Uploaded May 2014 | Updated September 2026, 1 week ago
Un excelente juego del auge de los clasicos de estrategia con un estilo similar a AoE - La Edición de Oro de Tzar reúne en un solo juego las cuatro campañas aparecidas para Tzar: El Poder de la Corona, El Imperio de Gengis Kahn, La Reconquista y el Rey Arturo y Excalibur.
La Edición de Oro de Tzar tiene todos los personajes, todas las campañas y todas las características esenciales de la estrategia en tiempo real: una inmensa jugabilidad, con elementos de rol; unidades militares que aprenden hasta convertirse en héroes; criaturas fantásticas como los dragones, los orcos, los golems... Una edición imprescindible de este nuevo clásico de estrategia en tiempo real del que ya disfrutan más de 100.000 jugadores
Con la edición de oro de Tzar, podrás revivir algunos de los momentos más intensos de la Historia: encarna al Cid y devuelve a la cristiandad todo su esplendor, ayuda a Arturo a recuperar el trono de Inglaterra con su Excalibur, combate junto a Gengis Khan en su lucha por crear el mayor imperio de Asia... Toda tu habilidad, ingenio y dotes de estratega serán necesarios... Bienvenido a TZAR.
Un excelente juego del auge de los clasicos de estrategia con un estilo similar a AoE - La Edición de Oro de Tzar reúne en un solo juego las cuatro campañas aparecidas para Tzar: El Poder de la Corona, El Imperio de Gengis Kahn, La Reconquista y el Rey Arturo y Excalibur.
La Edición de Oro de Tzar tiene todos los personajes, todas las campañas y todas las características esenciales de la estrategia en tiempo real: una inmensa jugabilidad, con elementos de rol; unidades militares que aprenden hasta convertirse en héroes; criaturas fantásticas como los dragones, los orcos, los golems... Una edición imprescindible de este nuevo clásico de estrategia en tiempo real del que ya disfrutan más de 100.000 jugadores
Con la edición de oro de Tzar, podrás revivir algunos de los momentos más intensos de la Historia: encarna al Cid y devuelve a la cristiandad todo su esplendor, ayuda a Arturo a recuperar el trono de Inglaterra con su Excalibur, combate junto a Gengis Khan en su lucha por crear el mayor imperio de Asia... Toda tu habilidad, ingenio y dotes de estratega serán necesarios... Bienvenido a TZAR.


![Ben Jordan - Case 2: Mine Entrance [MUSIC]
Ben is called out to the tiny desert town of Dunesberg, California, to investigate the disappearance of a local man who went out searching for the Lost Galleon, a Spanish treasure ship said to be located somewhere beneath the sands. Ben Jordan - Case 2: Mine Entrance [MUSIC]](https://i.ytimg.com/vi/w6lPBpg9vTE/mqdefault.jpg)
![Grand Theft Auto: Vice City Stories (2006) Trailer [PSP]
Grand Theft Auto: Vice City Stories is a 2006 action-adventure open world video game developed by Rockstar Leeds in association with Rockstar North in the United Kingdom. It was published by Rockstar Games for the PlayStation Portable in late 2006 and later for the PlayStation 2 in March 2007. The game is the eighth installment in the Grand Theft Auto series and the sixth and last Grand Theft Auto III era game. It is a prequel to Grand Theft Auto: Vice City and successor to the previous PSP release, Grand Theft Auto: Liberty City Stories. Vice City is a representation of Miami, Florida. Vice City Stories is the last GTA game for the PlayStation 2 console and the second game for the PlayStation Portable. Grand Theft Auto: Vice City Stories (2006) Trailer [PSP]](https://i.ytimg.com/vi/x-eSUhgAQCQ/mqdefault.jpg)
![Blood -over- (2006) Ending [WINDOWS]
Blood -over- is a side scrolling action shooter that focuses on the demon hunter Shou and her maid Akari. With twin pistols (Shou) and a gatling gun (Akari) they progress through multiple levels defeating the unholy enemies that lust for blood. Blood -over- (2006) Ending [WINDOWS]](https://i.ytimg.com/vi/yE9pN4bJIdU/mqdefault.jpg)
![Apprentice 1 (2003) [WINDOWS]
Some months ago, I found an old zip file on my hard drive, containing an AGS-hit from the past: Permanent Daylight by Intoxicated Little Bunny. I loaded it up, wanting to reminisce the good old days when AGS games were still DOS-compatible by default. I was filled with a sense of nostalgia, memories from my early youth, and the feeling I had the first time I played Permanent Daylight - of playing, for the first time, an amateur adventure game that didnt feel too much like an amateur effort. Expectant, I waited for the title screen.
