Trapped In A Whole Mac OS

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  1. Trapped In A Whole Mac Os Update
  2. Trapped In A Whole Mac Os X

To remove an admin user account from your Mac, you'll follow these simple steps: 1) Launch the System Preferences app and open the Users & Groups preferences pane. 2) Click on the Lock button at the bottom of the preferences pane to unlock the settings within. Afterlife is a god game released by LucasArts in July 1996 that places the player in the role of a semi-omnipotent being known as a Demiurge, with the job of creating a functional Heaven and Hell to reward or punish the citizens of the local planet.

These steps apply only to Mac computers with an Intel processor. The steps to erase a Mac with Apple silicon are different.

Before erasing your Mac

  • Make a backup of any files that you want to keep. Erasing your Mac permanently deletes its files.
  • If you want to restore your Mac to factory settings, such as to prepare it for a new owner, first learn what to do before you sell, give away, or trade in your Mac. Then erase your Mac as the final step.

Use Disk Utility to erase your Mac

  1. Start up from macOS Recovery: Turn on your Mac, then immediately press and hold these two keys until you see an Apple logo or other image: Command (⌘) and R.
  2. If asked, select a user you know the password for, then enter their administrator password.
  3. From the utilities window, select Disk Utility and click Continue.
  4. Select Macintosh HD in the sidebar of Disk Utility. Don't see Macintosh HD?
  5. Click the Erase button in the toolbar, then enter the requested details:
    • Name: Macintosh HD
    • Format: APFS or Mac OS Extended (Journaled), as recommended by Disk Utility
  6. Click Erase Volume Group. If you don't see this button, click Erase instead.
  7. If asked, enter your Apple ID. Forgot your Apple ID?
  8. After the erase is done, select any other internal volumes in the sidebar, then click the delete volume (–) button in the toolbar to delete that volume.
    Disregard any internal volume named Macintosh HD or Macintosh HD - Data, as well as any volumes in the External and Disk Images sections of the sidebar.
  9. Quit Disk Utility to return to the utilities window.
  10. If you want to start up again from the disk you erased, select Reinstall macOS in the utilities window, then click Continue and follow the onscreen instructions to reinstall macOS.
Trapped In A Whole Mac OS

If you don't see Macintosh HD in Disk Utility

Pro

If you don't see Macintosh HD in Disk Utility

Your built-in startup disk should be the first item listed in the Disk Utility sidebar. It's named Macintosh HD, unless you changed its name. If you don't see it there, choose Apple menu  > Shut Down, then unplug all nonessential devices from your Mac and try again.

If your disk still doesn't appear in Disk Utility, or Disk Utility reports that the erase process failed, your Mac might need service. If you need help, please contact Apple Support.

Learn more

For more information about using Disk Utility, see the Disk Utility User Guide.

Afterlife
Developer(s)LucasArts
Publisher(s)LucasArts
Designer(s)Michael Stemmle
Composer(s)Peter McConnell
Platform(s)Windows, MS-DOS, Macintosh
ReleaseJuly 1996[1]
Genre(s)God game
Mode(s)Single-player

Afterlife is a god game released by LucasArts in July 1996 that places the player in the role of a semi-omnipotent being known as a Demiurge, with the job of creating a functional Heaven and Hell to reward or punish the citizens of the local planet. The player does not assign citizens to their various punishments and rewards since the game does this automatically. Instead, the player creates the infrastructure (roads, zones for the various sins/virtues, reincarnation centers) that allows the afterlife to function properly. Players are accountable for the job that they do because of their bosses, The Powers That Be, check in from time to time. The player also has the assistance of two advisors—Aria Goodhalo, an angel, and Jasper Wormsworth, a demon. Aria and Jasper provide warnings when things are going wrong with the afterlife, and offer tips on how to fix the problems.

The game is very satirical, with various references to pop culture (such as a passing mention of a 'San QuentinScarearantino' or sending a Death Star to destroy buildings if the player cheats too much).

Gameplay[edit]

The primary goal of the game is to provide divine and infernal services for the inhabitants of the afterlife. This afterlife caters to one particular planet, known simply as the Planet. The creatures living on the Planet are called EMBOs, or Ethically Mature Biological Organisms. When an EMBO dies, its soul travels to the afterlife where it attempts to find an appropriate 'fate structure'. Fate structures are places where souls are rewarded or punished, as appropriate, for the virtues or sins that they practiced while they were alive.

