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Selasa, 22 Oktober 2013

How to Download PS2 Games Cheaply and Safely

The PlayStation 2 has been by far the most successful console of all time, surpassing its predecessor the P.S. by a large margin in sales, now to the tune of over 130 million worldwide. This is largely due to the consoles massive library of games, also the largest of any system ever released. With the increasing number of ways to download games off the internet, that library of nearly 2,000 games is entirely at your disposal.

While the average P.S. game is a rather robust 3-4 GB, computer technology has advanced a great deal since the aging P.S. was first released at the turn of the century, making download and storage of P.S. games easier than ever for users, and uploading and storing games on servers easier than ever for websites. For this reason, an increasing number of ROM sites are adding P.S. games to their collections, which would have been unfathomable even a few years ago. Even 700 MB CD-based games have only recently seen wide release on ROM sites, such as P.S. and Saturn games.

Because these ROM sites freely offer direct downloads of some P.S. games [http://www.articlesbase.com/video-games-articles/how-to-download-ps2-games-cheaply-and-safely-1471294.html], they should be one of the first places you look. Just be aware of two key points at present. Firstly, only a handful of the most popular games are available at most ROM sites. Secondly, they may have downloading restrictions in place capping the amount you can download over a period of time, which would usually amount to no more than a game per day, much like similar restrictions you would find at other sites such as Mega Upload or Rapid share.

Speaking of MU and RS, they are also viable options when it comes to downloading games, save for the above mentioned download restrictions (which can be waived for a monthly fee), and the fact that games get broken down into multiple parts due to file size limitations imposed by these sites (much smaller file size at RS, meaning the average 4 GB P.S. game comes in 40 parts). The trick is simply to find a site that hosts the link information to these files, usually found on gaming forums, as the game files are usually given random or chaotic names so as to avoid being taken down by the hosting sites, so they can not simply be searched for through the site itself.

Next, you can try one of the major direct download sites, which also require a monthly fee, but which feature faster downloading speeds, single file downloads, and large or even complete lists of games in one place. For the devout gamer looking to download P.S. games by the bucketful, this is definitely the most viable option.

Lastly is PP file sharing, which is certainly a potentially option, though fraught with uncertainty. Firstly, as P.S. games become older and older, with less and less interest surrounding them, less people are sharing the files, making it difficult to find active files with even a single seed. Secondly, even if a file is found that is active, download speeds may not be all that good due to the limited number of unloaders. Lastly, there is a greater risk of encountering harmful files through this method than other.

There are many options when discussing how to download P.S. games. Depending on the amount of games you wish to download, as well as their general popularity, and the download speeds you wish to obtain, the option which is the best one for you will vary. Enjoy downloading some of the best games ever made.

