Sunday, June 16, 2013

Injustice: Gods Among Us (the mobile version)


You know, what else can I say about this game. All I know about it is what I've played, and that it's the mobile version of a game I possibly will never play. But then again that has never stopped me from writing a review/guide/ramble-fest before!

Like many of the games I've reviewed/provided guides for, this was one of the fad-games going around school. I can see why, too. All you basically do is either tap or swipe your finger on the screen to punch, slap, and or kick the opposing in the face. Simple, pick up play. Well it would be, if it weren't for the long intro that no one really cared for. Really it's one of those slow panning intros with voice over added, how is that entertaining? The only thing I found enjoyable in the opening was a single quote at the end.



I find this quote very true, being that there is the possibility where someone actually did like the intro it came after. Now then, like this paragraph being an intro, I give you the content in which you actually clicked on this post for.

Basically, you start out with three randomized characters in the tutorial level, and unless you get all the luck and are given a gold card, like Superman or something, you get stuck with two bronze leveled cards and shaved-Grundy. From there, the rest of the game is a bunch of point-and-level-grinding until you can afford the Booster Packs, cause face it unless you REALLY want that Gold-Card-Insurgency-Joker, no one gots time for that much grinding. Plus you get two character upgrade cards, yay profit. Now that I'm done summarizing what you do in the game, here's a quick guide on how to do it with a tad bit more ease! Yay!

Support Cards!:
One word, two syllables: Ripoff. Seriously these things cost points you can be using on getting that booster pack or character card you want, and the changes they offer are minuscule and barely noticeable. Basically, don't buy these, not worth it.

Card Tiers:
There are three types of cards: Bronze, Silver, and Gold. Really, you should just be going for the gold, like in sports, but you may settle for silver if you're in a real pinch. The bronze, don't get the bronze. Like the support cards, the tier three cards seem useful, but soon become obsolite once you get to the second page of missions. So yeah, go for the gold or settle for the silver, and to for bane if you can. Bane is a good tank character, and he can dish out a decent amount of damage, too. Also it's fun to watch his final bar attack.

Battle:
Tap for light, Swipe for heavy, and trouble hold to block. Simple fighting tactics, right? Yes right did you think I was going for something with that? No. But, seeing to how the light attack is just tapping the screen, it gives the opening of the possibility to just rapi-tap the screen until the opponent feints. Which I am sure everyone does, you know until a bar becomes full. And speaking of bars, here's a guide to winning at the mini games present when you preform a bar attack.
Tap-circle: Tap with two fingers, it's faster and easier for most people.
The slidy-bar bit: tap as quickly as you can once it pops up. Chances are that it gets to the near center in the brief second it pops up. 
Tap to fill-bar: same as the circle, just tap with two fingers.

 Well that's it, really all I can tell you about the game. Well I can tell you more actually, but as stated before in one of my post if memory serves, I am lazy. So just settle with what you got. Don't be greedy.

Thursday, June 13, 2013

Kingdom Rush and Kingdom Rush Frontiers. Both similar and different, still a great game.

Because of the recent release of Frontiers, I had revisited the prequel and currently playing through the sequel, and have noticed a number of similarities between the two. Then again they are, as I had said in the previous sentence, the two halves of the kingdom rush series. So there is bound to be similarities, which makes this entire blog a bit redundant... Oh well, doing it anyways.

In the sequel, you play as the same faceless hero, commanding the kings forces against a powerful evil that threatens the land (with a magic hammer).

Demanding invaders:
 Much like the first game, you face enemies with special attributes that require a different approch. But, unlike the first game, it's not just isolated to the use of magic or arrows, no. This time they take things a whole step further, making enemies that require specific settings just to be attacked! For example, the damn "Sand Terrors," they burrow underground, safe from attack, and only come up if you've got a barracks type tower out. They're the only reason why You can't win the "Dunes of Despair" level with just archer towers. I've tried. They're also these underground lizards that, sort of remind me of the Locusts from Gears of War, that require the use of the new Axethrower tower's totem-magic to stop them from turning invisible, teleporting, and summoning more "friends" to the party. They gets really annoying. Oh wait, just mentioned the other feature I meant to cover in the next paragraph. Oops.

