Friday, June 13, 2008

2333 Kung Fu Panda
Game Info:
Region USA
Language(s) English
Genre Platformer
Publishing Company Activision
WiFi No
Release Info:
Group Micronauts
Date 2008-06-03
Filename kfpanda-mcrnts.rar
Dir Name Kung_Fu_Panda_USA_NDS-Micronauts
Rom Info:
Internal Name KUNGFUPANDA
Serial NTR-YKFE-USA
Version 1.0
Crc32 061CF999
Size 256 Mbit
Save Type Eeprom - 4 kbit
Game Icon
Extra Info:
Release Notes n/a
Trainer Patch n/a
Crack & Save Patch n/a
Pure Patch n/a
SaveGame n/a
Region Duplicate(s) n/a
© ADVANsCEne 2006


Snapshots 2333




2339 LEGO Indiana Jones - The Original Adventures
Game Info:
Region Europe
Language(s) Danish - English - French - German - Italian - Spanish
Genre Adventure
Publishing Company LucasArts
WiFi No
Release Info:
Group SQUiRE
Date 2008-06-06
Filename sq-legoi.zip
Dir Name Lego_Indiana_Jones_EUR_MULTI6_NDS-SQUiRE
Rom Info:
Internal Name LEGOINDY
Serial NTR-YLJP-EUR
Version 1.0
Crc32 51D009D4
Size 512 Mbit
Save Type TBC
Game Icon
Extra Info:
Release Notes n/a
Trainer Patch n/a
Crack & Save Patch n/a
Pure Patch n/a
SaveGame n/a
Region Duplicate(s) 2332
© ADVANsCEne 2006


Snapshots 2339




2355 Looney Tunes - Cartoon Concerto
Game Info:
Region Europe
Language(s) English - French - German - Italian - Spanish
Genre Music
Publishing Company Eidos Interactive
WiFi No
Release Info:
Group SQUiRE
Date 2008-06-13
Filename sq-ltcce.zip
Dir Name Looney_Tunes_Cartoon_Concerto_EUR_MULTI5_NDS-SQUiRE
Rom Info:
Internal Name LOONEYTUNEDS
Serial NTR-YLNP-EUR
Version 1.0
Crc32 B02F1ECD
Size 1024 Mbit
Save Type Eeprom - 64 kbit
Game Icon
Extra Info:
Release Notes n/a
Trainer Patch n/a
Crack & Save Patch n/a
Pure Patch n/a
SaveGame n/a
Region Duplicate(s) 2353
© ADVANsCEne 2006


Snapshots 2355




2341 Incredible Hulk, The
Game Info:
Region USA
Language(s) English - French - German - Italian - Spanish
Genre Action
Publishing Company SEGA
WiFi No
Release Info:
Group XenoPhobia
Date 2008-06-07
Filename xpa-tihu.rar
Dir Name The_Incredible_Hulk_USA_NDS-XPA
Rom Info:
Internal Name HULKSMASHDS
Serial NTR-CIHE-USA
Version 1.0
Crc32 6A9F1141
Size 512 Mbit
Save Type Eeprom - 64 kbit
Game Icon
Extra Info:
Release Notes n/a
Trainer Patch n/a
Crack & Save Patch n/a
Pure Patch n/a
SaveGame n/a
Region Duplicate(s) 2352
© ADVANsCEne 2006




Snapshots 2341




Thursday, June 12, 2008

Battlefield: Heroes!

Battlefield Heroes is a cartoon-style action game currently under development by EA Digital Illusions CE (DICE; an EA Company). The game features context-specific third- and first-person shooter perspectives.Currently planned for release for Windows-based PCs in summer 2008, Heroes will be the first Battlefield game to be released under Electronic Arts' new "Play 4 Free" model, which will see the game released for free with revenue generated from advertising and micropayments. Advertisements will appear on the website and the 'front-end' of the game although none will appear in-game, while micropayments may be made for additional items to customize the appearance of players' avatars without any gaming advantage.The game is said to be placing less emphasis on skill and strategy, and will be less demanding on computer specifications than the previous games of the series to increase the audience base.In addition, a system will be in place to match players of similar skill levels together for fair play.

Contents

Gameplay

Battlefield Heroes features classic Battlefield-gameplay with a variety of classes and vehicles.
Battlefield Heroes features classic Battlefield-gameplay with a variety of classes and vehicles.

