اللعبه رقم 7
What did we expect from this game seeing as the Original was amazing? Could the original be improved? Read on…
My first thoughts when I heard about this game were ‘Yes!’ – My second thoughts when I first installed the demo? ‘What have they done to it’? To put it simply it let me down.
Now before I properly start, I will let you know BLT built this game unlike the original which was designed by IOMO which may or may not make any difference to your thoughts.
We start with the opening menu of Snakes: Subsonic, it is very nice indeed, with a nice dynamic background including the following options:
- High Scores
- N-Gage Arena
- Start Game
When playing its just like the classic, control the snake across the levels but the new Subsonic game adds different ways of game play – across different terrains like Fire, and then the way the level evolves with hills and slopes etc and you can even shoot things too. This makes the game that more challenging than the original adding new twists but if your like me and loved the original trying to get used to this game is a lot harder than you will think.
The game can be played in Landscape or portrait and looks rather good in both but the graphics of this game are rather poor compared to the original that debuted a few years back – The graphics are rather blocky and not really that smooth but on most levels, despite the low detail graphics, sometimes the frame rate is affected which to me is not acceptable to such a basic game.
The sound is also rather good (don’t get me wrong its decent soundtracks and the levels match the song) but the quality factor lets it down – The clever thing with the music is that it is meant to follow the level, so if you do good the faster the music gets etc which is a nice addition but most may or may not notice this happen. The sound effects of the game is good, and adds a nice touch to the game Overall sound is good but lacks quality.
The multiplayer aspect of the game sounds promising, there’s the rankings which are standard in nearly all N-Gage games and then there’s the races/Battles which can feature up to 1-4 people across the N-Gage Arena in Real time, which sounds rather good. The online aspect is very important, and should be as standard on quite a lot of the N-Gage games, It makes the game that much more exciting.
Overall the game is rather good, but could also be improved on a lot – most with the sound and graphics but the levels of the game are deep and do offer a lot of fun once you get into it – First time players will love this, Original players may need some persuasion to buy it or even play it - I’d recommend it £6? Bargain. Your choice.
اللعبه رقم 8
Block Breaker Deluxe screenshotBlock Breaker Deluxe is a clone of the ancient-but-popular Breakout/Arkanoid genre, you move a bat at the bottom of the screen to bounce a ball into bricks at the top of the screen. The goal of each screen is to remove all the bricks by bouncing the ball into them, but some bricks may take more than one hit to remove. If the ball hits the bottom of the screen you lose a life.
As with most modern Breakout clones, many bonus items have been added to spice things up, including a magnetic bat, fireballs (which destroy blocks more quickly), shields at the bottom of the screen, multiple balls, laser cannons etc. Some bonus items aren't beneficial, for example one shrinks the bat and another makes the bat invisible (which makes the game impossible to play).
Most of the items are recycled versions of bonuses in previous clones, although there is one bonus which is particularly interesting: the yo-yo, which lets you pull the ball straight back to your bat as if it had a piece of string attached to it. If any bricks are in the way of the ball when you pull it back, the ball tends to destroy them, even if they're indestructible bricks such as those made of steel. Another innovation is that the items can be bought separately and upgraded in an in-game shop, so for example the magnet bonus just holds one ball on the bat, but if you buy the first level upgrade it will hold two, and further upgrades let it hold more.
Block Breaker Deluxe vertical screenshot
Games are split into locations with many main levels each and a boss level, after you defeat the boss you will see a new location unlocked. If you lose against a boss, you're given the option of continuing in exchange for a chunk of the cash you've earned so far. The boss levels play slightly differently to the normal levels, and involve doing things like hitting an ice cube, avoiding laser beams, or destroying an advancing wall.
As with all N-Gage games, you can always exit the game and come back where you left off, so you can play for very short bursts or long playing sessions.
On a very few occasions the ball would get stuck behind a particular group of bricks, but this was easily solved by exiting the game and re-entering.
