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There is now a video games console to suit practically every need, taste and budget. But the range and diversity of gaming systems, never mind the games themselves is a daunting prospect to the uninitiated.
This guide - adapted from Johnny Minkley?s excellent overview of video game consoles at productsifter (dot) com - will answer all your questions, and arm you with the information you need to make your purchase in confidence.
The raison d?etre of any games console is, fundamentally, gaming, notes Johnny. But today?s systems offer much more. Are you an online gamer? Are childrens? games a priority? Want to take full advantage of that 50-inch flat-screen plasma TV? Or are you just looking for cheap hassle-free fun with friends and family?
Johnny, who has been using video game consoles for 20 years and writing about them for more than seven, concludes that:
Nintendo Wii is the best console for families
Nintendo DS Lite is the best handheld console
PlayStation 2 is the best budget console
Xbox 360 is the best console for online gaming
The new PlayStation 3 is the best high-definition video games console
Once you?ve decided what you want the console for and which one to get, where next? Here are the key things to keep in mind to buy a games console in complete confidence:
- Watch out for worthless extras
Many shops offer bundle deals in addition to selling stand-alone consoles. Typically they throw a load of games in for ?free?. While the savings can be substantial with such deals they can also be illusionary. Are the ?free? games on offer actually worth having? If you are not careful you could end up spending more than you intended on games you will never play so check them out first.
- Make sure all the essentials are included
Do not assume everything you need to get your console working will come in the box. Extras you may need to purchase separately may include additional handsets for multiplayer games; subscriptions for online gaming; and special cables which will boost the audio and visual performance of your unit.
- Compare Prices
Retail competition in this market is fierce, so shop around for the best prices. Game (and to a lesser extend) console prices vary wildly from place to place, so doing research in advance and checking prices on-line makes sense. Unless you really need to buy the latest blockbuster on day of its release, wait a month or two - all games are reissued on budget labels and console prices also fall over time.
- Duck and Dive
Staff at specialist computer games stores are much more likely to have expert knowledge than their equivalents at supermarkets and the like. But if the supermarket is cheaper, don?t be afraid to take advice from one place and buy in another. Also, consider asking the specialist store for a discount if you know the product is available for less elsewhere.
- Read Expert Reviews
Don?t know your Halos from your Half-Lifes? Websites such as ProductSifter (dot) com, Gamerankings (dot) com and Metacritic (dot) com all have excellent reviews and rankings for a wide range of video console and game products.
- Test before you buy
Many games shops have in-store demo units, so you can take a game or a console for a test run before you buy. Remember, you can also rent video games or use online clubs like Swapgame (dot) com to cut costs further.
- Check the age ratings
Every video game should have an age rating. In Europe, the Pan-European Game Information standard is used. It is not legally binding, but offers a clear guide to parents about a game?s suitability for children. Also, any game featuring mature or realistic content is rated by the British Board of Film Classification. For more on this subject go to: AskAboutGames (dot) com.
Boulder Dash, released in 1984, is in no way balderdash. Please do not take the "we do not like pun" high horse here as in terms of this article it has to do with the history of invention.
Here is couple of quick facts about the Boulder Dash story:
Peter Liepa, who is credited as the game creator, studied Physics just like Douglas Smith.Unlike Lode Runner's creator, Peter did not become quick- and super-rich.
So, here is the story?
Game Inventors: Peter Liepa, Chris GrayOccupation at the time of invention: Peter Liepa ? unemployed; Chris Gray ? unknownLocation at the time of invention: Canada.
The game concept and its realization seem to be simple (at least in terms of modern technologies). However Boulder Dash's cookbook is composed of one man's versatile interests and another man's idea.
Fascination with animation
Born in 1953 in Ottawa, as a kid Peter aspired to be an animator or special effects designer on the one side, and a particle physicist on the other. He had to drop the latter as he found it too practical and fuzzy and thought there was vague future for particle Physics. The incentive for animation, on the other hand, lived with Peter until there was the right time to let it out.
Fascination with computers
When in high school, Peter was sent to the National Research Council of Canada for a week as part of an internship program. He had to work in a physics lab, Peter's supervisor had a shiny new Wang Calculator and it arrested the young intern's attention. In the same week all interns were taken on a tour of the Council's computer center. Amazed by what he saw, Peter asked to spend the rest of his internship time there. At the computer center there was an interactive terminal, which in those days was something similar to Teletype or IBM Selectric hooked up to a central mainframe. Peter quickly learned to program it, but after the end of week's internship there was no opportunity to study computers for a long time. In those days, the concept of personal computers was unimaginable.
Peter started off in Physics in university, but soon switched to math. His summer jobs were in computer programming, and he spent a lot of time playing early things like Conway?s Game of Life, which printed results on paper and had not digital screen whatsoever.
Fascination with human nature
After graduating in math, Peter drifted around studying subjects like human memory and perception. He received a master's degree in Control Theory. Both Control Theory and knowledge of human nature are another key points in what was later to become the cult game.