Battlefield Heroes features a modified conquest mode providing each team 50 tickets and two flags at the start of the round. Killing enemies will reduce tickets and holding more flags than the opposing army will grant a multiplier. It is possible to win by owning more flags than the enemy and by killing fewer of them. Matchmaking will also be a feature to keep players of the same level together. Players of each level will play with other players within a couple levels of their own. Developers of the game have talked about levels going as high as 40 or 50. The two armies are called the National Army (possessing a red base color flag) and the Royal Army (possessing a blue base color flag). The game is third-person only at this point, but senior producer Ben Cousins has stated if first-person is really wanted it may be added in at a later date. Spawn times are Five seconds allowing for less waiting and more action. Players do not pick spawn points since the game has an "Intelligent Spawn System" putting players closest to the nearest battle. Two maps will be available on release, but a third map is in development.

The point system in Battlefield Heroes is being called Metagame (non official name), which allows characters to fight for a territorial positions during each match. The land gained is then recorded as a win for each army, and at the end of the week everything is added up and both armies are given money based on percentage and land conquered. Players can choose whether or not to participate in the Metagame.

Like previous Battlefield games Battlefield Heroes also has a class system, but has been reduced to three basic classes. Commando (light), Soldier (medium), and Gunner (heavy) are the available character options.

Characters

Each account would have four character slots, in order for players to play characters in different classes and factions.

Commando

The Commando class is the "quick" class, specializing in stealth tactics as well as back-stabs and sniping. The known weapons of the Commando are a sniper rifle and a knife. Although the sniper rifle does high damage, it cannot one-hit kill an enemy.The Commando is a spy type character and has low health compared to the other classes. Special abilities of this class are laying traps and cloaking. The commando class has rolled up sleeves/short-sleeved jackets, long slim trousers and berets.

Soldier

The Soldier is an all around class—equally balancing speed and armament. Currently the known weapons that the Soldier carries are the Submachine Gun and the Shotgun. Some abilities the Soldier can possess are incendiary rounds, a "health boost" (this heals allies around you), and throwing multiple grenades. The soldier is able to determine enemy locations via a special ability called "See-the-Enemy". This ability outlines nearby opponents even if the enemy is behind a wall. This effect lasts for 10 seconds and then takes 30 seconds to recharge. The soldier class has waist long jackets, semi long trousers and light helmets.

Gunner

The Gunner is the "heaviest" of the three classes, bearing a resemblance to the Team Fortress 2 class "Heavy". He is the slowest moving, but also the best armed. He wields a rapid-fire machine gun and rocket launchers. Flame throwers are a possibility for future updates. Special features include the ability to throw and return (to the enemy) multiple grenades. The gunner class has long bulky jackets, long bulky trousers and heavy helmets.

Abilities

A screenshot showing early gameplay shown in the official trailer.
A screenshot showing early gameplay shown in the official trailer.
A screenshot showing the metagame shown in the official trailer.
A screenshot showing the metagame shown in the official trailer.

Abilities are special powers that each player gets when they level up. Known abilities at this time are Grenade Spam ability (allows 15 grenades to be thrown at a time), I Eat Grenades ability (throw back seven grenades at once), Stun Grenade ability (Flings tanks into the air), Life-Points Boost, and Incendiary Ammo.

Healing is by a 'blast heal', a soldier ability that heals the player and any friendlies nearby. Players also have a bandage which restores less health and only works for your own character. Using the bandage when you are not injured boosts your health over 100. There is no medic class for this reason.

Achievement System

Achievements work by a mission system allowing players to choose an uncompleted badge, unlocking it by successfully completing a mission. The player's level increases as the game is played, as well as by completing missions. The more points allow players to buy better clothing items but has been reported to not unlock anything that gives a player a distinct advantage. [3]

Items

Visual items allows customization of 12 different aspects of your character: Head, face, facial hair, helmet, jacket, boot, neck, chest, hand, waist, legs, and feet. Additional items available for purchase are eye patches, badges, hats, boots, helmets, goggles, belts, and gloves.[3] More types of items may be added in the future, especially if the player community wants them.

Balance

There is not much information in regards to additional weapons. However there have been mentions of the sticky bomb. The intent of this weapon is to be effective against tanks so that there is a balance between the armored vehicles and infantry. The sticky bomb will allow you to blow up tanks easily as this class. Airplanes are also highly damaged by bullets. The ability of foot soldiers to take on more powerful vehicles will hopefully provide a balance not found in other shooters.

Vehicles

Currently known vehicles include the classic American WWII styled tank (M4 Sherman), an American Jeep, a German Panzer division styled tank (Panzer IV). a German Kübelwagen, and WWII-styled airplanes for dogfighting. It appears that players can also climb onto the wings of planes and fire their weapons from there. This was brought in to limit the immense power that aircraft would deal to the ground vehicles and infantry.

Customization

The developers have allowed users the will to change their avatars looks and features as well as abilities for in-game play.