Selasa, 08 Oktober 2013

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Senin, 07 Oktober 2013

Top Ten Classic Video Games

10. Pong
Origins: Pong was based on a game called 'Tennis for Two' which was a simulation of a game of tennis on an oscilloscope. Physicist William Higinbotham, the designer, goes down in history as creating one of the first electronic games to use a graphical display.
The Concept: The game is intended to represent a game of Tennis or Table Tennis (Ping Pong). Each player has a bat; the bat can be moved vertically. The screen has two horizontal lines on the top and bottom of the screen. A ball is 'served' and moves towards one player - that player must move the bat so that the ball hits it. The ball rebounds and moves back the other way. Depending on where the ball hits the bat, the ball will move in different directions - should it hit one of the top or bottom lines, then it will bounce off. The idea is simply to make the other player miss the ball - thus scoring a point.
Game play: while it sounds utterly boring, the game play is actually very addictive. It is easy to play but very difficult to master, especially with faster ball speeds, and more acute angles of 'bounce'.
Nostalgia: for me this is the father of video games. Without Pong you probably wouldn't have video games - it started the craze that would continue grow and become a multi-billion dollar industry. I will always remember this game!
9. Frogger
Origins: this game was developed by Konami in 1981, and was the first game to introduce me to Sega. At the time it was very novel and introduced a new style of game.
The Concept: Easy - you want to walk from one side of the road to the other. Wait a minute - there's a lot of traffic; I better dodge the traffic. Phew Made it - hang on, who put that river there. Better jump on those turtles and logs and get to the other side - hang on that's a crocodile! AHHH! It sounds easy - the cars and logs are in horizontal rows, and the direction they move, the number of logs and cars, and the speed can vary. You have to move you frog up, down left and right, avoiding the cars, jumping on logs and avoiding nasty creatures and get home - do this several times and you move to the next level.
Game Play: Yet another simple concept that is amazingly addictive. This game relies on timing; you find yourself dinking in and out of traffic, and sometimes going nowhere. The graphics are poor, the sound is terrible, but the adrenalin really pumps as you try to avoid that very fast car, or the snake that is hunting you down!
Nostalgia: I love this game for many reasons. I played it for a long time, but never really became an expert - however, it was the first ever game I managed to reproduce using Basic on my ZX81 - I even sold about 50 copies in Germany!
8. Space Invaders
Origins: Tomohiro Nishikada, the designer of Space Invaders was inspired by Star Wars and War of the Worlds. He produced on of the first shooting video games and drew heavily from the playability of Breakout.
The Concept: aliens are invading the Earth in 'blocks' by moving down the screen gradually. As the intrepid savior of the Earth it's your task to use your solitary laser cannon, by moving horizontally, and zapping those dastardly aliens out of the sky. Luckily, you have four bases to hide behind - these eventually disintegrate, but they provide some protection from the alien's missiles.
Game Play: this is a very repetitive game, but highly addictive. Each wave starts a little closer to you, and moves a little fast - so every new wave is a harder challenge. The game involved a fair amount of strategy as well as good hand eye co-ordination.
Nostalgia: I wasted a lot of time playing this game. While originally simply green aliens attacked, some clever geek added color strips to the screen and the aliens magically changed color the lower they got - that was about as high tech as it got back in the days of monochrome video games!
7. Galaxians
Origins: Galaxians expanded on the Space Invaders theme by having aliens swoop down on the defender. It was one of the first games to have colored sprites.
Concept: Take Space Invaders, add some color, remove the bases and make some of the aliens swoop down at you and you have Galaxians. Essentially the concept is the same as Space Invaders, you're defending the world against alien invaders, but rather than the whole screen full of aliens moving down at you in a nice orderly fashion, you get groups of aliens swooping down in haphazard ways.
Game play: if you liked Space Invaders then you'll love this. The strategies are different, as you often have to avoid two or three different groups of alien 'swoopers' but if you can shoot them as they swoop, then you get some great bonus points. The game is difficult until you get used to some of the patterns
Nostalgia: this was one of the first games that I played on a desktop computer that was almost exactly like the arcade fame. I had an old Acorn Electron, and this game was almost perfect on this little machine. I miss my old Acorn Electron!
6. Defender
