About: Draw a Piraka 2   Sponge Permalink

An Entity of Type : dbkwik:resource/xoykDFxJFBgF02W_HRnEzw==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The instructions tell the player to turn up their volume and connect the dots before the timer runs out, and that the game will be over if more than two dots are missed. The player then has to click a button to start the “test game”, where they are supposed to connect 35 dots within 45 seconds. While the first game allowed players to draw freely, they are supposed to directly click the dots in this version, which will automatically make a straight line appear.

AttributesValues
rdf:type
rdfs:label
  • Draw a Piraka 2
rdfs:comment
  • The instructions tell the player to turn up their volume and connect the dots before the timer runs out, and that the game will be over if more than two dots are missed. The player then has to click a button to start the “test game”, where they are supposed to connect 35 dots within 45 seconds. While the first game allowed players to draw freely, they are supposed to directly click the dots in this version, which will automatically make a straight line appear.
dcterms:subject
Previous
Date
  • 2006(xsd:integer)
Maker
  • Bionicle.com
Type
  • Flash game
Title
  • Draw a Piraka 2
dbkwik:screamer/pr...iPageUsesTemplate
abstract
  • The instructions tell the player to turn up their volume and connect the dots before the timer runs out, and that the game will be over if more than two dots are missed. The player then has to click a button to start the “test game”, where they are supposed to connect 35 dots within 45 seconds. While the first game allowed players to draw freely, they are supposed to directly click the dots in this version, which will automatically make a straight line appear. As it turns out, missing the dots will have no effect during this test game, contrary to what the instructions said. However, once the player reaches the 13th dot, regardless of how well they were doing before, a blue Piraka head will pop up with flashing lights and the same roar that was used in the first game. Then a white screen appears, saying “Got ya! This was a test. If you miss more than two dots the Piraka gets a little mad so be warned...”, with a button to start a “real game” now. If the player chooses to play again, the game will work as expected this time, meaning that the 13th dot will now work like any other dot and the screamer will instead be triggered after three misclicks. It is therefore possible to actually beat the game now by successfully connecting the dots within the time limit and without missing more than twice. Winning the game will cause the screamer face to appear without any screams or flashing lights, and a message saying “Congratulations! You've conquered the Piraka”. Letting the timer run out will only lead to a regular Game Over screen, without any screamers.
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