Linux Operating System: Ubuntu 14.04 or greater (64-bit only) Processor: 2.5 GHz single core or 2 GHz dual core Memory: 2 GB RAM Video: Open GL 2.0 compatible graphics card with 256 MB RAM Hard Drive: 1.8 GB Sound: OpenAL compatible sound card
Mac OS X Operating System: Mac OS X 10.7 or greater Processor: 2 GHz dual core Memory: 2 GB RAM Hard Drive: 3.5 GB
Windows Operating System: Windows Vista or greater Processor: 2.5 GHz single core or 2 GHz dual core Memory: 4 GB RAM Video: Open GL compatible graphics card with 512 MB RAM Hard Drive: 5 GB Sound: DirectX compatible sound card DirectX 9.0c or greater required.
Deponia is a point and click graphical adventure game developed and published by Daedalic Entertainment. It was released in 2012 first in Germany then translated into English from German later. According to Wikipedia where I researched the game, “Deponie” means “landfill site” in German, which is where the game gets its name.
In Deponia, the player plays the role of Rufus, an adventurous rogue who wishes to leave the junk pile town of Kuvaq he finds himself in to start life anew in the glamorous city of Elysium. He has everything all planned out; nothing could possibly go wrong. The game begins with a brief tutorial on the game mechanics, but those familiar with graphical adventure games from the past several decades will have no issue getting up to speed quickly.
Following the tutorial and some intro music and game credits, the first task the player must accomplish requires helping Rufus pack his suitcase for his trip to Elysium. Perhaps this was the actual tutorial since you cannot leave the house Rufus is in until you collect all of the things that are on the packing list. Game introductions like this leave me feeling claustrophobic and are off putting. It served to reinforce how the game is played and what general puzzles I could expect, but seriously failed to scratch that world exploration adventure itch I typically play adventure games for. This beginning packing scene is worse than the one in the beginning of Zak McKracken and the Alien Mindbenders.
Rufus is an unsavory character. He’s pompous, arrogant, gross, and seems to care little for those around him. During the tutorial I found myself rolling my eyes thinking this would be another mediocre graphical adventure that would receive a mediocre first impression. As the game progresses, however, I came to realize that Rufus’ character was calculatedly created by the game developers and meshes extremely well with the other characters throughout the story. The voice acting turns out to be quite superb and the characters feel like they have a depth I would not have expected from just a few short hours of gameplay.
It was initially frustrating to play as Rufus because next to nothing Rufus feels compelled to do in Deponia is something I would ever do myself in real life. While playing as a despicable character it makes sense that you would be required to do despicable things and think in despicable ways. Thankfully, plucky comedic karma is in full array in Deponia and it is satisfying to see Rufus get paid back in full for his negligent and ridiculous actions.
Deponia does not appear to be a good title for those who enjoy seeing linear progress across a clearly defined story line. The plans Rufus makes fail, catastrophically, which changes the direction of the game at every turn and keeps the player on their toes not knowing what will happen next. Very frequently I’ll feel like I’ve done something unsavory that messes things up for a character in the game that I wish I could undo, but clearly the game was designed to be this way. It appears it will be a bumpy roller coaster ride from start to finish and it’s meant to be enjoyed for what it is.
Once Rufus has packed his suitcase, he must load his belongings into his escape pod and configure the escape pod in such a way as to make his escape. Once this has been accomplished, there is a mini-game puzzle that must be completed in order to aim the pod at the track for when the regal carrier from Elysium goes by. This particular mini-game is similar to chess puzzles using the knight piece where certain moves of the knight are restricted in the player’s objective to move the knight toward a desired position on the chess board. It appears difficult mini-game puzzles can be skipped by those who would rather not spend too much time thinking through them and are eager to progress the story instead.
After solving or skipping this first mini-game puzzle, Rufus has a run in with his ex girlfriend Toni, lights the fuse of the rockets that will propel his escape pod and does his best to make his escape. His plans don’t turn out as expected, of course, but he finds himself on the Elysium craft. There he sees a fair lady from Elysium named Goal distraught about a conspiracy and being threatened by some unsavory figures among the Organon. Rufus does his best to rescue her, which includes dumping garbage on her head and pushing her out of the garbage chute. In response to his tragic blunder, the villains kick him overboard as well and he falls back into the town of Kuvaq from which he had been attempting to escape.