Origins: This game was created by Williams Electronics in 1980. The Game was designed by Eugen Jarvis, Sam Dicker, Paul Dussault and SLarry DeMar. It was one of the first games to feature complex controls, with five buttons and a joystick. While slow to catch on due to its difficulty, it still was a popular game.
Concept: Most of the shoot-em-up games of the era were horizontal shote-em-ups. This game changed the playing field by being a vertical shooter. Yet again aliens are intent of doing nasty things to earth - this time they are trying kidnap 10 humans. You are in charge of the sole defender and must kill the aliens before they kidnap the humans. You fly over a 'landscape' and can see your humans mulling around on the surface. The aliens appear and drop towards the humans - you can kill them at this point, but should they grab an alien, you must shoot the alien, and catch the human before the alien reaches the top of the screen.
Game play: This was a great game that was easy to play but tough to master. Shooting the aliens and catching the humans gave the best bonuses, and this formed a major part of the strategy. There were some different type of aliens that chased you making the game a lot more hectic than others; often it was just a relief to finish a level. While not as addictive as some, it did give a feeling of achievement when you reached a high score.
Nostalgia: I went on vacation with a friend for a week and we spent the entire week in the arcade playing this game and the number one game on my list (I won't reveal the name now!). It was one of the best memories of my teen years!
5. Missile Command
Origins: In July 1980, Atari published a revolutionary game. It didn't have a joystick, but had a ball that controlled an on screen cursor. It was programmed by Dave Theurer and licensed to Sega.
Concept: Those pesky aliens are getting smarter. Rather than sending space ships down to fight, they're hiding in deep space and sending a bunch of missiles to blow up the Earth's cities. This game was unique as it use a 'round' joystick. You used this to move to a point on the screen and then fire a missile into this spot - the culminating explosion would destroy any missiles that hit the 'cloud'. The missiles were essentially lines that moved down from the top of the screen at varying angles and speeds - some of them would split into multiple 'missiles' half way down.
Game play: this is a very strategic game. Placing your bombs in the right place and timing them right could essentially clear the alien missiles quickly and easily. As the game move on you found yourself spinning the wheel frantically trying to get the bombs in the right place. This game was adrenalin pumping fun - sometimes you seemed to be up against impossible odds and yet you'd breath a sigh of relief when one city survived.
Nostalgia: this was one of the first games I played on a table top machine. While these didn't really catch on, it was still fun to be able to put a can of soda down while you played!
4. Breakout
Origin: This game was heavily inspired by Pong. It was created in 1976 by Atari, with Nolan Busnell and Stew Bristow being the key designers. It's probably one of the most cloned games ever, even today there are new games based on the same theme coming out. Apparently the Apple II computer was inspired by this game - wow where would Steve Jobs be now without Breakout.
Concept: The idea is simple - you have a bat at the bottom of the screen that can move back and forth. Above you is a wall of bricks. A ball will move from your bat - every time it collides with a brick, the brick disappears and the ball bounce back at you. Your task is simple - stop the ball going off the bottom of the screen by placing your bat in the way and bouncing the ball back at the wall - you also have to remove all the bricks in the wall to progress to the next level!
Game play: this is a fairly difficult game to master. As the bricks get lower each level and the ball speed increases, it becomes more and more difficult to 'break out'. Also, sometimes the angle that the ball comes off the bat is so acute that it is very difficult to judge where the ball will bounce! It's one of those games where you just keep on saying 'just one more game' and before you know it five hours have passed.
Nostalgia: when I lived in Wales we had a little utility room that housed books and my little ZX Spectrum - I used to spend hours playing this game as my Father sat and studied. It was like a male bonding session!
3. Hang On
Origin: This game was released in 1985 and was developed by Sega. It was one of the first '3D' racing games and one of the first to introduce a 'realistic' aid to playing the game - that it a larger replica motorcycle style cabinet, with speedo, brakes and a throttle. This game became the benchmark for future racing games and lead to the highly praised Out Run series. The game cleverly used 'billboards' and trees to give you the feel that you were moving at high speed.
