NGAGE
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العاب الانجيج الان كااااااااااااااااااامله لعيون الغالين
تم اضافة روابط جديده في اخر الصفحه
لعبه رقم 1
Asphalt 3 is the follow
-up to the Asphalt series of games from the first generation N-Gage and the Nintendo DS. This is a third party title from Gameloft, who specialise in phone games and have supported N-Gage since its first generation. (The Asphalt brand is also used on Java titles from Gameloft, but these aren't really the same games, they just have similar names and themes.)
The Asphalt games are arcade rcers, i.e. they're not realistic in the slightest. Their purpose isn't to simulate driving, but to let you pretend you're in a car chase from films like "The Fast And The Furious", doing ridiculously over-the-top driving that would never be possible in real life. The gameplay revolves around illegal street racing, and the emphasis is firmly on doing stuff you shouldn't do: knocking other cars off the road, driving too fast, smashing into crates etc. The score you get for a race is far more influenced by what you do during the race than where you finish in the race, so if you come first but do very little else then you'll get a very low score.
To get by in Asphalt 3 you have to master two things: nitro boosts and "drifting". In general you should drift on every corner and use nitro boosts on every straight, which if done carefully should get you to the head of the pack fairly quickly. Nitros can be picked up from certain points on the track, and they can also be earned by drifting and other activities.
Of course illegal activity means the police will be after you, and if you do too many bad things you'll see a police badge on the screen to indicate that a police car or bike are on your tail. If they catch you there's a hefty penalty to pay, so you can either try to outrun them or nudge them off the road, both of which earn you bonuses. Illegal activity also attracts the attention of news helicopters and you'll sometimes find yourself looking through the camera of a news report, which means you briefly have to steer the car from above (rather like the original gen N-Gage game Glimmerati).
You start the game with just a couple of tracks unlocked, but as you earn money you can unlock the others, making a total of seven tracks (in order of unlocking): Honolulu, San Francisco, Las Vegas, Rome, St. Petersburg, Mumbai and Tokyo. Earning money also unlocks new vehicles and new engine parts in the garage. You can choose any unlocked car or bike and any unlocked part before a race. The parts menu gets very complex as you unlock more and more, but the garage helps you by displaying the effect each part has on your vehicle's abilities (for example a part might increase top speed but reduce acceleration). There are a total of nine cars and three bikes (in order of unlocking): Mini Cooper S, Ford Mustang GT, Kawasaki Z 1000, Nissan GTR R34, Aston Martin V8 Vantage, Chevrolet Corvette Z06, Kawasaki ZX 10R, Lamborghini Gallardo Spyder, Ruf RT 12, Pagani Zonda F, Lamborghini LP 640, Ducati Desmosedici RR. Whichever car or bike you choose, the other cars on the track will automatically be chosen to match it, and the "rubber band" gameplay means you never pull that far ahead of your rivals, but never fall that far behind either. There are a total of five game modes which can be unlocked, covering a variety of contrasting gameplay styles: - Race: A straightforward three lap contest to get to the finish line, you earn the most money from bonuses on the track but you have to finish in the top 3 to keep the money. - Beat 'Em All: The most aggressive mode, you have to push six other racers or police cars off the track before you've done three lap - Cop Chase: The roles are reversed, you control a police car and your task is to catch the leader of some street racers. Hitting innocent cars costs you points, but at least you don't have to worry about police trying to catch you for speeding. - Vs: You race against one other car to reach the finish line after two laps. - Cash Attack: You have to earn over $20,000 from various bonuses by the end of three laps. If you earn less than this, you lose the race. One major snag in this mode is that if you lose it doesn't tell you how much you did earn, so you've no idea how much you lost by, making it very difficult to chart your progress. The strategy you need to win varies wildly from one mode to the other, for example "Beat 'Em All" doesn't require you to be anywhere near the front of the race while "Vs" requires you to come first. The game can be played in both vertical/portrait and horizontal/landscape modes, and can also be flipped if you want to use the controls on the other side of the phone. Because it's a racing game it felt slightly more comfortable to play in horizontal/landscape mode, but it was still perfectly okay in vertical/portrait mode, especially if you use the camera keys to zoom out a bit before the race begins. The controls of the game are fairly similar in all modes, with the bulk of features being accessed through the d-pad (the button does nitro, down brakes, left and right steer). Drifts are a bit trickier, you have to press 8 during a turn, but if your phone has gaming keys you can drift with the lower gaming button. The keypad's * and # buttons control the camera angle, which is most useful in vertical/portrait mode as it lets you see more of the road around you. 
