Sunday, October 2, 2011

Monster Rancher (Monster Farm)



Monster Rancher, known in Japan as Monster Farm (モンスターファーム?), is a console game released in North America on November 24, 1997, for the PlayStation system. It is the first game in Tecmo's Monster Rancher series, featuring the raising, fighting, and breeding of monsters.


Although it is possible to acquire a monster in-game, the series is known for the ability to acquire new monsters using Compact Discs (CDs). Players can use any readable CD, and the game creates a monster using the data stored on it. Certain CDs would result in unique monsters: for example, some Christmas music albums will give the player a monster of type "Santa". Once the player has two or more monsters in reserve, they can be combined, creating a new monster with traits of both 'parents.'

Once the player has a monster, it can then be raised to be a fighting machine. There are six stats that determine how the monster does in battle: Power fuels physical attacks, Intelligence fuels and defends against energy attacks, Life determines monster's hit points, Skill affects accuracy, Speed helps evade opponents' attacks, and Defense reduces damage received from physical attacks. Monsters train either by doing chores nearby, or can be sent to be trained by experts, where they have the chance to gain new attack techniques.

The primary way to advance through the game is through monster fighting tournaments. While in battle, each monster has attacks available to it, some moves are only available at close range, others from a distance. Players cannot control the monster directly in a fight, but can call for their monster to stay away or close in, and attack with whichever move is available at the current range.

In Monster Rancher 2 and Monster Rancher Advance 2, Holly, the assistant from this game, cameos as a rancher from the group, AGIMA, who you train monsters for.


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Sunday, July 31, 2011

Jnes


Jnes is a NES emulator for Microsoft Windows. It is coded by Jabo, who is known for his work on Project64, a Nintendo 64 emulator. Using DirectX for hardware acceleration, Jnes also features online play with Kaillera, and the ability to use codes for cheat devices like the Game Genie and Pro Action Replay. It also has the ability to use a mouse like a zapper. Jnes is known as one of the most accurate NES emulators for Windows.

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Saturday, July 9, 2011

STAR FOX 64

In Star Fox 64, the player controls one of the vehicles piloted by Fox McCloud, usually an Arwing. Most of the game takes place in "Corridor Mode," which forces Fox's vehicle down a fixed path straight forward through the environment. The player can maneuver somewhat around the path and slow their vehicle temporarily, but cannot truly stop or change direction. Some stages of the game, including many bosses, take place in "All-Range Mode" by comparison (As does Multi-Player Mode). In this variant the player can move freely within the confines of a large arena to engage in combat.

In Corridor Mode, the player's vehicle can be maneuvered around the screen to dodge obstacles and shoot incoming enemies with laser cannons, and can also perform a somersault to get behind enemies or dodge projectiles. The Arwing is also capable of deflecting enemy fire while performing a spinning maneuver called a "barrel roll" (actually an aileron roll in real life aviation terms).The Arwing and Landmaster can also charge up their laser cannons to unleash a powerful lock-on laser. The Arwing can also perform one new maneuver in All-Range Mode: an Immelmann up-and-over to change direction. In-game, this is called a U-turn.

Power-ups found in-game include supply and shield rings to refill your vehicle's health bar, ultra-rare 1-Ups (extra lives) and weapons. The Arwing and Landmaster can hold up to 9 Smart Bombs at a time. But only the Arwing can use laser upgrades to improve its base firepower up to three times. If the player dies or loses a wing, the player loses the laser upgrades as well. Another laser upgrade or a separate item, the wing repair, will give them their wings back and enable the player to collect laser upgrades again. All power-ups carry over to the next level of the game.

Returning from the original Star Fox game are wingmen that fly beside the player in Arwings and are sometimes pursued into the player's field of view by enemies. The longer it takes the player to save the wingmen the more damage they will take, eventually forcing that wingman to retreat to the team's mothership, the Great Fox, for repairs. That wingman will remain unavailable on the Great Fox throughout the next level as well before finally returning. When flying alongside Fox, each wingman provides a different form of support. Slippy will scan the boss characters and display their life bar on-screen. Peppy will provide gameplay advice, and Falco Lombardi will help open up routes to harder levels. At some points in the game, other minor characters, such as Fox's old friend Bill or Falco's friend Katt, appear to help the team in different situations.