Another man's idea
When Peter was in his late twenties, he visited a friend of his, who was deeply into electronic toys and had a large screen TV and an Atari 400. Peter spent several evenings playing games, and then had a I can do this flash. He went out and bought an Atari 800 to start writing games. But rather than just starting to write a game, Peter thought it would be prudent to contact a local game publisher to see what sort of game might be in demand.
The publisher put Peter in touch with Chris Gray, who had submitted a game in Basic, but did not have the skills to convert it into machine language. The game was similar to an arcade game called The Pit, but after examining it more, Peter found that the game had very few game play variations ? too much of it was predetermined.
Not satisfied with Chris' game algorithm, Peter started playing with basic elements of dirt, rocks and jewels and within a couple of days had built the basic physics engine of what was to become Boulder Dash. He realized that using a random number generator one could generate random caves, and that by controlling the density of rocks and jewels one could get some interesting game play. The game play fascinated not only from a puzzle standpoint, but it also appealed to various emotional drives ? the obvious psychotic ones like greed (collecting jewels), destructiveness (dislodging rocks and killing fireflies) and the neurotic ones like cleaning all the dirt out of a cave.
Chris and Peter lived quite far apart, so that their meetings were infrequent and involved a long drive. It turned out quite quickly that their design goals and methods were fairly incompatible. Peter was developing a game quite different from Chris' original, and did so just about completely on his own. Peter designed all of the elements, physics, caves, the game play, the graphics, the music, and the title. Chris helped out with a few odds and ends ? he suggested, for example, how to make the graphics for the game title by composing big letters out of the Atari character graphics. In the end, there was a lot of debate as to how exactly Chris should be credited and what his share of royalties should be.
The working title of the game for a long time was Cavern Raider, and several other variants like Cavern Crystals. Eventually Peter came up with the name Boulder Dash, which is a takeoff on the word balderdash. Coincidentally, a board game named Balderdash was also published in 1986.
The game's main character ? Rockford.
Originally, in the early physics engine stage, Rockford was just a static shape similar to a cross. When one moved the shape, it dug through the earth and absorbed jewels. In fact, the graphics were very simple, and elements were all single characters in a 24 40 character display. There was no scrolling in the early versions of the game. It was Chris who suggested that the digging shape should be a man , and together they came up with a simple human shape. When Peter showed an early version of the game to a potential publisher, they pointed out the the man was way too small and needed to be a more recognizable character. But it was not possible to make the man more prominent without making everything larger as well. So this was where the hard work began of converting the game from one that ran on a 24 40 character display to one that scrolled over a much larger region.
Now that the game elements were bigger, Peter was able to add much more detail, including making the man more recognizable. He built a character editor to work out the pixels and the animation. It was at this point that the Rockford character took shape. Rockford was not supposed to be any particular kind of human or animal, he just evolved in the pixel editor. Since Peter used to be interested in animation, he worked out the character to make Rockford blink his eyes and tap his feet. This was an innovation that added a lot of depth to the character.
Overall, it took Peter about 6 months to finish the first version of Boulder Dash with no more than 2 hours of actual work per day.
Even though Boulder Dash was finished in half a year, it took another six months to find a publisher and work out a publication agreement. By this time Peter was already full time employed at a company that developed word processing software.
And so, the rest is history ? Boulder Dash was eventually published by First Star in 1984 and was an instant bestseller.
Having survived for over two decades on the market, the game is still here to fascinate us. You are always welcome play our remake of Boulder Dash, which is as close to the original as possible and needs no emulators to run.
Where is Chris Gray now?
We have no idea.
Where is Peter Liepa now?
Peter works in software development at a company named Alias, which produces 3D software for design and entertainment.
This is a relatively simple trick that is hard to master, but it is easy with a good keyboard. There are 3 kinds of jump shots, forward jump shots, back jump shots, and stationary jump shots. While in practice, there is little to no reason to do a jump shot, it is necessary when fighting some bosses as you avoid getting hit entirely. For example, jump shooting against a Yeti will prevent earthquake damage and back jump shooting against Jr. Balrog will take you outside of his range of fire.Stationary jump shots are the easiest. gold Just hit shoot and jump at the same time. Some keyboards won't allow you to do this unfortunately, but the majority of keyboards will allow you to do it if the buttons are on different rows and columns. For example, if your attack button is on S and your jump button is on D.Forward jump shots are the next easiest.
While walking forward, do a jump shot.Back jump shots are the hardest, and most people cannot do them consistently. Basically, while walking forward, jump, hit back, and shoot at the same time. runescape goldAgain, some keyboards simply don't allow this as they only allow one button to be hit at once. Additionally, this is not possible to do with snowshoes because you have to do this while you are "sliding". Go to El Nath to practice, slide forward, jump back and shoot all at once to see the effect. Snowshoes, prevent back shooting from working because snowshoes stop ALL sliding, note that even when you are not in El nath you still slide VERY minimally making back shooting possible and snowshoes prevent back shooting because snowshoes prevent ALL sliding.Usfine Crazy Christmas Promotion of 2011 Has Launched!Christmas is around the corner! To celebrate this biggest festival, Usfine has launched a lot of promotions.
