Any gamer who owns a PlayStation or a PlayStation 2 would say that Sony is by far the best console manufacturer in the video game industry. The launch of these two platforms brought us games such as Final Fantasy VII, Final Fantasy VIII and the Resident Evil series from one up to the third installment for the original PlayStation, and games like Final Fantasy X, Final Fantast XII, Resident Evil 4 and God of War for the PS2. The consoles clearly generated some of the most beloved and best known games in the modern era, redefining gaming experience while capturing the hearts of children and adults alike all over the globe.
There has never been a console more appealing than the PlayStation and PS2 consoles. The games made for these platforms were and still are considered revolutionary by the public as they made improvement upon improvement of every detail that are considered relevant to exceed expectations when playing video games. Games became much more beautiful to look at, took longer to complete, and of course got harder to finish and were set up with multiple rewards for 100% completion. The average gamer may just opt to play video games as they are presented to see what they offer never thinking of scraping all the way to the bottom to get everything they could get out of a title. For the hardcore perfectionist though, a game’s true value is only determined once each and every angle has been played out, studied and discovered.
As video games get harder to complete and rewards become more and more difficult to come by. It is sometimes normal to employ unconventional methods to help one achieve the best scores on a game to get that elusive good ending with 100% completion. In other words, a player will sometimes need to cheat to get the most out a title with the use of PlayStation game cheats. Though generally considered by some as unnecessary nuances which take away the actual challenge or meaning of a video game, using codes to make it easier for a gamer to play through a game does have its advantages and makes the overall experience better for a player. Cheat codes, as they are more commonly referred to mainly exist in order to better equip a player to handle a given environment in a video game that they find too difficult to traverse through.
Some of the more common examples of the rewards for using PlayStation game cheats are infinite ammo, which of course gives the player an extreme advantage in dealing damages to enemies without worrying about the number of bullets they have left in action and survival horror games like the aforementioned Resident Evil franchise, or the classic Contra. This just makes the games all the more enjoyable to players and a little less challenging at the same time. Of course, the use of PS game cheats is not without a downside to it. As the games offer lesser challenge over time, the chances of becoming bored with the whole thing also increases. Luckily, there are also cheats that are in no way related to making the game easier for players. These are made purely for aesthetic value such as being able to unlock “goodies” in a game like clothes allowing a player to change his/her character’s appearance or being able to control the in game weather through the use of a code. A good example of this would be the Grand Theft Auto genre which has been one of the most addictive games ever made for the PlayStation 2 where a simple input of a cheat will allow a player to have all the clothes that the character can have in the game as well as others such as getting cars and, yes, for those who are into mayhem and destruction, even tanks. These give the game a fresh look as more surprises are given the player without him having to do anything within the game but push a few buttons.
The main purpose of playing a video game is to have some fun and release stress as it has evolved into a modern method of entertainment rather than just a kid’s past time. The PlayStation, and PSII games, with the use of game cheats are sure ways you could enjoy yourself without thinking too much of the consequences of your in game actions. Blast away those meddlesome triad thugs with your grenade launchers, find the best clothes suitable to your taste without spending a dime of in game currency, and unlock all the extras you can get out of a title with PlayStation game cheats and you can beat any game with little to no hassle at all, and with all the style and flair of a veteran gamer. All it takes is a push of a few buttons.
Mike Sofiel is a marketing expert. He currently works for Miniclip and Funbrain Arcade, both leading online gaming destinations.
The new console era is upon us. It has been met by developers everywhere with
great anticipation, promise, …and yet, reluctance. Programmers have spent a
large portion of the past decade squeezing every last bit of potential from our
PS2s, Xbox’s and Gamecubes.
Now, after tricking these machines into performing beyond their expectations,
the shackles of technology have been lifted yet again. But will the next
generation consoles guarantee better audio?
No. We can certainly expect more audio due to an increase in available
memory, and the ability to add additional content within BD-ROM and dual
layer DVD-ROM formats. But what makes audio sound good doesn’t
necessarily have anything to do with performance and delivery specs. Surely,
our ability to manipulate audio will improve, but it will mean nothing if the
content doesn’t deliver. This article focuses on sound creation, and will enable
you to pave the way for effective and successful interactive game sound.
You have the ability to put the creative spark in motion regardless of which
game format you are developing. Knowing and preparing your sound team as
well as understanding the processes through which they work, will ultimately
help you to keep the audio on track, both artistically and financially.
II. THE AUDIO TEAM
A few years back, I was scoring a short animated film. One of the animators for
this film held a day job at a well-known entertainment company that had just
released a CG movie about dinosaurs. I asked him what he did on that project,
to which he replied, “I did all the toenails.”
I couldn’t help but think of the army of people responsible for the teeth, eyes,
scales, and so on. None-the-less, I saw the movie and it was visually stunning.
Realistically, game budgets will not allow for such an extravagant audio team,
but it does illustrate a good principle; that your audio personnel have well-
defined roles with which to focus their efforts. Collectively, your audio will be
that much better for it.
Game budgets once mandated that production costs stay low, so it wasn’t
unusual to find that one or two people produced all of a game’s audio. Today,
the stakes are much higher, and so are the budgets. Consumer expectations
have grown, requiring a movie-like experience within the confines of their
homes. The interactive market has become a battlefield for franchise
superiority. Bland, over-used audio must not be the exposed link in the armor
of any publisher or developer.
Whether you are using an in-house audio department or outsourcing the audio
completely, it is important that individuals have well-defined roles that do not
cross over into the other aspects of sound production. If the Audio Director is
splitting time as the Sound Designer, and the Sound Designer is also the
Composer, you can be sure that none of these shared jobs will get the proper
attention they require. It is important to obtain a list of your entire audio team
that breaks down the responsibilities of each member. Use your sound budget
to fortify any areas in sound production that need particular emphasis. We will
discuss more on budgets later, but for now let’s start at the beginning.
