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Jungles of Maxtheria
COMING (Early 2019)

Main Menu

Junles of Maxthera (Picture 1)


Apes Live in the Trees

Pitfalls Of Nathera (Picture 2)


Bee and Snake Attack

Pitfalls Of Nathera (Picture 3)


Bee Hive Attack

Pitfalls Of Nathera (Picture 4)


Fire Pits Are Hot and Dangerous

Pitfalls Of Nathera (Picture 5)


Using a Grappling Hook Over a Long Trap

Pitfalls Of Nathera (Picture 6)


Metal Spike Traps Appear and Dissappear

Pitfalls Of Nathera (Picture 7)


Standing on the Back of a Crocodile

Pitfalls Of Nathera (Picture 8)


There's Treasure Underwater Too

Pitfalls Of Nathera (Picture 9)


Treasure Chest Guarded by Scorpions

Pitfalls Of Nathera (Picture 10)


Opened Treasure Chest Reveals Goodies

Pitfalls Of Nathera (Picture 11)


Climbing Vines to Avoid the Quicksand

Pitfalls Of Nathera (Picture 12)


Vultures Dropping Eggs From Above

Pitfalls Of Nathera (Picture 13)


Thumpers Pouncing Down from Above

Pitfalls Of Nathera (Picture 14)




Play as either "Hot Spot" Harvey, his cousin Roxy Roks, Junior or Missy searching for the lost treasure of the infamous "Jaxton Max".  Your quest for fortune and glory will not be easy however.  This adventure is full of baddies aimed at stopping you dead in your tracks.  Use knives to dig through walls, bullets to battle the baddies, grappling hooks to jump over long distances, oxygen tanks to breath under water and torches to see what lurks underground.  Collect keys to get past locked doors and to open treasure chests.  Avoid the quicksand, tar pits, spikes, fire pits, thumpers and other traps along the way.  Few ever return from their expeditions into the deep jungles.  So, if you are brave enough, the "Jungles of Maxtheria" awaits!

Gameplay Footage (Beta #3)




- 12/13/2018 - "Jungles of Maxtheria" was written in the C# programming language using the Unity game engine.  Unity is currently having a 2D games contest.  I just entered it at: .  The goal of the contest is to show off Unity's 2D gaming tools.  On the application page, I have pictures of a snake that I animated from a static picture and a overview of the first stage showing off the tilemap capabilities of Unity.  The contest has been going on for a few weeks so some entrees have a lot of views, thumbs up and comments.  I did notice that a few of the entrees keep getting updated and thus go to the top of the 'latest' list of games (That is not really cool.).  The deadline is Sunday so I'm going to try to get better pictures and a newer video done by then.


- 12/12/2018 - A few more bug fixes.

     - Many of the doors had the wrong sprite layer after being opened.  The doors looked fine when closed, but when opened the outermost door was off.  It would move from the inside to the outside.  This just means is was on the wrong layer.  I just changed their layers so they now the doors look correct when closed and when open.

     - In the settings menu, when you would change the overlay to “on” or “off”, it did not update the info in the start menu.  It would be “on” (verified from the variable info) but the start menu would have the “off” text box highlighted.  This now displays properly.

     - Some security was added to the game.  It’s not much but it is something.  We are a very small indie video game company and can not afford people copying the game.  We need every penny from sales just to pay back the last 2 years of bills.  Thanks for understanding.


- 12/10/2018 - I added buttons to the UI icons at the top of the screen.  Now, when you mouse click or touch one, its hot key is activated.  You do not have to press the pause button and go through the menus anymore.  If you do not have enough coins to purchase the item, then it will not let you.  This is just a fast way to buy an item or two real fast (such as a torch if you run out).

     - Press on the UI of the knife, bullet, torch, hook or oxygen tank to instantly buy 1 of that item.

     - Press on the character's UI icon at the top-right to instantly buy 1 health.

     - Press on the top-left UI stage numbers to toggle the on-screen touch buttons on/off.

    -  Press on the top-left UI coins to change the on-screen touch buttons layout.

     - Press on the top pause UI icon to enter the full pause menu (buy/sell market).

     - Press on the top-right UI keys for audio adjustment.  This area actually has two buttons:  one of the left 4-keys and one on the right 4-keys.  The left button will mute the audio (music and SFX).  The right button will reset the audio to 0 db (music and SFX).  These audio buttons do not have there own icons.  It's a hidden feature on top the keys UI area.  So if the boss walks in while you are playing "Jungles of Maxtheria", then you can mute the audio real fast.

On-screen button overlay "hot key" on/off toggle.

Overlay 2

On-screen button overlay "hot key" to change to the next layout.

Overlay 1


- 12/09/2018 - Before, the UI at the top of the screen had a placeholder for a future addition.  I just changed this to a pause button.  If a person mouse clicks on it or presses it from a touchscreen, then the pause menu will appear.  Also, the character's icon at the top right of the screen does the same thing (for now).

     - On a side note, there are just 2 bugs left and 3 things that I want to add to the game.  They are big things to do, but the end is in sight.

The new pause UI button. 

Pause UI


- 12/07/2018 - Here are a few more bug fixes.

     - After fixing the yellow keys last week, I noticed that the keys did not update properly (yellow as well at the other colored keys) when using the cheats.  Now when using the cheats the keys update properly for all of the keys.

     - When going under the water, there was an occasional bug.  Sometimes when the player got hurt, the breath timer icon UI at the top of the screen would stay off.  The timer would still work, but the icon UI was just not being shown.  This now works properly.

     - After making the demo game play from the main menu, I found that the bar at the bottom of the screen did not appear at the same time as the video.  The video bar at the bottom of the screen now dissolves in three seconds after the video.  So now after 1 minute of the main menu playing with no button being pressed, the video automatically plays.  Three seconds later the bar (with the text) dissolves in.  This just looks nicer.

The bottom bar is for demo mode from the main menu. 

Video Bar


- 12/02/2018 - There were a few bug fixes.

     - The UI yellow key icons at the top-right of the screen did not display the correct number of keys.  They do now.  As simple as it sounds, it was not easy.  This took several days and several rewrites of code to do it.

The yellow keys icons at top-right now display properly. 

Yellow Key Icons UI


     - Before, a player who respawned on a stage or continued a game from the main menu would always start at the last door checkpoint.  Now, when the player continues a saved game from the main menu he now starts at the beginning of a stage.  However, if the player dies during the stage, he respawns at his last checkpoint.  This tries to make a player finish a level while the current game is being played.  On the continue from the main menu, any used yellow keys are gone, any opened treasure chests are still open and all doors/non-yellow keys are reset.  It's a penalty for not finishing the stage in one sitting (and avoids a player from getting treasure, then restarting and keeping it thus raking up lots of coins).

     - The bar on the main menu disappeared and stopped animating when I put in the gameplay video.  It now shows up again, 


- 12/01/2018 - The mushrooms were changed a bit.  Before, they were static and just acted as barriers so the baddies wouldn't go places they were not supposed to go (the same thing that the tree stumps do).  Now, some are destroyable.  At "Free Play Florida" I noticed a young girl trying to destroy a mushroom.  She kept trying to stab one with a knife over and over.  After talking to her about it, I decided to have some mushrooms be destroyable and then give something out.  The larger mushrooms are not destroyable but the smaller ones are.  If one damages a mushroom 2 times, then it will turn into a gem worth 10, 20, 30 or 100 coins.   There is also a small possibility it will turn into one of the inventory items as well.  I do learn a lot just watching other people play "Jungles of Maxtheria".  They do things that I never would because I know better (because I programmed it).  Weird how that works.

