Nor do we provide warranty that such content will be accurate, complete or up-to-date. Views or opinions of the various authors or content shared and distributed on the Cinemaazi website and/or the Cinemaazi Platforms are solely those of the specified author and does not necessarily represent the views of Indian Cinema Heritage Foundation or Cinemaazi. Any discrepancy in information may please be brought to the notice of Indian Cinema Heritage Foundation by writing on with evidence in support. Years later, when Chhaya is arrested for a crime, Vimla, a lawyer, faces a moral dilemma. Synopsis: Two close friends, Vimla and Chhaya, part ways when their friendship turns bitter. We will not be responsible for any loss or prejudice caused to anyone on account of inaccuracy of information. Gallery of 10 movie poster and cover images for Samaj Ko Badal Dalo (1970). Indian Cinema Heritage Foundation does not make any specific promises about their accuracy. While due care is taken in making fact check and ascertaining accuracy of the content, there is likelihood of errors creeping in due to absence of credible sources available in our resources to verify with certainty. Synopsis: Two close friends, Vimla and Chhaya, part ways when their friendship. Ravi Shankar Actors: Ajay Sahni, Aruna Irani, David, Dhumal, Kanchan, Manmohan Krishna, Mehmood, Pran. The content curated and posted by our team is based on diligent research. Gallery of 10 movie poster and cover images for Samaj Ko Badal Dalo (1970). Kindly stay patient and look out for updates from time to time. Please note that the website is a constant work in progress and information or data on films, people and songs may be incomplete in many cases. His pet singers were Lata Mangeshkar, Asha Bhosle and Mohammed Rafi, though he also delivered hits with every major singer like Kishore Kumar, Mukesh, Mahendra Kapoor (especially in B.R.Chopra films) and Manna Dey.While no images or text can be used without permission, everyone is free to share link to the various content on the website. His favourite lyricists were Rajendra Krishan, Shakeel Badayuni, Sahir Ludhianvi and Prem Dhawan. Also when filmmakers who preferred other composers did one-off films with him like Shakti Samanta (China Town) and Raj Khosla (Do Badan). A fixture with B.R.Chopra, S.D.Narang and mentor Goel, Ravi established a firm foothold with names like Sunil Dutt, Pannalal and Ram Maheshwari and Ramanand Sagar, all big-ticket filmmakers delivering hits. In Mumbai, he earned equal if not greater encomiums. Gharana and Nazrana (1961), Raakhi (1962), Bharosa and Grahasthi (1963), Khandaan (1965), Aurat, Meherban and Nai Roshni (1967), Do Kaliyan and Gauri (1968), Paisa Ya Pyar (1969) and Samaj Ko Badal Dalo (1971) are among the many Madras melodramas whose hit music was scored by him. The second movie gave him a firm foothold in the South-made Hindi films and soon Ravi's fiefdom was established in Madras, as Chennai was known then. Though he had early hit songs in films like Narsi Bhagat, Dilli Ka Thug and Chirag Kahan Roshni Kahan, he entered the big league only with Chaudhvin Ka Chand and Ghunghat in 1960. Devendra Goel gave him a break in Vachan (1955), and with Chanda-mama door ke, sung by Asha Bhosle, Ravi was instantly noticed. With the encouragement of Mohammed Rafi, the Delhi-born young man arrived in Mumbai, struggled and began to assist Hemant Kumar from one of his earliest films, Jagriti. Such was the case with Ravi Shankar Sharma, popularly known as Ravi, who passed away at the age of 86 on March 7 in Mumbai, after a long phase of old-age ailments.Īn extensive listener of Punjabi folk and wedding songs, Ravi also listened to his father singing bhajans. It is said that composers and singers are born, and training can only polish them. Tum Apni Saheli Ko song lyrics from Samaj Ko Badal Dalo sung by asha bhosle,mohammed rafi music directed by ravi shankar sharma (ravi) composed by ravi. The film by Gemini, starts with a court scene in which a woman is held for a heinous crime, prosecuted by a female public prosecutor & recommended for a death.
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| urlPattern="/",transportGuarantee="CONFIDENTIAL") They fixed the issue with the transportGuarantee parameter with the .annotation.PortComponent annotation. Thought I would answer my own question again now that jbossws 1.0.4.GA () is out. Subject: - Re: EJB3 SessionBean endpoint and security Any ideas would be appreciated.įrom do-not-reply at Mon Dec 4 00:07:18 2006įrom: do-not-reply at (cboatwright) I'm getting the exception above with a SFSB that has two methods which are annotated I'm guessing that this means that I'm not allowed to have two methods in one SFSB, because it doesn't know which one to call first, so it refused to do it? I did a Google and I didn't find ANY pages that talk about this exception. Please let me know how can I access the example source code.Īny help on this would be highly appreciated.