dragged downstream. I restore and try the same in the oubliette and that let's be swim downstream. As I progress quickly down the pipe, I pass a hidden cube and grab it (how?) before being able to climb back out in the ruins. I have a new cube! Just as importantly, the pieces of this world are falling into place. The ruins, the roc, the guard tower in the mountains, and the bazaar are all in the same region of the world. I would not be surprised if the ogre cave and ocean are not that far from here, either.



Octagon Maze

Triggering the newest cube takes me to a strangely changing room, where doors and decorations are constantly changing. Exits are marked clearly, but shift from a bead curtain to a wooden door to anything else you can imagine. North from there takes me to a dead end with a compass rose on the ground. I pick it up, but with no exits I need to teleport out. The other working exit leads me to a room where there is a compass rose carved on the north wall. I press my newly-found compass rose into the carving and a northern passage opens. I grab the compass again and head that way, the wall closing in right behind me.

For lack of a better term, let me call what I wandered into the "octagon maze". In the interests of time, I will summarize a bit so that you do not have to read page after page of trial and error. We find ourselves in an octagon-shaped room with a rune in each of the eight possible directions. Some of the runes are made of lead (east, northeast, southeast, and southwest) while the rest are silver. Somewhat trickily, the description always gives you the list of lead ones when you actually need the silver ones. It takes some trial and error to work it out, but the walls that have the silver rune are the only ones that we can pass through: by placing the compass rose on wall, it will open up door to a new room. Just as before, once we go through we have no way back. These are all one-way trips.


When you enter the maze, you can travel in any direction
except north. Of course, this is with the benefit of hindsight.


After moving west, there are no more west exits in the maze. 


Moving northeast further reduces the available exits… Keep in
mind you don't know at the start where you are aiming towards.

Once I worked out the mechanics, I tried to work out the point. By trying out every combination of exits, I discover that I am in a 3x3 grid of rooms. The trick that makes the maze a maze is that you can only use each direction once: now that we've gone north once, there will be no more north exits anywhere in the maze. Instead, all of the north exits will be marked by lead. Not only do I need to figure out where to go, I also need a strategy for getting there. The trickiest room to reach is the one in the top-center since we have to go northwest->west->northeast or west->northeast->northwest. Once I make it there, I discover an alabaster plug in the west wall with a gold rune! That's clearly the way to go.

And this is where I completely went off the rails. For hours, I couldn't figure out a way to get past the plug. I tried to map out routes that would touch every room once before making it there (impossible), I tried routes that would deaden every direction so that when I got there I would only have west to go (doable but useless). I mapped out every possible route through the maze. It spent an incredible amount of time on it for absolutely nothing because the solution was to cast "rezrov". I'm going to slink away in embarrassment, but the next room contains another cube so that our adventure can continue.
I'm going to stop here this week, one more cube in hand and with a score that has just crossed the halfway point. How many more posts until I'm done? I have no idea. Next week, I'll play around with the magic carpet and see what I can find with a bit better mapping. Maybe a new exciting point of view? I'm hoping for a dazzling place I never knew. See you then.

Time played: 5 hr 50 min
Total time: 11 hr 50 min

Inventory: 7x white cubes ("earth", "soft", "water", "air", "bone", "change" and one I haven't labeled yet ), gold coin, zipper, smoked fish, magic burin, knife, spell book, pruning shears, gold box, bottle, opal, compass rose
(I also know how to get the blue or red magic carpets.)

Spell Book Contains: caskly, throck, blorpie, yomin, rezrov, frotz, gnusto, malyon, jindak, lesoch, espnis, liskon, tinsot, snavig
Score: 305 of 600 (51%)

viernes, 29 de marzo de 2019

Top 19 Best URL Shortener to Earn Money 2019

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  18. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
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MacDuff Counter Attacks


The scenario I chose to play was "Counterattack" from Thomas' One Hour Wargames. The rules were the updated version of With MacDuff to the Frontier. Prince August's series of homecasting moulds  provided the armies.
The Nordmark Naval Regiment stands alone.
The scenario gives "Red"(Maritime Alliance) 1 unit to hold the bridge with 5 more units arriving on turn 3. "Blue" (Rosmark) has 6 units on his baseline. Unknown to Blue (Theoretically - this is where Solo play often requires a bit  of dual personality or at least roleplay.) there are 2 fords, one near each board edge. The winner is the side that holds both bridge and town at the end.

