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The Magical Tree House book series is a popular collection of children's fantasy books written by Mary Pope Osborne. The series follows the adventures of siblings Jack and Annie as they discover a magical tree house that can transport them to different times and places. Each book in the series focuses on a different historical period or topic, allowing readers to learn while being entertained. The series has been praised for its engaging storylines and educational value, making it a great choice for young readers. Book 13 of the series is titled "Vacation Under the Volcano." In this installment, Jack and Annie are transported to ancient Pompeii, just before the eruption of Mount Vesuvius.


Technically the game performed fine on my PC, but there were two consistent bugs that would crash me to desktop each time. I emailed Matt Clark, who responded immediately, and it was discovered that turning sound acceleration off fixed the issue, and didn't affect the game at all.

While there is nothing outstanding about the voice work, the direction is noteworthy, as the cadence and evocation of each of the actors fits well within the context of any given scene. It uses a dropped frame-rate film stutter for effect, but it ends up being annoying, and too close to the boundaries of poor quality than the body of the game deserved.

Curse of the Ancient Circle

" In this installment, Jack and Annie are transported to ancient Pompeii, just before the eruption of Mount Vesuvius. They must complete a mission to unlock the next riddle and find their way back home. Along the way, they learn about the daily life of Ancient Romans, the devastating power of volcanoes, and the importance of making quick decisions.

Curse of the Ancient Circle

Review written by Andrew Plotkin

Independent designers continue to rule the horror range of the graphical adventure field. Barrow Hill is a compact but worthy entry in the field, designed by Matt Clark (with help from Dark Fall veteran Jonathan Boakes).

The graphics are not cutting-edge, but you get a decently-rendered world, with plenty of mist and shadow. And the environment is then lifted to greatness by deft touches of animation, music, photo montage, ambient sound (surely the soul of horror adventure) and the vocal presence of the characters you meet. Or rather, the characters you hear; they never intersect your solitary exploration, but only approach it, divided from you by barriers of glass, radio, telephone signal.

(Many adventure games deal with the problem of dialogue. Barrow Hill has no dialogue; you only stumble upon monologues, to which are you never quite able to respond. In other genres, the form might not work, but for horror it seems ideal.)

The interface is a traditional one -- maybe old-fashioned, but there's nothing wrong with it. It's a pre-rendered world, with a static (not panning) view. The only problem is the navigation, which is too often tied to 90-degree turns and short, fixed steps. A looser layout would have felt more natural and less grid-rigid.

The inventory system, too, is straightforward. Click on something to use it in front of you. There's no dragging items into the scene or onto each other. This invites a "run down the row" approach, where you click every icon each time you get stuck; but the game world is clear enough that you generally don't need to.

But the best element of Barrow Hill is the game design. It's a broad layout; you can explore most of the game right from the start. But the story is detailed and carefully paced. The story events move in parallel with your progress through the game; but Clark avoids the design cliche of "solve a major puzzle, see a major event, unlock a major door." Certain corners of the game open up as you progress, but the connections are rarely blatant. Instead, they seem to arise spontaneously, as you move back and forth and make slow progress on many fronts. The effect is of a world inhabited by friendly and malign entities, moving beyond your sight.

The down side of this model is the "hotspot surprise." You can explore a scene thoroughly, and then find later that a new point of interaction has appeared (because the plot has progressed). To work well, such a scene must clearly convey to the player that something has changed. In other words, you must be motivated to try again. Barrow Hill mostly gets this right. Either you gain a new piece of equipment (and think "Where can I use this? Aha"), or you hear something happen in the distance, or you discover a message which sheds new light somewhere, or a character contacts you and implies that something is new or different. As long as you are attentive to these hints, you won't get badly stuck.

Caveat: The game crashed on me at a couple of points, consistently. The support page recommends turning off the hardware acceleration feature of your sound card. (In the audio control panel, under "advanced/performance", turn the acceleration slider down to zero.) This fixed the problem for me.

Caveat: The game crashed on me at a couple of points, consistently. The support page recommends turning off the hardware acceleration feature of your sound card. (In the audio control panel, under "advanced/performance", turn the acceleration slider down to zero.) This fixed the problem for me.
Goo ja yoon

Many readers are interested in finding the book in a downloadable format, such as a PDF. This allows for easy access and convenience, especially for those who prefer reading on electronic devices. The availability of the Magical Tree House book 13 in PDF format allows readers to enjoy the adventure at their own pace and in their preferred format. In conclusion, the Magical Tree House series is a beloved collection of children's books that combines fantasy and learning. Book 13, "Vacation Under the Volcano," takes readers on an exciting journey to ancient Pompeii. The availability of the book in PDF format allows for easy access and convenience, making it a popular choice for young readers and their parents..

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goo ja yoon

goo ja yoon