įrom do-not-reply at Mon Dec 4 00:06:44 2006įrom: do-not-reply at (SmokingAPipe) I am not able to access the example code referred in this tutorial from I am going through the "Message Driven POJOs" EJB3 tutorial from Subject: - Unable to access tutorial example code Subject: - Re: How to debug remote JBoss,įrom do-not-reply at Sun Dec 3 23:51:03 2006įrom: do-not-reply at (alexcc_06) Syntactically match the rewrite URL format as defined by the specification.įrom do-not-reply at Sun Dec 3 23:45:58 2006įrom: do-not-reply at (jiangshachina) WSRP: all action/render URLs need to either use rewriting templates or NoĪssumption about the structure of these URL must be made, they need to be JSR168: all action/render URLs must be generated via the JSR168 API. The URLs however that are included in the markup and that semanatically That no special syntax is mandated by the specs. The fragments produced by WSRP and JSR168 must be valid HTMLor XHTMLįragments (depending on the content type of the request) but other than The short of it is you will have to change your collections to arrays.įrom do-not-reply at Sun Dec 3 23:42:49 2006įrom: do-not-reply at (TrieuSkull) (if you search on this forum you can find out more details). Your web services are failing because collections are not supported by jax-rpc. Subject: - Re: Second parameter missing from From do-not-reply at Sun Dec 3 23:41:27 2006įrom: do-not-reply at (stevenh) Yet my times in levels varied by as much as a minute between certain clears. If this were a rigid classic auto-runner, that would be impossible as all runs would end at roughly the same moment. In fact, as sprinting is necessary for the vast majority of both light and dark world levels in the original, the absence of an option to sprint by default (and have walk be activated by a button) always struck me as a small flaw in Super Meat Boy’s otherwise impeccable control scheme.īut setting aside that simple description of the controls themselves, the best evidence that Super Meat Boy Forever has not switched from analog to digital inputs is that dark world levels are still unlocked in the exact same way they were in the original: by beating trial times in the light world. No longer being able to ascend indefinitely up a wall or reverse direction without a wall is a bit jarring at first, but personally I’m happy to trade that in exchange for no longer having to hold sprint to move at top speed. How that is achieved in view of the game’s randomization is a stroke of brilliance that will be saved for the next section. And the inventiveness here surpasses the earlier game, as at least one new mechanic is introduced in almost every single light world level. Jump height is still determined by how long the button is depressed jumping at the base of a wall still results in a direct vertical slide to allow for a wall jump from a higher point and the addition of punching and diving means that there is still considerable mid-air control despite the removal of direct management of horizontal acceleration.Īgain like the original, the basic moveset of the character never changes or expands during the campaign additional complexity instead comes from increasingly involved hazards and interactive objects within the levels. but imagine my surprise when I started playing and found that the controls are a crisp, responsive, elegant update to the those of the original-that actually manage to retain the dynamic character of the controls in Super Meat Boy within the context of an auto-runner. Well, segments of the game do vary in flexibility. The reviews made it sound like a series once known for its minimal yet highly dynamic platforming mechanics had abandoned all dynamism in favor of rigid, classic auto-running-with locked jump heights and segments that can only be completed with a correct sequence of perfectly timed inputs. As it’s the main thing most people know and dislike about the game, let’s jump straight in with a discussion of Super Meat Boy Forever’s auto-running.īy the time I first booted up the game, I had read a good number of user reviews, and (though keeping an open mind) I was prepared for disappointment. There’s no sense beating around the bush. “ Super Meat Boy Forever ’s auto-running ruins the controls.” Along the way, you’ll also get lots of insight into why I personally enjoy the game so much that I was inspired to write this article. Each of the sections hereafter will be titled with a false claim about the game that appears in many of its existing reviews, and will be focused on dispelling that myth. It is a game that has been wrongly labeled a mobile game, wrongly said to have poor level design and controls, and wrongly thought to be divorced from both the original creative team of Super Meat Boy and the vital creative energy of the late-2000s and early-2010s indie scene. I write to you today in defense of an unjustly maligned game Super Meat Boy Forever is a wonderful experience, and a worthy entry in its series. And seeing as I am a big fan of Super Meat Boy, and