N-Gage 2.0 Games for Nokia N73, N82, N95, E66, E71, E75,

Дискусија во форумот 'Symbian' започната од Alfa Mobil Team, 20 ноември 2009.

  1. Alfa Mobil Team Администратор™

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    Silent Hill
    Latest Nokia N-Gage 2.0 Games!

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    Compatible devices

    Nokia 3250, 5320, 5500, 5630, 5700, 6110, 6120, 6121, 6124, 6290, 6210, 6220, 6650, 6710, 6720, E50, E55, E51, E60, E61, E61i, E62, E63, E65, E66, E70, E71, E75, E90, N71, N73, N75, N76, N77, N78, N79, N85, N86, N96, N80, N81, N81, N82, N91, N91 8GB, N92, N93, N93i, N95, N95 8GB
  2. Alfa Mobil Team Администратор™

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    Silent Hill
    Jadestone Dirk Dagger And The Fallen Idol v0.99 N-GAGE SymbianOS9.1 Cracked-BiNPDA

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    Prize winning detective now on N-Gage

    Dirk won the Best Gameplay award from the International Mobile Game Awards jury at the Mobile World Congress early in 2008.

    In August, eager players could finally get their hands on Dirk Dagger and the Fallen Idol, a game we’ve had great fun developing for the Nokia N-Gage platform. More information as well as a demo version is available on the Dirk Dagger site.

    The rise of the adventure game

    Our game represents a loving reinvention of the adventure game genre for the mobile format. Players will get to know private eye Dirk Dagger, the main character of a mysterious crime story in the tradition of film noir movies. The somewhat haphazard investigations of our favorite detective take players on a humorous journey through the backalleys of New Heaven and into the sinister sets of a deranged movie mogul.

    A developer’s perspective

    For the Jadestone development team, the project has been exiting not only because they are fans of the adventure genre, but also because it was an opportunity to work with Nokia on a leading edge technical platform. Nokia wanted a showcase for the innovative use of phone specific features and the team responded by building the whole navigation experience around the clever use of the built-in camera.

    Mobile challenges

    Even on a PC, adventure games can be too hard for some players. So a major challenge was to reduce the complexities of the adventure genre to make it enjoyable on a mobile. That meant simplifying complex interface designs, removing obstacles and enabling the game to work well even for very brief play sessions. By making rigorous playtesting an integral part of the development process, the team managed to strike a good balance between simplicity and challenge.

    Dirk is a private eye who has vowed to continue his family detective business. He is an un-glamorous old school detective who is dedicated to his clients. He will never rest before the case is solved. Now facing his greatest challenge he must turn from pet rescuer to city saviour.

    The core game-play of The Dirk Spanner is a point and click adventure game in the classic LucasArts tradition. The humorous story driven game combines simple minigames and harder puzzles in a very unique way. Innovative camera control provides the player an intuitive way of exploring the world.

    Meet the world's first mobile detective with Dirk Spanner and the Fallen Idol

    Hollywood's classic Film Noir world creates an atmospheric backdrop for this story-driven detective game. Dirk Spanner and the Fallen Idol by Nokia Games Publishing brings classic detective gaming onto mobile devices with unique twists and turns around every corner.

    Set in the stylish, yet seedy fictional city of New Haven, Dirk Spanner and the Fallen Idol comes to life through its comic book ambiance. Gripping yet funny stories of conflicts, romance and deception with plenty of movie stars, rip-offs, double-crosses, wigs and moustaches make this an entertaining game that will engage novices through to the most experienced game players.

    "Dirk Spanner and the Fallen Idol will re-introduce the long forgotten detective game genre for mobile devices," said Dr Mark Ollila, Director of Technology and Strategy and Head of Games Publishing, Nokia. "With the combination of stunning visuals and enthralling storylines, players cannot help but be spellbound by this game."

    Featuring Dirk as the lead private eye, players are propelled into mysterious adventures, battling an array of femme fatales and *********. From solving the mystery of a stolen statue and a brutal murder, to uncovering the case of an accidental penguin-related death, Dirk will not rest until the case is solved.