Magic Aspect!: (Who do you voodoo b***h!?)
Like I said, totem magic. This time around the enemy troops are starting to use their own twisted brand of magic: magic shields, teleporting, invisibility, reviving the dead, all that complicated-magical rhino dung that make the waves of enemies unbearably difficult. The only way to counter this is using your own tribal-Jamaican (seriously, judging from the audio, the axe throwers are Jamaican) voodoo totems to negate the magic. The problem with that is, though, is the fact that the game has the bad habit to raise the totems in the least populated parts of the roads, meaning you gotta just spam the crabs out of the axe throwers.

Tips for the New Towers:
Savor this paragraph, cause this is the only one that I'll be giving actual tips for the game, cause, the game already gives tips in game, so I'd just be restating what they said if I did give more tips. Well, before you had a Mage tower made specifically to weaken the enemy so surrounding towers could wale down onto them. Yeah well now they changed that tower to one that raises the dead and spreads the plague (fun), and have the weakening spells to the axe throwers, and made it an area of effect. So keep that in mind when you decide where to place the totem raisers, try going for an area surrounded by other stronger towers.

They've also added Necromancer towers to the game, too. These guys, you really want to place in highly exposed areas with the most humanoid enemies, cause these guys take those corpses and bring them back as those annoying skeleton warriors from the first game, and make them work for you. This means you could have an entire mob of bones to stall enemies, you can save money and tower space placing a bunch of these guys rather than barracks.

I'll get back to you about the rest of the other towers later, because frankly, I'm still playing through the second game and still trying to figure out the combos myself.

But besides the newer towers and enemy aspects, the rest of the game has remained the same as the first; same tower upgrades, same rule on how you're suppose to upgrade the crabs out of the reinforcement and meteor magic, same ridiculous pop culture references. No seriously, pop culture references. They've got Indiana jones and tusken raiders in the background.

Monday, June 10, 2013

Dead Ahead!.. Get it? Cause, they're dead, and they're ahead - whatever I don't care.

Just to get this stuff out of the way, I am going to be refering to certain objects in the game by a different title in this guide. Here's a key just for you, cause I like your face.


Scooter = Vespa
Banshee = Witch
Volatile Zombie = Boomer


Now that that's out of the way, I can start talking about the game.

Dead Ahead is another one of those endless-running-type games, but not as bad as temple runner. Seriously I don't get the hype for that game, you just tilt the device how is that fun? Anyways, Dead Ahead is much more sophisticated than that; It has buttons. And slidy-bits. It has all the slidy-bits. Anyways, back to why you should play this game, and some tips on how to be awesome at it.

You start out with the Vespa, the default cycle and an awesome vehicle if you're familiar with FLCL (Fooly Cooly), not only because of a quick reference to anime, but because if you fully upgrade it, it has fairly high control.

And since I had so gracefully moved to the topic of control, here's the main gist of it; Control is a GREAT thing to have. The whole point of the game is to travel as far as you can while maintaining a high combo count, and the easiest way to get combos is by leading the undead masses into the many abandoned cars and buses that clutter the road, and as you progress through the levels the road gets even more cluttered, meaning more opportunities for you to direct the sprinters into solid objects, but that goes for yourself, too. That's where the control comes in handy, the more control you got, the faster you can dart out of the way of those cars.

on to the next topic: Guns and Power Ups

The guns are very self explanatory: They're used to shoot zombies. That's what they say in game, but really I've found that they are actually used to string along combos during the zombie-less gaps that plague every level. To do this they offer you a variety of shrapnel-launching boom-sticks. But to make things simple, I'm just going to drop them into three categories: Pistols, Machine Guns, and Shot Guns. the only one that doesn't fall into the three is the grenade launcher.

Basically, you'd want to go with the shot gun in my opinion. I've found from my many hours of play that it is the most useful for combo stringing because of high damage out put, decent magazine size, and the fact that it has an auto lock feature. Basically it hits the three closest targets, as long as the previous one was killed from a single blast. If not then it just deals the round of damage from the next target to the first.