not in general a fan of most mobile games, you may suspect that I would agree with those unhappy and dismissive appraisals. These facts about Super Meat Boy Forever are by now well-established reasons that many players have bounced off of, negatively reviewed, or (more commonly) simply avoided the game. And for the first year that it was available, the new title was distributed on PC solely through a controversial platform: the exclusivity-favoring, light-on-features Epic Games Store. The musician Danny Baranowsky, who provided the iconic original soundtrack for Super Meat Boy, was also absent from the development of the new title due to parting ways with Team Meat after some kind of dispute in the intervening years. The original creator of the title character, Edmund McMillen, who acted as artist and codesigner on SMB, was completely uninvolved in the development of the newer game. Its follow-up is an auto-runner with randomized levels, sporting both a genre and a limited control scheme that seem targeted toward mobile gaming. Super Meat Boy is one of the greatest 2D platformers of all time, and it is rightly renowned for having some of the best level design in the entire genre. On Apthere were over 850 consumer electronics and PC companies that had adopted the HDMI specification (HDMI adopters). In-Stat has estimated that 229 million HDMI devices were sold in 2008. HDMI has become the de facto standard for HDTVs, and according to In-Stat, around 90% of digital televisions in 2007 included HDMI. Īccording to In-Stat, the number of HDMI devices sold was 5 million in 2004, 17.4 million in 2005, 63 million in 2006, and 143 million in 2007. The HDMI website contains a list of all the ATCs. The first ATC in India was opened by Philips on June 12, 2008, in Bangalore. The first ATC in China was opened by Silicon Image on November 21, 2005, in Shenzhen. The first ATC in Europe was opened by Philips on May 25, 2005, in Caen, France. The first ATC in Japan was opened by Panasonic on May 1, 2004, in Osaka. The first Authorized Testing Center (ATC), which tests HDMI products, was opened by Silicon Image on June 23, 2003, in California, United States. HDMI 1.0 was designed to improve on DVI-HDTV by using a smaller connector and adding audio capability and enhanced Y′C BC R capability and consumer electronics control functions. At the time, DVI-HDCP (DVI with HDCP) and DVI-HDTV (DVI-HDCP using the CEA-861-B video standard) were being used on HDTVs. The HDMI founders began development on HDMI 1.0 on April 16, 2002, with the goal of creating an AV connector that was backward-compatible with DVI. and Disney, along with system operators DirecTV, EchoStar ( Dish Network) and CableLabs. HDMI has the support of motion picture producers Fox, Universal, Warner Bros. Digital Content Protection, LLC provides HDCP (which was developed by Intel) for HDMI. The HDMI founders were Hitachi, Panasonic, Philips, Silicon Image, Sony, Thomson, and Toshiba. 3.8.3 Refresh frequency limits for HDR10 video.3.8.2 Refresh frequency limits for standard video.2.2.4 HDMI Ethernet and Audio Return Channel.2.2.3 Consumer Electronics Control (CEC).2.2.2 Transition-minimized differential signaling (TMDS).As of January 2021, nearly 10 billion HDMI devices have been sold. HDMI began to appear on consumer HDTVs in 2004 and camcorders and digital still cameras in 2006. In Europe, either DVI- HDCP or HDMI is included in the HD ready in-store labeling specification for TV sets for HDTV, formulated by EICTA with SES Astra in 2005. Production of consumer HDMI products started in late 2003. Other than improved audio and video capacity, performance, resolution and color spaces, newer versions have optional advanced features such as 3D, Ethernet data connection, and CEC extensions. Several versions of HDMI have been developed and deployed since the initial release of the technology, but all use the same cable and connector. : §C The Consumer Electronics Control (CEC) capability allows HDMI devices to control each other when necessary and allows the user to operate multiple devices with one handheld remote control device. No signal conversion is necessary, nor is there a loss of video quality when a DVI-to-HDMI adapter is used. III CEA-861 signals carried by HDMI are electrically compatible with the CEA-861 signals used by the Digital Visual Interface (DVI). HDMI implements the EIA/CEA-861 standards, which define video formats and waveforms, transport of compressed and uncompressed LPCM audio, auxiliary data, and implementations of the VESA EDID. HDMI is a digital replacement for analog video standards. High-Definition Multimedia Interface ( HDMI) is a proprietary audio/video interface for transmitting uncompressed video data and compressed or uncompressed digital audio data from an HDMI-compliant source device, such as a display controller, to a compatible computer monitor, video projector, digital television, or digital audio device. HEAC− (HDMI 1.4+, optional, HDMI Ethernet Channel and Audio