One of the best cards to arsenal Gaming Revolution R4 DS Card is the best Nintendo game card on the planet. This is an empty card and is compatible with Nintendo's other consoles, as well as the original Nintendo DS and the Nintendo DSi. Hardware Details The game card can make use of a micro-SD […]
If you enjoy online wrestling games than I have some news that will interest you. The Internet has become a great resource to play wrestling games. There are so many different types of wrestling games online that you can play and most importantly they are free. These games range from challenging other online players to playing one on one against the computer.
This gaming niche bring a challenging angle to online game play. With detailed realistic or cartoon style graphics you will find yourself playing online for hours on end. They are very competitive and are generally a great way to release tension and frustration. What's better than beating up someone in a computer game and having fun while doing it? These games are considered a fun and safe way to compete online and challenge other players. If you do not wish to play against other players you always have the option to beat up the computer and try to move up the ladder in a head to head match.
You may notice in most of these games that as you progress through the levels they will become much harder and the challengers you may face become bigger and stronger. As these levels become harder to play they become even more challenging as your chances to complete these levels reduce you will find that you will keep playing the game in an attempt to beat the stage where you last lost in, that is if you are good enough!
A game does not need to be created by a big company or a brand with a huge budget. What that is needed is a designer that has an idea that can take his concept into a game and make it so enjoyable for gamers to play.
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.