Download Arcana 1.0

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LicenceFreeware
Released14 04 2008
Supported OSWin95, Win98, WinME, WinNT 3.x, WinNT 4.x, WinXP, Windows2000, Windows2003, Windows Vista Starter, Windows Vista Home Basic, Windows Vista Home Premium, Windows Vista Business, Windows Vista Enterprise, Windows Vista Ultimate, Windows Vista Home Basic x64, Windows Vista Home Premium x64, Windows Vista Business x64, Windows Vista Enterprise x64, Windows Vista Ultimate x64
RequirementsP-200, 32 MB RAM
LanguagesEnglish
Limitationsnone
Made inUnited States of America
Support e-mailsubmit@coderab.com

GameGuerilla |   Free Download 1.45 Mb

Arcana Description:

Arcana is Freeware program for Windows developed by GameGuerilla

Arcana is a RPG representing the SNES, by HAL Laboratory. It is known as Card Master: Seal of Rimsalia in Japan.

The diversion was novel in representing all of its characters as cards, but it plays like a dungeon-crawling RPG, somewhat than a prankster based diversion. In keeping with this metaphor, the death of a stamp resulted in a "torn" prankster, and the magical properties of some cards were used to explain abilities of the diversion's characters. Arcana retained profuse conventions from earlier NES games and, as is prosaic in RPGs, the diversion's intent was to be strenuous and challenging to the player, so as to produce a feeling of reward upon fulfilment.

Assuming a first-person perspective, the dungeons and towns of the diversion were navigated from the viewpoint of the characters and, with a some exceptions, the conversations between characters held true to this as rich. Battles within the diversion were also portrayed in the first-person, displaying the protagonist characters along the perimeter of the screen, with the enemies in the center. Arcana's battles, nevertheless, were not graphically intensive and the characters' vitality was restricted to, at most, five frames. Breaking from the established layout by Square Soft of displaying the damage incurred by characters above their heads, this information was instead summarised in a words display at the bottom of the screen comparable to Dragon Quest games from Enix.

The map's tile based dungeons were, arguably, the most challenging aspect of the diversion. Seeing often solitary what was immediately already the characters, the player was free to budge in the four principal compass aiming. Labyrinthine in their design, and often fraught with dead-ends and hidden dangers, the detail in the drawing of these dungeons compensated representing their relative lack of vitality.

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