Return Channel).Maximum resolution limited by available bandwidth LPCM, Dolby Digital, DTS, DVD-Audio, Dolby Digital Plus, Dolby TrueHD, DTS-HD High Resolution Audio, DTS-HD Master Audio, MPCM, DSD, DST, Dolby Atmos, DTS:X Whether you ordered your temp-tations from or from QVC, if your product arrives broken, has missing pieces or proves to be defective within 30 days of receipt, simply call the temp-tations Customer Service team at 1-80 with proof of purchase for a free replacement piece. What if my temp-tations product arrives broken, has missing pieces, or proves to be defective within 30 days of receipt? If the product is deemed defective, you are not. If your return is because you simply do not like the product, you are responsible for the return shipping and handling costs. Once your return is received and inspected, your refund will be processed and we will notify our payment processor to issue a credit to the credit card or other method of payment used for the initial purchase. To guarantee your refund, please use the shipping method of your choice with tracking or Certified Mail with a return receipt of mail. We will provide you with Return Authorization information, which must be written legibly on the outside of the shipping box. We ask that you return your items in their original packaging, and make sure that the merchandise is in the same condition as it was upon receipt. If you’re not completely satisfied with your product, simply call our Customer Service team within 30 days of receipt at 1-80 to process your return and refund. How do I return a product within the 30-day return period? Just keep your receipt for your records, so when you call for a needed replacement, you will have the product information needed for correct replacement. In the meantime, if you need any assistance with a replacement, please call 1-80 to speak to a Product Specialist and they will be happy to help and request some pertinent information to make certain you get the correct replacement sent out to you. Temp-tations is aware of an issue with our Warranty Registration and working to correct the problem. If you bought the item from QVC, call QVC Customer Service at 1-88 within 30 days of receipt. If you purchased the item from, call our Customer Service team at 1-80 within 30 days of receipt. Temp-tations offers a 30-day money back guarantee. When you try a temp-tations product for 30 days and if you’re not completely satisfied, simply return it for your money back. PRODUCT RETURNS & WARRANTIES What is your return policy? Product Usage – Stoneware & Accessories. If your mouse does not have thumb buttons you can enable 'combineStrongAttackCastSpell' which will cast spell (if available) when pressing Strong Attack.Īdditionally, the spectator eye can be set to hide when possessing an NPC if you set 'hideEyeWhenPossessed'to true.Ĭurrently only works in Steam VR mode. Movement controls can be rebound in the Unity settings window which can be accessed by holding Left Shift when starting up the game. These are key codes are from the ASCII table. This file an be edited with any text editor such as Notepad. Steam Remote Play is not supported with Blade & Sorcery as it is currently limited to specific games.Īll controls can be rebound in Level_Master.json. To play online with a friend you can use any screen sharing tool that allows keyboard/mouse sharing e.g. Playing online is not officially supported by this mod however it is possible with the use of third-party software. While in Spectate Mode the VR player cannot use their pointer or any books, be nice to them and swap to HMD Output (F1) or Player View (F2) to allow them to use their pointer again. The camera can also be adjusted with IJKL etc If the first person view of the NPCs is uncomfortable for you, you can toggle Third Person mode by pressing T. Rest of the controls are pretty straight forward. You can lock onto the nearest enemy by pressing Tab. NPCs by default will 'lock onto' another player when controlled by the AI or when attacking, to disengage you can click the middle mouse button to allow you to move freely. While in spectate mode you can hijack NPCs by pressing 'X' which will find an alive NPC and allow you to take control. In order to allow the PC player to control NPCs you must be in Spectate Mode (F3). Of course, the combat is still the star of the show. It may be using the same basic gameplay but there’s enough new stuff sitting on the top here for the game to feel like a new one. The outstanding voice cast is back, bringing these characters to life. I spent a great deal of time with the first game playing through the story mode, because it was genuinely enjoyable, and I did that again here. Or maybe you are our esteemed editor-in-chief Matt and you noticed that Rise is a combatant now ( ‘cmon, it’s not like I’m the only one! – ed.).