III. COMMUNICATING THE VISION: PRE-PRODUCTION
A. EARLY BIRD CATCHES THE WORM
By their very nature, creative people are passionate about what they do. You
shouldn’t have difficulty finding the enthusiasm amongst your sound team. Yet
this inherent motivation is not something to be left without guidance. You will
be doing your budget as well as your team’s morale, a disservice by letting
your sound team simply “have at it”. When it comes time to add sound, the
sound designers have both an advantage and a disadvantage compared to the
other production team members.
The advantage is, that by the time the game is ready for audio creation, the
game has taken real shape and personality. This helps to guide the direction of
the sound effects design. The disadvantage is, that since the sound design is
one of the last stages to be developed, previously fallen deadlines become the
responsibility of the sound design team to make up. By bringing your sound
designers up to speed early, you can avoid costly third and fourth revisions.
B. THE DOCUMENTS, PLEASE!
Giving the sound team the most recent build to play, only gives them a partial
picture of the artistic direction of the game. The sound team, like the art
department, must understand the metamorphosis of the game’s characters and
To do this, compile a book or digital archive that chronologically depicts the
artwork, from the earliest sketches to the final in-game representations.
Arrange an in-depth meeting between the sound designers, composer and the
Art Director to discuss the game’s development from an artistic standpoint.
This will help your audio team create the proper palette of sounds in much the
same way an artist creates a palette of colors.
For story-driven games, distributing copies of the script will be necessary to
illustrate the motivation and goal of the game. While this is critical for
composers, the sound designers will benefit by the added sense of immersion
into the game.
Perhaps the best form of communicating the vision will come from the Game
Designer. The game designer works tirelessly in his pursuit to create “the best
game ever”. He is never short of words when describing the intent of the game.
Though his work is creative, his methods are mostly technical. No one
understands the abilities of the characters in such detail as the game designer,
as the great number of technical documents he produces will attest. These
documents are invaluable to the audio team. By thoroughly examining level
overviews and enemy specs, both sound designers and composers can create
complimentary aural depictions. Bosses that are slow but powerful, or enemies
that are stealthy will be revealed in great detail within these documents,
providing the backdrop from which the sound designers can create.
C. THE DEMOS – GETTING ON THE SAME PAGE
Once the above preproduction steps have been completed, it’s time for the
sound design team and composer to begin creating demos from game capture.
Create three to four movies 60 to 90 seconds in length from different levels in
the game. Be sure to include the ambient portion prior to the action in order
to hear the game shift from low to high levels of activity. However, this may
not be possible for some arcade style games.
Once the sound design and music are complete, a mix of all the audio content
should be performed by the Sound Lead or Audio Director in either stereo,
surround or both, and exported with the movies for review.
It is important to have in place a team of reviewers that appropriately represent
those who have creative input. These might include, but are not limited to, the
Developing Producer, Publishing Producer, Executive Producer, Associate
Producer, Game Designer, Art Director, Audio Director and a franchise
representative if applicable. A robust review team will help generate an
accurate and collective review. If changes in the demonstration audio are
required and then subsequently agreed upon, your audio is ready for
IV. SOUND DESIGN PRODUCTION
A. EMOTIONAL RESPONSE TO SOUND
From the beginning we have been programmed to respond to sound.
A mother’s voice, a church bell, or police sirens conjure an emotional
response. Sounds help us to decipher the world around us. They warn us of
danger, call us to action and bring peace and tranquility to our lives. The more
expressive the sound is, the greater our emotional response to it. Sound
effects correctly placed in a game should evoke this response while defining
the environment, circumstance and personas on screen. Due to the random
nature by which sounds are triggered in a game, they must effectively co-exist
without losing definition or character when multiple sounds occur in close
proximity to each other. Let us examine some general observations in game
B. BEWARE OF SONIC SLUDGE!
There is a finite amount of sound data that the ear can properly interpret
before fatigue sets in. It is the role of the sound programmer or director to
prioritize which sounds are most important and at what times they are
important. The sound designer on the other hand, must always create content
that will be effective, regardless of the circumstances that exist at the time a
sound is played. Good sound effects should work well alone and in
combination with many other sounds. This is a challenging task, but careful
forethought and planning will produce a rich, dynamic and satisfying
The key to preventing sonic fatigue is to create sound effects that vary in
volume and frequency in relation to each other. A single sound effect that is
loud and contains equal amounts of low, middle and high frequencies may be
effective when played alone, but if all the sound effects are loud and contain a
similar frequency spectrum, it becomes difficult to decipher one sound from
In most cases, the sound designer delivers the sounds at a reasonably loud
volume, to allow the audio director or programmer to appropriately mix those
sounds into the game, setting the playback volume for each sound. However, it
is the job of the sound designer to emphasize different frequencies according
to the requirements of each sound. To do this, the designer must know which
sounds are likely to be played together at any given time, then selectively
decide which sounds will emphasize specific frequencies. Higher frequencies
provide detail. Upper middle frequencies provide presence, while lower
frequencies depict power or energy. Too much emphasis on high and upper-
middle frequencies will lead to fatigue, while too many sounds containing
lower or sub frequencies, will become muddy and detract from the overall
detail of the sound design. The goal is to create individual sounds that do not
compete, but compliment. With this in mind, the sound designer must
appropriately focus on the frequencies that will best suit each sound effect.
This process essentially carves out any unnecessary sound space to allow
additional room for other sound effects to be heard. When volumes and
frequencies are selectively assigned, the sound effects will breathe and
compliment each other regardless of when they play.