Among Star Fox 64's features is the in-game sampled voice speech that replaced the gibberish-like chatter from the original game. However, the original chatter, referred to as "Lylat" in the language option-screen, can be enabled in the PAL version, though the feature is not in the Japanese and American NTSC versions. This game relies much more heavily on dialogue than the original, and together with the cinematic sequences, they drive the story forward.

Instead of the fixed series of levels of the original (determined by the difficulty level chosen), many of the levels branch out to two and on one occasion three different levels, with the upper branch requiring the player to accomplish a certain task like destroy a certain boss. If the task is completed, the end of the level will read Mission Accomplished. However, if this task is not achieved, the ending will read Mission Complete, and the player must take the "downward" route. The levels correspond loosely to the difficulty levels of the original Star Fox, with routes color coded blue, yellow, and red to represent the easy, normal, and hard levels of difficulty, respectively. There are a total of 25 different routes the player can take through the game. Each path eventually brings the Star Fox team into contact with Star Wolf.

Finally, to add replay challenge, the game features awardable "medals," which are earned by accomplishing a mission with all wingmen intact and having achieved a certain hit total.

These totals are often a high percentage of the total enemies on the stage, leaving little room for error. Obtaining medals results in unlocking bonus features, such as a sound test and the ability to use the Landmaster tank and fight on foot in multiplayer mode. Acquiring all medals unlocks a new Expert mode in which there are more enemies per level, the player's Arwing takes more damage (a single direct collision with solid obstacles will destroy one of the Arwing's wings and rid the player of any laser upgrades), and Fox wears sunglasses similar to those of his father, James McCloud. Acquiring all medals on Expert Mode unlocks a new title screen for the game; a medal on Venom in Expert Mode allows players to use the Star Fox team as foot soldiers in multiplayer mode.

Indiana Jones and the Infernal Machine (N64)

Infernal Machine is an action-adventure and, as such, features a hybrid of various gameplay mechanics. The player sees Indiana Jones from a third-person perspective and controls him through 17 levels of a fully polygonal 3D world.[10] A recurring element of Infernal Machine are platforming sections, for which a combination of running, jumping, climbing, and the use of the protagonist's trademark bullwhip is required. Furthermore, several human, animal and supernatural enemies are encountered during the course of the game, which the player can fight off with numerous firearms, the aforementioned whip, and a machete. In addition to these obstacles, the game largely focuses on solving puzzles and discovering treasures. Some levels include vehicle-themed portions such as rafting, jeep treks, and mine cart chases. The main objective of the game is to collect four machine parts in order to complete the titular Infernal Machine.

The story of the game is set in 1947 and depicts archaeologist and adventurer Indiana Jones returning to his digging career after the turbulent World War II conflicts he was involved in. Sophia Hapgood, an old friend of Indiana and now a member of the Central Intelligence Agency, visits him at his dig site in the Canyonlands, and informs him that the Russians are excavating the ruins of Babylon. Led by Dr. Gennadi Volodnikov, a physicist interested in alternate dimensions, the Soviets' supposed objective is to find a weapon more powerful than the atom bomb, giving them a deciding advantage in the Cold War.

Sophia hires Indiana to investigate what exactly the Russians are searching for, and he travels to their dig site in Iraq. There, he joins up with Sophia's boss Simon Turner and finds out that Volodnikov is looking for the Babylonian god Marduk who lives on another plane called the Aetherium. Deep in the ruins of the Etemenanki, Indiana translates some ancient tablets with cuneiform writing explaining the true story behind the Tower of Babel: 2600 years ago, King Nebuchadnezzar II was inspired by Marduk to build a great engine, but the frightened Babylonians tore the tower housing it down, leading four of the god's disciples to escape with some parts of this "Infernal Machine".

A third-person action-adventure, the camera of Infernal Machine is constantly placed behind the playable character. The heads-up display in the bottom left corner is limited to a health indicator.
Indiana embarks on a journey to find these machine parts before the Soviets do, and eventually retrieves all four of them from a monastery in the mountains of Kazakhstan, an active volcano in the Philippines, an Olmec valley in Mexico, and a tomb in the deserts of the Sudan. He is then confronted by Volodnikov and Turner who both demand him to hand over the parts as they think they would not be safe with the other side. Untrusting of his fellow Americans, but opting for the lesser evil, he gives the parts to Sophia and Turner. Volodnikov says that it was probably better this way, as Marduk would have his revenge on those who desecrated the machine.