It is at this point that the game finally opens up to more thorough exploration. It turns out Goal was picked up by the town’s people and is being attended to by the local doctor, Gizmo. When Rufus goes to visit her, he finds her asleep and unable to awake. Gizmo sends Rufus to go get some extra strong coffee to get her to wake up. When Rufus brings up his dilemma with Lonzo the local bartender, Lonzo reveals his secret project to build a massive machine from ancient documents he has scavenged called an espresso maker. At this point it is revealed that Rufus needs to collect all of the items in Kuvaq needed to make espresso to use to wake up Goal.
Thus far Deponia plays very similarly to classic point and click adventure games from the 1990s. If I had to place it on a spectrum I would say it is funny like The Secret of Monkey Island, but more crude like the movie Spaceballs. It appears to be around the same difficulty as Gabriel Knight: Sins of the Fathers thus far.
I have experienced many of the same nostalgic feelings playing Deponia as I had playing adventure games growing up, both entertaining and frustrating. While thus far I have always been rewarded when I progress in the game, there are places where the game seems to drag on and on in getting to the next pleasurable scene. I have found myself hovering my mouse pointer over every pixel I can to see if I missed any secret item I can use to progress just like I did with the most frustrating adventure titles when I was younger.
As far as adventure games go, Deponia appears to be of moderate difficulty, which might make it more difficult to approach for younger or less experienced adventure game players. I also wouldn’t recommend this game be played by younger children if for no other reason than Rufus is a horrific role model and I would be tempted to whack my son if he ever started acting like him. It’s all a joke in the game; Rufus and the world he inhabits is so bizarre and strange it works well in fantasy, but would just be annoying in real life.
It surprises me how much I have really warmed up to playing Deponia. I think this one will be on my list of games to attempt to complete this year because I really want to see how it all turns out. With all of its flaws, it’s still proving to be quite addictive and supremely entertaining. I think I would recommend Deponia to any hardcore adventure game fan, and anyone else who is very laid-back, patient, and loves what is thus far a well crafted story.
140 is a two-dimensional puzzle platformer with fat beats in which you play as a geometric shape. The game appears to be very minimalistic. The title screen boasts a flashy title with the title’s synthesized chiptune melody pounding in the background. When the player presses the enter key, the title screen melts into the stage selector where the player’s character is represented as a square in the middle of the screen.
When moving across a surface in the right or left direction, using the right or left arrow keys, the player’s character becomes a circle. The player may jump by pressing spacebar. Any time the player’s character is moving through the air it becomes a triangle.
A stage is selected by attracting colorful hovering circles and guiding them to these half-circle slots they fit into. There appear to be four stages to the game, unless there are other stages not represented by the first stage selection screen. Once a stage is completed, the player is brought back to the stage selection screen to fight a boss before they may move on to the next stage.
All of the moving platforms and obstacles in 140 move to the rhythm and beat of the chiptune soundtrack that plays throughout each level. The color schemes change as well based on the completion of puzzles throughout the levels which must be completed one at a time in order to progress. Falling into static or other deadly obstacles instantly kills a player’s character, but the player resurrects at the beginning of each save point liberally strewn throughout the stage, so the game is very forgiving. Thus far, I have found no permanent save game feature. Holding down the escape key exits the game.
In my first playthrough of 140 I made it through the first stage, beat the first boss, and completed a decent portion of the second stage. The stages are vivid and colorful, the music is topnotch and somewhat nostalgic. It makes me feel like I’m playing a modern Atari ST or Amiga game. The boss fight following the first stage played more like a Space Invaders style side-scrolling shooter, not at all what I had expected from playing thus far, but great fun none the less.
Perhaps when I beat 140 I will see the ending credits, but I decided to lookup more about the game on its Wikipedia page. 140 was developed independently by Jeppe Carlsen and released by Carlsen Games on Steam in 2013. Double Fine Productions has published versions of the game on consoles. At the time this article was published, 140 is currently included among the titles offered in a special Double Fine Productions Humble Bundle sale. For those who are subscribed to Humble Bundle Monthly, 140 is currently included in the Humble Bundle Trove.
Since 140’s graphics and sound are limited to geometric shapes and chiptunes respectively, this is a great title for children to play. Its initial difficulty is light allowing the player to learn the rules of the game while the difficulty does ramp up as the game progresses. There is no requirement to be literate to enjoy 140 as I have found no words or numbers to speak of outside of the title screen. The game is also DRM free and can be played across many of the devices I have.