Three of the twelve vehicles in the game Graphics & Sound Before we discuss the graphics in Asphalt 3, it should be remembered that this isn't a 50 euro console game, it's a 10 euro phone game. As a phone game, the graphics are very very good. They're not perfect, and they'd be better if they used the graphics accelerator chip on certain N-Gage models, but in general the game looks extremely pretty and detailed. As well as you and the other racers, the streets are populated with other traffic, police cars, trams and even press helicopters, which really adds to the atmosphere. Perhaps the biggest graphical glitch is the strangely wobbly camera at the beginning, but once the race begins the camera is fine. The look of each tracks is very different thanks to the globe-trotting nature of the game. The 3D is a lot more detailed than on previous Asphalt games, and the game world on each track feels a lot more real. However, it would have been nice to see more variety on each track through the use of different times of day and different weather conditions (the snow on the St. Petersburg track is a tantalising glimpse of how much this could have added to the game). The feeling of speed conveyed by the graphics varies from track to track and situation to situation. Sometimes, especially when you're using the bikes, the game feels incredibly fast, but in other situations the game starts to slow down because there are too many objects near each other at once. In general though the game is playably smooth. A higher frame rate is always welcome of course, but the current frame rate is perfectly adequate. Sound is pretty much what you'd expect from this kind of game, the music is straight out of a Hollywood film with a mixture of pop, rock and hip-hop. The title screen has a rather nice rendition of Misirilou in the style of Dick Dale. The soundtrack and sound effects are all recorded in high quality, and suit the game very well. Whether you like them depends on your taste, but if you enjoy arcade racers then you'll probably enjoy Asphalt 3's sound. The one problem audiowise was the volume control, which didn't seem to vary the volume properly. 

Four of the seven tracks: Honolulu, Tokyo, Mumbai (aka Bombay), Rome N-Gage Arena Shamefully, the only Arena feature of Asphalt 3 is a rankings board. No shadow racing, no online multiplayer, just high score posting. Even worse, we could not get the rankings to work at all, either in the game or in the N-Gage app. The screen just stayed blank. As things stand, Asphalt 3 gets a big fat zero for its online features, which is a real shame because it has a lot of potential as an online multiplayer game. Hopefully Asphalt 4 will let us race against each other on the Arena in real time. Overall If you're looking for a realistic racing simulator, Asphalt 3 is not for you. If you're looking for a fun, easy-to-get-started arcade racer then this may well be your cup of tea. Despite its attempts at realistic graphics Asphalt 3 is actually a very cartoony title, like a sort of Mario Kart designed for petrolheads, which is a good thing. A big shock for some people may be how little Asphalt 3 values winning a race or scoring a low lap time. If you get to the front of a race, stay there and finish first, your score will be very low. If you stay in the middle of the pack, cause as much mayhem as possible and then finish third, your score will be very high. Seven tracks may seem like a small number, but the five distinct game modes make you approach the tracks in totally different ways. Catching a criminal in "Cop Chase" is a completely different game to smashing the city up in "Cash Attack", and this kind of contrast adds greatly to the game's replay value. Perhaps Asphalt's biggest drawback is the lack of clarity over what actually gets you credit in the end-of-race score. The score rundown after a race has a mysterious "others" section which frequently contains more money than any of the other bonus categories, and even the listed bonuses aren't explained properly anywhere (what's the difference between "Takedown" and "Road Rage" for example?). In one "Beat 'Em All" race this reviewer managed to take down four cars at once at the start of the game, then another, then two at once at the end so that the total score was a bizarre 7 takedowns out of 6, all in the first lap. This would seem to be an amazing fluke, but the end-of-race score was very low because it all happened so quickly. Ironically for an arcade racer, Asphalt 3 seems to punish people for speed. However, in general Asphalt 3 is a fun and playable game with accessible gameplay, a good selection of game modes, nice sound and nice (though sometimes a bit too jerky) graphics. The lack of online gameplay is a big disappointment though, even shadowracing would have been fun. ----------------------------------------------------------------------------------------------------------------------
لعبه رقم 2
Method.Solutions.Space.Impact.Kappa.Base.v1.16.104 .N-GAGE.SymbianOS9.1.Cracked-BiNPDA
Gameplay
Space Impact Kappa Base title screenSpace Impact: Kappa Base (SIKB) is an old-fashioned scrolling shoot-em-up, inspired by the original Space Impact games which were embedded on Nokia's older mobile phones such as the 3310.
