These battles at first just seem
like typical levels, but at the end they increase in difficulty as the villainous Satura throws more intense obstacles in your way that must be surpassed to get to her and punch her out.
Not exact matches
These pancakes will stabilize blood sugar
levels instead of sending it through the roof,
like your
typical dose of diabetes on a plate.
Yes he does not look
like a «
typical» centre back, he isn't big and strong and doesn't make crunching tackles etc. but he has been our best player by a country mile this season, so I feel he should carry on playing at CB until his
levels dip.
The hazard is expressed in terms of the probability of exceeding a certain
level of shaking in 50 years — not only because the hazard in places
like California is not expected to change much over that time period, but also because 50 years — the
typical life span of a building — is a useful period of time for engineers.
He
typical trains in the gym for 1.5 hours and his favorite exercises are squats, bench press and deadlifts, which he
likes because they all naturally raise your testosterone
levels.
These pancakes will stabilize blood sugar
levels instead of sending it through the roof,
like your
typical dose of diabetes on a plate.
What do you think is going on in people
like Dr. D'Agostino who claim crazy low BG with no hypo vs. people
like me (
typical from all the reading I've done) who's body's maintain the 85 - 100 mg / dl BG
levels?
These pancakes will stabilize blood sugar
levels instead of sending it through the roof,
like your
typical dose of diabetes on a plate.
Once you are in a
level, gameplay plays
like a
typical platformer.
You could shower your employees in virtual «rainbow sprinkles» rather than
typical XP, design your Badges to look
like sweets or let employees
level - up from Cupcake Corner to Chocolate Champions!
Here's what that looks
like from the parent and child point of view: (1) Your child is pretty
typical academically, but you have to get tutoring for your child outside of school to make grade
level.
Standards
like the research standard in English Language Arts and the data interpretation standard in Mathematics lend themselves to differentiated interpretation through demonstrating what a
typical learner on grade
level might be able to do at a given stage of development versus what a gifted learner might be able to do.
Volvo's C70 exhibits some
typical convertible hallmarks,
like high
levels of wind noise, a cramped backseat and a tight cargo area, says Cars.com Senior Editor William Jackson.
While the size of the car in question is one
level above the current Ertiga, its overall silhouette remains
like that of a
typical MPV.
2001 Chevy Silverado 2500... 278,000 on the clock... supposedly the engine has 130,000 I have no proof but I can believe it by how it runs... has your
typical Chevy rust... good old tough truck... gooseneck ball...
like new cooper discoverer s / t maxx 10 ply tires... 3 inch
leveling kit... truc...
Its spec sheet reads
like a
typical entry -
level smartphone from the Korean giant, as we had exclusively revealed last week.
With the move to things
like mobile apps, online booking and check - in, and even a catalog of hundreds of titles to choose from for the
typical guest newspaper that now appears seamlessly each morning on a guest's mobile device, today's traveler expects not only convenience and price, but a greater
level of affordability and value thanks to the self - service, digital concepts.
We provide a high
level of quality that ensures your book doesn't read, or look
like a
typical self - published title.
Looking at the dollar value of each step gives you a sense of what
typical paycheques look
like at various
levels of society.
If you're in the range where you're not confident a
typical stock / bond portfolio will be able to sustain the
level of spending you'd
like, consider annuitizing part of your portfolio.
To beat the many
levels of the game, it takes nothing more than simply reaching the end — and is very much
like your
typical Mario game in that respect.
Like the original game, the basic narrative is very much your
typical «up - and - coming heroes stop evil and save the world in the process» framework in a simplistic sense, but how the story introduces factors such as war, religion, or child assassins into the mix elevates the narrative to a more mature
level.
When a new trap or platforming mechanic was introduced, it was always introduced in a way that made it feel
like there was some genuine
level design at play instead of having the
typical roguelike issue of simply having to try your luck when something new is brought in.
The
leveling system doesn't boost stats
like a
typical RPG, but opens slots for artifacts — little trinkets that increase stats and have other effects.
I'll never know the difference, but I can say this build of the game felt well paced: the game offers a lot of variety, with the aforementioned platforming sections including your
typical vanishing platforms, the sticky - tongue pole - swinging, sliding sections, and simple puzzles, and the action segments,
like the one that ended the
level I played, which involved a slew of ghosts gunning for our hero on a circular platform that turned in two different directions between the center and edge.
Alas, Immortal: Unchained tries so very hard to not just be
like, but outright be Dark Souls with guns and a coat of sci - fi paint, down to the
typical strafe and dodge based gameplay, the save system, the lack of pause, the RPG elements, the opaque delivery of the «story» and the
level design that there simply isn't any better way to convey what this game is
like.
I'm not one for the desert
levels, though this didn't feel
like a
typical Mario desert.
Like a
typical battle in your average RPG, races are bite - sized, making it easy to
level up your creatures.
While some of these segments still remain excellent, the
typical exploration
level feels more
like a break from the action than it does an expansive world to discover.
Like the
levels themselves, each is done in such a way that oozes class and, at times, humour, with some of the bosses completely throwing the player and disregarding the
typical 2D platforming that you'll usually have to use.
While not being analyzed as something to be judged upon score-wise, I really
liked the fact some of the
levels had a really
typical Brazilian setting, something rarely seen in games nowadays, as well as a very strong Brazilian influence in some of the characters, such as footballers who fall on the floor when touching them, a reimagining of Mônica from the comic book Mônica's Gang, and my personal favorite, an Argentinean as a boss.
Unlike the
typical high score»em up wave shooter, where the goal is to survive as many waves as possible to post a huge high score, the waves in this game are
like sub-
levels that make up larger overall
levels, ending in epic boss fights.
Those episodes act more
like levels; instead of the completely open - ended layout of your
typical Resident Evil game, each episode has a beginning and an end.
Try looking for the
typical applied concentration ranges of fertilizers
like N, P, K, Ca, and Mg (all orders of magnitude higher than 400 ppmv), and the sensitivity of response of plants to changes in these fertilizer
levels, compared to a change in 100 ppmv.
Which is the difference between CO2
levels and fertilizer
levels, and again strongly argues for considering CO2 a plant hormone, or at the very least hormone -
like, especially when taken with the types of anatomical and physiological changes seen in various of the studies and sources cited, that are
typical of hormonal shifts, not of diet changes.
Typical resume examples for Commercial Property Managers highlight duties
like supervising maintenance staff, collecting rent, processing payrolls, preparing financial statements, finding new tenants, and monitoring occupancy
levels.
Here's what that letter would read
like if our
typical Romeo (or Juliet) were to put the same minimum
level of effort into it as he (or she) does a
typical cover letter:
They work best on large open - plan houses on one
level (
like the
typical American home).