The smaller mushrooms are destroyable but the larger ones are not. 



- 11/28/2018 - Some of the animated traps with spikes were modified slightly. 

      - The first thing is the invisible walls (colliders) around the spikes are now smaller.  This gives a little bit more rooom before the player gets injured.  So instead of having the colliders along the edges of the spikes, I cheated them in a bit.  This way the character doesn't get killed instantly on the edges of spikes, but can touch the outside of them just a bit and be OK.  A lot of games do this.  It may not be technically correct but it makes the game a little more playable.

      - Also, some of the animated spikes retracted into walls.  Some of those walls did not have invisible walls (colliders) around them.  So if a character touched a base, he would get killed.  The reason is that he would just touch the spikes.  After putting colliders around the outer bases, a character can now touch the base when the spikes have been retracted.  This was evident on one particular stage because the player would jump, hit the base of a trap and get hurt.  Now he will not get hurt until the spikes come out of the base again.

Example of colliders which are like invisible walls (the green boxes). 


     - I added 5 minutes of video gameplay.  This was added for shows so that people walking by the booth can see the game playing if no one is at the computer.  It's like a demo that one might see in an arcade game when no one is playing the game.  From the main menu, if a certain amount of time passes, then it runs the video.  During the video, a person can press a button to reload the main menu.  If people like this feature, I may include it in the final game.  However, there are issues with different systems and what is needed for playback of videos.  We'll see, but I am leaning towards it.


- 11/24/2018 - Here's a few more bug fixes and changes.  There will be more to come (I have a list to finish going through).

     - At the top of the screen, I added a new look to the UI.  The keys now have a background around them.  Also, each key is dark if the player does not posses it.  If the player does have that key, then it will be fully bright colored.  This led me to do the same with the stage numbers at the top-left of the screen as well.  The numbers are now greyed out if the player is not on that stage.

      - There were 15 music cuts before.  Some people did not like some of the slower selections.  I removed 9 of the 15 cuts and added 13 faster electric cuts.  This makes a total of 20 music cuts (1 for the main menu and 19 more for the gameplay stages).  I am not sure if this makes sense as the game is about a guy going though the jungles looking for lost treasure.  The slower cuts were more jungle themed.  The faster cuts may not work right but I’ll give it a shot and see.  With about 60 minutes of music, that should be enough time to get through a whole stage without repeating music cuts.

      - At the start of each level, the stage started with a phrase indicating if the game was set to many or few baddies.  Sometimes a bug would show the stage as “Stage 0”.  I fixed the numbering so that it shows the correct number for the stage (1, 2, 3, 4, 5 or 6).  Also, I changed the text associated with them.  Now each stage has its own catch phrase such as “Welcome to the Jungle” for stage 1.

     - Stage 5 did not have enough gems to collect.  It was a little too hard for some people to play.  I added more gems in the middle and towards the end of the level.  We’ll see if that helps.  Balancing any game is tough.  I've been playing the same game every day for 2 years now so I think it's too easy.  The idea is to increase the hardness from one stage to the next stage.  Eventually, on stage 6, it should be a lot tougher.  However, the player at this point would be much more experienced and thus should be able to handle it.


- 11/22/2018 - At "Free Play Florida" some bugs were found and I had a few ideas.  I am now implementing some fixes, changes and additions.  Here are a few I did with more to come.  Thanks to everyone who played "Jungles of Maxtheria" allowing me to see the game though other people's eyes.

     - When starting the game from the start menu, the ‘Character Select’ sound effect would not finish on faster machines.  It got cut off after ½ of a second.  It will now wait 2 seconds so the whole phrase can finish no matter how fast the computer is.

     - On stage 1, just before the big hill, I added a tree stump.  This stops the logs from rolling on top of the ladder.  The ladder is needed to climb underground and thus should not be blocked.  Before, if a player went up the hill first, then the logs would roll down the hill and stop over top of the ladder's top entrance.  With the tree stump between the ladder and the logs, the logs will not do this anymore.

     - I added a variation to the ladders.  It used to be all of the ladders were complete from the top to the bottom.  Now, some of the ladders are broken.  Some are missing the bottom.  So basically, they hang from the ceiling and do not touch the floor.  This means the character has to jump up to get to these ladders.  There are 1-3 broken ladders per stage.

     - The 'player prefs' information had the wrong area to delete the 'player prefs' in regedit.  It still told you to delete an old link.  I changed the text to “JunglesOfMaxtheria”.

     - After resetting the player prefs, on the start menu it came up with both ‘new game’ and ‘continue game’.  At this point, there are no saved games any more so you can not continue a saved game.  I made it so the ‘continue game’ text does not show up until a new game is created.

     - I noticed that one of the treasure chests would spawn a rat in to the middle of a wall.  So I went through all of the treasure chests and made sure that whatever they spawned did not spawn on top of something else.  When I did this, I found a couple other items that spawned on top of other collectables.


- 11/17/2018 - "Biff's Gaming Videos" gave us a shoutout in their "Free Play Florida 2018" video on YouTube.  There is a quick clip of the game at 02m:05s in the video and another one at 19m:30s.  Thanks. 

"Free Play Florida 2018" by Biff's Gaming Videos - YouTube Video



- 11/11/2018 -  "Free Play Florida 2018" day 3.  On the last day, they had someone go around and give out awards.  These were given to select people who excelled at what they were doing by giving good service, good-fun product and a good time over all.  I asked about the award.  He said that many people gave high marks to myself and "Jungles of Maxtheria".  He also said that his daughter had stopped by the day before and had a great time playing the game.  So thanks.  I love to hear that kind of stuff.

     I also gave out the second X-Box 360 system.  There were a bunch of kids all wanting the prize lined up.  This time we drew several tickets before getting a winner.  Each time I picked someone random to do it.  The winner?  It was one of the few adults there.  After he won I told him that the odds were favoring one of the kids to win.  Who knows?  Maybe this will find it's way under the Christmas tree this year...or maybe it won't.

     So it was a fun event.  After standing for 3 days I was just glad to get off the feet and watch some football.   It was nice to see UCF (hey, I went there) win again and stay undefeated.  Now, if only the NCAA division 1 playoff system wasn't rigged then maybe UCF would be allowed to be in the playoffs.  I won't hold my breath.

"1Up" award from "Free Play Florida 2018". 

1 Up Ribbon


"Paul" (ticket #147) was the winner of Sunday's X-Box 360 raffle. 

X-Box 360 Winner


- 11/10/2018 -  "Free Play Florida 2018" day 2.  This was a really long day.  After 15 hours of standing, it was good to go home and get a few hours of sleep.  Everything below the knees just hurt.