And boy did Permanent Daylight suck. My memories from the days of my innocent youth had apparently been just that: innocent. No wonder, there wasnt much contest back then for amateur adventure games - creating something like Permanent Daylight was considered a great achievement then, by me at least. Not until Apprentice did I play an amateur adventure game that really got something important right, a game that seems to have passed the test of time.
I no longer remember how I found out about the original, non-deluxe, Apprentice. Perhaps it was through some list of AGS game developers I was clicking through, opening new tabs (did tabbed browsing already exist back then?) and trying to pick out the game developers and projects to take note of. Apprentice had been released a while ago, and I downloaded it. And my view of amateur adventure games changed forever.
First of all, I was captivated by the music. The composer later admitted that he wasnt satisfied with the soundtrack. In retrospect I think he was right, but I was thrilled, having finally found someone in the amateur scene who can make music. But as I played on, I noticed that the important thing the developers of Herculean Effort got right was that the player felt as if there was something more behind those pixelated sprites. Pib was a living character, and so was Master, and so was Navy Joe. In fact, even though we never saw Navy Joe until Apprentice II, he still felt real even in the first game. Willowbean felt like an actual place with a history and its own customs. This game had found that something special, that something the classics like Monkey Island had, and I thought it was only a matter of time until the amateur community would take over the commercial side.
It would happen by 2005 at the latest, I thought.
But the revolution wasnt as abrupt as I had thought. These days the quality of games is somewhat higher than three years ago, due to years of practice starting to pay off, but few freeware games would be eligible for their own Wikipedia articles. Apprentice II, 5 Days a Stranger, 7 Days a Skeptic...? My list ends there, but it might be that I should be less demanding and embrace the amateur genre despite its shortcomings.
But back to the Apprentice.
The surprising thing is that when you think about it, you notice that the story of Apprentice is negligible at best. There is the dream sequence in the beginning, sure, but the story ends and begins with it. Theres no villain, and the only tension there is the fear of being drafted by Lord Ironcrow. Theres no conflict to solve, nothing that would in any way be traditional storytelling as such. Apprentice is a prime example of how much adventure games depend on exploration, and how important a carefully crafted game world and back stories are in adventure games!
This is rather amusing, as many adventure gamers have separated themselves into strict categories, either proclaiming that adventure games are all about puzzles or that they are all about the story, when what I liked most about Apprentice was the fact that I could have conversations with the crystal ball. (Okay, so maybe its just me.) The only reason I was motivated to solve any puzzles was that eventually I ran out of things to do, and my adventure gamers logic told me that solving some of them would make something in the game world change and let me do more exploring.
What about the Deluxe -version, then? At first the deluxe treatment felt a bit like watching a colored black film. I had grown to like the 70s hippie music, and imagining the character voices in my head. And it feels funny to think like this because Apprentice Deluxe is not a fan effort but an extension created by Herculean Effort themselves. Apprentice 1 (2003) [WINDOWS]](https://i.ytimg.com/vi/ywWpw0KzRvk/mqdefault.jpg)
![Dragon Ball Z: The Legacy of Goku 1 (2002) [GBA]
The Dragon Ball Z: The Legacy of Goku series is a series of video games for the Game Boy Advance, based on the popular anime series Dragon Ball. All three games are action role-playing games. The first game, Dragon Ball Z: The Legacy of Goku was developed by Webfoot Technologies and released in 2002. The game was followed by two sequels: Dragon Ball Z: The Legacy of Goku II released in 2003, and Dragon Ball Z: Buus Fury released in 2004.
Dragon Ball Z: The Legacy of Goku is the first title in the series, and was released in the United States on May 14, and in Europe on October 4, 2002. The game covers the story of Dragon Ball Z up until the destruction of Planet Namek. Goku is the only playable character. Goku travels through different stages, including several locations of the earth and planet Namek, and gains experience not only by defeating enemies but also by completing simple missions. In the final stage Goku transforms into Super Saiyan in order to defeat Frieza, being this the first introduction to character transformations in the series, which will later be very common in the following games. It is also one of the first GBA games to feature full motion video. Dragon Ball Z: The Legacy of Goku 1 (2002) [GBA]](https://i.ytimg.com/vi/zgp29Cc1Bio/mqdefault.jpg)