Alarmed, Indiana travels back to the Room of the Tablets in Babylon, and finds a now-opened gate leading even further into the ruins, to the core of the Infernal Machine. He catches up with Sophia and Turner, the latter of which intends to convince the other dimension to cooperate with the USA, and uses the machine parts to activate the engine. He then pushes the unwilling Sophia into a mystical cage as a means of sending her to the Aetherium as an ambassador. Indiana sees no other way but to kill him to reclaim all parts and rescue her. However, the activated machine goes awry, and Indiana and Sophia are sucked into a portal that leads to the other dimension. There, he defeats the malevolent Marduk and frees Sophia from her cage. Having escaped back to Babylon, the team is greeted by Volodnikov, who is curious to find out if they encountered God on the other side, which Indiana denies. In the ensuing conversation, the Soviet doctor turns out to be a lot less extremist than assumed, and the three wander off into the sunrise in search of a good bottle of vodka. A bonus level sees Indiana return to the Peruvian temple from the opening of the film Raiders of the Lost Ark, and has him find another golden idol in a secret room.

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Monday, June 6, 2011

Dolphin (Emulator)



Dolphin is an open-source Nintendo GameCube, Wii, and Triforce emulator for Microsoft Windows, Linux, and Mac OS X (Intel-based). It is the first emulator to successfully run commercial Nintendo GameCube and Wii games and is the only emulator capable of running commercial Wii games. Its name refers to the Nintendo Dolphin, which was the development codename for the GameCube





History


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Origins (2003–2007)



Dolphin was first released in 2003 as an experimental Nintendo GameCube emulator that could boot up and run commercial games. However, it had performance issues and many games crashed on start up and some of them wouldn't boot ; average speed was from 2 to 20 FPS and audio was not yet emulated.
Dolphin was officially discontinued in 2004, and the developers released version 1.01 as the final build of the emulator. However, the developers decided to revive the project in 2005 and then in 2007, version 1.03 was released with minor improvements and a little sound support.



Open Source and Wii Emulation (2008–present)



Dolphin became an open-source project on July 13, 2008 when the developers released the source code publicly on an SVN repository on Google Code under the GPLv2. At this point, the emulator even had basic Wii emulation implemented. Since its open sourcing, various developers were attracted and development on the emulator has continued since, with regular releases of SVN builds, unlike before, when it was closed-source.[4] These preview builds, unofficial SVN builds, were released with their revision number (e.g., RXXXX) rather than version numbers (e.g., 1.03). As with previous builds, differences between consecutive builds are typically minor.
Dolphin's Wii emulation reached a milestone in February 2009 when it made a breakthrough, managing to successfully boot and run the official Wii System Menu v1.0. By now, Dolphin can boot all versions of the Wii OS.[citation needed] There is, however, no full support for Wii channels, except for the disc channel.
By April 2009, most commercial games, Gamecube and Wii alike, could be fully played albeit with a few minor problems and errors, with a large number of games running perfectly. Many changes to the emulator improved speed for both x86 and x64 users so dramatically that users were achieving full or higher speeds than the Gamecube and Wii itself. Sound had dramatically improved. Graphics near consistent except for a few minor problems.
By late October 2009, numerous new useful features were incorporated into the emulator such as automatic frame-skipping, which increased the performance of the emulator as well as increased stability of the emulator overall. Also improved was the NetPlay feature of the emulator, which allowed players to play multiplayer Gamecube and Wii games online with friends, as long as the game doesn't require a WiiMote. In order to make it more user-friendly, Dolphin's GUI was reworked. The DirectX plugin received huge developments and is now faster than the previously used OpenGL graphics plug-in.
By the end of November 2010, the developers fixed most of the sound issues (such as crackling), added compatibility with even more games, and increased the overall emulation speed and accuracy.






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Web:http://www.dolphin-emulator.com/



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Sunday, May 8, 2011

Banjo - Kazooie

The game opens on Spiral Mountain, home of Banjo, Kazooie and the witch Gruntilda. Gruntilda learns that the most beautiful girl of all is Tooty, Banjo's sister. Enraged, Gruntilda kidnaps Tooty. Banjo and Kazooie learn from Bottles the mole that Tooty was taken to Gruntilda's mountain lair, which they enter.