įor fans of the first game, the best news is that the story mode offers a load of new content. It could be that like me, you find the Persona characters fascinating and the idea of spending more time with them in any way, shape or form is appealing (and somehow this developer actually does somehow create interesting stories in fighting games – again consider BlazBlue). Maybe you just enjoy fast-paced fighting games, and couldn’t care who the characters were, so long as the core mechanics were quality. Perhaps you were a fan of the original game, and just want to see the universe expanded upon even further. There are all kinds of hooks that will get people into this game. Persona 4 Arena Ultimax takes that base formula and iterates on it, adding some more characters and content worth exploring. However, the fighting experts behind the likes of BlazBlue managed to create a stylish fighter that made good use of its colourful characters to offer something that remained odd, but was a lot of fun. Fighting games are not exactly known for having narratives to rival Shakespeare. Why is this weird? Because Persona 4 is renowned for being a work of narrative genius. It took a JRPG that was more than a little beloved, and injected its characters into a 2D fighting game. Persona 4 Arena was a title that weirded out all the franchise fans at first, to be blunt. Saving and loading geometry data, collecting that data into groups to produce model objects, and the control of state was all left to the programmer. OpenGL lacked many features that are needed to produce a complete 3D program. The combination of these instructions was saved into a display list which was then rendered to produce the output. The OpenGL API consisted mostly of state-setting instructions for setting up drawing modes like the paint color or camera position, and system for sending geometry into the system, normally as meshes of triangles. This had been written by SGI and initially closely matched the capabilities of their workstation systems, operating as a hardware abstraction layer. The canonical 3D API of the 1990s was OpenGL. Apple abandoned work on QD3D after Steve Jobs took over in 1998, and announced that future 3D support on Mac OS would be based on OpenGL. QD3D had little impact in the computer market, both as a result of Apple's beleaguered position in the mid-1990s, as well as several fateful decisions made by the design team about future changes in the 3D hardware market that did not come true. The system also supplied a number of high-level utilities for file format conversion, and a standard viewer application for the Mac OS. On top of this was an object-oriented scene graph system, QD3D proper, which handled model loading and manipulation at a level similar to OpenGL++. A lower level system known as RAVE (Rendering Acceleration Virtual Engine) provided a hardware abstraction layer with functionality similar to Direct3D or cut-down versions of OpenGL like MiniGL. (then Apple Computer, Inc.) starting in 1995, originally for their Macintosh computers, but delivered as a cross-platform system. QuickDraw 3D, or QD3D for short, is a 3D graphics API developed by Apple Inc. Mac OS Scrapbook version 7.5.2 (1996), showing a QuickDraw-3D-based 3D model The initial puppets were purchased at dollar stores and were hand puppets or character bath mitts. The children’s involvement with puppets began with a small tub filled with store-bought puppets, which I placed on the floor during choice time. I thought that the puppets might provide opportunities for the children to interact more deeply with one another. The children had also formed friendships and were playing well with one another. Neither class had gotten involved in a new project, so I thought it was a good time to introduce some new materials for play. At the time that I decided to introduce puppets, the children had just completed projects on automobile repair and color with stained glass. We talked about using puppets, but I had not made them available during the first semester. Throughout the year, I saw their language abilities increase, along with instances when they showed initiative and took leadership roles, and I was impressed at the level of their engagement in investigations of topics-from shadow play to pizza to automobile repair to stained glass.Īt the beginning of the year, the center’s director and I spoke about ways to promote language development. However, as I listened to the children and observed them in action, it was possible to develop many projects from the children’s interests. When the school year began, many of the children in my classroom lacked the language skills many would consider necessary for a sustained study of any topic. This was my first year at the Warren Early Childhood Center, and my first year of teaching special education. One of the boys, Ruben, spoke very little English at the beginning of the year. In addition to direct instruction, the children received speech, occupational, and physical therapies. Their disabilities ranged from developmental delay to communication disorder to moderate mental handicap to multiple disabilities. There were 10 