In Kappa Base you pilot a craft (or "skyblade") through ten levels of baddies and hazards in space, in the upper atmosphere and near the ground. The plot goes like this: the Earth has become so polluted and difficult to live on that some humans have chosen to alter themselves mechanically and become a race of cyborgs called "MEKS". The MEKS have decided that the remaining unaltered humans are "obsoletes" and should be destroyed. Cue the usual man vs machine malarkey...
The plot has various interesting twists and turns and there's a sequel-hunting ending, but the main aim of this game is to score well. This isn't the kind of title where you play through it once and feel that you've "beaten" it. In fact SIKB's playing structure is much more like Mario Kart, as you receive a grade for each level and the challenge is to go back again and again to improve the grade.
The gameplay revolves around choosing the appropriate skyblade and weapon loads for each level. As you collect money in the game you unlock more options, and eventually you can choose from eight skyblades and seventeen types of weapons. Because you can take several weapons at once on the same craft, there are 200 different combinations of weapons load, and what you choose will make a lot of difference. Some levels are almost impossible with a bad choice of weapons, but become much easier when you select a more appropriate combination. The choice of skyblade can also be important, as they have different properties in terms of speed, armour, and kinetic energy gathering.
That last phrase might have sounded a bit weird, as it refers to an unusual central concept of SIKB: to build up the energy for certain powerful "kinetic" weapons, you have to let enemy bullets graze you. Once the kinetic meter has been filled, you can use the special weapon. The kinetic weapons aspect turn the usual gameplay on its head, as you often find yourself desperately trying to get hit by bullets so that you can use the special weapon and wipe out all the baddies on the screen. The kinetic aspect also comes into play when you're trying to get a high score, as there's a separate bonus meter which fills up as you get hit.
Space Impact Kappa Base mission screenYou occasionally receive wingmen to help you, but they generally just sit there shooting and getting hit, rarely moving about. Your bullets don't harm them so you can just ignore them if you like, or you can dive for cover behind them if you're worried about taking damage.
The controls on SIKB are very simple: you move with the direction pad and shooting is automatic. You can optionally set it to shoot manually, but there's little point in using this as you have unlimited ammo. The only other control is pressing 2 to fire your special weapon, which is not covered by the autofire because its use can depend on building up precious kinetic energy.
Rather awkwardly, there seems to be no way to play the game in horizontal mode. You can physically hold the phone horizontally of course, but it's difficult to use the keypad on slider models, and SIKB did not use the N81's gaming keys at all.
There are four savegame slots, and three characters to choose from for each slot. The choice of character doesn't make a huge amount of difference, it mostly just determines which skyblade is unlocked at the beginning of the game, and it also means the cut scenes are slightly different.
You can choose to play the game in easy mode or normal mode. Easy mode is very easy indeed, this reviewer played the game all the way through on the first go in easy mode, but normal mode offers much more of a challenge. The levels are the same in both modes, but you have four continues in easy mode compared to one in normal mode, and the enemies are harder to destroy in normal mode.
Space Impact Kappa Base skyblade screenSpace Impact Kappa Base weapons screen
Space Impact Kappa Base cutscene 1Space Impact Kappa Base cutscene 2
Space Impact Kappa Base solar arraySpace Impact Kappa Base space
Graphics & Sound
The gameplay and most of the graphics are in 2D, but there are some 3D objects and enemies too, and the mixture works very well indeed, with a pleasing alien look. There are 3D renderings of all the craft and weapons during the weapons selection process, and the larger "boss" enemies are all in 3D as well. The backgrounds are nicely detailed and varied, ranging from snowscapes to forests to space stations to alien planets.
The speed of the graphics can get very fast indeed and on some levels it's extremely frantic, like watching a video on fast-forward. There are often many dozens of separate moving objects on the screen at once, and trying to find your ship among all the enemies and bullets can be like trying to see dandruff in a snowstorm.
Cut scenes consist of anime-ish characters with text and dramatic music in the background. These are sprinkled throughout the game, appearing between and in the middle of levels as the plot unfolds. It gives the game a real 16-bit feel, which is a good thing in this style of game.
