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Sissyfight 2000

SiSSYFiGHT 2000 is, like, an intense war between a bunch of girls who are all out to ruin each other's popularity and self-esteem. The object is to physically attack and majorly dis your enemies until they are totally mortified beyond belief. You'll never come out on top without making the right friends, so be careful who you're nice to. Because in the end, only the shrewdest will survive with their social status intact!

Sketch Warriors 2

Classroom Doodles Come Alive in a Top-Down Shooter

Like everyone else, no doubt you've doodled little things on lined papers during boring classes. Maybe you doodled hearts and ponies, but more likely spaceships or airplanes. Matt Lucas apparently doodled soldiers and guns, at least by the evidence of this game: the graphics are pencil sketches, the background lined notebook paper.

Gameplay is simple, old-school shooting action; move your soldier with the WASD keys, shoot with the left mouse button or throw a grenade with the right, grab power-ups by walking into them. As you move across the map, you encounter enemies; if it moves, shoot it. Later on, you get to control a tank, and a helicopter. Simple fun, and the nature of the graphics is always charming, and sometimes rather humorous.

Smugglers 3

Smugglers 3 hearkens back to an earlier generation of 4X space exploration and conquest games. In a way, it's the sort of game I might have played on my old Apple II--but of course much prettier graphics.

You're a starship captain during an interstellar civil war, belonging to one of four factions in the war. Your primary activities involve trading (including smuggling illegal goods, if you so choose); accepting combat missions in support of your faction; or becoming a pirate and attacking planets. As usual in games like this, you start off with a tiny ship, and progress is mainly in the form of earning enough money and rising in rank so that you can get bigger and better ships.

Smugglers 3 Expansion

This optional add-on expands the basic full version of the most-popular space trading game Smugglers 3 by many exciting features making it a must-have for everyone.

SpiritWars®

A Little History

SpiritWars premiered in 1998 on WON.net, Sierra's now defunct online game service, and when WON was purchased by the Flipside network and was merged into their casual game service, Randy Chase, the developer, decided to keep it going, running it himself. The game's enthusiastic fans followed him off the service, and have kept it going ever since. Now in version 3.0, it's been iterartively developed over the years until it now contains a veritable wealth of different 'spirits' and maps, and has become a highly polished, smooth-playing game. This is, of course, one of the advantages of this kind of online game; it gets better with age and polish.

Storked

Penguin Puzzler

The backstory of Storked has it that the stork inadvertently dropped scads of penguin eggs all over Antarctica, and using your crack crew of penguin specialists, you must rescue them. What it basically means is that this is a puzzle game, and in each level, your penguins must find an egg, and get it to the baby basket somewhere else in the level.

As typical in puzzle games, there are a limited number of obstacles and elements you must use to solve the level, with additional elements added over time so that you're gradually introduced to the complexity of the system. In Storked's case, you have four penguins, not all of whom appear in each level, each of whom can move and kick the egg (no hands so they can't carry it), but each of whom has some special ability.

Strange Adventures in Infinite Space

2003 Independent Games Festival Finalist

Here's how a typical game works: You spend 20 hours or more pounding through a series of pre-planned linear obstacles, very often hurling your controller across the room or banging on your desk in frustration as you meet a boss that seems well nigh impossible until you go read a walk-through... And when you are done, you are done, because you've finished, and why would you ever want to play it again?

Here's how Strange Adventures in Infinite Space works: You spend twenty minutes or less, you have a satisfying game experience, and there is never a moment of frustration... if you fail it doesn't really matter because you can always start another game. And when it's done, you find yourself saying "damn, it's over already? I want to play again."

Styrateg

If Styrateg had been published in, say, 1992, we might talk of it in the same breath with Warlords or Heroes of Might & Magic; it's a nice, focussed turn-based fantasy RPG with an engaging story, pretty graphics (in a somewhat retro 2D tile-based mode), and Medieval-style music that's reminiscent of the soundtrack to Europa Universalis.

It has RPG-ish character advancement; levelling up allows you to improve your character stats and skills, and in some cases gain new skills. Each level has a turn limit, which creates a sense of tension missing in many turn-based games; you fail if you don't finish a level in a set number of turns (but can always replay it, of course).

Summer Schoolgirls

Make New Friends and Learn Their Secrets

Georgina Okerson specializes in light adventure games with anime-style graphics that are designed to appeal primarily to a young adult female audience (but that are perfectly enjoyable by those of us with a Y chromosome). In Summer Schoolgirls, you play a recent high school graduate going to an orientation program at an women's college, where you meet your roommate and the other girls in your dorm.

Super Columbine Massacre

Why Is Super Columbine Massacre Controversial?

Super Columbine Massacre is controversial for one reason only: Because our culture continues to assume that games are "mere entertainment," that a game based on so horrific an event must ipso facto be in bad taste. Games are fun, Columbine was a tragedy and never the twain shall meet; a game on Columbine must by nature trivialize or cynically exploit the event. Q.E.D.

Yet we do not make the same assumption about any other medium: a documentary on the Columbine massacre, or a novel, or a New Yorker essay would, a priori, be treated with respect, at least until the viewer or reader had experienced it, after which a judgment might be made as to its merits. And if the work proved insightful, somber,and respectful of its material, the world would consider it unexceptional.