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بِسْمِ اللّهِ الرَّحْمَنِ الرَّحِيمِ وَذَا النُّونِ إِذ ذَّهَبَ مُغَاضِبًا فَظَنَّ أَن لَّن نَّقْدِرَ عَلَيْهِ فَنَادَى فِي الظُّلُمَاتِ أَن لَّا إِلَهَ إِلَّا أَنتَ سُبْحَانَكَ إِنِّي كُنتُ مِنَ الظَّالِمِينَ (87) فَاسْتَجَبْنَا لَهُ وَنَجَّيْنَاهُ مِنَ الْغَمِّ وَكَذَلِكَ نُنجِي الْمُؤْمِنِينَ (88) :: سورة الانبياء


العودة   نوكيا الشرق الاوسط, بلوتوث, برامج, العاب, ثيمات, نغمات, جوال نوكيا > منتديات الجوال - Mobile Phones, Symbian S40,S60,S80,S90 > العاب جوال - Symbian S60,S80,S90 Games > العاب الانجيج الجيل الثالث , N-Gage Games S60 3rd

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زائرنا العزيز, سجلاتنا تفيد بأنك غير مسجّل ,, ان رغبت بالتسجيل فيسعدنا ذلك و يشرفنا انضمامك الى اسرتنا,, ::> ملاحظة هامة <:: نرجوا عدم التسجيل بأميلات الياهوو لأنها لا تعمل في منتدانا .. لذا جرى التنبيه

إسم العضو كلمة المرور تأكيد كلمة المرور البريد الإلكتروني تأكيد البريد الإلكتروني
 
التحقق من الصورة.
رجاء ادخل الستة أرقام أو الحروف الظاهرة في الصورة.

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ألعاب الانجيج الأجمل الأقوى والأفضل تجدها هنا [10العاب كاااامله] للـ NGAGE حصريا

العاب الانجيج الجيل الثالث , N-Gage Games S60 3rd


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  #1  
قديم 27-05-2008, 10:43 PM
الصورة الرمزية Ha$an
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قسـم الـ Symbian OS S60 - S80 - S90

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Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1

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Cool ألعاب الانجيج الأجمل الأقوى والأفضل تجدها هنا [10العاب كاااامله] للـ NGAGE حصريا

NGAGE
:::واخيرا:::

العاب الانجيج الان كااااااااااااااااااامله لعيون الغالين
تم اضافة روابط جديده في اخر الصفحه





لعبه رقم 1
  • Gameloft Asphalt 3.v1.2.7 N-GAGE SymbianOS9.1-Cracked-BiNPDA


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.


[عزيزي الزائر يتوجب عليك التسجيل لمشاهدة الرابط للتسجيل اضغط هنا]


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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.



[عزيزي الزائر يتوجب عليك التسجيل لمشاهدة الرابط للتسجيل اضغط هنا]

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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.






[عزيزي الزائر يتوجب عليك التسجيل لمشاهدة الرابط للتسجيل اضغط هنا]

[عزيزي الزائر يتوجب عليك التسجيل لمشاهدة الرابط للتسجيل اضغط هنا]

توقيع Ha$an
 
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التعديل الأخير تم بواسطة Ha$an ; 29-05-2008 الساعة 05:11 PM.
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  #2  
قديم 27-05-2008, 10:45 PM
الصورة الرمزية Ha$an
كبير مشرفي

قسـم الـ Symbian OS S60 - S80 - S90

Team mEnPDA
 





Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1 Ha$an has a reputation beyond repute1

إرسال رسالة عبر مراسل MSN إلى Ha$an إرسال رسالة عبر مراسل Yahoo إلى Ha$an

Cool

اللعبه رقم 4
EA Sports FIFA 08.v1.0.30 N-GAGE.SymbianOS9.1.Cracked-BiNPDA



FIFA presents you with a number of types of game play, including a season long campaign or a number of tournaments, mostly regional cup games, or the International Cup – eagles eyed lawyers will spot that this avoids referencing properties such as the FA Cup or the World Cup, as this would probably drive up the licensing costs.


