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https://w.atwiki.jp/micro_i/pages/14.html
micro-macro お手伝い型ガイノイド μ-seriesで唯一、I以外が作りあげた機械人形 戦闘機能は持たない Iの4歳の誕生日にプレゼントするため、Iの両親らが彼女のために作る Iはmicro-macroのことを「お姉ちゃん」と呼んでいた 「私は***ちゃんのいつも味方だよ」
https://w.atwiki.jp/micro_i/pages/28.html
micro-I micro-Iというのはμ-seriesやμ-travelersに、自身の代理として名乗らせる呼称 micro-Iという少女は存在しないが、学園の名簿にはmicro-Iで登録されている登録されている住所に行くと、希望崎学園にたどり着く Iは、ここからはるか離れた自宅の地下研究所から、人工衛星を使って、μ-series、μ-travelersに指示や命令を出す I自身は決して姿を曝さない
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ゲーム情報(登録されているタグ) シリーズ>Crazy Machines ジャンル>パズル ジャンル>頭の体操 製作会社>Viva Media 製作会社>未確認 言語>英語 コメント欄へ移動 ゲーム配布ページ 英語 http //www.bigfishgames.com/download-games/3624/crazy-machines-game/index.html 日本語 紹介文 Travel from the bazaars of Egypt to the white sands of the Caribbean, then blast into outer space. Tinker with wrecking balls and lightening rods to weld Crazy Machines. Can you conquer over 200 elements in these brain-bending puzzles? Catapult Crazy Machines into high gear, and create a chain reaction using springs, gears, and other parts in this wacky contraption game. Contraption Puzzle game Incredible physics Create the Ultimate Machine Get help at our Forums 画像 « » var ppvArray_0_1c7b8ad0beba266c8b9162c0f6569198 = new Array(); ppvArray_0_1c7b8ad0beba266c8b9162c0f6569198[0] = http //w.atwiki.jp/bfgmatome/?cmd=upload&act=open&page=Crazy+Machines&file=en_crazy-machines-game-screen1.jpg ; window.onload=function(){ ppvShow_0_1c7b8ad0beba266c8b9162c0f6569198(0); }; function ppvShow_0_1c7b8ad0beba266c8b9162c0f6569198(n){ if(!ppvArray_0_1c7b8ad0beba266c8b9162c0f6569198[n]){ alert( 画像がありません ); return; } ppv_0_1c7b8ad0beba266c8b9162c0f6569198$( ppv_img_0_1c7b8ad0beba266c8b9162c0f6569198 ).src=ppvArray_0_1c7b8ad0beba266c8b9162c0f6569198[n]; ppv_0_1c7b8ad0beba266c8b9162c0f6569198$( ppv_link_0_1c7b8ad0beba266c8b9162c0f6569198 ).href=ppvArray_0_1c7b8ad0beba266c8b9162c0f6569198[n]; ppv_0_1c7b8ad0beba266c8b9162c0f6569198$( ppv_prev_0_1c7b8ad0beba266c8b9162c0f6569198 ).href= javascript ppvShow_0_1c7b8ad0beba266c8b9162c0f6569198( +(n-1)+ ) ; ppv_0_1c7b8ad0beba266c8b9162c0f6569198$( ppv_next_0_1c7b8ad0beba266c8b9162c0f6569198 ).href= javascript ppvShow_0_1c7b8ad0beba266c8b9162c0f6569198( +(n+1)+ ) ; } function ppv_0_1c7b8ad0beba266c8b9162c0f6569198$(){ var elements = new Array(); for (var i = 0; i arguments.length; i++){ var element = arguments[i]; if (typeof element == string ) element = document.getElementById(element); if (arguments.length == 1) return element; elements.push(element); } return elements; } ボリューム レス一覧 952 名前: 名無しさんの野望 [sage] 投稿日: 2010/03/31(水) 16 04 31 ID xYdYgtvA 今月はもう買わないつもりだったけど、やられた。 DDの値段につられて気になっていたCrazy Machinesを買ってしまった。 試行錯誤やいろんな解法があるあたり、おもしろいすねー。 専用スレまであったとは知らんかった。 ピタゴラスイッチ好きにはたまらんです。 自分はアホなので、博士はオフにしないとだんだんむかついてくるけど。 953 名前: 名無しさんの野望 [sage] 投稿日: 2010/03/31(水) 17 02 51 ID 6eVNgLc/ 面白いよね・・・迷い中だけど。 博士はうざい。ってか見えないよ、どけよ、あほんだら 955 名前: 名無しさんの野望 [sage] 投稿日: 2010/03/31(水) 17 54 56 ID NIy5TLDw Crazy Machines買ってスタンプカード埋まったー 答えに詰まって博士onにしたけどろくな事言ってねぇ! フォーラムに解法が載ったサイトが貼られていたので、どうしても解けなかったら参照してね http //jayisgames.com/archives/2008/09/crazy_machines.php#walkthrough 957 名前: 名無しさんの野望 [sage] 投稿日: 2010/03/31(水) 18 17 50 ID xYdYgtvA おお、Crazy Machinesやってる人たちが! 面白いけどむずかしー。悩みまくりw でも解法見ちゃったらお終いだから、が、我慢して頑張るんだ… 博士に「君、その方法じゃ絶対ムリネ」とかしつこくいわれると 「うっせーわかってるよバカ!」と叫びたくなってきて 精神衛生上よろしくないので、早々に消えてもらったぜ。 今日の英語DD、MyTribeはどうなんかな。 タイムマネージメントとしてはそこそこ人気ぽい? 619 名前: 名無しさんの野望 [sage] 投稿日: 2010/08/23(月) 15 14 34 ID acwvNHXb . 618 パズル好きならAzadaもいいかも(1は古典的パズルばっかだけど もくもくと遊ぶならピタゴラスイッチ的なCrazy Machines や イラストロジックのWorld Mosaics1~3なんかが楽しめるかもだ 626 名前: 名無しさんの野望 [sage] 投稿日: 2010/08/24(火) 09 29 48 ID HjC/V+Wo . 619 Crazy Machines やってみたよ。 Azadaみたいなの好きだから、面白かった!! 本当に、ピタゴラ装置だねー。 . 625 英語サイトにも来ないかな~。 セール期間だったら、かなり嬉しい。 コメント 名前 コメント トップページに戻る
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(96p) SIEGE MACHINES No besieging army would be complete without siege towers and rams with which to pound the enemy’s fortress to pieces. Some races have developed their own versions of these devices but all function in more or less the same fashion and have equal effectiveness. Concerning Victory Points, destroyed or lost Siege Machines immediately give the opponent their victory points no matter if the unit carrying them is destroyed or not. Siege Machines like Siege Towers, Battering Rams or Sows may use initiative to attack the nearest wall section (towers may be ignored). Siege Towers Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Siege Town/M/0/3/3+/-/1/20/ -/- A Siege Tower is a massive wooden tower that rolls forward on huge wheels. It is pushed to the enemу’ s fortress by troops who are protected by its stout timbers. Once the tower reaches its target, a ramp descends allowing the sheltering troops to swarm over the walls. A Siege Tower is a unique kind of machine. Its sole purpose is to deliver troops onto the enemу’ s walls. A Siege Tower must be assigned to a unit of infantry. To represent the fact that they are really inside the Siege Tower, the unit is arranged directly behind in column. A UNIT WITH A SIEGE TOWER The unit is arranged in column behind the