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Wolfchild is a platform game originally released for the Amiga and the Atari ST by Core Design in 1992. It was later released for the SNES, Mega Drive/Genesis, Sega CD, Master System, and Game Gear. The plot revolves around biotechnology researcher Kal Morrow and his son Saul.
Gamebooks range widely in terms of the complexity of the game aspect. At one end are the branching-plot novels, which require the reader to make choices but are otherwise like regular novels (this style is exemplified by the originator of the gamebook format, Choose Your Own Adventure, and is sometimes referred to as "American style").
WolfQuest is a 3D wildlife simulation video game originally developed by the Minnesota Zoo and game developer company Eduweb, and developed solely by Eduweb since 2013. The game's main purpose is to help players understand wolves and the roles they play in nature by being virtually incarnated as a gray wolf themselves.
As a web designer for White Wolf, Conrad Hubbard led the production of a text-based online chat based role-playing game set in the World of Darkness, fictional New Bremen, Georgia. The New Bremen chat used off the shelf software called Digichat (a product of Digi-Net Technologies, Inc. ), supplemented with a database that stored characters and ...
Ultimate Werewolf is a card game designed by Ted Alspach and published by Bézier Games. [2] It is based on the social deduction game, Werewolf, which is Andrew Plotkin's reinvention of Dimitry Davidoff's 1987 game, Mafia. [3] [4] The Werewolf game appeared in many forms before Bézier Games published Ultimate Werewolf in 2008. [2] [1]
Lone Wolf, mostly written by Joe Dever (33 books planned, 31 published so far) Make Your Own Adventure With Doctor Who (6 books, Sixth Doctor) [1] Marvel Superheroes, written by various authors (8 books) Narnia Solo Games, written by various authors (7 books advertised, 5 published) Nintendo Adventure Books, written by various authors (12 books)
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Computer Player ' s Peter Suciu summarized it as "a nice novelty game without a lot to it", and questioned its target audience. He wrote that Wolf would be "quite upsetting" to children; however, he found the game too shallow for adult players outside of its simulation mode, which he in turn thought was missing clear rewards or goals. [5]