![]() Stick Ranger feels an awful lot like an ant farm with the trappings of an RPG. Score one point for Dan-Ball there, but, to be blunt, I don't feel like it delivers on the fun. All the makings of a fun, if standard, RPG.Īnalysis: Stickman Ranger is certainly physically accessible the controls are simple, and things move slowly enough that even the most impaired of hands can operate it with minimal risk of total party kills. And leveling up is accomplished by clicking the plus sign next to one of four stats (HP, strength, dexterity and magic) you wish to upgrade. The town is what you'd expect in a game of this nature: a store with stuff that's inferior to what you find in the field, an inn that heals all wounds, and… citizens? Nope, but there's a Book o' Information you must pay an exorbitant fee to read from. And you can access the World Map at any time to run away, crying, to the nearest town (although this nullifies your progress through the area you left). The in-game option menu allows you to turn off the autopilot on any character, leaving it to stand slack-jawed as the rest of the party marches on. Note that to exit an area, you have to drag (or, as I like to do, fling) a stickman to (at) the exit. You may interfere as you see fit by dragging them around the screen and managing equipment. If you recall Irritation Stickman, the controls are roughly the same, although the pacing is drastically different.Ĭreate your four-character party by assigning a class to each member-there are the Boxer, the Gladiator, the Sniper, the Magician, and the Priest-and send them on their way through stages with austere backdrops, fighting stick figure monsters for gold, items, weaponry and experience, not forgetting to grab little rice balls to restore HP, of course. ![]() Weapon List Note: So far, all starting (1st) weapons are physical weapons.Dan-Ball, creators of the Powder Game sandbox games, as well as many other simple, cute Java games, are appealing to the traditional RPG fan with their recent offering Stick Ranger. The Mountaintop (MT) weapons are not counted into the order as they are only available to Snipers and Gunners to avoid confusion that the other classes have missing weapons. All "19th Weapons" are Resort weapons, and can only be found at the Junk Shop. Hence, "1st Weapons" refer to the starting weapons, while "34th Weapons" refer to the weapons found deepest in the game (so far). This is particularly useful when dealing with the Shop - the deeper in the game a weapon is found, the later it will be unlocked for sale in the Shop and the more expensive it will be. Weapons can also be classified according to the depth at which they are found in the game. Thus, weapons can be classified according to the characters that can equip them. For example, a Sniper may only use bows, while a Boxer may only use gloves. Each individual character class has its unique set of weapons that are unequippable by other classes. ![]() Once out of gold, the Gunner still walks into shooting range of the enemies (if auto-move is enabled) and will attempt to shoot, but no bullets appear.Įach character is automatically equipped with a starting weapon upon creation of a new game. The amount of gold which has to be paid can be reduced by spending SP into MAG, down to a minimum of $1 per shot. Gold is deducted from the player every time the gunner fires a shot. ![]() It is therefore advised to keep the starting gun at all times, as those bought in the shop only allow one compo item instead of two. All guns (except for the starting gun) use bullets which cost gold. The only weapons which have usage costs are guns. Magicians, Priests, and Gunners do not have any magical weapons, as they do not use MP at all. Magical weapons are usually of an elemental type. Such weapons are known as magical weapons, and while they can be used without MP, the weapon will not be as effective. Often, MP is required to activate these bonus attacks. Some weapons have bonus attacks or effects, displayed below the "range" value in the weapon menu. If the weapon has a compo item attached, it will be displayed in their respective boxes with the name of the compo item, otherwise the box will be blank and the word "none" is displayed. When a player hovers the mouse cursor on a weapon, regardless if placed in the inventory or equipped, the weapon menu will display its stats, as well as two black boxes at the bottom, representing the two compo item slots of a weapon. The second slot is filled with a grey-coloured X (which displays " NG" upon rollover), and no compo items may fit into that slot. Weapons dropped from enemies can hold 2 compo items, while weapons bought from the shop can hold only 1 compo item (excluding some versions of weapons found in the Resort). All weapons have slots that allow compo items to be attached to the weapon. Weapons can be acquired via the Shop or from enemies.
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