I really like playing 140 and I’m looking forward to beating it. I have it loaded on my son’s laptop and I’m waiting for him to discover the shortcut for it on his laptop’s desktop to see what he thinks of it. Donating whatever you want to on the Double Fine Productions Humble Bundle sale for charity right now will unlock Mountain, 140, and Thoth. 140 alone is worth more than the minimum spent.
Deer in the Headlights is a combination card game and dice game published and released in 2014 by University Games Corporation under the Front Porch Classics brand.
Deer in the Headlights includes three proprietary dice seemingly exclusive to the game as well as two full 54-card standard playing card decks. The standard playing card decks are branded on one side with the Deer in the Headlights logo, but have the same card designs on the play side you would expect to see with any deck of playing cards purchased at the local drug store. The decks even come with two jokers even though jokers are never mentioned anywhere in the rules. It is important to discard the jokers prior to beginning play.
Once the jokers are removed, the first round’s dealer combines and shuffles both decks and then deals out all of the cards to everyone playing. The Deer in the Headlights instruction booklet states that the game may be played by two or more players. I would imagine the only limit to the number of players is the number of cards that may be dealt. The included score pad for the game contains a slot for six players, but keeping track of player scores in a notebook or using two sheets from the score pad should be trivial.
The player who manages to discard all of their cards first wins the round. At the end of the round, all other players count up their points which are then tabulated on the score sheet. Number cards are worth their number values. Jacks, queens, and kings are worth ten points, while aces are worth one point. At the end of ten rounds, the player with the lowest score wins the game.
Play begins with the dealer. They roll the dice and play their turn based on what they roll. There is zero strategy involved. Deer in the Headlights is less a game and more an exercise in probability.
There are three six-sided dice, one beige, one blue, and one red. The dice are the only part of the game that cannot be easily interchanged with another game or other rules. Even though this is the case, the one on the red die is meant to indicate an ace. The red die has the lowest point numbers: A, 2, 3, 4, 5, and a Deer with Antlers. The blue die has the middle point numbers: 6, 7, 8, 9, 10, and a Deer with Antlers. And finally the beige die has the highest point cards represented: J, Q, K, Car, Running Deer, and Deer with Antlers.
The most common rolls are for three card values such as 2, 6, and Q. When this happens and no symbols are rolled (e.g. Running Deer, Car, or Deer with Antlers) the player who rolled may discard all of the cards that match the values rolled to the center discard pile from their hand. If they are unable to play any cards from their hand from this roll, any and all opponents around the table may discard from their own hand those cards and give them to the rolling player. The second most common roll is two middle or lower point numbers and a deer with antlers such as 4, 7, and a deer with antlers. When this happens, the player may discard to the center pile all of the 4’s or 7’s in their hand.
A more uncommon roll is to get two numbers and a car. The car essentially indicates that any cards discarded will not go to the center pile but will instead by distributed by the current player to the other opponents around the table as they see fit. When two numbers and a running deer are rolled, the player may discard to the center pile all of the cards in their hand for the numbers shown, plus an additional wild card of their choosing. So if a 3, 8, and running deer are rolled, the player could discard all the 3’s, 8’s, and Kings they have in their hand if they were to so choose.
When a number, a deer with antlers, and a car are rolled, the player may discard any card that matches the number rolled, as well as any number of cards that add up to that number. So if the player rolled a six, she could discard all of her sixes and any other combination within her hand that adds up to six. Three twos, one four and two ones, and one five and one one would all count. Because the car was rolled, all of these cards discarded are distributed to any of the opposing players the current player chooses.
When a number, a deer with antlers, and a running deer are rolled, the player may discard any odd or even cards based on whether the number rolled was odd or even. So, if the player rolled a 10, she would be able to discard all of the even cards in her hand to the center pile. Face cards are not included in the odd/even count, so jacks, queens, and kings may not be discarded in this way.
If two deer with antlers are rolled with one number, the player loses a turn. If however, two deer with antlers and a car are rolled, the player who rolled may select an opponent to lose the turn for them. If two deer with antlers and a running deer are rolled, the player may discard all of any two kinds of cards they choose from their hand to the center pile.
The most tragic move of all is to roll three deer with antlers. This “freezes” the player. They must pick up all cards from the center pile and they are unable to play a full turn again until they successfully roll a set of dice with at least one deer with antlers. This can be a real rotten game changer and has the potential to make a sore loser in a hurry. It is surprising how rare it actually ever happens, however.