     I decided to give out 2 X-Box 360's that I had from home to anyone that sat down and played "Jungles of Maxtheria".  So at 9:30pm on Saturday night, we had a raffle for the first one.  I shook up the container with 100 or so tickets inside.  Then I picked someone standing in front of me at random.  I said, "Here, pick your own ticket".  He grabbed a ticked, gave it to me, I announced the number and guess what...It was his ticket.  Everyone thought I was joking.  But yeah, it was his own ticket.  How often does something like that happen?


"Ant-Man" (ticket #118) was the winner of Saturday's X-Box 360 raffle.

X-Box WInner


- 11/09/2018 -  This was the first day of "Free Play Florida 2018".  Warrren Davis stopped by the booth.  He programmed arcade games such as Q*bert (1982), Joust 2: Survival of the Fittest (1986) and Terminator 2: Judgement Day (1991).  I took this time to explain the game to him and also to ask him a few questions.  One question was if he still gets royalties.  He said 'no' because companies like Gottlieb and Williams didn't pay them out.  However, he said that he did get paid from Mortal Kombat because he found a way to fit in an extra character that they thought was too big memory wise.  He didn't program the game but got a 'special thanks' for helping out.  After he left, I told a couple of other people that meeting him in NFL terms would be like meeting Joe Montana at a local sports bar.  Really cool.

Warren Davis (Q*bert, Joust 2 programmer) stopped by the booth.

Warren Davis - QBert


My dad helped out at the booth on Friday.

Free Play Forida


- 11/08/2018 -  For the "Free Play Florida" event this weekend, I needed to get a banner printed up to put behind the booth.  This was a large format 6'x2' color banner so it needed a special printer.  I went to a nearby "Office Depot".  First it was printed on to paper, then 10 grommets were added to the outsides, then the white border was cut off.  Thanks goes to the two employees that stayed 15 minutes after close to make it happen.  The stand just came in today so I had a chance to see if it worked.  The picture below shows a test in the living room with tie-wraps attaching the banner to the poles.  It works great.

"Office Depot" printing out large format 6'x2' color banner.

Printer A


"Office Depot" adding grommets to edges of the banner.

Printer B


Banner setup as a test in the living room.

Printer D


- 11/06/2018 -  To get ready for the "Free Play Florida" event this weekend, I stopped by the Florida Mall in Orlando.  I just wanted to give a shout-out to the "T-Shirt Factory" for making our T-Shirts.  They have a kiosk by "Dick's Sporting Goods" and will make them while you wait (T-Shirts, hats, whatever).  Cool beans.

"T-Shirt Factory" peeling off excess sticker.



"T-Shirt Factory" putting sticker on the shirt.



"T-Shirt Factory" owner showing off the final T-shirt.



- 11/04/2018 -  SlifkerGames has finally finished in-house beta-testing the final stage (stage 6).  There are several global bugs that will need to be fixed before we release "Jungles of Maxtheria" to open beta-testing for others to play.  This should be done by the end of the month.  There's really not much left, but I want to make sure the game is solid first.  No one likes bugs.

     As I have mentioned before, we will be showing off "Jungles of Maxtheria" at "Free Play Florida" on Nov. 9-10-11, 2018 (Fri-Sat-Sun) at the Caribe Royal Resort in Orlando, Florida. Stop by the booth to play the game and enter into a FREE raffel for a classic console (Atari?  Sega?  X-Box?).  Here is a sneak peak showing the banner that we will be displaying over top of the booth.  This is a modified banner I created for the January, 2018 Octronicon (it is 6 feet by 2 feet).  For more information about the event visit: .

"Free Play Florida 2018" banner.

Show Banner


- 10/25/2018 -  The name of the game was changed to "Jungles of Maxtheria" and the main baddie is now called, "Jaxton Max".  It is really tough to find words on the internet that have not been used so you have to create new ones.  I think this is a pretty good name and theme.  So basically the infamous Jaxton Max runs Maxtheria and has spread his treasures around the land.  You have to find his lost treasure.

     I fixed a bug on the mountain textures for the Android builds.  It crashed when doing the builds and made the sprites all blue for some reason.

      I fixed the beta's main screen to allow beta testers to see the first screen better.  It was to small to read.  Sorry about that.

     Currently, I am working on the 6th and final stage.  It is a total redo of the stage.  I have added a number of things and changed the layout.  Should be a lot better when I am finished. 


- 10/21/2018 -  The name of the game was changed to "Jungles of Dytheria" (The 'Na' was switched to 'Dy').  The reason is that I did a search online and found that in the game "World of Warcraft", there is an area called "Natheria".  I did not know this.  It doesn't seem to be trademarked or anything, but to avoid any confusion, I just changed the name.  There doesn't seem to be anyone using "Dytheria" that I could find.  It may change again.  Who knows?  It is just a working title.  No biggie.

     Also, I finished redoing the animation of the characters as well.  That was a royal pain in the butt.  There are a tons of steps that have to be done one after another after another.


- 10/18/2018 -  We just finished "In-House" beta testing of stages 4 & 5.  There were not as many bugs as there were on the earlier stages.  This is probably because some bugs were more of a global nature between the levels and thus were already fixed.  I also added some motion to the apes.  Now, when the character gets close to an ape, the ape will jump up in the air for its attack.  This makes it a lot harder to attack apes.  I had to change the keys and doors layout.  After walking through the purple door on stage 5, you would get locked behind it with no way out.  So that door is no longer a checkpoint that locks after you go through it.  I am currently redoing the animation of the main characters.  There were a few minor things that I wanted to fix.  After that will be the final stage 6 (the treasure room).


- 10/10/2018 -  "Jungles of Natheria" has been in "In-House" beta testing for the last week.  Stages 1, 2 and 3 have been tested over and over and over.  We just finished those 3 stages usually 2-3 days per stage.  We found a slew of bugs that were fixed.  The big ones were mostly level design issues.  Either there were not enough collectable coins to buy the needed items or the player would get stuck inside of a rock.  Yeah, that is an invisible collider issue.  There were areas that pushed the player into a corner and then he would pass though the rock.  Another issue was that the baddies would bounce off of each other when they touched each other.  I changed this so that they now pass through each other going about their merry ways.  There are just too many little things to mention them all.  I did find a couple of global issues as well.  These will be fixed after all six stages have been tested.  Not a biggie.  I just have to keep going and finish up on the last three stages.  After that, we'll advance to the "Closed" beta testing phase (that is when friends, family, team members and people we know play the game looking for bugs).

  Example of a bug:  How did "Hot Spot" Harvey get inside the rock?



- 10/03/2018 -  I added a number of smaller things this week.

      -  The character's knife attack was modified so he does not stop in mid-air anymore during the attack.  Gravity now will pull him down during the attack.

     - The bullet's height was reduced to make it look more like a bullet.

     - The bullet now has gravity applied to it.  Before, the bullet always stayed on the same height during flight.  Now, as time progresses, the bullet will slowly fall towards the ground.

     - The time the torch stays lit is now 60 seconds reduced down from 90 seconds previously (30 seconds for locked mode).

     - The breath time under the water is now 45 seconds increased from 40 seconds (22 seconds for locked mode). 

