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Ultima: Worlds of Adventure 2: Martian Dreams | |
---|---|
Developer(s) | Origin Systems |
Publisher(s) | Origin Systems |
Producer(s) | Warren Spector |
Designer(s) | Jeff George |
Composer(s) | Dana Karl Glover |
Platform(s) | DOS |
Release | 1991 |
Genre(s) | Role-playing video game |
Mode(s) | Single-player |
Mexican jumping beans are ALIVE. Tin foil and a marble is not. Lemme get my nerdy self in. Mexican jumping beans are dried out beans, with a worm or maggot inside, and they actually jump. Your ible is for something similar to Mighty Beanz. Product Key Finder for Mac OS. Mac Product Key Finder is freeware program for recovering lost product keys (or making backup before it's too late) for software installed on your Mac. This small tool will scan your Mac for installed applications and show your product keys (serial numbers). In two words it is doing same job as KeyFinder for. Magic Bean A gorgeous Australian native, our potted Magic Bean plant makes a wonderful and truly eye-catching gift or addition to your home. This unique living plant sports glossy leaves, and you can even see the exposed “bean” it sprouted from – a real conversation-starter for sure!
Ultima: Worlds of Adventure 2: Martian Dreams is a role-playing video game set in the Ultima series, published in 1991, and re-released for Windows and Mac OS via GOG.com in 2012. It uses the same engine as Ultima VI, as did the first Worlds of Ultima game, The Savage Empire.
The game has an extensive cast of Victorian Era people, including Marie Curie, Buffalo Bill, Nellie Bly, Rasputin, Sigmund Freud, Sarah Bernhardt, Thomas Edison, Theodore Roosevelt, William Randolph Hearst, Andrew Carnegie, Nikola Tesla, and C. L. Blood.
Story[edit]
After the events in the Savage Empire, the Avatar is visited by a strange red-haired woman who gives a book to him and his friend Dr. Spector. The book will eventually be written by Spector himself, and explains how to use the Orb of the Moons to travel through time. Following instructions, the duo ends up in the Victorian Era, where Percival Lowell has set up a space cannon that will launch some volunteers to Mars.
Through an act of sabotage, the cannon is fired during the 1893 World's Columbian Exposition in Chicago, with several dozen famous people and leaders of the time on board. A second cannon is prepared to find and recover the people in the first, who are now stranded on Mars.
It turns out that Mars had an extensive civilization based on plants. Most monsters the player encounters are so-called 'plantimals', such as the Jumping Bean and the Planther. Mars has cities and canals, although the civilization is in ruins, so the player's first tasks are restoring the world power station, and melting enough of the polar caps (with a solar lens) to fill the canals.
Some of the people appear to have gone insane after using a device called the Dream Machine. What in fact happened was that, after massive soil poisoning, the original Martians had gone into a sort of alternate dimension called 'dreamspace' to preserve themselves. Those people using the Dream Machine found themselves trapped in dreamspace, while the Martians took over their bodies. A large part of the game is spent visiting various people's nightmares and clearing them up.
Eventually, robotic bodies can be created for the Martians, since their plantamal bodies won't grow. After a showdown with the evil Raxachk, who caused the soil pollution in the first place, all Victorians can once more go home.
Reception[edit]
Computer Gaming World's Scorpia in 1991 liked Martian Dreams's Victorian setting, but criticized travel as 'tedious'. The magazine stated that the game was really an adventure pretending to be an RPG, with combat almost completely disassociated from the story, and concluded that it would most appeal to those who prefer other activities to fighting.[1] Peter Olafson was more positive, calling it 'an epic adventure .. that has all the depth and complexity of the Ultima series' while accessible to new adventurers.[2] A review by Scorpia in 1993 was also positive, approving of the storyline. She concluded that 'the game requires patience and careful attention to detail, but is otherwise enjoyable'.[3]
References[edit]
- ^Scorpia (September 1991). 'Scorpion's View'. Computer Gaming World. p. 28. Retrieved 18 November 2013.
- ^Olafson, Peter (October 1991). 'The Angry Red Planet'. Computer Gaming World. p. 80. Retrieved 18 November 2013.
- ^Scorpia (October 1993). 'Scorpia's Magic Scroll Of Games'. Computer Gaming World. pp. 34–50. Retrieved 25 March 2016.
External links[edit]
- Ultima: Worlds of Adventure 2: Martian Dreams at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Ultima:_Worlds_of_Adventure_2:_Martian_Dreams&oldid=1007783765'
A bit of magic mixed with some science. Create a magical jumping bean that seems to move all by itself. There are a couple of variations on this experiment. Take a look at the Magical Jumping Bean worksheet. You can use aluminium foil (or old Easter egg wrappers to add some colour), or a cardboard cut out, which can also be coloured in if you’re feeling crafty.
What you’ll need:
Fun with physics (aaron7eleven) mac os. Foil Jumping Beans
- Marbles (good if you have different sizes)
- Aluminium foil or Easter egg wrappers
- Lunchbox or plastic container
Minitrue mac os. What to do:
- Rip off a bit of foil about the length of your pointer finger and the width of about three fingers.
- Wrap the foil around your finger to make a cylinder. It should be a little bit wider than the marble.
- Pinch one end of the foil closed.
- Put the marble inside and foil cylinder and pinch the other end closed.
- Put your foil package inside the lunchbox and shake it vigorously. The foil will bash into the sides. This causes the marble to be bashed against the inside of the foil, making the ends smooth.
- Tilt the lunchbox slightly and watch your magical jumping bean move around on its own.
- Use different size marbles and different size pieces of foil to create more jumping beans. You can race them down a slope (the slope needs to have some friction on it, if it is too smooth, your “bean” will just slide).
What happens:
The marble is heavy and it can move around inside the foil package. When it is on a slope, it rolls to the bottom of the package. It keeps rolling and flips the “bean” over so the “bean” jumps around.
Cardboard Jumping Beans
What you’ll need:
- Cardboard, you can use different colours or colour it in.
- Marble (this template only allows for small marbles)
- Jumping bean template
- Scissors
- Glue or sticky tape
What to do:
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- Print out the jumping bean template and cut out the shape.
- Fold the shape along the dotted lines.
- Glue together the pieces on one end.
- Put the marble inside and glue up the other end.
- Try racing your jumping bean down a slope.
What happens:
Similarly to the foil jumping beans, the package should flip end over end as the marble moves down a slope inside the package. When using sticky tape, be careful not to use too much as you need that friction on the slope to stop it from sliding straight down.
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You could try making a larger cardboard jumping bean, figuring out how wide it would need to be more larger marbles.