C. PACING – BUILDING TOWARD CLIMACTIC MOMENTS
Now let’s examine the sound design from the “Big Picture” perspective. Game
and level design documents will provide the structure of the game in terms of
moments of emphasis. Generally, these structures take the form of peaks and
valleys that convey changes in difficulty as the game progresses. Usually, the
peaks represent a boss fight, though not necessarily so. When examined as a
whole, the sound design should appropriately compliment these arching
structures, and allow, from a sound perspective, a sense of building toward
these peak moments. If the sound designer has examined the enemies and
situations thoroughly, the overall sound design will naturally fall into place,
appropriately following the peaks and valleys within the game. However, if for
example, minions sound as powerful as bosses, some adjustment will be
necessary to bring down the emphasis of these weaker and less difficult
enemies. By not doing so will result in sound design that does not match the
arching pattern of the game. To put it simply, there can be “too much of a
good thing”. Let’s now look at the specific areas of game sound design.
D. AMBIENCE – DEFINING ENVIROMENTS THROUGH SOUND
Initially, ambient sound should effectively portray the setting, location and time
frame of the game or its various levels. For instance, percussion and double
reed music, a multitude of bartering voices and distant clanking iron would
suggest a medieval marketplace. As the game progresses the role of the
ambient sound is to support the circumstances with which the player is
involved. Does the sound within the environment evoke danger or safety?
Activity or inactivity? Conversely, ambience can be used to deceive the player
through suggesting a false circumstance, such as creating a sense of calm
before an ambush. Under all these conditions, good ambient sound should
portray a living environment.
The psychological impact of ambient sounds can add much to the onscreen
imagery, though not physically present in the scenery. For instance a distant,
sustained cry of an infant suggests vulnerability or insecurity. A broken fence
rattling in the wind of an abandoned city, suggests to the player a previous
traumatic event. These are subtle examples used to arouse awareness in the
player. More obvious sounds should be used to cue the player of his direct
proximity to danger. Dark drones or muffled enemy vocalizations will prepare
the player for fierce combat ahead. Fear, anticipation and anxiety are easily
evoked by the careful placement of ambient sounds.
E. IMPACTS AND DESTRUCTION – BREATHING DEATH INTO THE NON-LIVING
Early on, comic books depicted the sound of the action scenes through the use
of words that sonically mimicked the action. Over time, words like “thud” “pow”
and “zap” lost their effectiveness. Comic book writers had to jog their
imaginations to express sounds in more creative and exciting ways, such as
“Kathwaaap’, “fwuuuhmp” and so on. Similarly, the sound effects in early
games experienced a renaissance as memory increased and streaming
technology allowed for more and varied sounds to be launched under the
animations. However, no increase in playback performance will ensure the
effectiveness of the sound effects, if the sounds are not expressive.
From a sound perspective, impacts and destruction must primarily convey
suffering and submission. These terms apply naturally to the vocal efforts
triggered under an opponent or avatar under attack, but are more abstract
when applied to inanimate objects. Since the human voice is the most
expressive instrument in existence, applying human-like characteristics to the
‘non-living’, will help give the sounds a more life-like and expressive quality.
Twisting, screeching metal, the deep thud and release of broken concrete and
wood that creaks, pops and splinters convey expressive responses to the
forces applied to them, in much the same way a grunt, moan and exhale
expresses human injury.
Additionally, impacts and destruction sounds should proportionately depict the
transference of energy between the weapon and the target. A metallic ping
with a ricochet is an effective response to a bullet on metal, in which the
transfer of energy between a low-mass object at high speed can be observed.
A missile explosion, on the other hand, is more powerful and slower to
develop, therefore requiring an equally proportionate response. The sound of
larger impacts with destruction should develop through three basic phases:
Attack, Sustain and Release.
The Attack is the first and shortest event of the three. It is important to note
that the attack is not the sound of the weapon or projectile. In this case, a
missile, contains it’s own dry explosion sound that is launched under the
animation of the missile explosion. Therefore the attack will be the impact
sound based on the material composition of the target. Since the attack and
the dry explosion of the missile will happen simultaneously, the attack should
have a short period of ‘lead-in’ or silence to allow the peak, or initial part of
the explosion of the missile to be heard uncompromised by the attack of the
Next is the Sustain, which introduces the debris and material breakdown
created by the explosion. Over this phase, detail should be observed. The
sustain should sound less dense than the attack so that the specific details of
the destruction can adequately be heard.
The final phase is the Release, which is a response to the destruction that
should characterize a kind of ‘submission’. This phase of the destruction
should contain lighter falling debris based on the materials destroyed,
movement of dust and earth and perhaps steam.
When all three of these phases are exhibited, the destructions will sound more
expressive and compliment the weapons by adequately portraying their
For “The Incredible Hulk – Ultimate Destruction” we maximized the detail and
movement of large, explosive forces by dynamically altering the stereo field
throughout the three phases of the destruction. The attack phase was almost
entirely monophonic, while a quickly widening stereo field was applied to the
sustain, finally resting on a wide and fixed stereo field for the release. The
result was destruction that moved rapidly over a wide area, thereby adequately
portraying the Hulk’s enormous power.
F. WEAPONS – KNOW THYSELF, KNOW THY ENEMY!
It is a lesser-known fact that a gunshot at close range, sounds less threatening
than from 40 or even 80 yards away. Since most people have never fired a gun,
their expectations for the sound of gunshots as depicted by the entertainment
media are very high. Therefore, even in games based on historical simulation,
some amount of sonic sweetening will be necessary. In the case of a “period”
war game, multiple recordings of the specific weapon should be blended
together to create a satisfying gunshot. These might include mixing together
the various distances recorded for the gunshot, as well as the dry trigger and
shell discharge sounds for the specific firearm. Sounds created this way will be
sonically interesting while retaining the historical accuracy of the weapon.