Team selection is well represented, with the major leagues of each country (although I’m disappointed the UK representation is only the English Premiership, when most other versions of FIFA 08 also carry the Scottish Leagues and I could play my beloved Cowdenbeath). For those of you not au fait with the teams of Europe, each has a star rating (out of five)… How the Scottish national team gets a big 4/5, I don’t know.
There are two other modes. First is the quick game, where you choose two teams and just go for it. I suspect that’s where most casual players will start before deciding to move into a longer League or Cup mode. And then there are the challenges, which are a lovely idea. You get presented with a scenario - Liverpool are 3 goals down after 20 minutes and went on to beat Milton Keynes by 5 goals. Can you do the same - and you're asked to play it through. It's a nice touch, and gives you a little slice of pick up and play if you don't want to commit to a series of matches.
Now, while the controls are pretty simple, the choices you have in the game are varied. You can do the classic kick the ball up the pitch and run after it, you can lob balls in the air between your players from opposite sides of the pitch, or you can pass the ball between your players who are close, slowly working it towards the goal. Those were the three basic strategies I used on novice level, with a little bit of success… by using just those, it made the game challenging but not overly difficult – which is good for me. More experienced FIFA players will appreciate the higher difficulty levels, and the gamer in me is glad that 'novice' doesn't translate to a ‘we’ll let you win to make you feel good’ level of skill… the five skill levels available significantly ramp up the difficulty.


You can also change the team formation – where players stand on the pitch and what areas are covered. This is the mystical number chant of 4-3-3, 4-2-2-2 or even 1-4-3-2 (see, we have silly numbers just as much as American Football), but luckily you get a graphical display of where your players would end up. This can be changed at any point in the game, so you can re-organise to defend, attack, or have lots of players in the middle for passing the ball around. You’ve also got the option to substitute out injured or tired players.
Where I found trouble is when the computer AI team has the ball and I’m trying to get the tackles in. There are no complicated key strokes, just your player next to the player with the ball, and the tackle is then made (success depends on the relevant simulated skill of the actual football player) – the problem is getting your player close enough. The switch to nearest player isn’t intelligent enough to snap to the closest, and the AI controlled players on your team are as dumb as… well... footballers. Maybe I’m missing something, but it’s rather hit and miss, and infuriating trying to muster the defense.
The look of the game is wonderful – all the players may be small, but they are crisp, you can make out where they’re going or trying to do – you can even watch them loose balance on a slipping pitch! And just to make it a bit more TV like, whenever something spectacular happens, you’ll get a replay of the action from a dramatic camera viewpoint, e.g. to relive the perfect goal into the top corner of the net.


I was expecting a multi-player option to be available on FIFA, either over local Bluetooth or through the N-Gage Arena. This would be the perfect game for that – unfortunately there’s no sign of it at all. I wish there had been, and I’d be intrigued to know why a local option isn’t in the design. Is this because of the focus that everything has to go through the N-Gage client (and server) model?
And while FIFA 08 is going to lose a few marks for that, the rest of the title holds up very well to this casual gamer. The menus are clear, the graphics are sharp and understandable, there’s little confusion in what’s happening in the game (even if how I’m playing is a bit inexplicable), and there is enough variety in the types of game, and in the changing nature of league and cup competitions to keep you playing FIFA 08 for a long time.



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اللعبه رقم 5
Ideaworks 3D System Rush Evolution v2.53.N-GAGE SymbianOS9.1 Cracked-BiNPDA


When it first arrived on the original N-Gage, it (along with Pathway to Glory) gave the platform just enough of a push to return it to respectability. A slick, fast futuristic racer, with the regulation weird plot to hold it all together. It was one of those ‘push the envelope’ titles that gaming systems love. And now System Rush Evolution graces the new N-Gage Platform, and again it’s a mass of whiz bang graphics, slick presentation and lightning fast gameplay. If nothing else it looks impressive during a thirty second demo to your friends (which means that I see no reason why everyone shouldn’t be carrying the demo on their memory cards for those ‘ah but it’s just a phone’ discussions down the pub.