At the top of the tower, Gruntilda intends to swap her level of beauty with Tooty, thus making her young and beautiful while Tooty becomes a monster, using a machine created by her minion Klungo. To save Tooty, Banjo and Kazooie must travel through various worlds that branch from within the lair. In each world, they can collect up to ten jigsaw pieces, or "Jiggys", which can be used to unlock more worlds, as well as 100 musical notes, which open special doors that allow the two to progress deeper into the lair, and five Jinjos, small creatures that reward the two with a Jiggy whenever all are found in each world. Aiding them on their quest is Bottles, who teaches the two new moves and abilities, and the shaman Mumbo Jumbo, who transforms the two into various animals to accomplish certain tasks.

Deep in the lair, Banjo and Kazooie face Gruntilda in a trivia game ("Grunty's Furnace Fun"), with questions and challenges related to certain aspects of the game. If they win, they will win a prize of their choice, with Tooty being one of them; if they lose, they will be cast into a lava pit. The two win and rescue Tooty while Gruntilda escapes. Banjo and Kazooie return home and celebrate with their friends with a barbecue, until Tooty reminds everyone that Gruntilda is still at large.

Banjo and Kazooie confront Gruntilda at the top of her tower for a final showdown. With the aid of the Jinjos they rescued, who dispatch a giant robot called the Jinjonator, the two defeat Gruntilda, who falls to the ground and is buried underneath a boulder. Banjo and Kazooie return home and visit the beach with their friends, anticipating their next game. Gruntilda, with Klungo attempting to move the rock covering her, swears revenge.

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Super Mario World (Super Nintendo Entertainment System)

Super Mario World is a two-dimensional platform game in which the player controls the on-screen protagonist (either Mario or Luigi) from a third-person perspective. The game shares similar gameplay mechanics with previous titles in the series—Super Mario Bros., Super Mario Bros.: The Lost Levels, and Super Mario Bros. 3—but introduces several new elements. In addition to the running and jumping moves found in past games, the player can float with the aid of special items and execute new types of jumps such as the spin jump.

The player navigates through the game via two game screens: an overworld map and a level playfield. The overworld map displays an overhead representation of the current world and has several paths leading from the world's entrance to a castle. Paths connect to action panels, fortresses and other map icons, and allow players to take different routes to reach the world's goal. Moving the on-screen character to an action panel or fortress will allow access to that level's playfield. The majority of the game takes place in these levels, populated with obstacles and enemies, with the player traversing the stage by running, jumping, and dodging or defeating enemies. Completing stages allows the player to progress through the overworld map and to succeeding worlds. Each world features a final stage with a boss to defeat; each of the seven worlds feature fortresses controlled by one of the Koopalings, and the player also battles Bowser in his castle in the seventh world. In addition to special items from previous games like the "Super Mushroom" and "Fire Flower", new power-ups are introduced that provide the player with new gameplay options. The new suit in the game is the cape feather, which gives Mario a cape and allows him to fly. This suit is also similar to the Racoon Suit from Super Mario Bros. 3 in terms of gameplay mechanics but with a few alterations. Super Mario World includes a multiplayer option which allows two players to cooperatively play the game by taking turns at navigating the overworld map and accessing stage levels; the first player controls Mario, while the other controls Luigi. The game introduces Yoshi, a dinosaur companion whom Mario can ride and is able to eat most enemies.





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Pac-Man 2: The New Adventures

Pac-Man 2: The New Adventures In Pac-Man 2, the player plays the role of an observer and assistant that follows Pac-Man as he sets out to accomplish various tasks. Pac-Man himself walks around in a cartoon world and interacts directly with the player, as well as with objects and other characters. The player cannot control Pac-Man directly, but instead can direct his attention in various directions, and is armed with a slingshot that can be used to strike certain objects, including Pac-Man himself.