Rather than roll on the 6 unit chart, I prefer to roll twice on the 3 unit chart. That way, there is at least a chance of having an all arms force.

In the event, Blue rolled up 3 infantry, 2 cavalry, and 1 gun while Red rolled up 3 infantry, 1 light infantry, 1 cavalry and 1 gun.

After what felt like an eternity of artillery bombardment, cavalry charges and musket volleys, the Nordmark Naval Regiment was relieved to see the rest of the Alliance forces arrive.
For the last few years MacDuff has offered a choice of activation methods. The new one that works best for straightforward battles is a simple initiative card draw or die roll to see who goes first each turn. The original one which was designed for the confused situations found in frontier skirmishes involved card activation by single units or groups of units under a commander.  I opted for the latter.

The battered Naval Regiment has pulled back into reserve while the Alliance cavalry has met a Rossish cavalry charge and smashed it.

The main thing I wanted to do was to test my newest attempt to get my rally rules working smoothly. The rally rule has caused me  the most problems over the years while also doing exactly what I wanted it to do. At its most basic, the idea back in 1995 was that  not all "hits" were dead and wounded but included all those things that lower a unit's efficiency from men who have frozen up or been temporarily stunned, to disorder and confusion in the ranks to temporary ammo shortages  and so on. Therefore I allowed units to try to recover casualties when the unit rallied. I got a lot of push back from people who could only see wargame casualties as dead and wounded  but that wasn't the problem.

The problem was twofold. One issue was the logistics of tracking an increasing trail of bodies while waiting for a unit to rally and needing to differentiate between those who failed their rally and were out of the game and those who were still waiting for their chance. The second, more important issue, was that successful rally rolls prolonged the game, 5 hours was not unusual for larger games but having to make a decision about who won when time ran out was even more common.




After some fierce fighting the Rosmark forces have been flanked and driven back with heavy losses.
I won't bother trying to list all of the ways I tried to resolve the issues to my satisfaction but eventually I almost gave up altogether. Having a rally phase at the end of each turn simplified the logistics and rolling once for each pair of 'casualties' kept the recover rate reasonable but since rallying and reforming the ranks were tied together in my mind this meant that disorder was almost meaningless as  it was often removed before the enemy could take advantage and almost always removed before it affected the unit's own actions.
An attack by the Rossish reserve regiment has driven the Alliance cavalry back over the ford but Rosmark has taken many more casualties and half of their units have been driven from the field.

Recently, an obvious solution finally occurred to me. All I had to do was separate "reforming", which is an action which is done instead of shooting or moving, from "rallying" which has to do with morale and losses and can be done at the end of each turn and can be at the end of a turn without taking much away from the game.

The Garrison of Smalltown make a brave stand to give the army a chance to escape.

This was the first MacDuff game using the new approach though I used it successfully last week in my non-MacDuff 54mm game. It worked again in this game.  Its not perfect, and sometimes the end of turn rally seems little different from a traditional saving throw made immediately when the hits are taken but if a unit takes hits early in a turn, the difference can be critical  and from a purely "game mechanic" perspective, it works and is close enough to the original idea for me.

Eminent Domain Is Online At Board Game Arena!

I'm happy to announce that as of yesterday, my card game, Eminent Domain, is available for online play at BoardGameArena.com! Check it out, it's free to play, and they did a great job with the implementation.

I've been playing a lot of games at BGA over the last couple of months, including:

Eminent Domain
I got early access and did some testing for bugs. The implementation is gorgeous, and the game holds up! They've included the 5 scenarios that came with Eminent Domain: Microcosm, and very soon they might add the 6 from Escalation that only require base game cards to use.

Tzolkin: the Mayan Calendar
An old favorite that I hadn't played in a while. The timing aspect of the placing/retrieving of workers is ingenious. After playing a lot (and watching the top players' games), I'm actually a little disappointed in the game balance, but it's still a very fun game.

Stone Age
A classic worker placement game that I haven't played in a long time.

Russian Railroads Another good worker placement game that I haven't played in a while. It's neat how you score point income rather than just points, so rushing to scoring conditions can really add up! You can also pull of some fun combos with the reward tiles.

Dice Forge
This "dice building" game is a new one for me. I find it well balanced and fun. I like it best head-to-head, and I wish there were more cards to choose from each game (and more variety in what they do), but I hear that might be coming in an expansion.

Sobek
I own this, but haven't played it in years. Another good one for head-to-head play. I didn't even realize it's by Bruno Cathala!