    Players guide Dirk through mysterious assignments using the unique one-button, camera-based controls, giving players an intuitive way of exploring the city of New Haven. A jazzy soundtrack helps set the mood for each stage of the game.

    Dirk Spanner and the Fallen Idol is expected to be available in the first half of 2008.

    http://rapidshare.com/files/247341304/Jadestone_Dirk_Dagger_And_The_Fallen_Idol__N-Gage_2.0.rar
  3. Alfa Mobil Team Администратор™

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    Silent Hill
    Brothers In Arms [N-GAGE]

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    To win a war, there'll be hell to pay.

    With the bloodbath of D-Day, the onslaught of the Battle of the Bulge, and fighting under the merciless Tunisian sun, returning home will not be an easy task. June 1944: D-Day. Allied forces are closing in on German-occupied France. The 101st Airborne Division will be baptized in combat this night. Without support, they will engage in deadly close quarter combat against the Wehrmacht and elite Panzer units for days in the French countryside. December 1944: Battle of the Bulge. The 101st will stand fast and hold the lines during the Ardennes counterattack despite being severely outnumbered and short on equipment in front of battle-hardened German troops. May 1943: Tunis. Allied expeditionary forces converge on Tunis, ready to engage the infamous Afrika Korps in their own territory. The U.S. 1st Infantry Division prepares to join the fray yet again in the North African desert. If you survive and stop the advancing German armies, you and your brothers in arms will go down in history as heroes.

    © 2008 Gameloft. All Rights Reserved. Published by Gameloft under license of Ubisoft Entertainment. Brothers In Arms is a trademark of Gearbox Software and is used under license. Gearbox Software and the Gearbox logo are registered trademarks of Gearbox Software, LLC in the US and/or other countries, all rights reserved. Ubisoft and the logo Ubisoft are trademarks of Ubisoft Entertainment in the US and/or other countries. Gameloft and the Gameloft logo are trademarks of Gameloft in the US and/or other countries.

    http://rapidshare.com/files/247330938/Brothers_In_Arms__N-Gage_2.0.rar
  4. Alfa Mobil Team Администратор™

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    Silent Hill
    Capcom Resident Evil Degeneration [N-GAGE]

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    From one of the world's best known survival horror game series, Resident Evil: Degeneration is a full-3D survival horror game in the 3rd-person shooter format.

    Based on the opening scene of the movie of the same title, the game starts from the airport, which is swarming with hordes of zombies. To complete the mission, you will figure out puzzles, rescue survivors, and seek a way out from the airport. Explore all the rooms to figure out the puzzles. You will need the ability to make lightning-fast decisions in each and every fight to the death. Make the best use of your weapons, items, map and information from your party.

    Seven years after the tragedy in Raccoon City. At an airport somewhere in the United States. An ordinary autumn afternoon. One zombie is unleashed into this peaceful scene to attack everyone. In the airport starting to fill up with the undead, the horrific disaster is about to be repeated.

    http://rapidshare.com/files/247350861/Resident_Evil__N-Gage_2.0.rar
  5. Alfa Mobil Team Администратор™

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    Silent Hill
    Gameloft Asphalt 3 v1.2.7 [N-GAGE]

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    Gameplay

    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 racers, 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 laps.
    - 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.

    http://rapidshare.com/files/247360334/Asphalt_3__N-Gage_2.0.rar
  6. Alfa Mobil Team Администратор™

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    Silent Hill
    Ideaworks 3D SystemRush Evolution v2.53 [N-GAGE]

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    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 ******** 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.

    http://rapidshare.com/files/247357265/System_Rush_2_Proper__N-Gage_2.0.rar
  7. Alfa Mobil Team Администратор™

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    Silent Hill
    Rovio Bounce Boing Voyage v1.00 [N-GAGE]

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    Bounce: Boing Voyage is a 3D sequel to the original Bounce games which many of you may remember from some of Nokia's older phones. The original game involved guiding a red ball through various levels, and the new version follows the same basic idea.

