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Page "Shock Troopers" ¶ 5
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Players and must
Players must navigate one side of the double diamond, hit the stake, then navigate the opposite side of the double diamond and hit the starting stake to win the game.
Players must have good aim throughout the entire game, even as they become increasingly inebriated.
Players must release the disc while inside the box, but may step out / off of it after the release.
Players are allowed to keep four progress cards ( five in a five to six player game ), and any additional ones must be discarded on the spot ( unless the 5th card is a victory point, which is played immediately and the original progress cards remain ).
Players must convert their pirate fortresses and have 10 victory points before being able to claim victory.
Players begin with both settlements on one of the islands, and must build ships connecting settlements between the two islands.
Players must pay attention to how many cards other players change, but should not take too much for granted in this phase.
Players must learn to coordinate two hands and use them independently.
Players must follow suit, unless they have no cards of the led suit, in which case they may play any card.
Players must then " make it work " to move on to the next round.
Players are limited to some finite number of actions, and in some cases must split their resources between these actions ( so that additional actions make each less effective ).
Players must be retired and must have played at least four years with the Phillies or Athletics.
Players on the main adult tour who are under 18 must have documents signed by a parent or guardian.
# Players must alternate hitting the ball.
Players must unravel clues in order to achieve some of victory condition, which will then allow them to advance to the next level.
Players must master techniques such as blocking, counter-attacking, and chaining together sequences of attacks known as " combos ".
Players must learn which attacks and defenses are effective against each other, often by trial and error.
Players must remove any other pieces first before removing a piece from a formed mill.
* Players must be capable of being produced in high volume, parts must be interchangeable, and must be easy to service.
* Players must not stray over the boundary lines of the pitch, although they may fly as high as desired.
* Players may take their wands onto the pitch, but they must not be used on or against any players, any player's broomstick, the referee, any of the four balls, or the spectators.
* Cobbing: Players must not make excessive use of their elbows against opponents.

Players and progress
Players progress to the next level once all enemies on the current level are defeated.
Players speak with moogles to record their progress, restore life energy with a tent and purchase items — a deviation from previous installments, which used a save point to perform these functions.
Players start in the Outer Region and try to progress inward.
Players are unable to progress in the game until they move Yorda to certain doors that only she is able to open.
Players can absorb a certain amount of damage, but once their health reaches zero, they must resume their progress at the last saved checkpoint.
Players must acquire enough power to overcome a major challenge in order to progress to the next area, and this structure can be compared to the boss characters at the end of levels in action games.
Players could also track their skill progress through the game, as they became more proficient with at the different sports, and use the training mode to practice particular situations.
Players use a combination of human and alien weaponry and vehicles to progress through the game's levels.
Players train their characters ' skills in specific categories in order to gain strength and abilities, and progress becomes more difficult as the character develops.
Players are allotted three chances ( lives ) to progress through the game and are able to earn more by reaching certain scoring benchmarks.
Players take the role of the three main cats and otasuke ( Rescue Team ) members, of whom can be switched to at any time and have their own special abilities to progress through the game.
The progress goal was very important for Uhler, who stated: " Players who had failed to complete Myst or Riven did so because they were unsure of how much remained of the game and what their goals were.
Players can continue progress with their cards on another Initial D cabinet of the same version.
Players progress in different ways in Thrones and Patriots by using various means including espionage, political strategy, technology races and population growth.
Players would usually be given a finite number of lives ( or attempts ) to progress through the game which when expended would usually result in the display of the message " Game Over " indicating that the game had ended.
Players usually save games to prevent the loss of progress in the game ( as might happen after a game over unless the game features permadeath, in which the save file is permanently deleted ), especially when interrupting or ending a game session.
Players can progress to an adjacent point or into buildings housing the enemy general protecting the defense point required number of defeated officers ( shown at the top-right corner ) in that particular map.
Players must explore both overworld maps and dungeons in order to progress through the game.
Players save their in-game progress by using white jewel items scattered throughout the levels, which must be touched to activate and can be used indefinitely.
Players are allowed to save their progress once every four races.
Players generally become better at flopping as their careers progress.
Players save their progress in towns with a Controller Pak at the inns or at the entrance to some dungeons.

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