Siege Tower. As Siege Towers are such huge constructions the same shooting rules apply to them as to wall sections. All shooting enemy units within reach of Siege Towers may choose which Tower they want to shoot at (but if they choose to shoot at units without Siege Towers they still have to shoot at the next visible unit). All enemy shots against the unit are assumed to hit the Siege Tower because the troops are actually inside it. A Siege Tower and the unit inside it cannot be driven back by missile fire. Should a Siege Tower be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Siege Tower has no value in close combat. If the unit is attacked, the Tower is simply ignored. If the unit is forced to retreat, the Siege Tower is destroyed. Units in Siege Towers may pursue or advance in combat leaving their machine behind which effectively means the Siege Tower is destroyed. The Siege Tower can be pushed forward at a speed of 15cm. As it is an incredible effort to move a massive construction like a Siege Tower, command rolls get an extra -1 from second command onward (so the second command would work at a -3 instead of -2). A unit accompanying a Siege Tower cannot make way for other units. If all its accompanying infantry are killed in combat before it reaches the walls, the Siege Tower is considered to have been immobilized or destroyed. Once the Siege Tower reaches the enemy s walls it has effectively done its job. As soon as the walls are reached, the accompanying infantry can assault the defenders or, if there are no defenders, they can occupy the wall as described below. A Siege Tower is usually not tall enough to reach a tower. However, if there is doubt because a tower is especially low, the players should agree before the game whether it can be assaulted like this. Troops making an assault from a Siege Tower cancel out the advantage of fortifications. Both sides count as being in the open (4+ to hit) and the assaulting stand gets the usual +1 bonus for charging. The assaulting unit fights with only one stand (the warriors at the top of the Siege Tower) whilst the defenders fight with all stands that would theoretically be touching were it possible to move all the stands properly into place! As stands touching corner-to-corner would normally fight, defending stands adjacent to the stand directly facing the Siege Tower will fight, assuming they are otherwise free to do so. Once a Siege Tower has reached the walls and is not destroyed, up to three stands of infantry can move up (97p) it and onto the walls in subsequent turns, assuming that there is room for them to spread out whilst remaining in physical contact with each other. (Once stands have moved onto the ramparts they cannot move further that turn, even if unopposed). If a unit assaulting walls via Siege Tower loses the combat and retreats 4cm or less, it still counts as being in the tower and can assault again in the next turn. If the unit retreats more than 4cm and the wall section it faces is subsequently occupied by the enemy, it is automatically destroyed. They push it over! Troops defending walls from a counter attack cannot retreat down a Siege Tower and enemy cannot pursue or advance using a Siege Tower. If the unit pushing the Siege Tower consists of missile armed troops, all stands can shoot as if they were positioned on top of the tower. This brings them up to the same height as the walls. Targets on the ramparts of walls count as being defended from a Siege Tower rather than being fortified. Targets in higher towers still count as being fortified. Battering Rams Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Ram/M/0/3/3+/-/1/10/ -/- Battering Rams are mounted on a wheeled chassis and protected by a wooden roof so that troops inside can push the ram forward under cover. A Battering Ram can be incorporated into a Siege Tower in which case it simply combines the attributes of both. A Battering Ram’s purpose is to affect a breach in the enemy s gate or walls. A UNIT WITH A BATTERING RAM The unit is arranged in column behind the battering ram A Battering Ram must be assigned to a unit of infantry. To represent the fact that they are inside the covered frame the unit is arranged directly behind in column. All enemy shots against the unit are assumed to hit the Battering Ram because the troops are actually inside it. A Battering Ram and the unit inside it cannot be driven back by missile fire. Should a Battering Ram be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Battering Ram has no value in close combat. If the unit is attacked, the Ram is simply ignored. If the unit is forced to retreat, the Ram is destroyed. If units with Battering Rams pursue or advance in combat they leave their machine behind which effectively means it is destroyed. The Battering Ram can be pushed forward at 15cm. A unit accompanying a Battering Ram cannot make way for other units. If all its accompanying infantry stands are killed before it reaches the walls, the Ram is abandoned and is considered to have been immobilized or destroyed. Once the Ram reaches the enemy s walls it