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There are two types of people in this world- adventurous souls and non-adventurous beings. Some think that as soon as you reach the 20?s more people try more and more daring activities. Others say it?s something that happens when you realise life is passing you by and there?s so much to still experience.
It?s a debatable subject and opinions differ. When thinking of an adventurous activity to try, one of the first things that jump to mind is bungee jumping.
In South Africa, there are two popular bungee jumping bridges that attract hundreds of adventurous souls throughout the year- Gourits bridge and the Bloukrans Bridge.
Gourits bridge has been around since as early as 1989 and offers jumpers a 65m bridge. Not only can you expect to do normal bungee jumping, you can also make use of the Bridge Swing. Think of an exciting way to get off the platform and just do it! Whether you jump nose first, crawl off the platform or get pushed off, you will experience something out of the ordinary.
As your breath gets caught in your throat and adrenaline sings in your veins, you will swing to the opposite side of the bridge. You definitely can?t compare this experience to your playground swing now can you?
If you want to do the traditional bungee jumping and feel the true feel of the plunge, try bungee jumping off the 65m bridge. Not in your wildest dreams could you have ever imagined approaching water at this speed! Say hey to the Gourits River as your cord stretches and pulls while all your senses sizzle.
The other bungee jumping bridge is situated at the Tsitsikamma Forest Village Market, roundabout 40km from Plettenberg Bay- where you will find the ?highest commercially operating Bungee in the World?.
The Bloukrans bungee jumping bridge is a gob-smacking 216-meter high! Yes, you heard right! You will have to get all your nerves together and make sure your heart is in a good condition, because this bridge will certainly test that adventurous soul of yours.
Because of the height of this bridge, they offer a few different options as to things to definitely try once you get to this bridge.
Obviously, they offer you a bungee jumping experience that you will never forget! Imagine what Zorro felt like when jumping off a moving train, now multiply that with 400 and you might just be able to compare the thrill of bungee jumping.
Apart from this, the Bloukrans bridge group also offers an activity called the ?Flying Fox?. Now, don?t think just because this isn?t bungee, it?s not as exciting. You will rocket off a platform and swing / fly / soar for 200m to the archway of the bridge. Expect to feel feelings you?ve never experienced before!
If you are one of those who believe you haven?t lived till you?ve tried at least everything once, then the ?Double Rush Adventure Combo? is just the thing for you!
The Double Rush Adventure Combo is a combination of the flying fox and the bungee jump. You will soar through the sky for 200m, preparing you for the 216m bungee jump.
Can you even imagine how you will feel after experiencing two pumping experiences after one another?
For those that can?t get the courage together, there?s the much easier on the heart Bridge Walking Tours. You can walk along the catwalk to the top of the arch where the adventurous jump from and you can watch as they plunge down.
Are you feeling excited yet? Do you want to look back one day and say that you really lived? Then bungee jumping is definitely something that should get jotted down on your to-do list!
Luckily, I ended up finding an ideal tiny quest collection which i experienced missed previously. This bundled a set loyal in the direction of the storage of Darth Raven, a principal character by method of the genuine Knights from the aged Republic game. regardless of the reality that some from the quests have been repetitive,swtor credits I am glad I experienced to go back again just for that.I'd say that owning almost everything voiced is ordinarily a as well as and a fact breakthrough using the on the internet gaming space. however I think it is only a deed that owning limitless resourced could accomplish. right up until a scaled-down company with limited options proves me wrong, I do not think we'll see something with this caliber away from scaled-down MMO companies. Voice acting wise, at least.It also allows that every individual school i have executed carries a account I am fascinated in. Out from the eight courses which have been available, with 4 in every individual faction, i have executed six. on the instant my favored account lines center concerning the Smuggler on top of that to the Imperial Agent.
I like how every individual school has mild facet and dim facet options although I appear getting hovering in between. I guess you can say I choose the grayside, eh? Actually, I have a tendency in the direction of the light side on all my characters.I guess I just haven't experienced the guts to go full-blown darkside yet. Since SWTOR is this type of the substantial game, there are components of it I haven't concentrated on playing. This requires the participant versus participant possibilities for that most part. i have partied with other game fanatics on many occasions in participant Versus surroundings quests, but I have not aion kinah touched the PVP. I understand that somebody could devote all their time leveling in PVP, however it is not my principal curiosity using the game. However, I have found the fact that account driven dungeons regarded as flashpoints could be fun, although i have only participated in one.I also have barely scratched the surface area from the team expertise method using the game. every individual character can have three team skills: one in crafting, one in gathering and one centered near to missions. every individual expertise does some thing many but on top of that allows using one other two.
Gathering delivers in components for crafting, for example and missions help provide in other resources a character will need. I have two of my 5 characters outfitted with many skills. swtor credits I'm just commencing to observe in which gathering nodes are situated and have just began constructing real items. I like how Bioware has implemented this, specifically contemplating that the companions do the crafting for you. however I nonetheless haven't delved in to it drastically as I want.