The "50%" means 50% of whatever fuel of that particular type you've accumulated - it does not mean 50% of your total fuel accumulated or 50% of your total fuel capacity. Select the red minus sign symbol next to the type of fuel you want to dump and then choose to either Cancel the dumping, dump 50% of that fuel type, or dump 100% of that fuel type. When your tank is at 50% or higher of its total capacity, you will have the option to dump fuel of any particular type.If both are toggled ON, then fuel will go into the Spaceship first until it does not need any more fuel of that type (after which the rest will go into the Fuel Tank until it reaches its total capacity). In the Advanced Flow Control, you can separately toggle whether or not you want to divert your fuel into Spaceships and into the Fuel Tank.They only affect eggs being produced on your current farm which are going into a Spaceship or Fuel Tank. Special Events which affect fueling do not affect the output of Fuel Tanks.Hence, a Tank with capacity 2B cannot hold 2B Edible and 2B Superfood Eggs, but it could hold 1B Edible and 1B Superfood. The capacity limit for the Fuel Tank applies to the total of all eggs of any type you have stored in it.Each level has a different visual appearance on the Farm. As the level increases, both the Tank's capacity and the maximum output rate of the Tank increase. The Fuel Tank has three upgrades, but players must purchase the Pro Permit in order to upgrade it past the starting level (at the expense of Golden Eggs). The Fuel Tank does not reset upon prestige. The building is located to the bottom-right of the launchpad and below the Hall of Artifacts. Nunchuck play is introduced in this game and it focuses on aiming in one direction while moving in another and avoiding enemy attacks.The Fuel Tank is a feature introduced in Version 1.21 which allows players to store extra Eggs from their current Farm so that they can use them to fuel Spaceships with that type of Egg while on another type of Egg Farm. Tanks! puts you in control of a One-Hit-Point Wonder tank and shoot shells at other tanks.You tilt the Wii-mote left and right to steer, tilt forwards and backwards to speed up or slow down and quickly raise it to jump. Charge! is a cow racing game and the first game that requires you to hold the Wii-mote sideways.This game deals with moving the Wii-mote further and closer to the screen again, but the real focus is on teaching players how to hit things hard and how to tap lightly. Billiards is a nine ball version of pool.Every fish is worth a different amount of points with a certain species becoming more valuable at certain periods of time. Fishing introduces the rumble mechanic as well as the concept of depth, as you move the Wii-mote further and closer to the screen in addition to left, right, up and down. It takes the twisting mechanic introduced in Pose Mii and makes you twist your wrist in different directions while the cursor is moving at high speeds. Laser Hockey is a simulation of air hockey with pretty neon light graphics.This game requires you to twist the Wii-mote and helps the player learn to do this while hitting buttons and aiming. Pose Mii has you make your Mii perform various poses so that they can fit in different silhouettes.This game introduces a new camera angle and helps improve player reaction time. Table Tennis pits you against a computer player, where you must return a certain number of volleys to it or your friends, who you just have to beat traditionally.Now that you can keep your cursor on screen, the game teaches you how to be more accurate and how to use two different buttons to select sets of Miis, based on the instructions given. Find Mii ( Not to be confused with a much different game in StreetPass Mii Plaza) is a memory and matching game. This helps you find your cursor and keep it on screen while aiming and shooting the likes of targets, clay pigeons, balloons, cans, among others.
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Inventory puzzles are better, although again, very simple. If anything, they’re all slightly too easy, or at least too familiar for someone who’s ploughed their way through these things since the early 90s. They’re still obtuse, certainly, but fortunately never needlessly difficult. What’s nice about the trad puzzles here is that they often feel slightly more relevant than their usual crowbarring into scenes. But hey, at least there’s not a torn letter to restore. And, while I’m doing my best to convince you this is something worth giving a look, I have to concede that there are indeed sliding tile and Klotski puzzles. What you actually play is perhaps more room escape than point and click adventure, but with lots of nipping back and forth between many, many scenes in each of the three acts, gathering items needed to unlock new doors, or meet the whims of the monstrosities within. There are, at various points, choices to be made that have a moral (and mortal) impact on your story, as you attempt to untangle the mystery of your purpose. Imprisoned in a dank castle, you must escape and make your way to a distant land, via the collection of inventory items, puzzle pieces, and solving traditional puzzles, while encountering the most peculiar cast of characters since Zeno Clash. You play as a grimly hooded figure, in some sort of nightmarish world that looks as if Giger provided character designs for The Labyrinth directed by Guillermo del Toro. And most of all, Tormentum looks incredible. Tormentum looks and plays like a darker, more sophisticated version of that lineage, despite being from entirely other origins. Most especially the Drawn series, which tell spellbinding tales of magical paintings, combined with various puzzles to solve along the way. While a mixture of haughtiness and confused indifference has led many long-time games players to sniffily ignore everything that’s come from the “casual” (eurgh) side of things, there have been some really splendid – and often extremely beautiful – adventures from the likes of Big Fish. In the genuinely interesting Tormentum: Dark Sorrow, the two finally meet in the middle. The latter shedding its spot-the-difference origins for more puzzle-focused, story-led design, and the former simplifying itself to single-click interaction for a larger audience on tablets. With time, the two have been gradually creeping toward one another. The two sides have finally met in the middle! About ten years back, as adventure gaming continued to trundle along before its recent renaissance, hidden object games became a hugely popular form of “casual game” (a vile term that needs to be removed from our snobbish vocabulary). |