Closed Beta Release

On May 6, 2008 the first phase of the game release was an invitation only closed beta and the invitations were given to professional beta testers only. More information about the open beta and signing up will be released in the coming weeks prior to the closed beta's release. Following the select beta testers, an immense website rush caused eager readers to be attracted to the website and caused the site to crash for a short time. Once the website was placed back up it was revealed that third-party professional testers are trying the game at this current time, where in the short future an open beta test will reveal the attempt of several beta stages. One being the main onlook of having players download the game and whether the servers provided can handle the intense use. The current closed beta players are under a non disclosure agreement, disallowing them from releasing information about the beta.

At this time a select few game retailers are giving off an incling that the game will be available around Q3 (July/August/September) in the US and Q2 2008 (April, May, or June) in Europe. The official site has now enabled users to log-in and post comments and change their in-game name at this time using their EA.com account.


Call of Duty 5: The World at War!

As the Official Xbox Magazine says,the newest sequel in the CoD series will be named The World at War and is in development for PC,PS3,Pc,Wii and Xbox360 with a enhanced Cod 4 engine. World of War,as said before,be in the time-line of WW2.In a role of an American,you will fight Japanese soldiers on the Pacific,and the focus of the game will be on the invasion of the Germans form the Soviet Forces.
Enhanced engine will allow more destructive areas and the opportunity for player to dive in water!

Video Games for iPhone?

The iPhone needs some time before it becomes a gaming device. But it could combine features of Nintendo DS and the Wii.




''The iPhone needs some time before it becomes a gaming device. But it could combine features of Nintendo DS and the Wii.''

SAN FRANCISCO — Your iPhone should be an ideal device for playing video games.

After all, it has a gloriously large touch-sensitive screen and sensors that can detect when it's being tilted: a mash-up of the best features of Nintendo's DS handheld and Wii home console.

But games for Apple's iPhone are off to a slow start as the company concentrates instead on making sure the device's primary features of voice, music and Web browsing run smoothly.

"Apple wants to be focused on making sure the thing works as a core device," said Travis Boatman, vice president of worldwide studios for the mobile division of Electronic Arts Inc. "The first few iPods didn't support games but eventually they did."

Those of you with an IPhone can already play a number of games, but the first batch of titles has been mainly those that were hastily adapted to fit the screen's format.

Like other iPhone programs not made by Apple itself, games are limited to running within the Safari Web browser and cannot be installed "natively" — meaning directly on the device — without using work-around solutions that are too much hassle for most consumers to bother with.

That poses a few challenges to game developers. Some ways of using the touch controls, such as dragging items across the screen, don't work within the browser. Playing through the browser also means you'll be out of luck if you're outside of a coverage area.

Apple in the game?

One of the first serious efforts came from PopCap Games, a leading developer and publisher of casual games whose slate includes hits like Bejeweled and Zuma.

"There are a lot of passionate Mac users here in the company," said Andrew Stein, director of PopCap's mobile business development. "They looked at the iPhone and thought this would be really cool to do Bejeweled on."

PopCap viewed the project as a proof of concept for doing games on the iPhone, but up to 100,000 people have already played Bejeweled on their iPhones in the three weeks since release.

That pales next to the 5 million copies that have been sold on other game devices, but it's pretty good considering that only a few hundred thousand iPhones are thought to have been sold since their debut in late June.

"We don't typically make announcements about what's in the pipeline, but based on the success of Bejeweled, we're looking pretty closely at the iPhone," Stein said.

EA, which has formed closer ties with Apple in recent months with more support for its Macintosh computers, is also professing love for the iPhone as it mounts a push into the area of casual games.

"We're huge believers in the iPhone and believe that's going to be a viable market going forward," Boatman said. "It has an amazing interface for games and there are lots of beautiful things you can do with that touch interface."

And there are hints that Apple is working on games of its own.

When Apple updated the iTunes software used to activate the iPhone, curious hackers who looked under the hood quickly found lines of software code indicating that games will be eventually run directly on the iPhone rather than in the browser.

That's not unprecedented: the company developed several of the 18 or so games offered for its iPod media players.

"We look at the iPhone as a really big deal. It basically makes the channel of distribution owned by Apple as opposed to owned by the carrier," said Michael Chang, founder of Greystripe, which distributes free cellphone games supported by advertising.

"Apple understands content, as opposed to carriers that are acting a lot like media companies," Chang said.

Guitar Hero: On Tour Developer Diary!

Jeremy Russo – Lead Designer


When Guitar Hero: On Tour was first announced a few months ago, a lot of people were skeptical of how their favorite peripheral-based game could possibly be brought to a handheld. Well, no one was more skeptical than we were when we first started talking about it in early 2007. And that’s a scary place to be when it’s your job to actually make it a reality. But in this case it was also a great place to be – because it meant there was no way we would let ourselves release anything other than a true Guitar Hero experience.