Setting aside the exciting plot of hacking into corporate computers and somehow evading the security programs in a co-vec (code vehicle), System Rush is a rather good futuristic racing game – a genre arguably started by F-Zero and Wipeout on the gaming consoles.
Evolution has made some changes when compared to the original, and these make it more suited to a mobile environment than previously. Rather than long flat racing tracks with inclines and banked corners, you are racing around inside a twisty tunnel, sometimes fully enclosed, sometimes parts of it missing - maybe it’s meant to be a wire, with the plastic sheath stripped away at certain points?
What this change of environment does is radically change the control system – whereas the original had your full 'accelerate, brake and turn corners', the new System Rush is more about positioning your Co-vec inside the wire, rather than navigating the wire. You follow the course of the wire no matter where you are on the inside of the wire. Left and right spins you around the wire, while up and down activate your power ups – one of which is a temporary speed boost. Otherwise everything runs on rails.


All you have to avoid are the obstacles inside the wire, the enemy co-vecs chasing you, and try to stay on the parts of the wire that are still sheathed, otherwise you’ll lose points and energy.
While this may sound silly and simple when compared to the complexities of console drving games, it really is all in the environment. I don’t mean the environment of the wires and obstacles in the game; I mean the environment you are playing the game on. A mobile phone. On an Nseries smartphone, you can’t have pixel perfect controls in a game like this – hence I suspect the move away from driving around the course and hitting the apexes of corners and then stomping on the power, towards more a high tech gunner with collision avoidance as a primary duty.
And you can forget about this being simple – the difficulty curve on System Rush Evolution is perfect for me; but as you may all recall, I’m a sucker for complicated games that provide a hardcore challenge, and that means I’m really enjoying having to really learn all the wires and courses in Evolution. You’ve got to hit the power-ups, you need to pass over the parts of the course that give you a short burst of acceleration, and you’ve got to miss all the obstacles. That’s a surprisingly welcome challenge, but for casual gamers who aren’t used to investing a lot of time to pass a single level, it may be just a little bit too much.


The single player ‘storyline' mode shows the two main styles of game play: infiltrate and shutdown. See, this is where the hacking story helps, because these are essentially timed races – get round a number of laps of the wire in a fixed amount of time (usually barely enough), or shoot down enough enemy code with your auto-firing nose cannon before you run out of time.
And then there’s multiplayer. You have the same game options, plus the additional head to head mode where the power-ups can be used to affect your opponent – I love the ‘reverse their controls’ option just to mess with their heads. Finding a game can be a bit hit and miss. Searching for people who have a similar skill level to you (ranking search) finds you an online opponent in short order, but searching through the filter – where you can choose the track and type of game - is less successful. This may well improve as more people purchase the title, but for the moment be aware that the numbers of people playing are quite low.


System Rush Evolution sums up the new N-Gage platform perfectly. The gaming is perfectly suited for a mobile device, and offers a comparable challenge to console based gaming, thanks to the strong consideration of the devices the game will be played on. It’s fast and furious, and looks like a modern game, with speed, light and action all in abundance (and it looks gorgeous through the ‘TV Out’ on an N95). Yes it’s hard, but that makes it all the more rewarding.
Right now, as the games roll out, it will be perceived as the flagship title of N-Gage, although strictly speaking it’s probably one of the wingmen to some of the titles coming up in the next few months. That shouldn’t stop you seeking this out as soon as possible.


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اللعبه رقم 6
Electronic Arts Tetris v4.21.41.N-GAGE.SymbianOS9.1.Cracked-BiNPDA


Gameplay


It's Tetris, which if you don't know (cue the usual comments about being from another planet) involves arranging falling blocks or "tetrominoes" into horizontal lines which makes them disappear.

There are six modes, all variations on the usual Tetris formula:

- Marathon: Pretty much the classic Tetris, you try to score as highly as possible while making up to 150 lines.

- Ultra: Score as much as possible in two minutes.

- 40 Lines: Create forty lines as quickly as possible.

- Versus: You play against a computer opponent. Each of you has your own Tetris playing area, and you can "attack" your opponent by creating more than two lines at once. Attacks cause extra blocks to appear in their playing area.