For science-fiction or fantasy games, the imagination is the sound designer’s
only limitation. As mentioned previously, the design documents will shed light
on the abilities of the enemies and characters within the game. The weapons
detailed in this document should explain the amount of damage incurred by
each weapon. It is important that these sounds appropriately match the
damage potential, since the player will, to some extent, be judging the amount
of damage from each weapon by the sound it creates. For example, weapons
that contain a charge-up sound before firing, indicates to the player that a
great amount of force is forthcoming. Likewise a weapon that produces a large
discharge noise would produce the same result.
From a stylistic perspective, weapons are an extension of the personalities of
each character and should compliment the character’s physical attributes,
abilities and in some cases, their heritage or history. For instance, the sounds
of swords, knives and shuriken should be as stealthy as the master ninja who
wields them. The character of these sounds should compliment the physical
qualities exhibited by the ninja and reflect the mastery of the ninja tradition.
With this in mind you should expect the sounds to be light but fierce, focused
and evoke quickness of movement.
Since vehicle sounds typically respond to controller movements, and not
animations, they can be difficult to perform in a plausible manner. Developers
for racing games are likely to have robust code for manipulating vehicle
sounds. Since we are focusing on sound production, and not programming,
let’s examine the basic elements that make up vehicle sounds.
In most cases the sound designer will provide four separate engine sounds per
vehicle: an idle loop, acceleration, a steady thrust loop and a deceleration
(engine decompression or braking). The idle will simply indicate that the
vehicle is engaged. The acceleration and deceleration sounds should be
designed to seamlessly crossfade into, and out of the steady thrust loop via
programming. This formula is effective for simple vehicles with a low threshold
of speed in which the vehicle will quickly reach maximum velocity until the
button or trigger is released.
If the visual perspectives of the vehicle can be changed, so too should the
sounds that accompany the vehicle. This will ensure a greater sense of realism.
For instance, if inside and outside perspectives are available, subtle shifts in
the observed engine sounds should be present to support the change in
perspective. An inside perspective will result in a de-emphasis of the higher
frequencies that are present within the engine sounds, giving those sounds the
muffled quality one would expect when listening to the engine from inside.
One way to perform this, is for the sound designer to supply separate versions
of the engine sounds based on the perspective observed. If the sound designer
has access to recordings from the various perspectives, this will be easy to
supply. However if these sound perspectives are not available, or if the vehicle
is fictitious, separate mixes that include changes in equalization should be
performed in order to support the visual perspectives.
For added realism, intermittent sounds can be supplied to add feedback based
on the driving conditions or the state of the vehicle while operating. For
instance, wheel-based vehicles will contain surface noises used to indicate the
terrain (tarmac, gravel etc.). Metallic rattling and scraping is used to indicate
the state of a vehicle that is damaged. The addition of these and other
intermittent sounds add a heightened sense of realism and immersion when
operating the vehicle.
H. MENUS – LESS IS MORE
As games have become more sophisticated, so too have the menus. Player’s
can customize a variety of options as well as view or purchase an array of
unlock-able content. This, of course requires more navigation. In most cases,
sounds will accompany the navigation to provide greater sensory feedback. No
matter how enjoyable these sounds may be, their repetition will soon become
an annoyance. It is always safe to create short and subtle sonic events that are
felt rather than heard.
Steve Kutay is the co-founder of Radius360, an award-winning audio post production company, specializing in sound for film and games, located in Los Angeles, California. You may contact Steve at email@example.com.
Music is one of those things that can bind all of us together. It moves us, reminds us of good times and can speak to us in many different ways. Music touches our lives and as a result, many people like to be around it. Plus, music makes the time go by faster when we have an iPod or some other MP3 player to listen to when waiting on a train, getting our wisdom teeth removed or just killing time.
No longer do we get most of our music from a CD. Gone are the days of the bulky walkman and having to listen to the radio to record our favorite song on a cassette tape or having someone make you a mixed tape for your birthday. Of course, some people still like to burn CD’s, but with everyone now having an MP3 player, even car manufacturers have started to install USB ports and other ways to connect your player to your car’s stereo system.
However, one of the best ways to get this music to your MP3 is through the internet. This can be especially hard for those who either don’t have access or are limited to a very slow service such as dial up. Trying to download a three minute song off of iTunes using only dial up is sure to take a while and maybe even an hour or so.
Therefore, it is important to have a much faster speed such as DSL or even satellite internet can offer.
Satellite internet has been very important since it came onto the scene as a way for those who live in rural regions to have access to the same internet speeds as those who live in big cities do. Previously, rural residents have been stuck with either no internet service or service that relied on dated technology, such as dial up. As a result, there was little these residents could do online thanks to today’s graphics rich and fast paced world of websites. Satellite, however, has changed all of that and now allows those who live in rural regions the same opportunity to have fast service.
As a result, there are also now more people who can take advantage of online features such as downloading music. Because satellite internet offers the same speeds as DSL and cable internet, there are no issues when downloading a three minute song or the entire collection of Beatles songs. In fact, these songs can be bought and downloaded you’re your own library in just a matter of seconds. Satellite internet works by bouncing a signal off of a communications satellite circling thousands of miles above the surface of the earth. This will make the internet have a small lag to it, but it is barely noticeable and only happens when playing games. Doing regular tasks such as downloading music or surfing the web will happen seamlessly with satellite internet.
Thanks to satellite internet, there are now more opportunities than ever for those who live in rural regions to keep up with everyone else.