can begin to batter! The rules for battering are described above. The Ram must be accompanied by a unit of infantry of at least one stand in order for it to batter (they provide the muscle). A unit may not batter and assault at the same time. Sows Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Sows/M/0/3/3+/-/1/5/ -/- These are roofed and wheeled structures that offer protection to troops as they advance towards a castle. A Sow is very much like a big shed on wheels or, to put it another way, a Battering Ram without a ram. A Sow is represented by the same rules as a Battering Ram except that it cannot batter. Sows have no value in close combat. If the unit is attacked it is simply ignored. If the unit is forced to retreat, the Sow is destroyed. Units with Sows may pursue or advance in combat leaving their machine behind which effectively means the Sow counts as destroyed. (98p) Mantlets These are large mobile shields made from stout wood. They offer protection to troops behind them and can gradually be shuffled forward without exposing the sheltering troops to enemy fire. They are used by infantry units and are provided with arrow slits through which missile armed units can shoot. In a siege game, units of infantry can have Mantlets for +10 points per unit. This is enough to cover the unit’s frontage and the unit is considered to be in a defended position. If it charges, it must abandon its Mantlets. If the unit suffers casualties, it automatically abandons any unnecessary Mantlets (these cannot be used by other troops). If retreating or pursuing in combat its Mantlets are abandoned if they haven’t been already. If a unit equipped with Mantlets is driven back by shooting it will carry its Mantlets with it. However, if driven back more than its half pace move (10cm for standard infantry), the unit automatically abandons its Mantlets as it moves. As units carrying Mantlets count as occupying defended positions, they deduct one dice from their drive back distance. A unit can abandon its Mantlets at any time during the Command phase, in which case it is not restricted to one move that Command phase. In this case, the Mantlets are overturned or cast aside and removed from the battle. Boiling Oil or Rock Droppers Defenders are liable to throw anything they can get their hands on at enemies trying to scale the castle walls. Well prepared defenders will have amassed numerous large rocks, prodigious amounts of garbage, masonry, furniture, statuary, dead horses, stone sinks, anvils and the like. Of course, the professional choice is boiling oil but scalding water and hot sand are also used to good effect. We won’t worry much about the exact type of missile. For our purposes it’s enough to assume that the defenders have something appropriate to hand. For the sake of explanation, we’ll assume that Boiling Oil is our preferred option. A 40 to 50mm wide section of wall may be provisioned with Boiling oil or Rock Droppers. This may be used by any unit of troops manning that section. If an assault is launched against a fortress section which is provisioned with Boiling Oil or Rock Dropper units on this and any adjacent sections may use their equipment against the assaulting enemy. Boiling Oil or Rock Droppers can also be used against units making an assault via Siege Tower or Sow but the attackers may use the 3+ armour save of their Siege equipment instead their own. Note that a unit may only use one Stand and Shoot attack. So units equipped with bows or similar have to choose if they use Boiling Oil or their bows when they are assaulted. They may never use both. Boiling Oil or Rock Dropper attacks are worked out immediately before normal combat at the same time, as shots at chargers. A unit can pour oil or shoot with its own weapons at the same time. Any hits inflicted are carried over into the combat and count as having been struck in the first round. Roll a dice and consult the chart below. D6/Result 1/No effect, you miss or the enemy successfully protect themselves from your barrage. 2-3/The enemy unit suffers 1 attack with a -1 on armour saves. 4-5/The enemy unit suffers 2 attacks with a -1 on armour saves. 6/The enemy unit suffers 3 attacks with a -1 on armour saves. (99p) Tribock When helping a Bretonnian army in the Border Princes two empire engineers encountered a massive Bretonnian machine called “Trebuchet”. It was used to reoccupy a fortress treacherous greenlings had taken and proved very useful there. Otto Ressel and his assistant Fritz Hobel further developed the concept of this siege machine, made it bigger and even more effective and gave it the Reikspiel name “Tribock”. Most Empire generals despise this “woodwork” and prefer massive cannons when it comes to sieges. But in the Border Princes black powder is expensive and good iron hard to get and so Warlords there often choose the Tribock at Sieges. Some even say it is more effective than the bombard. Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Tribock/Art/ 1/6 /4/0/-/1/120/ -/1 Range 20-120cm Attack Close Combat 1 / Shooting 6 As the Tribock is such a giant machine it has to be placed on a special stand with a front edge of 40mm and flank edges of 60mm. For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the Tribock has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Tribock only has a 4cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Tribock allow no save. Because of its immense size the Tribock has a range of 120cm but a minimum range of 20cm as the slingshot like nature of the weapon makes it impossible to shoot at closer targets. This obviously makes units that are under 20cm ineligible as potential targets; thus they are ignored as far as the rules for firing at the closest target are concerned. The Tribock may not shoot at enemy units that charge it. Bombard Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Bombard/Art/ 0/4+bounce /3/0/-/1/130/ -/1 Range 90cm Attack Close Combat 0 / Shooting 4+bounce For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the bombard has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the bombard only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Bombard allow no save. In addition, fortified targets only count as being defended (5+ to hit) and defended targets count as being in the open (4+ to hit). The Bombards shot bounce like a normal cannon’s. This does not apply when shooting at walls/towers as the stonework will obviously stop the cannon ball and prevent it bouncing. Bombards cannot shoot at charging enemy units. Bombards may not be used by Elves or Bretonnians. (100p) Mangonel Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Mangonel/Art/ 0/4 /3/0/-/1/80/ -/1 Range 20-90cm Attack Close Combat 0 / Shooting 4 For siege use only! Mangonels must be deployed before any other unit and cannot move once it is deployed. If firing it fires “straight ahead”. This means it can only draw a line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Mangonel only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Mangonel allow no save. The Mangonel has a minimum range of 20cm as it is impossible to adjust its mechanism to shoot at closer target. Mangonels can’t shoot at charging enemy units. Earthworks These are defensive works built by both defending and attacking forces in a siege and sometimes in other situations as well. These are usually hastily constructed out of earth, log barricades, upturned carts, barrels and whatever else comes to hand. Each section of earthworks purchased is 40mm long and 10mm wide, half the size of a standard Warmaster base. Unless otherwise specified in a particular scenario, earthworks are always deployed before the armies set up in the relevant deployment zones, starting with the defender deploying all his earthworks first, or dice off to decide if for some reason there is no defined attacker or defender. Earthworks can be arranged together in whatever formation is desired by the purchasing player. Earthworks count as a linear feature that confers fortified status against missile fire and defended status against any close combat attacks. To remove earthworks to make way for your siege towers and battering rams, a unit of infantry (and only infantry) must be adjacent to the earthworks. If the unit is not in combat at the beginning of the combat phase each stand in contact with an earthwork section gets its basic attacks against it (no charge bonuses, as what the troops are doing is getting their entrenching tools out). Any 6’s that are rolled will destroy the earthwork that is attacked in this way. It is important that you declare exactly which earthwork sections each stand is attacking, as each 40x10mm section is effectively counted as a separate unit for these purposes. Log Rams Log rams are effectively Battering rams but without the added protection of an armoured covering to shield the battering unit. Log rams can be brought to bear much more rapidly than a Battering ram can be. The main disadvantage is, of course, the lack of protection, especially against boiling oil poured on the battering unit by troops on the ramparts above or stand and fire from these units. Attacking infantry units may be equipped with Log rams. A unit that is equipped with Log rams may abandon its Log rams at any point and is then unrestricted by this. Also, when equipped with Log rams a unit may not cross or move through any terrain which is classed as difficult for movement purposes, such as forests or earthworks. If a unit equipped with Log rams is driven back by enemy shooting or magic and is forced to enter difficult terrain it loses its log rams and moves on. When a unit with a Log ram makes contact with a fortress wall it will commence battering in much the same way as a Battering ram. However, if as a result of a boiling oil attack or stand and fire from units on the walls enough hits are inflicted to remove a whole stand then the battering attempt fails. For every wound the unit has to retreat 1cm. Ladders Infantry units may only assault the walls of a fortress with a siege tower or by using ladders. It costs +5 points to equip all stands of a unit with ladders. Infantry units based as cavalry cannot climb ladders.