- Clash: Another player vs. computer mode where you both try to get to a certain score first by placing blocks in the same playing area.

- Challenge: A "pass around" multi-player mode for up to four people where you pass the phone between players and the winner is the one who scores the most. Everyone in the round gets exactly the same tetrominoes in the same order, so it's a level playing field.

These modes successfully cover all the main playing styles and skills, though it's a shame that only one of them (Challenge) involves other humans. All the modes have numerous options which let you tweak the game to suit your personal preferences, and you can also redefine all of the keys too. There was no option to change the screen orientation though.

Actually playing the game works without any problems, the blocks drop fine and you can use any control keys you want to. This is Tetris, and it's an addictive game on practically any gaming platform.
The main problem with the gameplay though is the menu system you have to navigate, which makes even simple actions cumbersome. Tetris is the ultimate instant-play title, but for example if you want to change modes while playing, here's what you have to do: pause the game, select the menu option, confirm you want to leave the current game, press the single player option (even if you're using multi-player Challenge mode), then within the next few seconds press the d-pad button to be taken to the "game settings" screen. If you wait too long to press the button, it takes you back to where you started. The graphics make this hopping from screen to screen even more frustrating but more on that later.



A couple of the vs. computer modes: Versus and Clash

Graphics & Sound

Graphicswise EA haven't exactly pushed the boat out here. It's Tetris, it's the same old blocks you've seen since the 1980s with the same playing area too. It's perfectly functional, but there's absolutely nothing spectacular here.

This simplicity might be okay if it helped the flow of the game, but this is marred yet again by the awkward menu system, this time in its graphics department. Apparently suffering from CSI syndrome, the N-Gage version of Tetris takes the terrible design decision to make every single screen appear with animated sweeps, and every single word appear with nonsense-turning-into-english animation. This might be okay for the opening credits but it should not appear every single time in every options menu of a phone game, particularly one like Tetris where you play it in very short bursts.

Sound is very disappointing. There's no music at all except a very brief clip of the classic Tetris tune on the title screen, and the in-game sound effects are utterly forgettable.



N-Gage Arena

There's an online rankings sytem with global leaderboards which show the top ten players in each game mode. That's it.

The vast majority of players are extremely unlikely to ever get anywhere near the top ten so you can safely ignore the leaderboards, and if you're not in the top ten it doesn't even tell you what your current ranking actually is.



Overall

A universal phenomenon on new gaming platforms is that the third party software during the launch period is extremely shoddy. This has always been the case since the very first home computers and consoles, and it will probably always be the case. Third party developers hate the financial risk of releasing games on a new platform, and they will be technically unfamiliar with new hardware too, so their first games tend to be quick and easy ports of games from older platforms.

If you want the real official Tetris on your N-Gage-compatible phone then this will probably do the job, and to an extent reviews like this are pointless because a lot of people will buy this game on the name alone.

However, if you want a quality conversion of a classic game which makes full use of the N-Gage platform, this is not it. There's no online multiplayer, no Bluetooth multiplayer, only one hotseat mode, the menu is needlessly difficult to navigate, the graphics are bland and the sound is practically non-existent. This reeks of a cheap "will this do?" cash-in using a famous licence.


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توقيع Ha$an
 
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التعديل الأخير تم بواسطة Ha$an ; 30-05-2008 الساعة 11:04 PM.
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قديم 27-05-2008, 10:45 PM
الصورة الرمزية Ha$an
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Cool Snakes.Subsonic و Block.Breaker.Deluxe و 3D Mile High Pinball

اللعبه رقم 7
BLT.Snakes.Subsonic.v1.11.N-GAGE.SymbianOS9.1.Cracked-BiNPDA


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
- Options
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.


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اللعبه رقم 8
Gameloft.Block.Breaker.Deluxe.v1.0.3.N-GAGE.SymbianOS9.1.Cracked-BiNPDA




Gameplay

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.


N-Gage Arena

There's no online multiplayer, though you can play Bluetooth multiplayer. You can upload your score to an Arena scoreboard a