    -  There is now a full unlocked version and a reduced locked version.  The idea on mobile is to allow people to download the free version with limited levels and things then if the person likes it, he can buy the full unlocked version.  For computers and consoles there would be only the full version with everything available.  The locked version limits the amount of items that the character can hold (3 per item as opposed to 99), it limits the torch and breath times to 50% (30 seconds for the torch and 22 seconds for the breath), it has a max health of 3 (as opposed to 5), the most a person can carry at a single time is 500 coins (as opposed to 99,999) and most of all it limits the number of stages that can be accessed.


- 9/30/2018 -  I just added a little bit of security into the game.  I know that someone who is motivated can crack just about anything, but this just makes it a little harder for the casual user to do so.  I would hope that anyone who gets the game will not copy or distribute it.  I have spent the last 2 years of my life working on this full-time borrowing money from relatives to pay the bills.  Just remember that I am not some big company making a ton of money that can absorb those losses.  It's too easy to just see a few movies making over a billion dollars a year but forget that the other 99% of films have a tough time breaking even financially.  The profits from "Jungles of Natheria", which will not be much, will go to feeding my family.  Thanks for understanding.  Next up, redoing the instructions as many things have changed lately.


- 9/28/2018 - So now there are four characters to choose from;  1 adult male ("Hot Spot" Harvey), 1 adult female (his cousin Roxy Roks), 1 younger male (Jr.) and 1 younger female (Missy).  Attending shows, I have found that younger kids like playing with the younger characters and older people like playing with the adults.  Also, females prefer playing with a female character when possible.  Having several characters to choose from will make the game just a tad bit more enjoyable to whoever plays it.  Now, the next part is to add a little bit of security into the game.


- 9/18/2018 - I just finished the respawn and checkpoint system.  When the player walks through a door, it closes and locks behind him.  If there is a white flag there, then that is a checkpoint (not all doors on all stages have checkpoints.  This makes some stages harder than others.  It is really dictated by the in-game puzzles as some areas can not be blocked with locked doors).  When the player gets killed, he is respawned with all of his stuff at the last white flag checkpoint.  This seemed like a simple 3-day programming job but took 3 weeks.  There were a ton of little things that needed to be done that I had not even thought about.  The biggest issues were the yellow keys and the treasure chests.  I redid the code a number of times until I finally settled on a compromise.  If the player respawns, then the open treasure chests stay open and the used yellow keys are not respawned.  Also, when changing stages all of the yellow keys are lost.  That way you start each stage with 0 keys.  This gives an incentive to seek out the treasure chests and use the yellow keys to open them before going to the next stage.

     "Jungles of Natheria" is starting to look like a finished game.  There is not much left to do before it goes into beta testing (hopefully, next month).  It is so close to being ready that I can taste it.  Up next:  adding 2 more adult characters.


- 8/25/2018 - We just tested the game out on several Macs.  The frame rates are at the bottom of the page.  We did have an issue with the Logitech f310 gamepad controller not working.  It does work on Windows and Linux.  If a USB controller does not work for you then you might need to get the drivers from that manufactures website.  For this one we needed the "Logitech Control Panel" which has the drivers needed for Mac.  The game does supports controllers.


- 8/24/2018 - I just finished adding some motion to the game.  It needs a little jazzing up here and there.  Now, whenever something is collected (like a gem), it flies off the screen.  Also, I went through all six stages and checked the code that places the keys and treasure chests.  I found a few bugs in their placements.  I fixed them.  It seems like a simple thing to do but we're talking over 3000 lines of code just to do that.  They should be OK now.


- 8/17/2018 - There are now 2 versions of the game: standard and easy.  This was already programmed into the start screen as a selection.  The difference is that the easy version has less baddies while the standard version has all of them.  The game was designed with a full set, so I just disabled some baddies for the easy version.  Because the player still has the same cost for items and has the same number of items that can be collected, it makes the game a lot easier.  In the easy version the player has a lot more money because instead of buying bullets or knives, he can use that money to buy potions to improve his health.  The reason this option is included is because at some shows the younger kids wanted something easier to play while the older teens wanted something harder.  This should satisfy both age groups.


- 8/15/2018 - It took 3 whole days to get "Jungles of Natheria" to pause correctly.  It should have taken 1 minute.  The issue is that the game engine freezes the characters globally but not the animations.  They have to be frozen one-at-a-time. There are around 300 animations in each stage.  I had to go find every single one of them and program them to freeze.  With the baddies it's just 1 line of code.  The only things that I decided not to freeze when pausing are the fire animations and the weather cycle.  That way the fire flickers but they don't grow or shrink in size.  The weather will still go through the day/night cycles as well as the rain/storm/snow cycles.  It's just a design thing.  It doesn't affect the game either way.  Now, on to making an easy version and a standard version of the game.  This should not take long.


- 8/12/2018 - I just received confirmation that SlifkerGames will be attending "Free Play Florida 2018" showing off "Jungles of Natheria".  It will be from November 9-11, 2018 at the "Caribe Royale Resort" in Orlando, Florida (near Lake Buena Vista).  This is a big event that will have hundreds of arcade video games, pinball machines, tournaments, consoles, guests and lectures.  Way too much to do.  Scheduled guests are:  actor Bruce Boxleitner (Tron, Babylon 5), programmer Warren Davis (Joust 2 and Q*Bert) and programmer Brian Colin (Rampage).  Tickets are $25 a day or $55 for the weekend ($5 parking).  For more info go to: .


- 8/12/2018 - Stage 6 is now done.  That concludes replacing the baddies with new ones on every stage.  All together the baddies have taken around 4 months to do total.  There are other things to do:

  • Add 2 adult characters to the game.  This will be a male and a female to go along with the younger versions in the game now.

  • When paused the action still continues (hammers) so pause the game properly.

  • Redo the instructions as they have old information.

  • Make something after each stage is complete.  This may be a boss or bonus stage.  I was thinking possibly have a bonus room with stuff to get with a timer.  So the faster a player gets to the end of stage then the more time he would have to collect stuff.  Also, the game needs an ending.

  • Separate stage 6 as a bonus level so the game ends after stage 5.

  • Make a mobile option.  When the game is released on Android or iOS, then it probably will be free to play.  However, there will be things missing.  I'm going to add an IAP store to purchase add-ons or to buy the game outright.  That way a person can play the game for free and see if he wants to purchase it.

  • Add checkpoints to the game probably after the 3rd door on each stage.  That way if the player is killed, then he will restart after the 3rd door on that stage.  If he decides to go back to the main menu, then the next time he will start at the beginning of the stage.

  • Balancing the game by figuring up if there are too few or too many collectables.  Also, see if the baddies have the proper speed and proper health points.  Some may be too easy to get past while others may be too hard.  It's close now but I think it could be better.

  • Change sound effects on the menus so going up is one sound and going down is another sound.  Currently, navigating some menus is the same sound effect both ways.

  • Beta testing.  Fixing any bugs that may pop up.


- 8/11/2018 - I just finished placing the baddies into stage 5.  It was the easiest level to do.  Mind you, everything else was already done for the stage.  I just replaced the old baddies with a new set.  When the game is released, the end of stage 5 will mark the end of the game.  However, there is a stage 6.  This probably will be a bonus level.  Maybe on mobile if the person buys the game then he'll get the extra stage or something.  I'm not sure how I will do it right now but stage 6 will be included in the final game.  I didn't spend all of that time creating it to not use it.  Now, on to stage 6.