Graphics & Sound
As you would expect from the genre, the graphics are mostly the kind of thing you'd have seen on a 16-bit system such as an Atari ST, Amiga, Mega Drive or SNES. The visuals are perfectly competent and pleasant, but there's nothing spectacular. The whole game has been done with a 1970s/1980s glamour feel, featuring bright neon colours, luxury yachts and huge sunglasses. First gen N-Gage gamers may be slightly reminded of Glimmerati in terms of the setting.
Sound is also very similar to the 16-bit era, with multi-channel MIDI-style music. Again, the tracks are pleasant but there's nothing here to amaze you. The music plays on menus and at the beginning of games, but fades out once the action begins, so it doesn't outstay its welcome.
There's no online multiplayer, though you can play Bluetooth multiplayer. You can upload your score to an Arena scoreboard and there are also N-Gage achievements to unlock which earn you N-Gage Points. The achievements are rather dull and random though, and the game already has lots of very similar challenges and bonuses, so it sometimes feels like there's too much to aim for.
Block Breaker Deluxe is one of the cheaper games available on N-Gage, and at 7 euros it's not going to break anyone's bank. If you enjoy Breakout/Arkanoid then you will definitely enjoy Block Breaker Deluxe. It's also a very casual game, with a nice relaxing feel to it.
If you're looking for something new though, this probably isn't a good place to start your N-Gage experience. The bonuses, bonus upgrade system, unlockable locations and boss levels do greatly improve on the original concept, but most of the time it's still the same gameplay that has been in Breakout since the 1970s.
اللعبه رقم 9
Ideaworks 3D Mile High Pinball v2.58.N-GAGE.SymbianOS9.1.5000th.Release.Cracked-BiNPDA
Mile High Pinball is a first party game published by Nokia, developed for the original gen N-Gage by Bonus.com and ported to the new N-Gage platform by the ever-reliable Ideaworks3D. The new version plays pretty much like the original, but has higher resolution graphics. Some of the original's levels have been removed (there are no Snakes or Ashen levels for example), but the new version is much cheaper too (7 euros compared to the 20 or 30 euros that the original cost).
MHP features one of those ideas that's so clever and simple you wonder why no one thought of it before. It's basically a pinball game, but instead of separate tables there's one huge table, and you win the game by getting the ball from the bottom to the top. The table is divided up into 45 levels (plus more hidden levels), with exits at the top and entrances at the bottom. If you fall through a level entrance you appear at the exit of the previous level, so you could in theory fall from the top of the table right to the bottom, though in reality the levels are designed to make such complete falls very unlikely. There are no lives in MHP, the only threat is to fall back down the table and be forced to climb back up again, so the game doesn't end until you've won.
You interact with the ball by using right and left flippers as on any pinball table, and there are also the usual bumpers and holes scattered about the board. Added to that mix are a variety of enemies (including four end-of-level bosses) which you can defeat by hitting them with the ball often enough, and a few dozen types of bonuses that let you do all kinds of things such as turn the ball into a helium balloon. To spice things up even more there are spinners, mysterious boxes which throw the ball out at a random angle, vacuum tubes straight out of Sonic 2, brick walls, crystals and other oddities.
You expect MHP to be an arcade game, but each level has its own "puzzle", a particular method required to get through to the next level. At the beginning these puzzles are very simple, you just have to hit a certain number of bumpers or earn a certain score to unlock the level exit. As you progress though, the puzzles can require real thought, and on some levels you have to perform a certain series of precise actions such as catching the ball with a particular flipper, holding it and then nudging it along the edge of the table to squeeze past a bumper. You frequently find yourself wondering if a particular level is impossible until you work out the solution.
Another interesting feature is the
bonus system, which adds a strategic element. You can collect a very large number of bonuses and use these at any time during the game. Some bonuses are so rare, and some levels are so difficult, that you end up having to use them very carefully. While you're concentrating on a fast-moving level, a part of your brain is considering whether you can spare a particularly expensive bonus, or whether a lesser one might do the job. You can collect them from the playing field, but you also occasionally come across a shop where you can buy and sell them. You really do need to pay attention to the bonus system, because parts of the game are virtually impossible without the helping hand that the bonuses give. There are also ten medallions in special hidden levels which you can get to by touching whirlpool icons scattered throughout the game. These are like the chaos emeralds in Sonic the Hedgehog, you don't need to collect them but it's a challenge.