The Internet For Dummies The latest update to a perennial bestseller gets you up and running on the Internet!Now in its lucky thirteenth edition, this peer…
In the age of Internet, E-Games is an irresistible attraction amongst all age groups. The desire to play games has turned children to be more techno savvy these days. E-Games are flexible and intuitive, it’s easy to use so you can spend your time creating games instead of programming them.
You can increase business effectiveness by easily adding more motivation and challenge to your learning programs. With the advent of E-Learning, even Training Games are transforming. Indeed, because Computer Games and Arcades are commonplace, instructional games may be the perfect candidate for e-learning events.
Trainers understand the value of a good game for engaging participants in the learning process, whether as pre-course materials, self-teaching tools, or content reviews. Most games draw on traditional game-show styles such as Jeopardy, or popular boardgames, including Trivial Pursuit and Monopoly. The question-and-answer format of those games proves ideal for self-assessment and memory building. When played in groups, games promote teambuilding and team spirit. More importantly, games alleviate learners’ anxiety about being evaluated.
A sophisticated programmed E-Game usually includes the following features:
· Easy, intuitive authoring interfaces.
· An array of different game types.
· Detailed Help files, sample games, and demonstrations.
· Cross-platform playback using the Flash web player.
· No messy software downloads or installation requirements.
· Options to create games from your web browser.
· You can choose from several skins for your games, including a custom skin that allows you to modify the colors.
· Full customization for any of the game types.
· Your own online Arcade system that allows you to group your games into custom multi-player arcades and invite players to compete.
The average age of an E-Game Player is 29 years and ninety two percent of all games are purchased by adults over the age of 18. 39% E-Game players are women. Computer and video game software sales grew 8% in 2003 to $ 7 billion in the following years and are expected to hike more. However, when compared to the movie industry this segment is still a small player.
In fiscal 2004, ended June 30, E-Games’ sales rose 11% to $ 8 million, and profit increased 9%, to $ 1.7 million, from a year earlier. It did have a loss of $ 184,000 in its 2005 fiscal first quarter, after sales were hurt when Wal-Mart Stores Inc. reduced shelf space it allocates to low-price PC games, E-Games says.
Some very sought after E-Games are as follows:
1. AirXonix: This is a 3-dimensional remake of the Xonix game. In the Xonix game you have to control a device, which is moving over the playing field whilst several monster-balls are wandering inside. The objective is to isolate the balls away from as much spare playing field as possible.
2. Buzzing Cars: Buzzing Cars is a totally crazy racing game where you’ll not only need to be fast but also smart. You must carry out various missions such as drive robots around, chase flying saucers, electrocute aliens and of course race against the clock. You can buy seven different cars with various properties. In every crash, the cars begin to lose parts, until eventually after enough is lost they completely fall apart.
3. Cross & Word Games: A compilation of three simple puzzle games previously released by E-Games in their early RomTech days. Crossword Mania is a set of 110 crossword puzzles and Word Search Mania has 222 word searches. Both of these pencil and paper to keyboard and monitor translations also have basic design tools for constructing your own puzzles. Word Connect Special Edition is a one board demo of a Scrabble clone where players try to form interlocking words on a board with lettered tiles.
4. Mahjongg Master: Enjoy the classic Chinese game of strategy with this full-featured version! You’ll find 18 original tile sets — everything from classic MahJongg tiles to all new designs! You can also choose from among 70 beautiful backgrounds including scenics, animals, textures, and much more. Plus great music, too! MahJongg Master is one of E-Games best-selling titles. There are millions of players around the world.
5. Marble Blast: In this arcade action game from independent publisher Garage Games, players take the control of marbles. The objective of the game is to race the marble through the 72 levels each containing moving platforms, dangerous hazards, sparkling treasures and power up enhancements, and complete it in record time.
6. Miniverse Minigolf: Two 9 hole mini golf courses for 1-4 players. One course is set on “Earth” and features putting through locations such as a construction site, a war zone, and a casino. The other course is set in space and includes a variety of science fiction obstacles like tele-porters and laser shields. Players can choose to control their putter by pushing or pulling the mouse and can select one of several different colors for their golf ball.
7. Pinball: E-Games’ Pinball is a 3D pinball simulation with three tables. 3D acceleration is used for all sorts of realistic effects like table glass, light halos, shadows, reflections of the ball on the table, and more. Standard pinball game play applies; knock down targets to light up bonuses, which can be further increased by multipliers.
8. Word Search Mania: A computerized version of the standard pencil and paper word search. Word Search Mania is a collection of 222 assorted puzzles with a variety of strange topics in varying degrees of difficulty. It also contains a tool for building puzzles from your own lists of words.
This article is written by subhasis chaterjee for http://www.ecard4all.com/ which is a free online greetings card site containing free ecards for various occasions, events and emotions. The article is free and can be used by any webmaster on their website, provided they will keep the link intact with the article.
The talk of the city is about the extra-ordinary improvement in science and technology. We prefer carrying handy cams to record the unforgettable moments in any place. We love to use web cams to have video conference and chats. But most of us never think about the role of technology in sports particularly in golf. Especially the video recorders have changed the world of golf.
The technology in golf has undergone extra-ordinary metamorphosis right from ancient times. Primitive tools and techniques were replaced by advanced equipments and technology. The game golf is being played by the people right from eleventh century. So this game has nurtured lot of successful golfers just because of its great advancement in its technology. This wonderful golf game is the fore father of all the other games in the advancement of technology. the term golf technology not only indicates the advancements in the equipments but also the maturity in the mind of golfers, their nutrition, their way of treating injuries, techniques in tilling grounds and maintenance of greens on the course.