Concept: You are a motorcycle racer - you sit on top of a bike and have to race around a 3d race track, overtaking other riders and reaching certain checkpoints within a time limit. The game featuring different places and conditions (such as night).
Game play: Yet another easy game to play but very difficult to master. Timing the turns was essential, especially if other bikers got in the way. Each slight touch of another bike, or crash into a barrier slowed you down and made it harder to reach the checkpoint in time. The awesome graphics (for the time) made this game pleasurable to play as you really felt you were in a race. It is another game that kept you coming back for more.
Nostalgia: As a kid I always wanted a real motorbike, so this gave me a feeling that I actually had one. I was very good at this game (an d Pole Position) and constantly had my name on the high score table - it's perhaps the only game I could truly say I was a master.
2. Pacman
Origin: Developed by Toru Iwatani, and programmed by Hideyuki Moakajima San, this game came out in mid 1980. The name is derived from a phrase that relates to the sound when your mouth opens and closes (allegedly). Namco produced the game, but it really took off in America when Midway released it.
Concept: You are Pacman and you are very hungry. You find a maze full of 'dots' and zip around eating them. Unfortunately there's some ghosts who aren't too happy about this and they will chase you and eat you - but hey, there's some really big dots that give you the power to banish the ghosts back to their central cage. The maze is complex, filling up the whole screen, but there are no dead ends - there's also a passage way between each side of the screen. In the center, is the cage that holds the ghosts - occasionally bonus fruit appear next to the cage. You essentially have to eat all the dots in order to progress.
Game play: This is a simple concept, but with pretty decent graphics and an addictive tune it became a huge success. There is a lot of strategy to the game - each ghost follows a set pattern (although eventually they'll forget this and follow you) - in fact there are books dedicated on the best route to avoiding the ghosts. The game gets harder as you go, with the ghosts speeding up and getting smarter.
Nostalgia: there's something about the music in this game that is just so catching -even as I write it I can hear it in my mind. It's one of the first games that I can remember using music as a major selling point. I wasted many hours playing this game, and although I was never great I always had fun trying to devise new routes. It is also probably my most successful programming achievement - I designed a version of this for the Acorn Atom and I actually sold a couple of hundred copies (again in Germany) - I am proud that as a twelve year old, I was able to use logic and programming skills and make some money doing it.
1. Asteroids
Origin: It's truly amazing to think that this game was first released in 1979 - I've been playing it for 30 years now! Developed by Atari and designed by Lyle Rains and Ed Logg, the game cleverly used vector graphics and real inertia physics to convert a simple concept into a classic game.
Concept: Your little space ship has strayed into an asteroid belt. With the use of thrusters, a trusty laser cannon and a hyperspace unit, you must move your spaceship in all directions over the screen and avoid the asteroids. You can go anywhere on the screen and even going off the edge is OK - it just happens to be a wrap around universe. The asteroids come at you from all angles. Initially they are large, and are fairly slow. Once hit they split into smaller asteroids, and these smaller asteroids split again - the smaller the asteroid the faster it goes. Occasionally a nasty alien ship will appear and start firing at you - he'll occasionally hit the asteroids and split them. The idea of the game is simple - destroy all the asteroids without colliding into them or getting shot by an alien.
Game play: Wow what can I say. To really succeed at this game you have to use strategy - firing at all asteroids will fill the screen with a lot of small fast moving asteroids, making it difficult to avoid collisions. Therefore the game required that you pick off one asteroid at a time, and then deal with the smaller asteroids. While doing this, you also had to maneuver gingerly; with real inertia, you often found yourself drifting without realizing it and suddenly you'd be in the middle of four or five asteroids.
Nostalgia: this is one of the only games that I still play today. Whether it's the 'Buck Rogers' in me, or I just like the challenge I don't know! You'd think that after 30 years of playing I'd either master the game or get bored; somehow neither has happened - I can sometimes get a mega score, but usually I'm just average. I guess I like the fact that it makes me think and keeps my hand-eye co-ordination in tip top condition! Now if only I could get all that money that I pushed into the asteroids machine back - I'd be very rich!
To play some of these games for free go to my website:www.squidoo.com/TopTenVideoGames
http://www.squidoo.com/SimonCook