- 8/08/2018 - Stage 4 is now complete.  A few minor changes had to be done but it all works like a charm now.  Over the last week I have done a number of other things as well.  I went to several computer stores and played the game on many Windows 10 laptops.  The information on the systems and frame rates are listed at the bottom of this page.  I also installed Linux on my older laptop and tested the game out there as well.  It worked exactly like the Windows version without modification.  The game was also tested out on an Android Samsung Galaxy S9 cell phone.  So, the Android version works too.  You have to change the setting to touch screen which will display the on-screen buttons to use.  I also created a set of Forums for tech support and discussions.  If you click on the "Discussion Forums" link at the top left of this page then it will take you there.  Each game from SlifkerGames has its own area.  Feel free to ask questions, report bugs or talk about the games there.  Finally, I changed the SlifkerGames Facebook page a bit and deleted the Facebook SlifkerGames group.  It is no longer needed as we now have the Forums instead.  Now, on to stage 5!


- 7/31/2018 - Stage 3 is done!  I added baddies and tons of things to collect.  This took all of 3 days.  It's really not a big deal as mostly it's placing what has been already created.  I did things like making 2 more versions of the crocodiles, fixing some bugs and changing the level geometry (there was one place that the main character would get stuck in with no way out).  So, after placing the items, I played it a bit and found around 25 issues to deal with.  After that, it's fixing the issues and playing the game to look for more issues.  This is done over and over until they all have been dealt with.  Now it's on to stage 4!


- 7/28/2018 - I just finished stage 2.  The baddies were replaced with new ones, the collectables were redone and some minor issues were fixed.  I did make some minor modifications to the level but that is about it.  This only took 2 days which is a lot faster than the 3-7 days I thought it would take.  There will be global things to do later after finishing all 6 stages but those things can wait.  Now, on to stage 3.


- 7/27/2018 - This is something that may of be interest only to me.  Over the weekend I found a new 2D crocodile online to replace the current ones.  Basically, people will do graphics work and then post them for license on websites.  So, I purchased one for $4.50.  Anyone can buy the same croc and use it in their own games.  So, that means you do not own it but have licensed it out to do whatever you want to it.  This is a cheap way to go instead of hiring a graphics artist to start from scratch which may cost hundreds of dollars.  So, after downloading, I was creating new animations in Spriter when I got an e-mail from the bank.  I logged on to my bank account and found a bunch of transactions.  This started just after the purchase.  The bank let a few through and then shut down the rest.  I had to mark which ones I did not authorize.  The account was frozen and a new card was issued.  I just got the new card finally today.  There was no liability to me as the transactions were reversed.  As far as the crocodile goes, I animated it, created 3 different versions with different colors and then 2 variations of each.  I gave them new AI to go along with the new animations (the will open their mouths and try to bit a character that gets to close).  This gives a total of 6 different crocodiles.  The old crocs were removed and the new ones put in their places.  This finishes out redoing the old baddies and level 1.


- 7/26/2018 - Stage 1 is now finished.  The baddies have been placed, the geometry is done, the collectables are finished and it's pretty much done.  There may be global things that may change later, but for the most part stage 1 is done.  Doing the baddies alone took a month for stage 1.  I didn't like what was going on so I ended up changing how they worked several times. There are 6 stages of geometry finished (all they need are baddies), so I still have to put in the baddies for stages 2-6.  After that, I will have to balance the game so it's not too easy and not too hard.  I'm guestimating 3-7 days per stage.  My target date is to have a full 6 stage game ready for beta testing by Labor Day (9/3/2018).  After playing stage 1 several times, it seems it takes about 45 minutes to complete the first stage.  Now that's assuming you know where things are and how things work like I do.  When others play, they will get killed and restart several times before figuring things out.  This should give players a good bang for their buck.  Now, on to stage 2!


- 7/10/2018 - I am in the middle of completely redoing the baddies.  The ones you see in the video are just place holders.  There are now about 40 different baddies each with 2-4 variations.  This gives a wide array of possibilities for the player to encounter.  Hopefully in the next week or so they will be finished and placed into the game.  Some of the baddies that have been created this month include: vultures that drop eggs from high above the player, tiny rats that attack the player's feet, a floating character that steals items from the player and skeletons that are doomed to walk the depths of the underground.  It should be fun to see all of them placed.


- 6/25/2018 - I just updated the weather system (rain, snow and time of day).  The reason is that the game engine I am using stopped support of the old legacy particle system.  So, if I wanted rain and snow, then I had to redo them or stay on the old game engine.  Luckily, the guy who wrote the new particle system helped me redo some of the code.  I thought it would be a big thing but it turned out to be fairly easy.  This all should look pretty close to what it was before.  Now, the next big thing is finishing up on the baddies.


- 5/21/2018 - YouTube's "Biff's Gaming Videos" just uploaded an event video of the April, 2018 "Ongaku Overdrive:  Orlando Overdrive 2018".  "Jungles of Natheria" is shown at 2m:30s into it.  It is also shown on the wide shots before that.  There are no interviews.  Now, what I did was raffle off a free Atari 2600 Jr. to anyone who played "Jungles of Natheria".  Towards the end of the video you can see footage to the drawing and the winner.  Cool beans.

Biff's Gaming Videos - Orlando Overdrive 2018



- 5/03/2018 - I just completed a total overhaul of the treasure chests.  Before they were generic that could be placed anywhere.  That worked, but I wanted more.  Now, each chest is unique with it's own set of treasures and baddies.  This also required changing some level geometry, changing locations of some chests and locations of some keys to make it work.


- 4/19/2018 - At the "Orlando Overdrive", players discovered some bugs.  I have spent the last few days fixing them.  Below is a list of what was done.  Thanks to everyone who played "Jungles of Natheria".  By finding bugs lets me make a better game for you to play next time.

- The treasure chest kept playing the same sound effect of the door opening even if it was already open.  Fixed.

- The main menu got 2 changes.  The first is the green/blue bar now moves looking like a barber poll.  The second is the SlifkerGames logo now gets bigger and smaller.  It just looked weird that other things were moving and these were not.  Changed.

- The moon was removed as it just didn't work.  This was left over from the Time of Day effects but each day is to short for the moon or sun to move.  Removed.

- There was a bug if you left a menu and came back, then the cursor guy would be on the wrong menu item.  This was due to the fact that when the menu would pop up, it was not updating where the cursor guy is placed.  Fixed.

- In the cheats menu the white and purple keys were not displaying properly.  They showed yellow/blue icons in their places.  Fixed.

- As I changed the level design the last couple of weeks, it changed the ceilings of some areas where the guy could not throw the grapple up to the ceiling.  I lowered those ceilings.  Now in those areas one can throw the grapple up to the ceiling.  Fixed.

- There were little areas here and there where the black was not there or the dirt was missing.  This was due to changing the level design.  Basically, the black that you see are just a series of black pictures.  When I changed some levels areas, I did not add some in those locations.  Fixed.