Defenders Of Oasis - Sega Game Gear - 1992



It can safely be said that I'm not a fan of mobile gaming.  I have never been tempted to download a game to my phone and the only portable system I have is a barely used Nintendo DS Lite I won many years ago in a competition.  Until I started Defenders of Oasis I didn't think a mobile system would appear on my blog and I certainly didn't think a Game Gear was capable of running a surprisingly good JRPGAs soon as the game comes on it starts telling the back story.

Long ago the world was terrorisd by Ahriman, the Wizard of Darkness. Ahriman was finally defeated by a hero called Jamseed and sealed away using three rings given to him by the Wizard of Light. Although stripped of his power, Ahriman sent his servant, Snake King Zahhark to attack the kingdom of Shanadar which was founded by Jamseed.  Jamseed was defeated and the world was once again plunged into an age of darkness. After 1,000 years a new hero called Fallidoon appeared and defeated Zahhark bringing about a new age of peace. When these events were all but forgotten, the evil Empire of Eflaat rose up and once again Shanadar is threatened....

The game begins with you controlling the unnamed prince of Shanadar, a descendant of Jamseed. On this day Shanadar is due to be visited by the princess from the kingdom of Mahamood. A cut scene has the king telling you to escort the princess from the dock back to the castle.

The first thing that struck me was the quality of the graphics. Bearing in mind the original hardware, I was expecting big blocky graphics, but they were well detailed and colourful, even on a large screen. Gameplay is cut from the same cloth as Dragon Quest and practically every other JRPG in between - a top down tiled view with random encounters and turn-based combat.

I took the opportunity to wander around town which was a bit depressing as the townsfolk do not hold a very high opinion of the prince. I visited the weapon and armour stores but couldn't afford anything with my 200 dinar, but bought some herbs, holy herb and snake act from the goods shop. I then headed off to the docks only to find the princess missing. She turned up in the tavern being accosted by some ruffians. 

This introduced combat, which is the usual JRPG turn based fight. Winning the combat gave me some more dinar and enough experience to go up a level, which increased some of my stats. It's than back to the castle for a rest.

During the night Shanadar is attacked by the Empire of Eflaat and the castle put under siege. The King says you should take the Princess and escape to Mahamood. He also gives you a ring.

You are met at the port by the traitorous General Kohle who was offered the kingship for betraying Shanadar. The ensuing battle is unwinnable as Kohle was given a magic sword by the emperor which causes you to faint with one blow.

It's down to the resistance to save your arse and you come to in the their hideout. The leader says you need to get the lamp from the treasury in order to defeat Kohle. It turns out the lamp contains a genie who once served Jamseed – my first party member. 


The Genie is the only member of the party who can use magic. He is also the only member of the party who can't level up. His attributes can be raised by equipping with various items bought or found throughout the game. Hemp, for example, increases his magic points, gilding increases hit points and crystal increases defence. These items are rarely found and are expensive in the shops.

We seek out Kohle and use the spell Varyu to stop him using the magical powers of the sword. He is still a strong enemy but was easily beaten. With Imperial reinforcements on their way we hop on a ship and set sail for Mahamood.

The general plot involves finding all the Rings of Light before the bad guys destroy them and allow Ahriman to regain his full power.  I will note my thoughts below....

  • I pick up my second party member, Saleem, when we stop off at an island to collect some fresh water. Saleem is the captains son. The captain gives us some money to buy water, but when we return to the ship it has been boarded by Ahriman's elite troops. They kill the captain and take the ship and the princess leaving us stranded on the island. It is here the Genie gains the Raag spell which can teleport us between known locations.  This avoids cramming in an overworld map onto the Game Gear cartridge.  It also shows your progress as the destinations grow.

  • The Genie starts with three spells but more are collected by reading inscriptions on walls.  One gripe is the nonsensical names given to the spells which means you have to refer to the manual.  Not ideal when gaming on the go.
Why can't you just call it "Lightning"