    Since Nokia first announced it was going to become involved in the gaming industry, many people asked what their mascot would be. Sega has Sonic, Nintendo has Mario, what is Nokia's? Well, this is it, Bounce is as close as you're ever going to get to an old-style mascot for Nokia. The character has more personality than the faceless Snake, and already has a lot of iconic value thanks to its earlier appearances in 2D on some very big-selling phone models.

    You start the game as a red rubber ball in a cartoon forest, where an evil floating cube is hypnotising the creatures of the forest to cut down all the trees (this is rather a psychedelic game on many levels). As you pursue the cube you journey through three zones, each with four levels. The levels themselves are subdivided into linked sections which you progress through linearly, and each section contains some kind of puzzle or challenge which may require dexterity, clever thinking, or both. As you clear a level the next level is unlocked, and these are all accessible from the game world map so you can go back to them if you like. Levels take a while to load, perhaps 10 or 15 seconds on average, but once you're in a level the different sections load instantly so the overall loading time is very low.

    The easy way to complete a level is to just go through it ignoring all the bonuses, but if you want to score maximum points you have to collect all the glowing spheres, and this can be very tricky as some of them are hidden or in awkward-to-reach places.

    As you progress through the game you will be able to turn into two other kinds of ball, and all three types have their own abilities. Many later puzzles require you to use all of these abilities, and it may become easier to collect spheres on earlier levels if you go back to them after gaining a new kind of ball. The pace of the game varies tremendously, with some sections moving at very high speeds while others force you to stop and think.

    It's very very easy to learn how to play Bounce as each gameplay element is introduced one at a time, with the first levels effectively acting as a tutorial.

    There are also three separate Arena levels, but more about those in the Arena part of this review.

    Bounce Boing Voyage feels like a combination of Mario 64, Sonic The Hedgehog and Super Monkey Ball, and is very console-like. This could easily be a Nintendo DS game for example.

    Graphics & Sound

    The game looks wonderful, it has nice bright colours and well-designed scenery, with a fast and smooth 3D engine that never slows down even when the ball is moving at high speed. There's a good variety of scenery and objects, and even relatively small sections can seem large thanks to the careful level design.

    There are numerous cut scenes, most which use the game's own 3D graphic engine so they blend in with the gameplay perfectly. Many of the images the game uses are unusual and memorable, with a combination of cute animals and surreal psychedelia. There are also a few cut scenes which use 2D artwork that have an ink-heavy comic style.

    The sound is great, there's a lovely soundtrack that starts out jolly and gets darker towards the end of the game. The music complements the graphics wonderfully. The sound effects are good too, with a variety of noises for the different ball types and some amusing things thrown in here and there (such as the clucking that the giant cube birds make when you step on them).

    Two of the three Arena-oriented levels, the left involves cannons while the right involves high speed

    N-Gage Arena

    There are three Arena-based levels which you can unlock by collecting enough spheres from the main levels. They appear in the centre of the game map so you can go to them at any time.

    The Arena levels have no real end points and you can't die, they're simply contests to score as highly as possible within a time limit. You score automatically by just being in the level but to get a good score you should collect coins (which add points at a faster rate) and rings (which extend the time limit). Each level has a completely different design, requiring different kinds of skills to do well in it, and people who do well on one Arena level may not do so well on another.

    Scores are uploaded to an online league table so people can compare their rankings.

    TV & Keyboard Test

    Some N-Gage-compatible phones (e.g. Nokia N82, N95, N95 8GB, N96) have a TV Out feature which lets you connect the phone to a television set. This can be used for playing N-Gage games, or for any other phone function.

    All N-Gage phones are compatible with Bluetooth keyboards that use the HID Bluetooth standard, and such a keyboard can be used to control games or any other phone function.

    Bounce is perfectly playable through TV Out, it's very much like playing an old console game. The colours are lovely and bright though the 3D textures look pixelly. The music is nice to hear through the television's speakers.

    Our Bluetooth keyboard worked absolutely brilliantly with the game, showing an instant response to every key press. Note that you have to redefine the "jump" and "change shape" keys from the settings menu when in horizontal mode, because these functions are mapped to the phone's gaming keys by default. Redefining them to 1 and 2 seemed to work well.