- A suggestion was made that when it snows in the winter to change the trees, mountains and hills with snow on them.  This would give it a winterly feel for those 3 winter months (Actually, as of right now each day equals a month and each day is 90 seconds long in real time.  So, a 12-month cycle takes 18 minutes in real time.  If they are any longer then the player might end the game before going through all of the seasons).  I really like this idea.  Possible: under review.


- 4/15/2018 - The "Ongaku Overdrive:  Orlando Overdrive" was last night.  I showed off "Jungles of Natheria" there along with about 6 other companies showing off their games a well.  I had 2 systems running so 2 people could play at the same time.  When I was leaving home in the afternoon to go there, I grabbed one of my Atari 2600 systems (complete with Asteroids, 2 joysticks and paddles).  I decided I'd have a free raffle for it as long as people played the game.  So, I gave out raffle tickets supplied by the "Geek Easy" to any non-employee that played my game.  At the end of the night they had the raffle.  I didn't get his name, but the winner seemed happy enough.  Now, I did forget the A/V cable so I ran home and picked it up for him just before midnight.  I think the reason of the missing cable was that my car's battery died as I was loading the car.  Instead of checking the Atari, I was busy trying to get the car to work.  AAA came out and replaced the battery for free and I was on my way.  I also forgot my pant's belt as well.  When I got to the "Geek Easy", my pants kept falling down so I to called my parents to bring me a belt.  What's interesting is my dad used to have a photography studio in the same building couple of doors down back in the 1980's.  So, my parents got to reminisce about the good old days there.  Anyways, I do like this idea of giving out systems to get people to play the game.  In the future I'll probably raffle off more classic game systems at these events.  A fun time was had by all.

"Geek Easy:  Orlando Overdrive 2018" Booth



"Geek Easy:  Orlando Overdrive 2018" Atari 2600 Raffle Winner



- 04/12/2018 - This would be only of interest to a select few but I thought it would be interesting to share how a programmer thinks.  I added a 'Convention Mode" to "Jungles of Natheria".  This is a special mode that I can trigger to do certain things.  It's not really a "cheats mode" per say but more of things I do not want to happen that in a normal game a player could do (BTW: there is a huge cheats area, but that's something different).  A video game store employee might call it a 'Kiosk Mode".  When I have shown off the game before, there's always someone that exits the game to the desktop or does unexpected things.  So, I added a mode to the game that won't allow certain things.  That way I can leave the game unattended and not have to worry about the game sitting there on the Desktop until I get back.  ..and yes, I told you this would only be of interest to a select few.


- 04/11/2018 - I just received confirmation that we will be showing off "Jungles of Natheria" at the "Ongaku Overdrive:  Orlando Overdrive 2018" ("Ongaku" is Japanese for "Music").  It's Saturday April 14, 2018 from 4pm - 11pm in Winter Park, Florida at "The Geek Easy" (436 and University Blvd.).  This is a bar/restaurant/lounge/comic book store so there will be food and drinks. This event is actually a music event that has 9 video game music acts that will be performing all day and evening long. They decided to open it up to indie video game developers in their "Independent Games Showcase".  So, you can come out to listen to music, drink, eat and play cool games that have not been released yet.  There is a $15 at the door for the event.  For more info:


- 04/10/2018 - I finished a complete redo of the doors, keys and treasure chests.  Each stage now has 5 colored doors (blue, green, red, purple and white). Each door has a single colored key to open it of that color.  The new treasure chests use any yellow colored key to open them.  There are 5 treasure chests per stage and 5 yellow keys too.  A player can hold 1 door key of each color but up to 5 total yellow keys.  The doors are set in given locations.  When a new game is created, each treasure chest is randomly placed in 1 of 2 spots and each key is placed in 1 of 3 spots.  The locations are saved to disk.  That means if a player resumes the game later, then the location of the keys and treasure chests are loaded and placed in the same spots as before.  By doing this really has changed the dynamics of the game.  So now the player has better replay value.  It's not the same game over and over.  Whenever a new game is created, then new spots are randomized and saved over top of the old locations.  Then when a game is resumed, the old spots are still there.


04/07/2018 - Changed the name from "Pitfalls of Natheria" to "Jungles of Natheria".  Working titles do change names from time to time.  The guy and girl's names were changed as well although I am not completely happy with that.  They may have their named changed again sometime.  No biggie.  Anything and everything is open to change, deletion or addition if it makes a better game.


- 03/29/2018 - I had set the keys to be at the same X and Y coordinate positions for every game.  This was fine, but I needed more.  So, I set up randomizers for them.  Now when a game starts, it picks a random position for every key (each key may have up to 6 positions that they can be at).  Also, I set it up so that when a new game starts, the keys are randomized and their locations saved.  Later, if you continue the game then the keys will all be there at the start of the stage.  Whenever a stage starts, all doors are locked, keys are placed in the scene and the player will not possess any keys in his inventory.  That way you can just start the stage anew.  BTW:  everything else is saved between games and will load for a saved game (inventory, health, coins, etc.).


- 03/27/2018 - I have busy working hard with changes.  Here are some of them since the Octronicon.

- Complete redo of menu system.

- Complete redo of controller input.

- Added percentage bar showing how far in the stage one is (at top/left of screen).

- When health is at 1, the guy turns red.  At health 2 it is yellow (top/right of the screen).

- Added new UI layout (top center of screen).  Now one can change its look to keyboard, joystick or user config.  A user can make it look however he wants.

- Added persistence between stages.  Going to another scene saves the items and health.

- Added treasure chests.  You need the yellow key to unlock and random things will come out.

- Got rid of the yellow doors.  So now there are 3 different colored doors.  This required a remap of the doors.

- Added random spots for the keys to be placed at.

- Added an orange hue around the guy underground with a torch.

- Added animation for torches.  When using a torch, the guy now holds a torch.

- Added a way to delete the player prefs.

- Complete redo of the start screen.  Now you can choose things like continue game, UI layout and such.

- Complete redo of the touch screen button layout.  The new ones should be easier to use on a mobile device.

- Added a frost wizard looking guy to use as a pointer in the menus.

- Partial redo of the time of day/weather system.  This will have to be completely redone as the engine Unity is discontinuing the old particle system in April 2018.  This will be a pain, but the game should run a few frames faster when I do this.

- Added a help area with pictures of the keyboard and a Windows 10 controller.  As I get more controllers, I can add them here.

- Added placeholder baddies.  Baddies need better AI and better placement in the game.  Not a big deal but am holding off until last to do so.

- Changed the market buying items.  Before, after buying an item, it got more expensive.  I changed this.  Now the items stay the same price.  That just didn't work.

- ...and a whole bunch of little things.


- 02/22/2018 - The "Melrose Center Creative Expo 2018" went pretty well.  I was in the training room with several other independent video game companies.  Some were even at the "Octronicon 2018".  What a week.

"Melrose Center:  Creative Expo 2018" Booth

Melrose Center 2018


- 02/12/2018 - I just received confirmation that I will be showing off "Jungles of Natheria" at the "2018 Melrose Center Creative Expo" at the downtown Orlando, Florida public library.  It is this Saturday Feb. 17, 2018 from 1-4 pm.  It should be a smaller event.  They will be giving out awards to people who used the Melrose Center to create things.  As I did the work elsewhere, I am not eligible.  However, they are allowing independent video game developers to show off their games.  So, I will be there.