At the start of our initial brainstorming discussions, we had no clue how we were going to be able to pull this off, so we decided not to restrict our thinking in any way. We had very loose goals then, and we purposely left the answers to a lot of the questions we wanted to know blank. Does the game need to look like Guitar Hero? Does the game need to play like Guitar Hero? Does the game need a guitar peripheral to be successful? Is it more important for the player to feel like they are playing a guitar or to feel like they are a rock star? Can you have one without the other? Will we have mobs of angry fans outside our doors with torches and pitchforks?


We actually didn’t want to know the answer to that last one.


Brainstorming involved getting input from every person we could in every discipline, regardless of whether they were on the team or not, and regardless of whether they had played Guitar Hero or not. (Who doesn’t play Guitar Hero?). We had touch-screen only ideas, button-only ideas, touch-screen and button combinations, and we even came up with a couple radical concepts that didn’t even involve rhythm based gameplay!


Once we had a handful of ideas we thought actually might work, we got some engineers and designers together to start rapidly creating the various concepts on the DS. As soon as we were able to start playing the ideas we had, it was very easy to realize which were duds, but harder to determine which were the successes. We were trying things like requiring different directions of strumming, holding buttons on the DS and strumming on the screen, and many other ideas that are just too crazy to list. A lot of these looked nothing like the Guitar Hero you all know and love. We kept building off of what we learned from each prototype, iterating off of some, throwing others away, and still trying to come up with completely new ideas. Some we actually determined were a lot of fun, but none of them felt like they would have any lasting appeal, and none of them felt quite like Guitar Hero.


Despite the fact that Guitar Hero’s most outstanding feature is the guitar peripheral, for some reason a lot of us never really considered that an actual possibility for the DS version. Some of the peripheral ideas first thought of were kind of laughed at and not taken that seriously (some of them were, in fact, ridiculous). But once we actually got to start playing our software-only prototypes, we started to come back to the peripheral ideas because now we could see how they would make the obstacles we were encountering go away. The idea to hold the DS sideways was already a part of some of the prototypes we were trying, but it was our producer, Jesse, who first posed the possibility of a device in the GBA slot with buttons on it. That was around the time we were also thinking about some kind of mini-guitar contraption that would either connect to the DS via a long cord or have the DS mounted inside somehow (not unlike some of the more imaginative guesswork we’ve seen forum users mocking up and claiming were from the development studio – they weren’t). We eventually narrowed it down between two of our better software-only prototypes, this mini-guitar idea, and the crazy GBA slot device we called the “Edge Connector” (thankfully we’re not in marketing).


We had no plan to actually try the “Edge Connector” idea, but during lunch one day one of the engineers, Brian, went out and bought some wires, a soldering kit, and a used GBA cartridge. Later that day he walked over to my desk with the ugliest contraption I’d ever seen. It was a hacked GBA cart with three buttons glued to it and wires sticking out every which way. I was afraid to put the thing in my DS. Luckily I did, and before I even turned it on I just held it in my hand. It was actually comfortable. But I was skeptical of this idea before, and I was still skeptical of it then. I still liked one of the touch screen only concepts (it was one of MY ideas after all). Then I turned it on. One of the first prototypes we ever tried booted up, but was altered to map the different notes to the buttons on the GBA device instead of the DS buttons. You pressed one of the three buttons and used one of our more successful ideas of stroking the screen to strum like a guitar.





I thought “Wow,” and I said we needed to show this to Greg, the lead engineer. We brought it over to his desk and he tried it. “We have to show this to Karthik [the CEO],” he said. We walked (okay, we ran) across the office to Karthik’s office. He was on the phone when we got there. It didn’t matter how important the person was he was talking to, we had to show this to him. So we waited in his doorway, giggling and twitching excitedly like children eager to show their parents their first macaroni picture. He finally hung up the phone and said “Uh oh, what are you guys up to?”


The next day, we dropped all the other prototypes we had in development. We had our Guitar Hero for the DS.

Dragon Ball Z Goku Denstetsu

Dragon Ball  Z - Goku Densefsu Dragon Ball Z - Goku Densefsu Ostali
(DS)
Cena: 1.999,00 din Naruči
Dostupno u prodavnicama:


Games Privilege program Vam omogućava kupovinu sa popustima! Detaljnije...
  • Dečanska 12 (Beograd)

  • Delta City (Beograd)

  • Bazaar (Novi Sad)

Burnout: Legends

Burnout Legends Burnout Legends EA
(DS)
Cena: 2.999,00 din Naruči
Dostupno u prodavnicama:


Games Privilege program Vam omogućava kupovinu sa popustima! Detaljnije...
  • Dečanska 12 (Beograd)

  • Bazaar (Novi Sad)