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SNES (SFC, SNES)へ戻る Idea no Hi (J) [h1C] Idea no Hi (J) Ignition Factor, The (U) [f1] Ignition Factor, The (U) [T+Ita100_Mog Mentz] Ignition Factor, The (U) [t1] Ignition Factor, The (U) Igo Club (J) [h1C] Igo Club (J) Ihatovo Monogatari (J) [b1] Ihatovo Monogatari (J) [h1C] Ihatovo Monogatari (J) Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 1 (PD) [h1C] Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 1 (PD) Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 2 (PD) [h1C] Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 2 (PD) Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 3 (PD) [h1C] Iijima Ai Shashinshuu - Ai no Subete, Tsui ni Misemasu! 3 (PD) Ikari no Yousai (J) [h1C] Ikari no Yousai (J) Illusion - Hidden Surprise Intro (PD) Illusion Intro (PD) Illusion of Gaia (Beta) [h1C] Illusion of Gaia (Beta) [t1] Illusion of Gaia (Beta) Illusion of Gaia (U) [!] Illusion of Gaia (U) [b1] Illusion of Gaia (U) [f1] Illusion of Gaia (U) [h1C] Illusion of Time (E) [!] Illusion of Time (F) Illusion of Time (G) [f1] Illusion of Time (G) Illusion of Time (S) [f1] Illusion of Time (S) Illvanian no Shiro (J) [h1C] Illvanian no Shiro (J) [h1] Illvanian no Shiro (J) Imperium (U) [b1] Imperium (U) [t1] Imperium (U) Inazuma Serve da!! Super Beach Volley (J) [h1C] Inazuma Serve da!! Super Beach Volley (J) Incantation (E) [!] Incantation (E) [t1] Incantation (U) [t1] Incantation (U) Incredible Crash Dummies, The (Beta) [b1] Incredible Crash Dummies, The (Beta) [f1][h1C] Incredible Crash Dummies, The (Beta) [f1] Incredible Crash Dummies, The (Beta) [h1C] Incredible Crash Dummies, The (Beta) [t1] Incredible Crash Dummies, The (Beta) Incredible Crash Dummies, The (E) Incredible Crash Dummies, The (J) Incredible Crash Dummies, The (U) [!] Incredible Hulk, The (E) Incredible Hulk, The (U) [f1] Incredible Hulk, The (U) [t1] Incredible Hulk, The (U) Indiana Jones Greatest Adventures (E) Indiana Jones Greatest Adventures (J) Indiana Jones Greatest Adventures (U) [!] Indiana Jones Greatest Adventures (U) [b1] Indiana Jones Greatest Adventures (U) [b2] Indiana Jones Greatest Adventures (U) [f1] Indiana Jones Greatest Adventures (U) [h1C] Indiana Jones Greatest Adventures (U) [t1+1C] Indiana Jones Greatest Adventures (U) [t1+2C] Indiana Jones Greatest Adventures (U) [t1] Indiana Jones Greatest Adventures (U) [t2] Infernal Byte Systems - Zoom Demo (PD) [a1] Infernal Byte Systems - Zoom Demo (PD) Infernal s Evil Demo! (PD) Infinity Demo (PD) Inindo - Way of the Ninja (U) [h1C] Inindo - Way of the Ninja (U) Inquisition, The - Simple Demo (PD) Inspector Gadget (U) [b1] Inspector Gadget (U) [f1] Inspector Gadget (U) [h1C] Inspector Gadget (U) [h2C] Inspector Gadget (U) [h3C] Inspector Gadget (U) [T+Fre] Inspector Gadget (U) [T+Spa99%_Sinister] Inspector Gadget (U) [t1] Inspector Gadget (U) International Console Service - Scroller (PD) International Superstar Soccer (E) [b1] International Superstar Soccer (E) [f1+C] International Superstar Soccer (E) [f1] International Superstar Soccer (E) [f2] International Superstar Soccer (E) International Superstar Soccer (U) [!] International Superstar Soccer Deluxe (E) [f1] International Superstar Soccer Deluxe (E) [f2] International Superstar Soccer Deluxe (E) [f3] International Superstar