Newer varieties of machines with advanced technology are used in case of golf. The advancement in video capturing technology has drastically influenced the advancements in technology of golf. Earlier, human eye was the only measure in assessing the flaws made by the golfer but recently, the sudden boom in electronic video capturing and recording technology helps the people in assessing the mistakes made by the player much accurately, much precisely and much quickly than manual. this video technology not only helps in assessing the faults of the player but also it helps in finding out the exact speed of the golf ball, the force exerted by the golfer on the golf ball, the velocity with which the golf ball travels in space, the swing of the golf ball. It even predicts whether the hit of the golfer over the golf ball could reach the target or not. In such a way the camcorders assists golf lovers. Recently an advanced tool named launch monitors is invented. The purpose of using this launch monitor technology in golf is that it greatly helps in finding out the golf head speed, and angle of motion of the golf ball in flight, its orientation in space and trajectory of the projected golf ball. This remarkable achievement is not a one day match. It took a long course of time to reach this state. The club heads are designed specially by the design engineers.
The greens in the grass are cared by the grass keepers .primitive tools were earlier used in tilling the golf courts but the techniques used at present would have been a un imaginable thing to the prior workers who strained a lot manually in tilling the entire area of golf court. The same is the case with the care takers of greens in the golf court. The wedges used by the player in hitting short and precise shots were earlier made of low quality iron which is now replaced by strong alloy of iron. The modern clubs are made of special variety of wood namely ‘hybrid’, but during earlier times the name hybrid would not have been familiar. Continuous efforts of the scientists in making the golf ball let to the invention of a new technology which is named as ‘RFID’ technology.
The advantage of this technology in making golf balls is that the golf players are able to locate the errant shots accurately. Each and every field in this world undergoes some advancement in technology. But as far as the field ‘sports’ is concerned, golf has achieved the ‘fore front’ status in technological advancements.
In my first article “So You want to be a Games Developer?” (http://ezinearticles.com/?So-You-Want-to-be-a-Games-Developer&id=70920), I discussed various games genres, including Web/Email games. This is one of the easiest ways to start developing games- you aren’t restricted to one language or platform and the costs are pretty low. In this article, I’ll look at the various technologies that you can use, and give you an idea of what its possible to do and how you get started.
Before you start, go and take a look again at the Multi Player Online Games Directory- http://www.mpogd.com. Its an excellent resource and gives you an idea of the type of games out there ranging from small free games to the massive games like Sony’s Everquest.
The big multiplayer games aren’t web based but they do work across the Internet. They tend to have their own custom written clients, with encrypted protocols, fast 3d graphics and large teams of customer support staff. I recommend http://terranova.blogs.com/ as an excellent blog on this- you’ll find articles and quotes from luminaries such as Richard Bartle who produced the first Mud (its short for Multi User Dungeon), and Professor Edward Castranova; an expert on virtual world economics. Muds also tend to use their own clients, usually based on Telnet. Although these are not web games, I recommend you widen your experience as much as possible. Muds in particular although not the most popular genre still do exist and provide a good model for interactive games.
Breaking into computer game design and programming is as easy as becoming a fulltime commercial game programmer- i.e. its not! But there is nothing to stop you developing your own web game, and MPOGD will be happy I’m sure to list it in their directory. If its Open Source you can set it up and find other developers on Soiurceforge.net.
There are two categories of web game: real-time and turn based, and this dictates the type of technology that drives it. Real-time is more complicated- the server has to support multiple connections at the same time and care has to be taken to synchronise actions between clients. If you attack someone and they’ve already moved but your client isn’t keeping up then your game is not going to be popular.
A crossover between multiplayer web games and custom client games is possible with Macromedia’s Flash. It is likely that multiplayer action games based on Flash will become more prolific- there are quite a few around now. Sadly sourceforge has many such ideas that have not got past the planning stage. Also what does exist may not be open source as creating such games takes a lot of work. Googling for flash, multiplayer game returns a couple of million results but add open source and it drops to a few hundred thousand.
Unless you are an excellent Flash developer and can write good server code as well, I suggest you stick to turn based games. The good news is that web based is an area where open source development is prolific. A search on sourceforge.net for ‘game servers’ returned several projects that are mature or beta. Fancy developing an RPG in Java? Use Arianne. Or if C# is more your style, have a look at Ovorp. The most popular languages are C++ and Java (for the server) but C# projects have now started appearing and you’ll find C, Perl, and Python as well. But don’t limit your searches to sourceforge- there are many projects elsewhere as well. An excellent resource for finding games is dmoz.org-= the Open directory Project. Have a look at http://dmoz.org/Computers/Open_Source/Software/Games/ and http://dmoz.org/Games/Video_Games/Roleplaying/Massive_Multiplayer_Online/Independent_Developers/
If you are going to develop a web game you need a server. Yes you could do it online but thats slow. Best to setup your own server.
A good starting point with the most popular technology is the Open Source L.A.M.P. family. That is Linux, Apache, MySql and Php. If you are replacing your windows pc with a new pc, wipe the hard disk on the old pc and install a Linux distribution and hook the two up with a crossover network cable. What was a relatively sluggish Windows PC is now a good development server running Apache, Php and Mysql. Linux Guis are pretty friendly these days but if you are unsure of administering Linux, download webmin from webmin.com and install it. It makes all the Linux administration stuff like configuring Samba (if you want to share drives), adding virtual sites to Apache etc very easy. Or easier still is the W.A.M.P route with everything installed on your Windows box. For pros and cons of this have a look here. http://ezinearticles.com/?Windows-vs-Linux–Hosting&id=21972
One word of caution. You might consider exposing your web server to the internet down your dsl connection. Nothing wrong with that though it limits you to having two or three users at once. If you have a static IP its pretty easy to map a domain to it. It can also be done with a dynamic Ip connection as well. Search for dynamic dns to find out how to make that work. Be sure in either case that you have enough firewall protection. An unprotected Windows pc will likely be taken over in under 15 minutes. I strongly recommend that you buy a firewall router or invest in a professional software firewall at the least.