The game is only playable in vertical/portrait mode, with 1 and 3 operating the flippers and 5 opening the bonus menu (you can redefine these if you want). Normally we would complain about the lack of a horizontal/landscape mode, but Mile High Pinball is a very special case, as it just wouldn't make any sense to have a horizontal version of a pinball game. Because it's a vertical-only game, and because it uses keys instead of the d-pad, MHP is equally playable on practically any N-Gage-compatible model.
Graphics & Sound Mile High Pinball's graphics are weird and slightly psychedelic, as if some hippy technophile has decided to make a scrapbook of their favourite photos and drawings all blended together. It works, the different backgrounds give each level a distinct atmosphere, and this is further enhanced by the absolutely excellent music (see below). The scrolling within each level is smooth and fast, though there's a delay between moving from one level to another which also breaks up the music. This delay feels very annoying at first, but you soon get used to it and on the later levels you hardly notice it because you're spending so much time within each level trying to solve the puzzles. One nice graphical touch is the ability to choose a skin for your ball, and as you earn points more skins are unlocked. This is great if you're bored of the traditional silver model, and we've used the acid house smiley ball in our screenshots. MHP has probably the best soundtrack of any mobile game (the other contender for this title is Lament Island). It's arguably nicer to play the game with the sound effects turned off so you can hear the music properly, and this reviewer sometimes paused the game just to hear the tracks play out in full. The soundtrack covers a surprising range of styles, with elements of gentle pop, world music, classical, prog rock, metal, electronica, dance and funk, and the tracks suit each level very well. If you do want sound effects though, they're the usual pinball table noises of flippers and bumpers, with satisfying loud clunks and bleeps when the ball hits something.
Mile High Pinball has three online modes: Rankings, Duel Score and Duel Altitude.
Rankings are pretty much like those on other N-Gage games, your game stats are posted to an online league table and you try to improve them to rise up the table.
Duel Score and Duel Altitude are real-time multiplayer modes where you find a partner in the Arena lobby and race to see who can get the highest score or who can get to the highest altitude within a time limit. You can see your opponent's progress next to your own, so there's a real tension as the timer gets closer to zero. The winner gets an Arena point, the loser loses an Arena point, and both players' positions on the Duel league tables are updated after the contest has ended.
Incidentally, the ordinary offline version of the game is called "practice", so the developers seem to expect people to be play MHP primarily as an online game.
TV & Keyboard Test
Some N-Gage-compatible phones (e.g. Nokia N82, N95, N95 8GB, N96) have a TV Out feature which lets you connect the phone to a television set. This can be used for playing N-Gage games, or for any other phone function.
All N-Gage phones are compatible with Bluetooth keyboards that use the HID Bluetooth standard, and such a keyboard can be used to control games or any other phone function.
Mile High Pinball looks nice on a TV set, though it being vertical-only means you're using just the middle-third of the television screen. Some of the sprites look a bit pixelly, but on the whole the game looks rather good.
The game worked fine with a Bluetooth keyboard, there were no problems in controlling it. You may possibly want to redefine the controls though, as 1 and 3 aren't in the most logical positions on a QWERTY layout.
Mile High Pinball is very original, and perfectly suited to a mobile phone's screen and key layout. As you make your way up the table the puzzle and strategy elements become more prominent, and the game starts to become very addictive. This reviewer played through the entire game in two multi-hour sessions, not because there was a deadline to meet but simply because MHP has such a strong "Just one more go" factor.
The major downside of the game is the frustration you feel when the ball falls down to levels you've already beaten. It's no fun at all repeating the same difficult level again, especially when success on that level is determined by random elements (the volcano sequence is particularly annoying in this respect). On the other hand this is the main reason to pay attention to the bonus system, as it contains ways to prevent falling to the lower levels, and ways to skip forward if you do fall.