Soccer Deluxe (E) [h1+C] International Superstar Soccer Deluxe (E) [h1] International Superstar Soccer Deluxe (E) [T+Spa_Chilensis] International Superstar Soccer Deluxe (E) International Superstar Soccer Deluxe (U) International Tennis Tour (J) [h1C] International Tennis Tour (J) [hI] International Tennis Tour (J) International Tennis Tour (U) [f1] International Tennis Tour (U) [h1C] International Tennis Tour (U) Ippatsu Gyakuten - Keiba Keirin Kyotei (J) Irem Major Title, The (E) [o1] Irem Major Title, The (E) Irem Major Title, The (J) Irem Skins Game, The (NSS) Irem Skins Game, The (U) [h1C] Irem Skins Game, The (U) Irokazu Koujou 1 (PD) [h1C] Irokazu Koujou 1 (PD) Iron Commando (E) (NG-Dump Known) [h1I] Iron Commando (E) (NG-Dump Known) [h2I+C] Iron Commando (E) (NG-Dump Known) [h2I] Iron Commando (E) (NG-Dump Known) [o1][f1] Iron Commando (E) (NG-Dump Known) [o1][h1C] Iron Commando (E) (NG-Dump Known) [o1][h2C] Iron Commando (E) (NG-Dump Known) [o1][t1] Iron Commando (E) (NG-Dump Known) [o1] Iron Commando (E) (NG-Dump Known) Iron Commando - Koutetsu no Senshi (J) Isozuri - Ritou Hen (J) [h1C] Isozuri - Ritou Hen (J) Itadaki Street 2 - Neon Sign wa Bara Iro ni (J) [h1C] Itadaki Street 2 - Neon Sign wa Bara Iro ni (J) Itchy Scratchy Game, The (E) Itchy Scratchy Game, The (U) [h1+C] Itchy Scratchy Game, The (U) [h1C] Itchy Scratchy Game, The (U) [h1] Itchy Scratchy Game, The (U) Itoi Shigesato no Bass Tsuri No.1 (J) Itou Haka Rokudan no Shougi Doujou (J) [h1C] Itou Haka Rokudan no Shougi Doujou (J) [hI] Itou Haka Rokudan no Shougi Doujou (J) Izzy s Quest for the Olympic Rings (Beta) [b1] Izzy s Quest for the Olympic Rings (Beta) [h1C] Izzy s Quest for the Olympic Rings (Beta) [h2C] Izzy s Quest for the Olympic Rings (Beta) Izzy s Quest for the Olympic Rings (E) [!] Izzy s Quest for the Olympic Rings (U) [!] Izzy s Quest for the Olympic Rings (U) [t1] SNES (SFC, SNES)へ戻る Copyright 2004 BOB All Rights Reserved.
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SNES (SFC, SNES)へ戻る Val d Isere Championship (Beta-A) [h1C] Val d Isere Championship (Beta-A) [t1] Val d Isere Championship (Beta-A) Val d Isere Championship (Beta-B) Val d Isere Championship (E) Vegas Stakes (E) [!] Vegas Stakes (U) [!] Vegas Stakes (U) [h1C] Verne World (J) [h1C] Verne World (J) [h1] Verne World (J) [h2C] Verne World (J) [o1] Verne World (J) View PCX - Fairlight DBM (PD) [a1] View PCX - Fairlight DBM (PD) Viking no Daimeiwaku (J) [h1C] Viking no Daimeiwaku (J) Virtual Bart (Beta) [f1] Virtual Bart (Beta) [h1C] Virtual Bart (Beta) Virtual Bart (E) [!] Virtual Bart (J) [t1] Virtual Bart (J) Virtual Bart (U) [!] Virtual Fighter CG Portrait Collection (PD) Virtual Soccer (E) [!] Virtual Soccer (U) (NG-Dump Known) [b1] Virtual Soccer (U) (NG-Dump Known) [b2] Virtual Soccer (U) (NG-Dump Known) [h1C] Virtual Soccer (U) (NG-Dump Known) [h1] Virtual Soccer (U) (NG-Dump Known) [h2C] Virtual Soccer (U) (NG-Dump Known) [hI] Virtual Soccer (U) (NG-Dump Known) Virtual Wars (J) Volguard 2 (A S NES Hack) Volleyball Twin (J) [b1] Volleyball Twin (J) [h1C] Volleyball Twin (J) [h2C] Volleyball Twin (J) Vortex (E) [!] Vortex (J) Vortex (U) [!] Voxel (PD) VS. Collection (J) VSMC Beta Pre-Release (PD) VSMC System Explorer (PD) VSMC V0.70 Beta Demo (PD) SNES (SFC, SNES)へ戻る Copyright 2004 BOB All Rights Reserved.