children in the morning (five boys, five girls) and nine in the afternoon (eight boys, one girl). The children in my classes attend school 3 hours a day, 5 days a week. The classroom environment is designed to create a warm atmosphere that encourages learning and creativity. The walls are covered with children's transcribed conversations, photographs, documentation, and child-created work. The school is inspired by the practices and philosophies of the Project Approach and Reggio Emilia. The Warren Early Childhood Center, where the activities described in this article took place, provides services for 340 children in kindergarten, preschool, developmental preschool, and developmental kindergarten. The article concludes with teacher reflections and the Indiana Foundations for Young Children that were addressed by the puppet activities. During their study of puppets, the children created topic webs, used and created different types of puppets, listened to guest experts, and participated in a workshop conducted by nationally renowned puppeteers. This article describes the ways in which puppets were used in two preschool classes of 3- to 5-year-old children with special needs in Indianapolis, Indiana. "Fixing Puppets So They Can Talk": Puppets and Puppet Making in a Classroom of Preschoolers with Special Needs Mirar esta página en español Home Journal Contents Issue Contents Nervine (Tier 4) - Kill a berserker on difficulty Insane. Nervine (Tier 2) - Kill a berserker on difficulty Normal. Nervine (Tier 1) - Kill a Berserker on difficulty Casual. Nailed - Pin 50 enemies to walls with crossbow bolts. Jones - Find all the secrets in the game. Matador (Tier 4) - Defeat Gozu on difficulty Insane. Matador (Tier 3) - Defeat Gozu on difficulty Hard. Matador (Tier 2) - Defeat Gozu on difficulty Normal. Matador (Tier 1) - Defeat Gozu on difficulty Casual. Hoodlum - Destroy 1000 destructible items. Heart Attack - Kill 50 enemies with a demon heart. Headshot - Kill 50 enemies with a headshot. Headache - Kill 50 enemies using a demon head. Head Hunter (Tier 4) - Defeat Xing on difficulty Insane. Head Hunter (Tier 3) - Defeat Xing on difficulty Hard. Head Hunter (Tier 2) - Defeat Xing on difficulty Normal. Head Hunter (Tier 1) - Defeat Xing on difficulty Casual. To view your achievements and stats in Steam, select "Community", then "My profile", then "View all my games", then the game and view stats.Īchievement Whore - Unlock all achievements.Īgent Of Mayhem - Kill 150 enemies using environmental damage only.Īlice In Shadowland - Kill 10 evil rabbits.Īnarchist (Tier 1) - Kill a Warlord on difficulty Casual.Īnarchist (Tier 2) - Kill a Warlord on difficulty Normal.Īnarchist (Tier 3) - Kill a Warlord on difficulty Hard.Īnarchist (Tier 4) - Kill a Warlord on difficulty Insane.Īrmed And Dangerous - Buy 5 weapon upgrades.Īviator - Kill 50 enemies ensnared in water trap.īerserk (Tier 1) - Kill 15 enemies within 20 seconds on difficulty Casual.īerserk (Tier 2) - Kill 15 enemies within 20 seconds on difficulty Normal.īerserk (Tier 3) - Kill 15 enemies within 20 seconds on difficulty Hard.īerserk (Tier 4) - Kill 15 enemies within 20 seconds on difficulty Insane.īloodbath (Tier 1) - Kill 3 enemies with one shot on difficulty Casual.īloodbath (Tier 2) - Kill 3 enemies with one shot on difficulty Normal.īloodbath (Tier 3) - Kill 3 enemies with one shot on difficulty Hard.īloodbath (Tier 4) - Kill 3 enemies with one shot on difficulty Insane.Ĭookie Monster - Find all fortune cookies.ĭefused - Kill 100 Mother demons before they explode.ĭemolished - Kill 100 enemies with explosive environmental objects.ĭemolition Man - Kill 1000 enemies using environmental damage only.ĭetonator - Kill 75 enemies using sticky bombs.Įnraged (Tier 1) - Kill 5 enemies within 10 seconds on difficulty Casual.Įnraged (Tier 2) - Kill 5 enemies within 10 seconds on difficulty Normal.Įnraged (Tier 3) - Kill 5 enemies within 10 seconds on difficulty Hard.Įnraged (Tier 4) - Kill 5 enemies within 10 seconds on difficulty Insane.įirestarter - Kill 20 enemies using environmental damage only.įurious (Tier 1) - Kill 10 enemies within 15 seconds on difficulty Casual.įurious (Tier 2) - Kill 10 enemies within 15 seconds on difficulty Normal.įurious (Tier 3) - Kill 10 enemies within 15 seconds on difficulty Hard.įurious (Tier 4) - Kill 10 enemies within 15 seconds on difficulty Insane. Warp to Episode X (Starts at 0), Level Y:Ĭomplete the following tasks to unlock the corresponding achievement. Press the 't' key during gameplay and then type in the following codes to unlock the corresponding effect. Bring up the cheat console by holding Control + '~' (tilde) then type in the following codes (without the quotes) to enable the corresponding effect.Įnter 'g_player_sword w1_sword_energetic'Įnter 'g_player_sword w1_sword_hotline_miami'Įnter 'g_player_sword w1_sword_saints_row'Įnter 'g_player_sword w1_sword_SS3_sledgehammer'Įnter 'g_player_sword w1_sword_sw_classic' |
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