Mile High Pinball has clearly had a lot of playtesting and tweaking, its difficulty balance is generally good and you do want to play the game until you finish it. It's simple to get started, but requires thought if you want to progress right to the end. The bonus system gives the game depth, and the hidden levels and online features give it longevity. The graphics might not be to everyone's taste, but they have a certain kitsch Pop Art style to them. The icing on the cake is the price, at just 7 euros it's one of the cheapest games on the N-Gage platform.
اللعبه رقم 10
Infinite Dreams Hooked on Creatures of the Deep v0.74 N-GAGE SymbianOS9.1 Cracked-BiNPDA
Hooked On: Creatures Of The Deep is one of Nokia's flagship first party games, and one of the most eagerly awaited titles of the new N-Gage platform's launch. It's been published by Nokia itself, and the developers are the Polish company Infinite Dreams, who are well-known in the smartphone community for their acclaimed high-quality games such as K-Rally, Sky Force and Super Miners (all of which are available for N-Gage phones, just look for the versions labelled "Symbian S60 3rd Edition").
HO:COTD is a sort of combination of a fishing simulator and a role playing game, with every successful catch earning you experience points (XP) that bring you closer to "levelling up", which unlocks new features, playing areas, items and even mini-games. You can just fish at random if you want, or you can choose to take part in a quest (usually to find a particular object lost underwater, or to catch a certain creature), or you can take part in tournaments which are held several times a day in the game world (they're offline tournaments against computer players, so you don't need an internet connection). All three activities can be done at once, so for example if you get bored of a quest you can go off to join a tournament.
The game takes place in four real-life fishing resorts in Costa Rica, Alaska, Scotland and Thailand. Some of the characters you meet exist in real life, and the resorts themselves are represented by locations in the game based on real maps. You start the game in Costa Rica but as you earn experience you'll unlock the other locations, and you can fly to them from each resort's airport. As you level up, new fishing tackle will be available to you from the resort shop (you don't have to pay for it, just reach the right level of experience and go and collect it).
The controls for the game are very, very simple: you move with the direction pad, and you select things with either the direction pad button or the top gaming button (the A button). You also occasionally have to choose an option with the blue soft keys. The simplicity of the controls means you can play the game just as easily with one hand as two, and the game plays just as well in horizontal/landscape mode as it does in vertical/portrait mode. HO:COTD is suited to practically any phone model with any button layout.
You choose where to fish from a detailed 2D map which you drive your boat around. The map is animated, so for example you can see where other boats are fishing (if there are any), and the depth of the water is visible from the colours of the sea or lake. Once you decide on a place to fish, you just click the button and you're presented with a 3D view of the spot where you can look all round and up and down.
Using a golf style power meter, you press the button to cast your line, and then press it again to choose how far out you want the line to go. If you've managed to obtain a depth meter, you'll see a chart showing how deeply your lure has sunk, which is important as different lures sink at different speeds, and different fish live at different depths. Reeling the lure in keeps it at that depth, though it may drag it away from an interested fish. When a fish does try to take the bait, the game's camera zooms in on the end of your reel, and if the fish is ready to be reeled in a blue icon will appear telling you to press the game button.
This is where the excitement begins: you have to get the fish all the way back to the boat, with that distance represented by a blue bar. At the same time, the fish has to get away from you, so it tries to pull on the line as hard as it can, and the strain on your line is represented by a green and red bar next to the blue bar. If you don't reel the fish in it will get away, but if you do reel the fish in it will cause strain on the line. Your task is to balance the strain with the reeling, and this is where the essence of the game lies, in "playing chicken" with the strain gauge so that it goes as close to breaking point without actually breaking. This is made very difficult by the constant changes in direction of the fish, and you see it spinning you around in the main display, occasionally even jumping out of the water in a rather spectacular manner.
If the above process sounds complicated, it isn't, you get to know the game very quickly and fishing becomes an instinctive process. Catching a fish feels very much like a duel, which is probably as it should be.