There are three power ups available:
- Nitro (Nytro) - Blue Container
- Infinite Ammunition - Green Container
- Quad Damage - Yellow Container

Really, I'd reccommend avoiding the nitro unless you're going for distance, because during the speed boost you can most likely lose a combo. Which sucks. The other two, you need to try your hardest to get, no matter what they will be useful in combo stringing and generally saving your butt from the horde.

That's basically all I got to say about the game, besides a little bonus I found in game:
If you miss a power up, don't cry, shoot the box. Shooting the box will cause an explosion, taking out the entire horde (Near the power up). So, really you still get to use a power up without getting it, either way. That's it. Long winded, I know. But that's only cause I had a lot to say about this game, cause I love it. Love it to death. Get it? cause, they're zombies, and they're dead? No? Okay...

Monday, March 18, 2013

Battle Nations: again. Deal with it.

I'm doing a post on Battle Nations. Again. Deal with it.

This time I'm gonna be doing a post on the non-premium unit, and one of my favorites,  the Lightning Dragoon epic face.

The fact I actually like using this guy will ensure this post will be better than the last one I posted. Wasn't completely finished, had to end it abruptly cause of limited time, proof procrastination is never a good idea... I digress, back to the topic at hand.

The Lightning Dragoon is a unit that can be unlocked at level 46, but to actually train the unit, you would need a level 10 barracks, and the rare resource Gold Bar(s), but this is not a problem as long as you have friends willing to let you occupy or raid their own Spec Ops center(s). But trust me these guys are worth it. The lightning Dragoon is unique in the formation of it's attack, if needed try visualizing a U placed over a stick for the attack pattern. Their attack completely bypasses blocking enemies as well, so by placing just three in a certain pattern, one could potentially cover the entire field in a net of electrical fury.


By placing them in the second row like so, you can cover the field entirely and strike every enemy unit within three turns, as long as the enemy doesn't have stun-units. Their damage type is also fire based, making them effective against critter units. So if you're having trouble with big foots, these guys make attacking them all at once much more easy. I am currently testing whether or not they are effective against Spiderwasps, because they are very annoying enemies cause of their armor and poison damage, and so I can make a joke that they are giant bug-zappers. 

The only down side to these beat units, though, is the recent nerf-ing done by Z2. Before the LD had unlimited ammunition, and only a long cool down time, which could be bypassed with the placement shown above, alternating to the next after damage is done. But with the recent update, the LD was given an ammunition of 3 as well as the long cool down, meaning you can only attack three times before waiting the long 8 turn reload. This means that if you do not defeat the enemy within nine attacks, you would have three useless units on the field. Because of this, the lightning dragoon might not be the best choice for everybody, but it is for me. I suggest trying it out for yourself, just gotta wait until level 46, though. So good luck and goodbye.
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Now get out.
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Why are you still here get out!

Tuesday, February 19, 2013

Battle Nations!: Tips for a beginner

Battle Nations

This game is my current obsession and because of how much is packed into it, might be for a good long while. What makes me so sure of this, is that I've been playing it for a good two years now. It's that long. About level 42 (meaning of life) now. Rambling.
Back to topic. As I play Battle Nations now, though, I've found the need for XP is a reoccurring problem for players later on when the needed amount increases.
 The main source for XP comes from the shops and the jobs they offer. I've done several experiments with the buildings XP yields and Have found mainly two non-premium and low-leveled buildings that yield a high amount of XP: "The Boar Pen" and the "Field". Both yield a decent amount of XP even from the low tier jobs, giving about 100 XP at a time. But to get the best out of either of these, you need to know your preferences. The boar pen, though it yields a large amount of XP, has jobs that take twice as long as the fields. It is because of this time difference that would make using either of the two difficult. So if you only check on the game every so often I would recommend just going with the boar pen, but if you're like me, someone who checks on the game very often, go with the field.
There are also some decors that would provide a bonus to XP. Because the nature of the two buildings I have mentioned though, the two need different items. I will provide a list of the items I currently use on mine.