In future articles I’ll discuss the nuts and bolts of game software development and start developing an open source game.
Over the last couple of years there has been large increase in the production of gizmos and electronic gadgets due to technological advances in the electronics industry. I would like to share with you my top 15 list of what I believe are the most influential and interesting electronic gadgets available in the Consumer Electronics market today. The following descriptions are unfortunately not accompanied by pictures but the descriptions should be enough to give you a general understanding as well as to wet your appetite.
1. Widescreen MP4 Player Watch
Our first gadget is the MP4/Mp3 player watch which has recently been introduced to the market. So if you like your music then this is the product you will like. This Mp4 wrist watch has 1GB of memory and features a 1.8 Inch TFT screen, MTV format movie player, built-in FM radio, built-in speaker, and many other added features.
There are many different types of Mp4/mp3 watches on the market, but have only recently been introduced. They are definitely worth checking out.
2. MP3 Player Pens – Full Metal Body, High Quality Voice
Another gadget to enter the market recently is the MP3 player pen. This MP3 Pen Player supports MP3, WMA and WAV formats. It boasts a Super high quality Voice recording function ,MP3 and WAV playback as well as supporting USB 2.0. This wholesale product is excellent design and already popular with many gadget junkies because of consistent high quality.
3. Sunglasses with MP3 Player and Bluetooth Headset
This has to be one of the most influential technological breakthroughs for any person who loves their mp3/mp4 players. These sunglasses have a Removable clip that converts any sunglasses or glasses into a blue tooth headset and MP3 player. Nice innovative wholesale electronics gadget. The MP3 Player glasses attachment supports MP3, WMA, and WAV. It has a fast connection via USB 2.0 to PC, allowing for quick uploads. Simply Plug and play, drag and drop music files from your computer to your headset music player.
4. MP4 Player with SD/MMC card reader 2.5 inch Screen
This is still my personal favourite . The MP4 player which has a 2.5” LCD TFT monitor and has both AV IN/OUT ( NTSC and PAL) , so you can record TV programs or movies and upload them onto your MP4 player. The resolution is 320*240 @30f/s. This wholesale product is already hugely popular due to its flexibility in terms of being an MP3 player and Movie viewer. It also has built in microphone and additional data keeping functions.
5. Mini Lighter Camera Spy Gadget
Another James bond type gadget. A Cigarette lighter style disguised mini digital camera: hi-tech spy gadget. This discreet smart metal lighter is actually a digital camera capable of holding more than 100 pictures. Just flip your lighter, turn it on, take a picture and close the case. I suppose this is only really for true spies, but certainly worth mentioning.
6. Night Vision goggle DNV-GX2
I have always been a fan of Night Vision goggles and personally own one myself. This is a DNV-GX2, developed with the European partner NOCTRON in Luxembourg and is the most advanced digital night vision device on the market. At 0.001 lux the detection range is about 200m. With high performance components from well known manufacturers, this wholesale product will exceed your expectations. Specs include both NTSC/PAL AUTO, 36 inch display size, 26 degrees view angle, Pixels: 320H*240V*RGB(230K).
7. Flexiglow Multi Tool Flash Drive
This is like a swiss army knife with all the handy tools you need for any emergency fix-it jobs but with a USB flash drive incorporated into it. The Flash Drive Module is easily removable and the retractable ball point pen , means you will never be caught without. In addition there is a super bright LED Flashlight, cleverly concealed in the housing. It also has a Star Screwdriver with a bottle top opener, nail filer, ball point pen as mentioned and the LED light.
8. FotoVivo 7 inch Digital Photo Frame
This is a digital photo frame which you can use to upload photos onto. With the simplicity of technology solutions, Foto Vivo offers the possibility of browsing photos with button-less feature to ease the navigation. Moreover, its considerate design facilitates the end users. ts 128MB storage capability can save more than 200 high quality photos. Its fast photo loading time and the Plug-and-Play feature enable users to enjoy browsing without hassle.
9. Oregon Heart Rate Monitor Watches – Vibra Fit Pro Trainer SE232
A Heart Rate Monitor with the new innovative, vibrating heart zone alarm feature. This is particularly useful when exercising to music with an MP3 player .When you reach the pre programmed heart rate zones the watch gently vibrates to prompt you. The CARDIO VIBRO TRAINER also allows the user to enter age, sex, weight, height and activity level. The “SMART Trainer” programme will then provide realistic Heart Rate limits for the user, with a 5 min warm up and 30 min exercise. Any parameter can be changed to suit the user fitness level or ability.
10. Shaking Torch – Everlight Robust
This product was rated the top gadget of 2004. A very effective and essential gadget for every household for both emergency and general use. All you do is give it a shake for 15-30 seconds, and it will provide up to 5 minutes of continuous bright light! It uses the Faraday Principle of Electromagnetic Energy that guarantees replacement parts will never be needed! It never needs batteries has a super bright LED light, is waterproof and floats in water.
One of the finest game strategy games on PC s are produced by Sid Meier. They make one of the most engaging civilization simulation video games around. Popular titles like Railroad Tycoon and Civilization have always continue to deliver the most heralded game play. Thus it no surprise that the company move their popular titles from the PCs genre toward PlayStation 3 platform. And a good job they did, 2K and Firaxis together manage to translate that PC experience successfully towards the Playstation 3 Platform.
