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Original JavaScript games that you can play right now:
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Freudian Slip,
an abstract word-find game with a psychological
element. It takes awhile to load the first time,
but it runs much faster from then on.
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Spunky Princess,
an entertaining escape and exploration game with a feisty
heroine.
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Spymaster,
a game of bluff and counter bluff, set in the
time of the Cold War. This would make a good 2-player
card game.
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Thugs in Tutus,
a run-the-gauntlet kind of game. The corps de ballet
must cross a London teeming with gangs of used car
salesmen, stockbrokers, surgeons and taxidermists
(among others).
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Dr Livingstone, I Presume?,
a search and exploration game set in the Victorian
period, the aim of which is to locate the famous
Dr Livingstone in deepest Africa. This is a
reskinning of
Spunky Princess
for the benefit of people who aren't enthused by
a quest to unite a princess with her gypsy
lover...
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Teenage Daughter's Bedroom,
a move-stuff-around game. Attempt to get from one
side of your teenage daughter's messy bedroom to the
other, avoiding the obstacles she's strewn
carelessly on the floor.
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Eggs with Legs,
a smash-your-way-through-hordes game. Save
the world from the evil caused by evolution gone
wrong!
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The Maze Machine,
an automatic maze-generator.
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Other original games:
Non-original games:
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A map of the British Isles
for Sid Meier's Civilization II, my
favourite computer strategy game until
Sid Meier's Civilization III came along. The map covers the
entire British Isles and part of France, and is very
geographically accurate (although not perhaps for
5,000 years ago, when much of the surface was covered in
forest). It is large size, but has a deliberate quirk to
make life a little more interesting for people who
don't want their enjoyment of the game spoiled by
their knowledge of the geography of the archipelago...
I have nevertheless been continually astonished by the
way that the random start positions somehow
manage to lead to countries/communities which closely mirror those
that exist today in these islands; major cities seem to
appear in their "expected" positions, too.
A copy of this map is also available at the
Apolyton
Civilization II site.
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A map of Venus
for Sid Meier's Civilization III. This is
a 160 by 160 map based on radar data of the planet Venus.
I put sea level at the mean elevation, which means it
has more land than a typical map of this size. To
compensate for the large empires that can result
(and because I hate the corruption effects in the game)
I quadrupled the "ideal" number of cities.
Resource allocation is reasonable for Earth, but of course
it isn't for Venus (nor could it be even after
terraforming; terraforming doesn't add fossil fuels).
It's an interesting map that I'm quite fond of myself.
Have fun!
A copy of this map is also available at the
Official Civilization III Web Site.
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A map of Mars
for Sid Meier's Civilization III.
This is a 160 by 160 map of the
planet Mars, using data collected by laser
scans. It works best with 8-16 civs. Sea
level has been put at 7,000 meters from the
lowest point on the planet's surface, which
gives a roughly 50/50 split between land and
sea. Because of this extra land, empires can
grow bigger than usual, but the planet's
geography compacts them somewhat; the optimal
number of cities has therefore been doubled.
This is the only rule change. Resources have
been placed in positions that are sensible
for Earth, if not for Mars (which would never
have fossil fuel deposits even after
terraforming).
The long-time association of the planet Mars
with the god of war is in no way undermined
by this map...
A copy of this map is also available at the
Official Civilization III Web Site.
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A map of Ganymede
for Sid Meier's Civilization III.
This is a 160 by 160 map based on data from
actual scans of Jupiter's largest moon,
Ganymede (the data is Nasa's; the source
image came from
http://www.startrekaustralia.com/textures/planets/ganymede/textures/sta_ganymede2_surface.jpg).
The map imagines a terraformed world with a
50% sea coverage, and some scientific licence
in that even after terraforming, Ganymede
wouldn't have fossil fuel deposits.
Because of the large amount of land, the game
rules have been altered to halve corruption
levels; empires should therefore be able to
grow larger before they run out of steam.
Warning: there's enough land here to hit the
limit on the maximum number of cities, and
things can get quite slow in the later stages.
Note that this map was created using the Civ3
Conquests editor, so if you don't have
the Conquests expansion you're not going to
be able to load it.
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