Kamis, 05 September 2013

Secrets to an Amazing Role-Playing Game

Role-playing games are a very specialist type of game that really need a far greater attention to detail than other less immersive genres. As the computerized version of the genre took off there were a lot of money hungry companies who decided to storm into the genre without really trying to understand what the vital elements of a role-playing game are. In some cases, these companies have actually had the audacity to buy out smaller companies who did know the genre and they destroyed long-held legacies of great traditional games.
Considering that this may have an impact on the future of computerized role-playing games I have felt it to be of importance to educate these gaming giants in an effort to help them understand the only thing that matters to them. In order to sell role-playing games you need an audience willing to buy the product and if a company consistently puts out dodgy shooters in the guise of apparent role-playing games they'll only destroy their reputation and go bankrupt. I know that the word bankrupt is a word that these money hungry companies recognises and so I emphasise one point, try to sell dodgy shooters to role-playing fans and you will go bankrupt!
Personally, I have been a role-playing gamer for about thirty years and I fell in love with only two systems that I probably can't name because of article writing guidelines. What I can say is that very few game producing companies have come even close to the pen and paper versions of the best role-playing games on the market, you know, the ones that people actually enjoy playing. I will say that I rejoiced when role-playing games became computerized as it meant I could do my role-playing without the need to hunt for people with similar tastes and even though some games have risen to become great role-playing games, they are sadly few and far between. On that note, of the styles of role-playing games that include pen and paper, computerized games and online games, there is only one type that can meet the fully immersive needs of a role-player and I'll reveal why later.
Okay, what are the elements of a great role-playing game then? I'll give you one at a time but the very most important piece of advice to keep in mind during this whole discussion is immersion. To be a truly great role-playing game, it has to grab the players attention and not deliver diversions that allow the player to slip back into the reality of the real world. The player must be kept in the fictional world if they are to feel that they have experienced a great role-playing game.
One of the most vital elements of immersion is a storyline; a really believable and yet gripping storyline. A role player doesn't want to load up the newest game and find to their dismay that storyline consists of the flimsy idea that they have to kill heaps of things to get enough experience to kill the apparent bad guy. Who wants to play a game where the bad guy is designated the bad guy without good reason? Have you played a game where you are part of one group of people and you've been chosen to defeat the other group of people but there's no actual evidence that shows why the other group is bad? The worst of these are the recent thug games where one criminal organisation wants to defeat another criminal organisation and you're the hitman. Who is really that stupid to fall for such a terrible storyline? It's certainly not for intelligent role-players.
A good storyline can't be a shallow excuse for a war and it has to be something you'd want to be a part of. The storyline also has to be included in the gameplay itself and delivered in a way that doesn't interrupt the reality of the gameplay either. There's nothing worse than a big cut-scene that drops into the middle of the game and makes you sit idle for more than a minute or two. For role-play gamers, the immersion of the game comes from being the character, not from watching the cut-scenes as if you were watching television. What's next... advertisements?
Another part of a great game play experience is being aware that you have been a part of the fictional world since you were born. This is conveyed by knowing where things are in the world and knowing who the current leaders are, along with knowing current events. This can be done cleverly by feeding snippets of information in a natural manner during conversations with non-player characters. Some extremely vital information can be revealed in otherwise meaningless banter, just like in the world you're immersed in right now.
One thing that will jolt a role player out of a game is a sudden unwanted conversation with a hastily introduced character who explains where the next local town is and that you have to be careful because there's a war on or some such thing. This is only done in games where the maps are updated as you discover places of interest. Making a major city that lies not ten miles from your current position something that you have to discover is ridiculous at best and only suits scenarios where you've been teleported into a new reality or you've lost your memory although the latter should be used sparingly as there are already too many games out there that rely on the character having amnesia. Discovery can be implemented in far more subtle ways by having secret areas within already well-known places and it is this that gives a role-player a sense of discovery.
Another immersion problem is the introduction of a love interest in a game without any participation on your part. You're playing away, minding your own business and then all of a sudden, one of the infatuated characters that you never knew existed, has an impact on gameplay because of a supposed vital role they play in the group you're a part of. They should, at the least, allow a bit of flirting in the conversation paths before a love interest is thrust into the mix. For me, someone suddenly having that kind of interest is an immersion breaker because there was nothing at all that prompted a relationship. If there is a love interest possibility in the game, then it needs to be introduced in a believable way and shouldn't be out of the characters control.
There was one game in which this happened and the involvement of two love interests was the excuse for one of the non-player characters to do worse at being a support while the other became a great support. Sure, the idea was novel but it was also very childish because it assumed that these two love interests were so enamoured with the player that neither could do without him. It was worse than watching Baywatch or Desperate Housewives.
I'm only going to add one more element to the mix because I just wouldn't reach a conclusion if I allowed myself to point out every requirement of the best role-playing games. As I stated before, the important factor is immersion. A real deal breaker for me is the inability to develop the type of character I want. I've encountered this more often than not in games where you have no choice over the skills that you character can develop. Of course, this is the worst scenario and there are many games that allow limited development but there are only a handful of games that allow a real sense of development.
A truly great role-playing game has to allow players to develop in any direction and compensate for this flexibility by incorporating multiple paths through the game. There's no point in creating a computerized role-playing game if the character does the same thing in every single play through of the game. The most annoying of these issues is a game where you can have a spell wielding character but they develop the exact same spells at exactly the same point in every run of the game. It's a little more forgivable for warrior types but even in this case there are many games which allow for dozens of different fighting styles.
Now, if I were to continue with this discussion I'd add other topics like the renaming of attributes with no good cause, allowing for more than one quest to be given at a time, real world purchase requirements during the game and other ridiculous practices.
I did promise to show which game type was the best for role-playing games though so, here it is. Non-online computerized games are the only games that allow for full immersion and I'll explain why.
Unlike table-top games, you aren't interrupted by the requirement to physically reach out and move pieces which takes you out of the role of the piece itself. Compared to pen and paper games, you aren't required to look up tables or enter long boring discussions on how rules should be interpreted. Massively multiplayer online role-playing games don't meet the requirements either and I know some of you will be surprised but when was the last time you were playing a computerized role-playing game and one of the other players had to leave because they had to go to work and they informed you it was a different time in their part of the world.
Computerized role-playing games are the only role-playing game type where the characters stay in the game, you don't have to suddenly work out if something is allowable by the rules and the user interface stays consistent so that the immersion is most efficient.
In conclusion, the best role-playing games are stand-alone home computer based and don't involve interaction with other real world people who will throw a spanner in the immersion works. The storyline must be solid and delivered in a natural manner, a deliverable assumption that your character already knows the fictional world, no instant love interests out of nowhere and the ability to develop your character in any direction seamlessly along with plot paths that allow for these developments.
I only hope that the gaming companies pay attention to this and realise that they are making role-playing games for role-players and if they're not in the market for role-players, then they should call their games by a different genre.
Check out my unique site where I discuss the merits of various role-playing games at RPG-Games-Plus