- 02/10/2018 - "Biff's Gaming Videos" on YouTube posted a video about the Otronicon.  About 22 minutes into it they show off the game and interview my niece Laci.  Also, it won the award (a "Biffy") for "Best Platformer Game".  Cool.  Our first award.  I am honored.  Thank you BGV.  Hopefully more will come in the future from other events. 

Biff's Gaming Videos - Otronicon 2018



- 02/10/2018 - I found this video with a brief shot of "Jungles of Natheria" at 19m:20s - 19m:40s into it. 

RMS: Otronicon 2018 showcase/walkthrough YouTube video



- 01/29/2018 - Joystick, input and menu system were completely redone due to feedback at Otronicon 2018.  Now there is a 'default weapon' (the knife) that is mapped to button 2.  Moved the settings from button 3 to on the screen.  You have to move the currently selected item to use it.  This allows button 2 to be the knife and button 1 to be the bullets at the same time.  Also mapped the torch and oxygen tanks to buttons 4 and 5 as hot keys.  Some joysticks may not support these buttons so they are also able to be used via the currently selected item (yellow striped rectangle).  So, you have use 4 items plus jump with a button press.  The hook and the pause menu need to be accessed thought the menu.  The main menu and settings menus were gutted and redone.  This was a big project:  three week's worth but well worth it.  Thanks for those at Otronicon with the suggestions.  I did listen.


- 01/17/2018 - Here is a link to a video of Otronicon 2018 sent to me from JoAnn Newman at the Orlando Science Center.  There is a quick clip of the game at :32 seconds in the video.  The whole video is 1:37 long, so a 2 second clip is pretty good.  Thanks. 

OSC Thank You - YouTube Video



- 01/16/2018 - Started making changes from feedback at Otronicon 2018.  I didn't want to do these things just yet, but the people have spoken.  It's basically joystick input and the menu system.


- 01/12/2018 - 01/14/2018 - First public showing of "Jungles of Natheria" at the Otronicon 2018 at the Orlando Science Center.  I heard the word 'cool' a billion times boosting my confidence level of a hit game.  There were 2 laptops running 2 games.  There were always people in both seats at all times.  As soon as someone got up, someone sat down.  I think it was a big success.  Thanks to all who stopped by, played the unfinished game and made suggestions.  I did listen.

"Orlando Science Center:  Otronicon 2018" Booth

Melrose Center 2018


- 01/09/2018 - Otronicon 2018 just e-mailed me confirming that I will be attending.  I will be doing Fri-Sun (not Mon).  I have a lot to do by then: logos, banner, business cards, t-short, instruction handouts and such.  It's 3 days away and the game is not working.  I am optimizing it to go faster and smaller on the hard drive.  Not the best time to show it off.  Oh yeah, the baddies have to be added to the game.


- 12/15/2017 - Here is the link to the Orlando Science Center's Otronicon 2018 page of the game.  Otronicon Website - Pitfalls of Natheria page


- 12/07/2017 - I attended Indienomicon at the downtown Orlando Public Library (Melrose Center).  Rupert Megnot (Burnout Game Ventures), who I met at Florida Free Play 2017 around Thanksgiving 2017, talked me into showing off "Jungles of Natheria" at the upcoming Otronicon 2018.  That night I signed up.  They said they would e-mail me back with confirmation.


- 11/24/2016 - (Thanksgiving) - First private showing of "Jungles of Natheria" at my niece's place to family members.  Very early on but basics do function.


- October 2016 - Full-time work began on "Jungles of Natheria" in October 2016.  First as a 3D platformer, then a 2.5D side-scroller (that's a 3D game with the camera going left and right only) and finally a 2D side-scroller.  The 2D side-scroller worked the best.  It had to be small enough for Google Play Store, fast enough to run on mobile, cheap enough to make and easy enough for one person to do.


Alphabet Google Android:
Works on most Android 64-bit devices from Android 4.4 (KitKat-Year 2013) (API 19) or newer.

Alphabet Chrome:
     Most Chromebook (Chrome OS) models starting from late 2016 should have the Google Play Store pre-installed to be able to download and run Android apps.  Also, there are some Chromebook models that will run Linux apps as well.  Some older models are being upgraded as well for Android and Linux support.  Check first before you buy.

Apple iOS (iPhone/iPad):
     Should run on Apple iOS 8.0 (Year 2014) or newer.

Apple Macintosh:
     Will run on Mac OS X 10.11 (El Capitan-2015) or newer.  However, it may run on as early as Mac O SX 10.9 (Mavericks-Year 2013).  Requires a graphics card with DX10 capabilities or better.

     Look at the last few characters of the filename.  ".x86" is the 32-bit Linux version. ".x86_64" is the 64-bit version.  After clicking on the icon to run the game, a pop-up may appear.  Say 'Yes' to make it an executable file and run.  Minimum Ubunti 12.04 (Precise Pangolin-Year 2012) or newer or Steam OS.  Requires a graphics card with DX10 capabilities or better.

Microsoft Windows x86_64:
Has both 32-bit and 64-bit Windows versions.  It will work on Windows 7 SP1 (Year 2011) or newer (7 SP1, 8, 8.1 and 10).  Requires a graphics card with DX10 capabilities or better.

Microsoft Windows 10 Universal:
Works on all Microsoft Windows 10 devices (laptops, desktops, tablets or phones).  Has both 32-bit, 64-bit and ARM Windows 10 versions (Year 2015).  Requires a graphics card with DX10 capabilities or better.  It will not work on Windows operating systems before Windows 10.

COMING (Early 2019)

- Currently under development with a multi-platform release projected in 2019.


FRAME RATES (Tested at Various Computer Stores)

- "Jungles of Natheria" was tested on the following computers.  This gives you an indication of the frames per second (FPS) on other computers for comparison.  Looking at the systems, the game seems to run fine on most systems (except the cheapest models of course).  The main issue that affects the frame rate speed is the screen resolution.  The higher the resolution the slower a game will run (unless you spend extra money on a gaming system).

- From the samples below, it seems the game runs fine at 60 FPS at a resolution of 1366x768 (this has been the standard laptop resolution for many years).

- Most mid-range computers will run the game at 1920x1080 (HD) at 60FPS.

- Running the game at 4K UHD screen resolution is not recommended.  The frame rate may drop to around 30 FPS and look fuzzy.

- The optimal suggested resolution is 1920x1080 for larger monitors/TV sets and 1366x768 for smaller ones.  If the FPS is a little slow then right click on the desktop, click on the display settings and then lower the resolution to 1366x768.  The game is designed to run at an aspect ratio of 16x9 and should only allow you to run it at that aspect ratio.  If you have an older computer or a cheap one then you may have to do this.