In Sid Meier Civilization revolution game play, the idea is to take a civilization in the stone ages and through strategic planning built it up to the Space Age. When you choose which civilization will be your base, the leader of that civilization also have added bonus for your game play. For example if you chose Cleopatra, you might get additional interest on gold reserves, at the medieval age, population growth is increased by two additional percentages. There five difficulties level in this game. Use the first level as a guide. As you get more proficient, try the more difficulty level.
To play this video game, you can choose multiplayer mode using LAN or Single player mode. For those who had played this game under PCs, you will know the game can take several weeks to complete. But under Playstation 3, it doesn’t last as long but not in the least as unsatisfying. In the Playstation 3 version. Micro managing of the game has also been removed. The graphics are good, bright, colorful and engaging with animation to the characters. The sound track are satisfying as well. Overall the transition form PCs based to the Next Gen game console like the Playstation 3 is well executed.
The controls of the game are also simple. You don’t need to be a computer engineer to understand how they work. Though the game didn’t have the depth of the Pcs platform, the game play in the Playstation 3 version is as satisfying and as well as entertaining.
Are only the wheels and the platforms essential to consider when buying a skateboard? Certainly not! You need to consider many other aspects when buying a skateboard as other parts like trucks, bearings and above all skateboard hardware that connect trucks and the deck also contributes a lot in skateboarding. If all these parts are also of good quality along with the deck and wheels you can easily take your skateboarding skills to the next level. You can even buy skateboarding hardware and other parts separately and get them assembled into a skateboard otherwise you can simply buy a pre-assembled skateboard which would prove to be cheaper and convenient.
Skateboard hardware consists of a set of bolts, usually eight in a set and when you intend to buy skateboarding hardware you can also find some hardware that has different colour bolts, to show which side is the nose of the skateboard. Before you buy skateboarding hardware make sure of the size of hardware you need for your skateboard, as skateboard hardware screws come in different lengths and may have hex heads, square heads or even nothing at all, just small bumps so you can use only your thumb to make it tight or loose. For some kinds of skateboard hardware screws you will need to use a screw driver when making adjustments, so before you buy skateboarding hardware compare all the availabilities so that you can select as per your requirements.
Not necessarily you have to spend a lot to buy skateboarding hardware of good quality, even inexpensive skateboard hardware shall allow you to ride in the way you want but make sure that the selected hardware is not unstable, as it can even lock up the trucks of your skateboard and force you to stop abruptly which is dangerous when skateboarding. To be sure that the trucks of your skateboard won’t shift when skateboarding, you need to tighten the hardware just enough and good quality hardware of appropriate size prove to be the best for kick flips, heel flips, higher ollies and many more stunts. If the hardware is of proper shape and size, it will not stick out of the top of your skateboard deck, so when you buy skateboarding hardware check out the different availabilities so as to buy the best suitable hardware for your skateboard.
An ample variety of skateboard hardware is available online, so you can enjoy selecting from a wide collection of hardware that is available in different prices range, shapes, sizes and colors which are usually black and grey, but other colors are also available. You can also buy skateboarding hardware according to your favourite leading brand. Whatever may be your choice, make sure that you buy the right size of skateboard hardware and of good quality as well, which will help your wheels to roll fast and in turn, shall enable you to perform tricks and stunts easily and comfortably. Opt for good quality hardware to experience safe skateboarding!
These trampolines are an amazing tool for effective exercise. Trampoline train is good as a result of it makes cardio exercise. Additionally consultants say that jumping motion on it cleanses your body system from toxins and bounce begins the lymphatic system. Exercising using the trampoline video games just turned an effective and fun methods to get cleanse and toned.
These days there are various trampoline games that are created, these games are the jump rope on the trampoline, follow the leader on the trampoline, crack the egg on the trampoline, trampoline dodge ball, chilly potato on the trampoline and others. These games are the current most popular games. It may be played anywhere in an open area. These games are fun and might be played by 2-5 folks depending on the dimensions of the trampoline. If the size of the trampoline is small then it may be only played by 1-2 individuals but when the trampoline size is large then it can be performed by many people. Trampoline games are playable by many individuals so long as the size of it’s large.
Follow the chief on the trampoline; The first participant does a move on the trampoline and the next player will simply comply with the transfer trick of the first player. After following the transfer of the primary participant, the next player will do his own trick. The next participant will just to perform the two previous methods, which were simply performed by the 2 gamers before, and add a trick of their own. If somebody forgets what transfer or what order they go in, they are going to be out of the game. The final player left when everyone else has been declared out of the game is the winner of the game.
The following game is the crack egg on the trampoline; it will be composed of 1-3 gamers or extra depending on the scale of the trampoline. Each player has an egg and each player sits??down on the trampoline and??holds??in their knees. The jumper then tries to make the opposite individuals let go of their knees by jumping round them. The participant who has the egg not cracked is the winner. The subsequent recreation which is the leap rope on the trampoline is just just like jumping rope, the only distinction is jump rope on the trampoline is the participant or the jumper shall be jumping on the trampoline, so the participant might be leaping high due to the trampoline. Soar rope on the trampoline is a bit harder than peculiar jumping rope. The following trampoline sport is the cold potato on the trampoline; principally, gamers will just toss the water balloon backwards and forwards or in a circle until it breaks on someone.
The opposite recreation is the trampoline dodge ball not less than six players are required for this game. Two people will be on the trampoline while the other gamers stay on the bottom across the trampoline. Throughout the recreation, the gamers on the bottom will try to hit the players on the trampoline with a softball. If one of the gamers within the trampoline is hit, the particular person on the bottom switches the player on the trampoline. These trampoline video games are one of the simplest ways to exercise and have fun.
This creator has been writing articles and sharing knowledge on this subject for a few years and has extensive experience. Please make the effort to try the latest websites right here: Trampoline Games, Trampoline Enclosure
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