While the seven sins are based on the seven deadly sins, only two of the seven virtues correspond to the seven heavenly virtues.

Sins:

Virtues:

Alternatively, players can choose to lay down generic zones for fate structures, that can house all souls of all types easily. However, these structures do not support as much population or are as effective as the single virtues/sins, and are more of a short-term solution for lost souls who cannot find a reward/punishment.

Jasper (left) and Aria (right), the player's advisors

The paths that souls take through the afterlife depend largely on the tenets of the souls' belief systems. Depending on these tenets, a soul may visit a single fate structure or it may be rewarded/punished for multiple sins or virtues. Tenets also determine whether a soul will visit only Heaven, only Hell, or both, as well as whether that soul will reincarnate after it has received its final reward or punishment.

The player can view of the current distribution of sins and virtues on the Planet, as well as the percentages of EMBOs who believe in each of the tenets. The player may spend a considerable amount of money to influence an important EMBO on the Planet. This influence can cause the EMBO to adopt one or more of the sins or virtues, as well as persuade him or her to believe in the tenet or tenets selected. This EMBO will then spread their newfound ideals, which will cause a shift in the beliefs and sins/virtues in the surrounding area.

At the start of the game, the EMBOs on the planet will be at the lowest level of technology, which is fire. As the game progresses, new technologies are discovered, ranging from pottery to medicine to aviation. New technologies help the EMBOs to become more widespread on the planet, which means a larger population for the afterlife when they die. The development of new technologies can be assisted by wielding influence on an EMBO artist or inventor in the same way that EMBOs are persuaded to new tenets or sins and virtues.

Screenshot from the game

Trapped In A Whole Mac Os Update

Most buildings in the afterlife produce Vibes, which are a measure of how buildings affect one another. Buildings can either produce 'good vibes' or 'bad vibes'. Fate structures need to be under the appropriate type of vibe (good in Heaven, bad in Hell) in order to evolve into larger and more efficient structures.

As Demiurge, the player receives a yearly paycheque from The Powers That Be. The amount received is based on a number of factors, such as the number of souls that passed through the gates of the afterlife in that year.

The player's afterlife is staffed by angels (in Heaven) and demons (in Hell). At first, all workers are imported and must commute from other afterlives, which quickly becomes expensive. The costs can be lowered by building Topias to house workers in the player's afterlife, making the commute unnecessary. Employment costs can be further reduced by building training centers, which train processed souls to become angels and demons.

Balance can be done in two ways. The first, the Micromanager, allows the player to browse a specific structure and adjust its balance level for free unless the player decides to lock the structure, in which case a maintenance fee is charged yearly. The balance level is measured in a grayscale bar, with the two extremes dedicating to research (permanent souls) or production (temporary souls). The Macromanager, on the other hand, allows the player to balance manually or automatically all fate structures of a specific virtue/sin simultaneously.

'Bad Things', which are akin to natural disasters, occur at random. Each one can be repelled by one of the Special Buildings that are granted as rewards for reaching population milestones. Bad Things can be disabled via an in-game menu. However, doing so decreases the player's soul rate by half.

Like most god games, Afterlife is open-ended and does not have set conditions for winning. There are, however, a few definite ways of losing the game. These include having an excessive number of unemployed workers (leading to an all-out war between Heaven and Hell), staying too deep in debt for too long, and the Planet's population being wiped out by either nuclear warfare or an asteroid event.

Development[edit]

Lead designer Michael Stemmle said the idea for the game came as he played SimCity, combined with a fascination for creating an organized afterlife 'that tickled my bone ever since I read Dante's Inferno'. In what he attributed to LucasArts being 'a rather experimental studio at the time', his pitch was approved and a team of 20 people would then work on the game. Stemmle wanted in particular to go 'whole hog goofy' by not having a setting trapped to reality, full of satirical descriptions and pun-based names. He found Hell to be easier to design, as 'ironic punishments are dime a dozen', leading him to find Heaven more creatively rewarding.[2]

Reception[edit]