- Frame Rate: 36-42 FPS (Resolution: 1366x768)
    Base Price: $220
    MSRP: $700
    Manufacturer: Samsung
    Model: Galaxy S7 (Mobile Phone)
    RAM: 4 GB
    OS: Android 8.0 (64-Bit)
    Released: March, 2016



- Frame Rate: 60 FPS (Resolution: 2560x1440)
    Base Price: $1,100
    MSRP: $
    Manufacturer: Apple
    Model: iMac (27-inch, Late 2013) (Desktop)
    CPU: 3.5 GHz - Intel Core i7
    GPU: NVIDIA GeForce GTX 780M 4096 MB
    RAM: 32 GB 1600 MHz DDR3
    OS: macOSX High Sierra 10.13.6 (64-Bit)
    Released: Late-2013

- Frame Rate: 30 FPS (Resolution: 1920x1080)
    Base Price: $300
    MSRP: $
    Manufacturer: Apple
    Model:  MacBook Pro (17-inch, Mid 2010) (Laptop)
    CPU: 2.53 GHz - Intel Core i5
    GPU: Intel HD Graphics 288 MB
    RAM: 8 GB 1067 MHz DDR3
    OS: macOSX High Sierra 10.13.5 (64-Bit)
    Released: Mid-2010


- Frame Rate: 30-38 FPS (Resolution: 1366x768)
    Base Price: $100
    MSRP: $
    Manufacturer: Samsung
    Model: (NP300E 4C-A02US) (Laptop)
    CPU: 2.3 GHz - Intel Core
    GPU: Intel
    RAM: 4 GB
    OS: Linux Mint 19 (64-Bit)
    Released: April, 2012



- Frame Rate: 60 FPS (Resolution: 1920x1080)
    Base Price: $880
    MSRP: $930
    Manufacturer: Lenovo
    Model: 330-17IKB (Best Buy: 81FV001US)  (Laptop)
    CPU: 1.6 GHz - Intel Core i7-8750H
    GPU: NVIDIA Ge Force GTX 1050Ti
    RAM: 8 GB
    OS: Windows 10 (64-Bit)
    Released: ?

- Frame Rate: 60 FPS (Resolution: 1920x1080)
    Base Price: $880
    MSRP: $900
    Manufacturer: Asus
    Model: (Best Buy: Q505UA-BI5T7)  (Laptop)
    CPU: 1.6 GHz - Intel Core i5-8250U
    GPU: Intel
    RAM: 12 GB
    OS: Windows 10 (64-Bit)
    Released: November 2017

- Frame Rate: 60 FPS (Resolution: 1920x1080)
    Base Price: $750
    MSRP: $770
    Manufacturer: Dell
    Model: Inspirion (Best Buy: I7373-A439GRY-PUS) (Laptop)
    CPU: 2.5 GHz - AMD Ryzen 5
    GPU: AMD Radeon Vega 8
    RAM: 8 GB
    OS: Windows 10 (64-Bit)
    Released: ?

- Frame Rate: 60 FPS (Resolution: 1920x1080)
    Base Price: $600
    MSRP: $700
    Manufacturer: Acer
    Model: (Office Depot: Swift 3 SF315-52-52YN)  (Laptop)
    CPU: 1.6 GHz - Intel Core i5-8250U
    GPU: Intel
    RAM: 8 GB
    OS: Windows 10 (64-Bit)
    Released: 2018

- Frame Rate: 55 FPS (Resolution: 1920x1080)
    Base Price: $580
    MSRP: $700
    Manufacturer: Dell
    Model: (Office Depot: Inspirion 15 5570)  (Laptop)
    CPU: 1.6 GHz - Intel Core i5-8250U
    GPU: Intel
    RAM: 8 GB
    OS: Windows 10 (64-Bit)
    Released: 2018

- Frame Rate: 60 FPS (Resolution: 1920x1080)
    Base Price: $550
    MSRP: $720
    Manufacturer: Acer
    Model: (Best Buy: AN515-53-52FA) (Laptop)
    CPU: 2.3 GHz - Intel Core i5 8300H
    GPU: NVIDIA GeForce GTX1050
    RAM: 8 GB
    OS: Windows 10 (64-Bit)
    Released: 2018

- Frame Rate: 60 FPS (Resolution: 1920x1080)
    Base Price: $550
    MSRP: $600
    Manufacturer: Samsung
    Model: (Best Buy: 8NP550XTA-K01US) (Laptop)
    CPU: 2.5 GHz - AMD Ryzen 5 (2500U)
    GPU: AMD Radeon Vega 8
    RAM: 8 GB
    OS: Windows 10 (64-Bit)
    Released: 2018
- Frame Rate: 60 FPS (Resolution: 1600x900)
    Base Price: $480
    MSRP: $530
    Manufacturer: Lenovo
    Model: (Best Buy: 81DM001UUS) (Laptop)
    CPU: 1.6 GHz - Intel Core i5-8250U
    GPU: Intel UHD Graphics 620
    RAM: 8 GB
    OS: Windows 10 (64-Bit)
    Released: June 2018
- Frame Rate: 60 FPS (Resolution: 1366x768)
    Base Price: $500
    MSRP: $500
    Manufacturer: HP
    Model: Pavillion (Best Buy: 14M-CD0001DX) (Laptop)
    CPU: 2.2 GHz - Intel Core i3-8130U
    GPU: Intel UHD Graphics 620
    RAM: 8 GB
    OS: Windows 10 (64-Bit)
    Released: ?

- Frame Rate: 60 FPS (Resolution: 1366x768)
    Base Price: $420
    MSRP: $480
    Manufacturer: HP
    Model: (Best Buy: 15-BS113DX) (Laptop)
    CPU: 2.4 GHz - Intel Core i3-8130U
    GPU: Intel UHD Graphics 620
    RAM: 8 GB
    OS: Windows 10 (64-Bit)
    Released: April 2018

- Frame Rate: 60 FPS (Resolution: 1366x768)
    Base Price: $300
    MSRP: $300
    Manufacturer: HP
    Model: A6-9220 (Best Buy: 15-DB0011DX) (Laptop)
    CPU: 2.5 GHz - AMD A6-9225
    GPU: AMD Radeon R4
    RAM: 4 GB
    OS: Windows 10 (64-Bit)
    Released: January 2018
- Frame Rate: 40 FPS (Resolution: 1366x768)
    Base Price: $220
    MSRP: $260
    Manufacturer: Lenovo
    Model: 330-151IGM (Best Buy: 81D1003TUS) (Laptop)
    CPU: 1.1 GHz - Intel Celeron N4100
    GPU: Intel UHD Graphics 600
    RAM: 4 GB
    OS: Windows 10 (64-Bit)
    Released: June 2018

- Frame Rate: 29 FPS (Resolution: 1366x768)
    Base Price: $220 (Online $200)
    MSRP: $260
    Manufacturer: Lenovo
    Model: (Best Buy: 81A5001UUS) (Laptop)
    CPU: 1.1 GHz - Intel Celeron N3350
    GPU: Intel HD Graphics 500
    RAM: 2 GB
    OS: Windows 10 (64-Bit)
    Released: ?

- Frame Rate: 32 FPS (Resolution: 1366x768)
    Base Price: $200
    MSRP: $200
    Manufacturer: Dell
    Model: Inspiron (Best Buy: i3180-A361GRY-PUS) (Laptop)
    CPU: ? GHz - AMD A6-9220e
    GPU: AMD Radeon R4
    RAM: 4 GB
    OS: Windows 10 (64-Bit)
    Released: ?


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