Deer in the Headlights is a good game for teaching young children how to play basic card and dice games. Its sophistication is greater than that of Go Fish and Candy Land so parents won’t be as bored out of their minds playing it. It’s still quite a tedious game for me to play with my six-year-old son where I have my algorithm all worked out for each and every turn while he takes forever trying to figure out how many nines he has in all of the cards strewn about his hand. Given there is no strategy involved, I really can’t wait until he’s graduated from this one.
Deer in the Headlights might also serve as a decent social game for people who don’t like to play games. In most rounds I have played, most players were about to run out of cards at the same time which tends to provide the illusion that a player is playing “well.” This also increases the possibility that a player will have a “good” round regardless of their level of gaming skill. For those who are new to and scared of more sophisticated games, this could be used as a gateway game to get them interested in something more complex as time goes on.
Super Mario Bros. Power Up Card Game is a card game released in 2017 by USAopoly, and licensed by Nintendo. It is designed to be played with three to eight players. Playing with two players is possible, but reduces the complexity of how the game is played making it less fun. This becomes evident as the game progresses since the objective is to be the last player standing.
Each player begins with four extra life tokens. In each round of play one or more losers are declared. These losers must discard an extra life token. When a player runs out of extra life tokens they are eliminated from the game.
There are two card decks. The level card deck is essentially a standard 52 playing card deck you would use for poker or bridge. There are four suits: land level, underground level, water level, and Bowser castle level. The suits are not actually used in the game, it’s just interesting that they still decided to include them. Numbers go from one through twelve, replacing ace through queen. Kings are replaced with castle cards.
The other deck is the question block card deck. This deck consists of special items that can change the outcome of a particular round. All players begin with one question block card. In each round a dealer deals one level card to each player face down. The oldest player is first to be the dealer and the role of dealer passes clockwise around the table with each round.
Super Mario Bros. Power Up Card Game plays like a gambling game. It feels like blackjack when you look at your level card and decide what course of action you plan to take for your turn. Once the dealer has dealt a level card to each player, the player to the dealer’s left examines her level card and determines whether she will hold on to her level card or trade it with the player on her left. Once this decision has been made and any trade completed, play passes around the table in a clockwise fashion until reaching the dealer. If a player receives a castle card as their level card in a round, they must reveal their card and receive an extra question block card from the top of the question block card deck. When a player has a castle card, no other players may trade with them and they automatically are free from losing an extra life token for the duration of the round.
On the dealer’s turn, the dealer turns over her level card to reveal it to the other players. The dealer may then decide to either hold on to her level card or trade her level card with the top card on the level card deck. After this has been completed, everyone reveals their level cards by turning them over.
Any players with the same number on their level cards each receive a question block card. The player or players with the lowest level card values stand to lose at the end of the round. Beginning with the player to the left of the dealer, players may in turn decide whether they wish to play a question block card in their hand if they have one. Question block cards may be used to boost a player’s own level card value or decrease the level card values of an opponent along with other special abilities. When a question block card is played on a player’s level card where a previous question block card has already been played, the most recently played question block card replaces any previously played question block cards before it.
Once everyone has decided whether they wish to effect the level card values on the table with their question block cards, the player or players with the lowest level card value must remove one of their extra life tokens from the game. Play then continues into the next round until only one player is left standing.
With a little tweaking, Super Mario Bros. Power Up Card Game could be turned into a fun poker night gambling game. Given the card decks’ clear similarity to standard playing card decks, I wondered if this game were a recreation of an older card game that already existed prior to repackaging it as a Nintendo licensed product. To recreate the question block cards using a standard playing card deck would be challenging, but not impossible.
One thing I noticed while playing is that it is easy for players to feel stuck once level cards have been revealed when they no longer have any question block card to play. The question block card deck only contains 30 cards. If the number of cards in the question block card deck could be expanded while retaining a good probability ratio between the common cards that players expect to see and those more powerful cards that heavily influence a round, maybe the game could be tweaked to not only use two standard 52/54 card decks, but would also be more fun to play. Extra life tokens could be replaced with poker chips and a betting component could probably be added.
Super Mario Bros. Power Up Card Game is a good game for teaching young children the basic rule mechanics of typical card games. There is more skill involved in this game than most games for young children, but the ultimate outcome of playing this game is largely based on chance. While designed for young players, there may be something deeper here that could be refined and improved for those who enjoy coming up with their own house rules.