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SUICIDE MACHINESをお気に入りに追加 SUICIDE MACHINESのリンク #bf Amazon.co.jp ウィジェット SUICIDE MACHINESの報道 BOWLING FOR SOUP、HANSONをカバー!本人たちも参加の「Where s The Love」リリース&アニメーションMV公開! - 激ロック ニュース スカコアの王者 THE MIGHTY MIGHTY BOSSTONES、新曲「The Final Parade」リリース&リリック・ビデオ公開!RANCID、THE INTERRUPTERS、KEMURI、THE SPECIALSなどのメンバーをフィーチャー! - 激ロック ニュース 伝説的スカ・パンク・バンド THE SUICIDE MACHINES、8/20-21に来日公演決定! - 激ロック ニュース SUICIDE MACHINESとは SUICIDE MACHINESの65%は利益で出来ています。SUICIDE MACHINESの22%はツンデレで出来ています。SUICIDE MACHINESの7%はかわいさで出来ています。SUICIDE MACHINESの6%は真空で出来ています。 SUICIDE MACHINES@ウィキペディア SUICIDE MACHINES Amazon.co.jp ウィジェット 掲示板 名前(HN) カキコミ すべてのコメントを見る ページ先頭へ SUICIDE MACHINES このページについて このページはSUICIDE MACHINESのインターネット上の情報を集めたリンク集のようなものです。ブックマークしておけば、日々更新されるSUICIDE MACHINESに関連する最新情報にアクセスすることができます。 情報収集はプログラムで行っているため、名前が同じであるが異なるカテゴリーの情報が掲載される場合があります。ご了承ください。 リンク先の内容を保証するものではありません。ご自身の責任でクリックしてください。
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Crazy Machines Elements 項目数:12 総ポイント:200 難易度:★☆☆☆☆(動画サイトの攻略動画に頼る場合) ★★★☆☆(動画サイトの攻略動画に頼らない場合) 製品情報:http //marketplace.xbox.com/en-US/Product/Crazy-Machines-Elements/66acd000-77fe-1000-9115-d80258410af7 配信日:2011年8月24日 DL費用:800MSP ジャンル:戦略 シミュレーション, パズル 雑学クイズ ☆国内未配信 面クリア関連の実績 Apprentice Solve your first puzzle. PUZZLESの最初の面をクリアする 50 Collector Unlock all parts. EDITの全パーツを解禁する 10 Puzzlemaniac Solve all puzzles. PUZZLESの全ての面をクリアする 20 Perfect Puzzler Solve all base puzzles as perfect. PUZZLESの全ての面をパーフェクトでクリアする 15 Challenger Solve all challenges. CHALLENGESの全ての面をクリアする 20 EDIT関連の実績 Builder Build an own level. EDITで面を作る 10 Creator A little wind blew in the snowy night. 雪夜にかすかな風が吹く 10 Twin Shot Shoot two cannonballs with one cannon - at the same time! 1つの大砲で2つの弾を同時に撃つ 10 Weatherman Create three different clouds within one simulation with one cloud machine. 1つの雲マシーンで3種類の雲を発生させる 10 Candlelight Light the level with candlelight for 30 seconds. 30秒間ロウソクに火をともし続ける 15 Fastest Counter Count one counter chip to 200 within ten seconds. 10秒以内にカウンターチップを200カウントさせる 15 Pyrotechnican Launch fireworks for 20 seconds! 20秒間花火を発射し続ける 15 PUZZLESを5面クリアでEDITが解禁される。 PUZZLESを50面クリアでEDITの全てのパーツが解禁される。 PUZZLESを80面クリアでCHALLENGESの全ての面が解禁される。 Puzzlemaniac Perfect Puzzler 参考リンク: 各面のパーフェクトクリア動画(動画はSteam版だが、内容はXBLA版と同じ) http //www.youtube.com/user/miguelsz2#g/c/5774D982EB7C8D8C Challenger 参考リンク: CHALLENGESの動画がいくつか上がっている http //www.youtube.com/user/gomerfx#g/u Creator Windを微風、Seasonを冬、Weatherを雨、Times of the dayを真夜中(1番左)にする。 Yボタンを押してスタートするタイミングで実績が解除される。 Twin Shot 参考動画: http //www.youtube.com/watch?v=oJN2smqYtwo Weatherman 参考動画: http //www.youtube.com/watch?v=pu9hnbtMhpY Candlelight 参考動画: http //www.youtube.com/watch?v=YpwowtNOPko Fastest Counter 参考動画: http //www.youtube.com/watch?v=QJZHCVVxlJc Pyrotechnican 参考動画: http //www.youtube.com/watch?v=UTo6HC8O80Y