Field:
-Black Top Roads x6
-Silo
-Water Tower

Boar Pen:
-Black Top Road
-Silo
-Feeding Silo

By using these decors, you can boost the XP by at least, 40%. Though these decorations cost a bit of resources, it is worth it, I highly reccommend it.


Using this strategy, I've managed to level up fairly easily, only taking a week or so rather than a month as usual. Look, level 42 easily.

Tuesday, January 29, 2013

OH NO RANDOM UNRELATED BLOG POST!: Leviathan first 50 page summary.

The world of Laviathan is set in an alternate reality, the time set in 1914. In this reality, scientific advancements have brought forth the ability to create artificial-hybrid creatures.  With this new discovery comes conflict amongst the people. Those that support the creation of artificial beast, the "Darwinist", and the people that disapprove of the creation of artificial beast and support mechanical advancements, the "Clankers".

The story takes a different approch than most, rather than mainly following a single, main character, the point of view alternates between two different characters on the two different sides of the upcoming war. at first we follow the prince of the Hungarian Empire, Aleksander. Through his fathers side, Alek would be in line to inherit the crown if his grandfather were to expire, but because of an "arguement" between the grandfather and his father, Alek was denied the right to the crown. This all happens some time before the story begins. We begin on the night when Alek's mother and father had gone away on business, leaving the young prince alone in the house with the servants. This is when Alek's pilot instructor, Klopp, and his fencing instructor Volger, come into his room, telling him to pack his things for a "night lesson". This turns out to be false however, as Alek soon discovers that they are in fact escaping the empire, under orders of Alek's father, whom we learn to have been assassinated the night prior, along with Alek's mother.

The story then jumps from the young, on the run prince to a young Deryn Sharp, a young lass readying for a test to join the British air-force. The catch to this is, however, is that women are normally not allowed to join the military and thus she must disguise herself as a boy in order to take the test and to stay in the Air Force. Once at the testing ground, her ruse holds strong and the tests go smoothly, that is until during a test flight, a storm hits blowing her and the artificial air-beast she rode up are blown away from the testing grounds and detach from the safety rope.

Does things work out for Deryn, or does she end up a splatter on the ground after the storm? And what of the Prince Alek, when we last left him, he was on the run from a giant robot spider-ship-thing, what of him? Gotta keep reading to find out.


Thursday, January 24, 2013

Introductions, Aren't They Fun?

Intros, intros. Oh they are a hard task to do, mostly due to the fear of messing up, saying something stupid or going off on a tangent. Which I seem to be doing right now, back to topic.

I am Ronald Laguinlin, but prefer to be called by the user handle, jintama or NytroNinja. No real names, I leave real names out the door and in the imaginary moat with just as imaginary sharkodiles (crocodiles + sharks = awesome moat fillers).

In this blog, I hope to fill whoever is reading this in on any mobile game I have excessive knowledge of, which will mostly be from the apple store due to the fact I am too cheap to go out and get some games on mobile consoles. There are more reasons than penny pinching involved but I wish not to go into those now. Maybe next blog post. If I want to. You can't make me. Tangent. Back to topic.

So in this blog I will be filling you in on mobile games that I have played before, give you a little summary of what to expect in the game. And, if I've played it long enough, some tips and tricks I've picked up while playing. Sometimes some spoilers will be put in, but just for you faint of heart I'll put them in white text. That way those that want to read it can just scan the page and see the text. This will also be how I hide some fun messages on the pages, so keep an eye out for them, try to be funny with them when I can.

That's about it for the introduction to this little blog of mine, so if you got any questions about it, leave them in the comments. I'll be sure to check them when I get a chance, and if I'm feeling really nice, I'll even respond to them. Bye for now.


:Oh! Almost forgot:

Battle Nations
This is a game I will cover a lot, just cause of how much I love it and how much there is to talk about in it.
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And, if you face a formation like this:

If you face an enemy formation like this, and think you can take it with regular vehicle units like me.