Pac-Man's mood varies throughout the game, usually in response to his environment or the player's actions, and generally his mood affects his actions and his willingness to cooperate with the player; the varieties of "bad" moods can at time compromise the player's ability to progress. There are a few instances, however, where Pac Man is required to be angry. Hitting objects with the slingshot can often get Pac-Man to look at that object and piece together parts of the puzzle he is currently trying to solve - for example, hitting a door may cause Pac-Man to go inside a house to discover a clue. But beware - a few objects when hit can also produce disastrous (and humorous) results. Hitting a trash can on a city street at the wrong time, for example, can cause a cat to jump out and attack Pac-Man.

Throughout the game, Pac-Man is occasionally harassed by the four ghosts from the classic Pac-Man games. When this happens, Pac-Man is paralyzed by fear and eventually faints, unless the player gives him a power pellet. Then Pac-Man becomes Super Pac-Man for a brief time and flies around, eating the ghosts. In some cases, the ghosts may leave behind important objects.


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Harvest Moon 64 (Nintendo 64)

The objective of Harvest Moon 64 is to restore and maintain an abandoned farm. The player is initially given a set of tools to use in order to achieve this goal. Along with restoring the farm, there are a number of other side quests that the player may choose to partake in, including training and racing a horse, selling crops, participating in a variety of town festivals as well as random events, falling in love and getting married, collecting recipes, and collecting photographs from various achievements and events.

The objective of Harvest Moon 64 is to restore and maintain an abandoned farm. The player is initially given a set of tools to use in order to achieve this goal. Along with restoring the farm, there are a number of other side quests that the player may choose to partake in, including training and racing a horse, selling crops, participating in a variety of town festivals as well as random events, falling in love and getting married, collecting recipes, and collecting photographs from various achievements and events.

The player starts out with the bare minimum features for the farm: A small house, a shipping bin, a barn for sheep and cows, a coop for chickens, a silo, a shed, and farm land. Along the way, the player has the opportunity to upgrade tools, add extensions to the house, fill the barn and coop, and cover his farmland with flowers, grass, and crops. The local town, where most of the villagers spend their day, contains a church, a bar, a bakery, a town square, a flower shop, a library, a tool shop, among other things.

Unlike the original Harvest Moon for the SNES, there is a limited amount of time to work in any given day as well as a limited amount of stamina for work.[5] Many game features, such as character locations and whether shops are open or closed, depends on what time and day it is. Each season lasts 30 days and has different weather patterns, crops to grow, and wild herbs available.

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Friday, April 8, 2011

Final Fantasy VII (PSX Rom)


Like previous installments of the Final Fantasy series, Final Fantasy VII consists primarily of three major modes: an overworld map, field maps, and a battle screen. The overworld map is a 3D model, featuring a scaled-down version of the game's fictional world which the player navigates to travel between the game's locations.As with preceding games in the series, the world map can be traversed by foot, on chocobos, airship, or sea vessel (in this case, a submarine and a plane used as a boat), but it also includes an additional means of transportation—a buggy. On field maps, characters are directed across realistically scaled environments, consisting of 2D pre-rendered backgrounds which represent locations such as towns or forests. The battle screen is a 3D representation of an area, such as a building's interior or an open grassland, in which the player commands the characters in battles against CPU-controlled enemies.While characters are super deformed on maps, the character models are more realistic and normal-scaled in combat. Final Fantasy VII is the first game in the series to have character models with fully-rendered polygons, rather than 2D sprites.

Initially, the player is restricted to the city of Midgar, but as the game progresses the entire world becomes accessible.Progression through the game's storyline is largely developed by way of scripted sequences, although pre-rendered cinematic cut scenes are also used often.
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WARNING: Because this game room is a large file, we recommend using bittorrent boost download file.
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Sunday, April 3, 2011

Dragon Ball Z: Buu's Fury

Dragon Ball Z: Buu's Fury (Dragon Ball Z: The Legacy of Goku III) is the sequel to Atari's best-selling Dragon Ball Z: The Legacy of Goku II for the Game Boy Advance. This is the third game in the 'Legacy of Goku' trilogy, even though it did not bear the trilogy name on the product packaging.The game follows the whole entire Buu Saga, starting at episode 195 and ending at episode 291. The player starts in the Other World Tournament saga and ends at the Kid Buu saga. The game's action takes place directly after Dragon Ball Z: The Legacy of Goku II. It follows the events of The Great Saiyaman, World Tournament, Babidi, Majin Buu, Fusion and Kid Buu Sagas.