Soundwise the game's soundtrack has a nice mixture of ambient and dramatic music, and the very last level sounds like a dance version of a Gregorian Chant. All of the music enhances the game without getting in the way. The music and sound effects have separate volume controls, so you can mix them to your own liking.
Space Impact Kappa Base boss screenSpace Impact Kappa Base first boss
Space Impact Kappa Base first boss speaksSpace Impact Kappa Base first boss attack
Space Impact Kappa Base alliSpace Impact Kappa Base flying away
N-Gage Arena
As befits an old-style shooter, the only online feature is a "World Battle" global high score table. We could not get the Arena connection to work in SIKB though, so we couldn't see if the promised clans feature was present.
Overall
Whether you like SIKB depends on what kind of gameplay you enjoy most. Although the offline game is called "story mode", the aim is really to play and replay levels constantly chasing after a better grade, and to unlock more items.
If you just want to play through the game once, then you will be missing the point of SIKB. This is an "old school" scrolling shooter where high scorers receive the greatest rewards, with a smattering of 3D graphics to give it a 2000s look.
In short, if you like classic shoot-em-ups then SIKB is for you. If you hate them, stay away.
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لعبه رقم 3
Gameloft Brain Challenge v1.1.4.N-GAGE.SymbianOS9.1.Cracked-BiNPDA
Joining the launch line-up of titles for the N-Gage Platform is Gameloft's Brain Challenge. While there will be a handful of ‘big' titles for the N-Gage, Brain Challenge is not one of them - but there's nothing wrong with that. While the flash titles make up the column inches, it's games like this that are going to be the bread and butter earners for Nokia and its partners. It would be mighty interesting to see just how well Brain Challenge does in the ‘revenue earned' column after three or four months. I would not be surprised to see this title become a solid and continuing revenue stream for the Finns. Nothing here is especially new, but it fits well into the genre of ‘play a little puzzle every day' that was started by Dr Kawashima's Brain Training on the Nintendo DS.
For those of you who aren't familiar with this, you play a series of mini-games each day, each lasting a few minutes at most. The scores for these games are combined to give you a ‘daily score' and this is compared to previous scores. If the theory of exercising your mental ability holds true, you should see a steady improvement. Rather than progress through a games storyline, you progress in yourself, creating a much better and more rounded person in the process.
Or you could argue that developers have found a way to write really simple games and package them up for profit, but only a cynic would think that....
Gameloft should be congratulated for some good presentation here - the games (12 in total, I believe) are grouped into the four areas they are testing, namely Maths (annoyingly labelled Math in my version...), Memory, Visual and Logic. The games are all controlled with the d-pad (and the occasional button press), so there are very few issues with the controls. Which is good - the point of these games is for you not to be thinking about what key to press next, but simply to think.
Two examples of the mini-games should make my point clear. The first is Balance, coming under the Logic section. You're presented with a set of scales and asked which item is heavier. Initially this is pretty easy - just go for the one which has dropped the scales. But as you progress through your 60 second game, and as you play it more and more often, you'll come across more difficult challenges, with multiple items on each side of the scales, or even scales on top of scales. Yet you're asked to work out which of two single items is heavier with a flick to left or right of the cursor. Fun indeed... well it is to me. Trout, under the Maths section, is another example of something that looks simple, and is... if you ignored the timer. Given a grid of numbers, a start point, and then a mathematical operator (e.g. ‘+4') you have to jump from your target square (say it has 17 in it) to the square that is next in order... i.e. 17+4=21. So jump left, right, up or down to the square with 21 in it; then 25; then 29... Make five jumps and you get a new grid and new modifier. Much like Balance, and many of the other games, it's a basic task, but when put under pressure to do as many as you can against the clock, that's when it gets interesting.
There's nothing especially new in this mix, nor are the games amazingly 'out there' - we're talking basic pattern recognition in many of the games, some quick mental mathematics and some cunning psychological tricks when you're counting (such as four red number threes), but the games are clear, surprisingly fun, and, by limiting each game to a time limit of 60 seconds, stay fresh and challenging over the time you'll be playing the game - and as you play, you'll unlock more of the mini-games. While the idea of a learning curve goes somewhat against the grain of the daily brain game genre, Gameloft's unlocking strategy keeps the title from going stale. Coupled with the ten minutes a day nature of the game, I think Brain Challenge is going to do very well.