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KNOWNをお気に入りに追加 KNOWNのリンク #bf Amazon.co.jp ウィジェット KNOWNの報道 現代美術家・江奈さやか初の単独展【KNOWN】を中目黒COMPLEXBOOSTにて開催 - PR TIMES Microsoft、「OneDrive」にユーザーデータを守る新機能“Known Folder Move”を導入へ - 窓の杜 /.well-known/にホストされるフィッシング詐欺サイトが増加中 - マイナビニュース KNOWNとは KNOWNはすべて真空で出来ています。 KNOWN@ウィキペディア KNOWN Amazon.co.jp ウィジェット 掲示板 名前(HN) カキコミ すべてのコメントを見る ページ先頭へ KNOWN このページについて このページはKNOWNのインターネット上の情報を集めたリンク集のようなものです。ブックマークしておけば、日々更新されるKNOWNに関連する最新情報にアクセスすることができます。 情報収集はプログラムで行っているため、名前が同じであるが異なるカテゴリーの情報が掲載される場合があります。ご了承ください。 リンク先の内容を保証するものではありません。ご自身の責任でクリックしてください。
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ゲーム情報(登録されているタグ) シリーズ>Crazy Machines ジャンル>パズル ジャンル>戦略系 ジャンル>頭の体操 製作会社>Viva Media 製作会社>未確認 言語>英語 コメント欄へ移動 ゲーム配布ページ 英語 http //www.bigfishgames.com/download-games/11048/crazy-machines-new-from-the-lab/index.html 日本語 紹介文 Create Your Own Zany "Rube Goldberg" Devices! Go crazy with brand new gizmo-twistin levels! Enjoy all-new elements, music, backgrounds and more. Get ready for explosive action and building fun using awesome wacky parts -- including bottle rockets, cannons, bombs, and robots, in Crazy Machines New from the Lab, the Ultimate Brain-Teasing Puzzle Game! Incredible physics Hilarious gameplay Create your own zany devices! Play Crazy Machines 画像 « » var ppvArray_0_0689353d5302dccb460172c4a2c186a9 = new Array(); ppvArray_0_0689353d5302dccb460172c4a2c186a9[0] = http //w.atwiki.jp/bfgmatome/?cmd=upload&act=open&page=Crazy+Machines%3A+New+from+the+Lab&file=en_crazy-machines-new-from-the-lab-screen1.jpg ; window.onload=function(){ ppvShow_0_0689353d5302dccb460172c4a2c186a9(0); }; function ppvShow_0_0689353d5302dccb460172c4a2c186a9(n){ if(!ppvArray_0_0689353d5302dccb460172c4a2c186a9[n]){ alert( 画像がありません ); return; } ppv_0_0689353d5302dccb460172c4a2c186a9$( ppv_img_0_0689353d5302dccb460172c4a2c186a9 ).src=ppvArray_0_0689353d5302dccb460172c4a2c186a9[n]; ppv_0_0689353d5302dccb460172c4a2c186a9$( ppv_link_0_0689353d5302dccb460172c4a2c186a9 ).href=ppvArray_0_0689353d5302dccb460172c4a2c186a9[n]; ppv_0_0689353d5302dccb460172c4a2c186a9$( ppv_prev_0_0689353d5302dccb460172c4a2c186a9 ).href= javascript ppvShow_0_0689353d5302dccb460172c4a2c186a9( +(n-1)+ ) ; ppv_0_0689353d5302dccb460172c4a2c186a9$( ppv_next_0_0689353d5302dccb460172c4a2c186a9 ).href= javascript ppvShow_0_0689353d5302dccb460172c4a2c186a9( +(n+1)+ ) ; } function ppv_0_0689353d5302dccb460172c4a2c186a9$(){ var elements = new Array(); for (var i = 0; i arguments.length; i++){ var element = arguments[i]; if (typeof element == string ) element = document.getElementById(element); if (arguments.length == 1) return element; elements.push(element); } return elements; } 備考 レス一覧 コメント コメント すべてのコメントを見る トップページに戻る