  • Our fourth party member is Agmar the thief.  We find him in a prison cell after falling through a trap door in a dungeonFortunately the Genie has the Kshasla spell at this point which can get us through the locked door. 
  • Apart from the normal combat moves each character has a their own special ability.  The Prince can use 'Run' to escape fights and the Genie can cast magic.  Saleem can use 'Dance' in which he attacks all enemies but causes less damage than targeting a single one.  Agmar can use his turn to 'Hide'.  On his next turn he can use 'Assault' to cause more damage to an enemy.
  • There are many useful items that can be found during the course of the adventure.  Most are described in the manual and throughout the game, but there are few that have to experimented with to find their use.  You inventory seems unlimited with the amount of different items you can carry, but you are only able to hold up to 9 items of each type.
  • There is decent music playing constantly during the game. Sound effects are limited to a few bleeps and a couple of undecipherable speech samples.
  • One plot point I didn't like (and I seem to remember something similar happening in Final Fantasy II) is that once you gather all the quest items - rings in this case - one of Ahriman's generals simply takes them off you without you putting up a fight.  He proceeds to burn them, releasing Ahriman.
Little does he know the ashes still have some power...

...and neither does Ahriman.

Despite being a relatively simple JRPG, I really enjoyed Defenders of Oasis.  It's not a game that requires lots of grinding - I did a bit to get better weapons but character stats are limited to 99 points so you can't go on levelling forever.  The economy is also good - once you have the best weapons and armour there are still silks and gilding to buy for the genie at several thousand dinars a pop.  The graphics are well drawn and colourful. I played the game in bite-size chunks (as a mobile game would normally be).  It doesn't have a huge overworld so travelling between towns is accomplished using the Raag spellThis is good as a lot of JRPGs over stay their welcome by being unnecessarily long with random combats becoming a chore.  The Arabian theme also made a nice change from the usual fantasy settings.

The End....
And finally a JRPG where the ultimate boss has only one form

jueves, 28 de marzo de 2019

Virtual Pool 4 Free Download PC Game

Virtual Pool 4 Free Download PC Game





About This Game

Play 8-Ball, 9-Ball, Snooker, Billiards, Pub Pool, 27 games total!

"So realistic it will make your real life pool game better!"

Two career play modes, trick shots, video tutorials, multi-player online. Virtual Pool 4 is the most comprehensive cue sport game ever!

Compete for a season in Pro Tour Career. Play against real pros and top amateurs as virtual opponents. Start on the Local tour and work up through the Regional, National, and finally the World tour. See tour rankings and player statistics. Try to earn all the tour achievements for each tour game. Each season includes several tournaments with different formats including single elimination, double elimination, and special invitational. Tour games include 9-Ball, 8-Ball, Snooker, Black Ball, 10-Ball, 8-Ball Pub World Rules, and Straight Pool. Play levels of Easy, Normal, Hard, Extra Hard, and Good Luck.

Start in the Garage and gamble your virtual bankroll through six locations and hundreds of opponents in Hustler career play. Beat the room boss to advance to the next location. Opponents become more challenging in later locations and the betting stakes go up! Some locations occasionally have tournaments for a change of pace in this pressure packed gambling odyssey. Use some hard earned virtual cash to buy break cues, jump cues and low deflections cue shafts. Careers setup includes seventeen different game choices and five skill levels.

Learn to play better pool! Video tutorials with Steve Daking cover all you need to know to improve your real life and your virtual pool game. After each tutorial segment, you can play and practice each lesson shot in Virtual Pool 4!

Setup trick shots or just play them from the pool and artistic billiard trick shot libraries. You can also play friends on the same computer, practice by yourself, or play any computer opponent.

Use a custom Play Cue to show some style and change the shaft to a lower deflection model for better aiming accuracy. Get a Break Cue to smash the rack harder and make more balls. Jump Cues can be used to jump over obstructing balls.

Compete in online tournaments or play with friends. Single and double elimination tournaments with or without handicap. Compete as singles or teams. Player profile, friends list, awards, statistics, rankings, calendar of events, shot upload. Online lobby where players meet and chat. Great for both the friendly and competitive player.


Grab a cue and play now!









System Requirements


MINIMUM

Hard Drive: 2500 MB available space 
Sound Card: Sound Blaster Compatible
OS: Windows XP 
Processor: Pentium 1.6 Ghz 
Graphics: Intel or AMD HD Graphics or better 
DirectX: Version 9.0c 
Memory: 1 GB RAM



RECOMMENDED: 

Sound Card: Sound Blaster Compatible
Processor: Intel Core i3 or AMD Athlon II (K10) 2.8 GHz or higher 
Graphics: NVidia GTS 250 or higher 
DirectX: Version 9.0c 
Network: Broadband Internet connection 
Memory: 3 GB RAM 
Hard Drive: 4 GB available space 
OS: Windows 7 or higher