If you manage to get a fish reeled all the way in, you receive experience points based on how rare the fish is and how difficult it is to catch. You can then either keep the fish or release it (the game generally rewards you for releasing fish, especially rare species).
Sometimes you'll find a fish is very easy to reel in, and then you'll discover it isn't a fish at all but an object of some kind. It's worth keeping all the man-made objects you find, as you receive bonus experience points for removing rubbish from the water, and the objects may help you solve certain quests. Particularly interesting are the messages in bottles that you catch from time to time, which reveal the back-story to the location you're in at the moment. For example the Costa Rica resort has lots of ancient maps and messages from Christopher Columbus.
You'll also very occasionally catch a creature that isn't a fish, such as a turtle, crocodile or even (if you're lucky) the Loch Ness Monster.
Some Important Hints
One of the problems with HO:COTD is that it doesn't really have a tutorial to get you started, so let's take a break from the review for a moment and look at some important things you should know before playing the game:
- The "Pause" menu is your best friend, it contains all the important information you need to play the game.
The "Pocket" section of the pause menu contains your tackle box (where you can choose the fishing equipment you want to use), as well as a Pokemon-style bestiary of the fish you've caught in that resort, and a "Live Well" section containing all the objects you've kept.
When you're at an appropriate level you can collect new tackle from the resort, represented by an orange circle with a house in it. You have to collect it for it to appear in your tackle box, and you have to then select it from your tackle box in order to use it.
Tackle unlocked when you reach a higher level is NOT necessarily better than tackle from a lower level, quite often a lower level item works better than a higher level item. For example some of the higher level lures sink much more quickly, which means they're useless in trying to catch fish which live near the surface. You need different kinds of tackle for different kinds of fish, there are no simple tackle "upgrades".
The green and red dots represent quests, just go to them and click on the button to find out what they are. If you want a further hint or a reminder of what you're supposed to do, go back to the dot and click on the button.
The game does have a variety of different lures, rods, lines and other equipment, but these aren't open to you when you begin. As you progress, the fishing techniques you can use become more subtle and complex.
Different fish live in different places, come out at different times of day, and live at different depths, so try to vary where and how you fish as much as possible. The depth meter will help you do this, as will an appropriate choice of tackle.
Your level, experience and tackle box only count in the resort you're in. You earn experience, levels and equipment completely separately in each resort, so for example you might be level 10 in Costa Rica but only level 2 in Alaska. In effect, each resort is a separate game.
If you want to use the rumble feature, as well as switching it on in the options menu you also have to have vibrating alert switched on in the phone profile you're currently using. For example, if you have the phone in offline mode, you'll have to activate vibrating alert in the "offline" profile for the rumble feature to work in the game. You can usually find the profiles icon in the "Tools" folder on the main menu screen.
It's dusk in the game world, and we've caught something! What is it? A shark? A snapper? It's a... oh, it's an old pocket watch, and rather a heavy one.
Graphics & Sound
The very first time you play the game you may be disappointed by the sea looking a bit pixelly compared to the preview screenshots, but the more you play the game the more you realise just how spectacular and detailed the visuals are.
Everything is exquisitely done: the surface of the sea moves convincingly, the boat bobs up and down appropriately to current conditions (and recoils realistically if your fishing line snaps), the sky and landscape change their appearance (often quite radically) in relation to the current time of day and weather conditions. The sky is populated with flocks of birds, jets flying overhead and even the occasional hot air balloon. Around you the sea has other boats, fish close to the surface and bottles floating by (though the bottles you can see don't seem to be catchable, you can only catch bottles that are under the surface). If you've gotten wet from reeling a fish in or because it's raining, there are photo-realistic drops of water which gradually run down the camera lens, and if you look directly in the sun you see the classic "lens flare" circles you'd expect from a camera. If it's night time you can see the lights on the coastline, and now and then the hot air balloons will light up as their pilots turn on the flames of the heater.
Even the map changes colour with the time of day in the game world, and is animated with clouds floating over the map in a parallax fashion, fish swimming through the sea and other boats trying to find a good spot.
