Weekly Game Review: “12 chairs”

Year: 2002
Genre: Quest, Adventure
Discs: 2 CD(*.iso)
Developer: Saturn+
Entertainer: Buka
Requirements: Windows 98/Me/2000/XP, Celeron 300, ram 32 mb, Cd-Rom 4-x, DirectX 8.0
Hints: The bottom line: “12 chairs” – another game, produced jointly by “Buck” and “Saturn +” continues a series of animated quests. The passage contains spoilers to some parts of the game, so if you arent familiar with the game or dont want to know what to expect, recommended. As 3D graphics libraries such as DirectX and OpenGL matured and knocked proprietary interfaces out of the market, these platforms gained greater acceptance in the market, particularly with their demonstrated benefits in games such as Unreal.[33] However, major changes to the Microsoft Windows operating system, by then the market leader, made many older DOS-based games unplayable on Windows NT, and later, Windows XP (without using an emulator, such as DOSbox). While many companies used the additional storage to release poor-quality shovelware collections of older software, or "enhanced" versions of existing ones,[28] new games such as Myst included many more assets for a richer game experience. By 1993 PC games required much more memory than other software, often consuming all of conventional memory, while peripheral device drivers could go into upper memory with DOS memory managers. More than a third of games sold in North America were for the PC, twice as many as those for the Apple II and even outselling those for the Commodore 64. The first generation of computer games were often text adventures or interactive fiction, in which the player communicated with the computer by entering commands through a keyboard. A Koei executive claimed that "Nintendo's success has destroyed the [computer] software entertainment market". A Mindscape executive agreed, saying that "Unfortunately, its effect has been extremely negative. As with second-generation video game consoles at the time, early home computer game companies capitalized on successful arcade games at the time with ports or clones of popular arcade games.[6][7] By 1982, the top-selling games for the Atari 400 were ports of Frogger and Centipede, while the top-selling game for the Texas Instruments TI-99/4A was the Space Invaders clone TI Invaders.[6] That same year, Pac-Man was ported to the Atari 800,[7] while Donkey Kong was licensed for the Coleco Adam.[8] In late 1981, Atari attempted to take legal action against unauthorized clones, particularly Pac-Man clones, despite some of these predating Atari's exclusive rights to the home versions of Namco's game. Also in 1989, the FM Towns computer included built-in PCM sound, in addition to a CD-ROM drive and 24-bit color graphics. Also in 1989, the FM Towns computer included built-in PCM sound, in addition to a CD-ROM drive and 24-bit color graphics.

Walkthrough:

This is a detective game in which you have a helper named Smart Alex. Using Smart Alex you can explore and analyze the items that were in your inventory, interact with different objects, turn on/off the flashlight, move to another location, get hints, and, in addition, to skip the puzzle. The game has a scoring system that determines what rank you get at the end of the game. The more points you earn, the higher the rating. Points are awarded for various actions, for example, collecting comic books, solving puzzles, etc. NOTE: At the simplest level of complexity you lose points for skipping puzzles and the use of Smart tips Alex. Also, you lose points for dying, regardless of difficulty level. Vorobyaninov decides to look for the treasure alone, but by chance he meets on his way tipster Ostap Bender. Another pioneer computer game was developed in 1961, when MIT students Martin Graetz and Alan Kotok, with MIT student Steve Russell, developed Spacewar! on a PDP-1 mainframe computer used for statistical calculations. In December 1992 Computer Gaming World reported that DOS accounted for 82% of computer-game sales in 1991, compared to Macintosh's 8% and Amiga's 5%. The 1993 release of Doom on the PC was a breakthrough in 3D graphics, and was soon ported to various game consoles in a general shift toward greater realism. To enhance the immersive experience with their unrealistic graphics and electronic sound, early PC games included extras such as the peril-sensitive sunglasses that shipped with The Hitchhiker's Guide to the Galaxy or the science fiction novella included with Elite. Also in 1989, the FM Towns computer included built-in PCM sound, in addition to a CD-ROM drive and 24-bit color graphics. These extras gradually became less common, but many games were still sold in the traditional over-sized boxes that used to hold the extra "feelies". During this time, the improvements introduced with products such as ATI's Radeon R300 and NVidia's GeForce 6 Series have allowed developers to increase the complexity of modern game engines. Id Software went on to develop Wolfenstein 3D in 1992, which helped to popularize the genre, kick-starting a genre that would become one of the highest-selling in modern times.[25] The game was originally distributed through the shareware distribution model, allowing players to try a limited part of the game for free but requiring payment to play the rest, and represented one of the first uses of texture mapping graphics in a popular game, along with Ultima Underworld. By 1989 Computer Gaming World reported that "the industry is moving toward heavy use of VGA graphics".[20] While some games were advertised with VGA support at the start of the year, they usually supported EGA graphics through VGA cards. First sold in 1977, Microchess eventually sold over 50,000 copies on cassette tape.