Hey, this is an English text. I want you to translate it into the Tunisian dialect. Please follow these steps:
1. Translate step by step and highlight differences between Tunisian dialect and Modern Standard Arabic.
2. Highlight sections you are confident translating into the Tunisian dialect.
Translate this text into the Tunisian dialect, focusing on capturing the essence of the language nuances:

By using this website, you agree to the use of cookies by us and third parties to enhance your experience and serve you with personalised ads and content. For more information, or to change your cookie settings, click here. When Vikings Attack: 10 things you need to know JavaScript needs to be enabled on your PC in order for you to view this content. Please enable JavaScript and try again. The Vikings are coming to PS3 and PlayStation Vita – make sure you're ready with these fantastic factoids from developer Clever Beans. 1. Helmet hogwash Real Vikings didn't wear horns on their helmets, but they do in When Vikings Attack. Apologies to any Viking fans, Scandinavians, historians or anyone else who feels we have unfairly tainted the reputation of Vikings or taken liberties with historical accuracy. The game is deliberately based only on vague, half-remembered half-truths from our school days. Real Vikings are indeed a fascinating subject, but this game is about the Vikings of common mythology, rather than history. Also, Vikings did not really invade 1970s Britain. We made that bit up too. 2. Sound effects and stolen biscuits Many of the sound effects for the game were recorded by our sound designer Jamie Finlay during a session in an abandoned warehouse full of stolen biscuits. The warehouse was actually demolished the next day. When Vikings Attack probably has the largest sound budget of any game that we have worked on. Almost everything in the game has a customised smashing or throwing sound, or both; many of which will make you laugh out loud. There are also countless funny vocal exclamations in various accents from all over the UK; at Clever Beans we call these "Ey-Ups". Jamie is a real perfectionist, and even took his laptop on holiday to Spain so that he could do some last-minute voice-over editing for us. We can only apologise to his girlfriend for this. 3. Horses are all talk An early storyline for the game involved a talking horse with a colander on his head. We will definitely include a talking horse in one of our games, in the future. There are clearly nowhere near enough games about talking horses. 4. When Vikings evolve In a much earlier version of the game, the player could punch, kick and jump, and also throw other characters around just like objects.The game started out as a massive bar brawl style beat 'em up. Although we couldn't figure out how to make this seem like a convincing fight; there were a lot of characters wandering around doing nothing, and it wasn't clear how the player could control more than one character at once. So we decided to have friendly characters follow the player character around. We had the idea that they were your "lives", waiting to step in and take over when needed. From there it was only a small step to make them all controllable at once, as a team. 5. The house of ideas In