You really have to play the game for some time to fully appreciate just how much work has gone into the graphics, as a location in bright sunshine looks completely different in a storm, and completely different again at sunset. When it's not raining the sun can be shining directly, or hidden by cloud, or creeping behind the mountains, and when it is raining it can either be boring showers or a full-blown thunderstorm with lightning striking the sea (and, unlike films, there's a realistic delay between the lightning and the thunder). The effect of weather and sunlight on how the game looks is amazing, it makes the game feel much more real and adds to the atmosphere tremendously.
One serious disappointment is how the game handles graphics when you finish reeling something in. While you're reeling it in the graphics are absolutely excellent, as you and the line get dragged about by the creature in all directions and you often see it leaping out of sea, but for some reason when you've actually got the creature all the way to your boat the game pauses, then presents a dialogue box with the creature's name and a 3D rendering. It feels like the graphic artists didn't know how to handle the end of the capture so they just left out the ending completely, which is a bit of a cop-out.
In general though, this is one of the most beautiful and lovingly put together phone games at the moment, and really raises the bar for what you can expect from graphics in a mobile phone title.
Sound is also very good, with a separate soundtrack for each location. The Costa Rica location you begin in sounds a lot like something from the Moneky ISland games, and the music uses a separate volume control from the effects so you can turn it off if you don't like it. The music is contextual, so it only plays when it's appropriate and changes itself to suit current events. The music plays on the main menu and the map, but fades away when you start the actual fishing. There's then an exciting bit of music when you start reeling in a fish, which speeds up the nearer you get to making a successful catch.
As the game itself points out, if you turn the game's music off completely you can listen to your own music instead using the phone's music player, though this won't be in sync to the game's events because it's running in a separate application.
The sound effects all suit the game well, though of course there's not a huge variety of effects in a fishing game as they're mostly related to water. The thrashing of the fish is convincing, and if you listen carefully you can even hear the faint "plop" of the lure as it hits the water.
As far as we can tell, the only Arena features on here are online scoreboards, and various in-game actions also earn you N-Gage achievement points for your N-Gage profile.
Hooked On: Creatures Of The Deep is great fun to play once you've worked out where all the options and status screens are, and it gets even better once you've unlocked things like the depth meter, extra tackle, and the other resort locations. People who invest time in this game will be rewarded.
Unfortunately the game's designers haven't made it very easy to do the things above. The "Pause" menu is far more important than its name suggests, and the "Pocket" menu also needs to be much more prominent so people can easily find some extremely vital things like the tackle box. There really ought to be a tutorial at the beginning of the game taking the player through finding all these features, because progress will get very very difficult without them. Infinite Dreams know how to do tutorials, they have an excellent one at the beginning of Games, so it's a shame they didn't make one for this game too.
Another problem is that the amount of experience required to unlock certain parts of the game is far too high. The main reason this reviewer has taken so long to write this review is because it took about two or three days of long playing sessions to unlock the first extra resort. Considering the average phone gamer is only likely to be playing this on their way to and from work, it may take them weeks to unlock even one extra resort, by which time they could well have become bored as progress seems so slow. It also seems odd to lock these resorts at all, as the player starts on level 1 in all of them and progresses in each resort completely separately.
It's also a shame that N-Gage Arena hasn't been used for more than just scoreboards, and some features touted last year (such as putting your own message in a bottle for other Arena members to read) seem to have been dropped.
This is a frustrating situation because all the ingredients are here for one of our ultra-rare "Mega Game" awards, but unfortunately HO:COTD doesn't quite make it.
However, this is still one of the best phone games out there, it has great gameplay which suits long and short playing sessions, it has wonderful graphics, it has depth and longevity, the controls are simple and intuitive, and it brings a new kind of game to phones too. At 10 euros this is really good value for money, there's so much to discover in HO:COTD that it will keep you going for a long, long time.
We feel very happy to give Hooked On: Creatures Of The Deep our first "Recommended" award for a next gen game, and hope that Nokia will get Infinite Dreams to do lots more N-gage games. If they're this good on their first attempt, they definitely deserve a long term contract.