Aggregate score
AggregatorScore
GameRankings75%[3]
Review scores
PublicationScore
AllGame[4][5]
CNET Gamecenter7/10[6]
CGSP[7]
CGW[8]
Game Informer8.75/10[9]
GameSpot7.6/10[1]
Next Generation (MAC)[10]
(PC)[11]
PC Zone(1996) 88%[12]
(1998) 72%[13]
Computer Game Review90%[14]
MacUser[15]
PC GamesA-[16]

The game received 'favorable' reviews according to the review aggregation website GameRankings.[3] A Next Generation critic called Afterlife 'a title that will immediately attract anyone who was even mildly amused by the mother of all sim-builders, SimCity', and praised the vast number of options and responsibilities, the characters, and the complex government.[10] They also made similar praises of the PC version, but with a lower score.[11]

Macworld gave Afterlife its 1996 'Best Simulation Game' award.[17]

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References[edit]

  1. ^ abWard, Trent C. (1996-07-12). 'Afterlife Review [date mislabeled as 'April 29, 2000']'. GameSpot. CBS Interactive. Archived from the original on 2012-01-07. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  2. ^The Making of Afterlife, Retro Gamer
  3. ^ ab'Afterlife (1996) for PC'. GameRankings. CBS Interactive. Archived from the original on 2019-06-17. Retrieved 2020-07-23.CS1 maint: discouraged parameter (link)
  4. ^Brumbaugh, James W. 'Afterlife (PC) - Review'. AllGame. All Media Network. Archived from the original on 2014-11-15. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  5. ^Savignano, Lisa Karen. 'Afterlife (Mac) - Review'. AllGame. All Media Network. Archived from the original on 2014-11-15. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  6. ^Israels, David (1996-08-15). 'Afterlife'. Gamecenter. CNET. Archived from the original on 2000-08-16. Retrieved 2021-03-15.CS1 maint: discouraged parameter (link)
  7. ^Mayer, Robert (1996). 'Afterlife'. Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on 2003-04-18. Retrieved 2019-04-30.CS1 maint: discouraged parameter (link)
  8. ^Carter, Tim (September 1996). 'One Hell Of A Game (Afterlife Review)'(PDF). Computer Gaming World. No. 146. Ziff Davis. pp. 208, 210. Retrieved 2019-04-30.CS1 maint: discouraged parameter (link)
  9. ^'Afterlife'. Game Informer. No. 41. FuncoLand. September 1996. p. 46. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  10. ^ ab'Afterlife (Mac)'. Next Generation. No. 22. Imagine Media. October 1996. pp. 185, 189. Retrieved July 23, 2020.CS1 maint: discouraged parameter (link)
  11. ^ ab'Afterlife (PC)'. Next Generation. No. 23. Imagine Media. November 1996. p. 275. Retrieved July 23, 2020.CS1 maint: discouraged parameter (link)
  12. ^Presley, Paul (1996). 'Afterlife'. PC Zone. Dennis Publishing. Archived from the original on June 10, 2008.CS1 maint: discouraged parameter (link)
  13. ^Shoemaker, Richie (July 1998). 'Afterlife'. PC Zone. No. 65. Dennis Publishing. p. 119. Retrieved 2020-10-18.CS1 maint: discouraged parameter (link)
  14. ^Kaiafas, Tasos (July 1996). 'Afterlife'. Computer Game Review. Sendai Media Group. Archived from the original on December 21, 1996.CS1 maint: discouraged parameter (link)
  15. ^Loyola, Roman (November 1996). 'The Game Room'. MacUser. Ziff Davis. Archived from the original on 2000-11-20. Retrieved 2018-10-04.CS1 maint: discouraged parameter (link)
  16. ^Klett, Steve (September 1996). 'Afterlife'. PC Games. IDG Entertainment. Archived from the original on 1997-02-07. Retrieved 2018-10-04.CS1 maint: discouraged parameter (link)
  17. ^Levy, Steven (January 1997). '1997 Macintosh Game Hall of Fame'. Macworld. Mac Publishing. p. 130. Archived from the original on 2003-01-08. Retrieved 2018-10-04.CS1 maint: discouraged parameter (link)

External links[edit]

  • Afterlife at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Afterlife_(video_game)&oldid=1012315460'




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