    Overall

    Bounce: Boing Voyage has lovely graphics, a gorgeous soundtrack, fun gameplay, a very welcoming learning curve, and above all bags and bags of charm. If you complete the game and pay close attention to the end credits, you'll see an example of how the developers have gone beyond the call of duty with this project.

    It's a very "player-friendly" game, it never traps you in an unfair situation, and if you do die you always feel that you deserved it. If the worst happens, it puts you in the nearest safe place to where you died so you don't have to repeat anything you've already done. Bounce maximises fun and minimises drudgery, which is ideal for a phone game.

    Some ******** gamers may say Bounce is too easy and too short, but they're wrong. Firstly, simply going through the levels is much easier than completing them at 100%, and completing the game the easiest way only earns you about 200 pickup points out of 1000. Secondly, there are the Arena levels to keep the gameplay going even when you've fully completed the story mode at 100%. Thirdly... this game costs 7 euros. That's about one sixth of the price of one Nintendo DS game. The amount of gameplay you're getting for your money is huge, and it's definitely the best 7 euros this reviewer has ever spent on a brand new game.

    It's not perfect: the gameplay isn't as original as Reset Generation or Mile High Pinball, it might have been nice to have more hidden areas and different routes through levels (perhaps based on ball type) to increase replay value, more difficult puzzles in the later levels would have made them much more satisfying, and of course more levels in general would be very welcome. Some kind of multiplayer mode, either online or Bluetooth-based, would have been the icing on the cake.

    However, for 7 euros Bounce is excellent value for money. It's a carefully-crafted very playable 3D platformer which has managed to find its own style without being too derivative, and it successfully reinvents a forgotten game series. Hopefully we'll see more Bounce games (and more games in general) from the developer Rovio as this is a brilliant debut for them on N-Gage. They clearly know what they're doing.

    http://rapidshare.com/files/247322886/Bounce_Boing_Voyage__N-Gage_2.0.rar
  8. Alfa Mobil Team Администратор™

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    1 февруари 2008
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    Silent Hill
    Hooked on Creatures of the Deep [N-GAGE]

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    Gameplay
    Hooked On: Creatures Of The Deep is one of Nokia's flagship first party games, and one of the most eagerly awaited titles of the new N-Gage platform's launch. It's been published by Nokia itself, and the developers are the Polish company Infinite Dreams, who are well-known in the smartphone community for their acclaimed high-quality games such as K-Rally, Sky Force and Super Miners (all of which are available for N-Gage phones, just look for the versions labelled "Symbian S60 3rd Edition").

    HO:COTD is a sort of combination of a fishing simulator and a role playing game, with every successful catch earning you experience points (XP) that bring you closer to "levelling up", which unlocks new features, playing areas, items and even mini-games. You can just fish at random if you want, or you can choose to take part in a quest (usually to find a particular object lost underwater, or to catch a certain creature), or you can take part in tournaments which are held several times a day in the game world (they're offline tournaments against computer players, so you don't need an internet connection). All three activities can be done at once, so for example if you get bored of a quest you can go off to join a tournament.

    The game takes place in four real-life fishing resorts in Costa Rica, Alaska, Scotland and Thailand. Some of the characters you meet exist in real life, and the resorts themselves are represented by locations in the game based on real maps. You start the game in Costa Rica but as you earn experience you'll unlock the other locations, and you can fly to them from each resort's airport. As you level up, new fishing tackle will be available to you from the resort shop (you don't have to pay for it, just reach the right level of experience and go and collect it).

    The controls for the game are very, very simple: you move with the direction pad, and you select things with either the direction pad button or the top gaming button (the A button). You also occasionally have to choose an option with the blue soft keys. The simplicity of the controls means you can play the game just as easily with one hand as two, and the game plays just as well in horizontal/landscape mode as it does in vertical/portrait mode. HO:COTD is suited to practically any phone model with any button layout.

    You choose where to fish from a detailed 2D map which you drive your boat around. The map is animated, so for example you can see where other boats are fishing (if there are any), and the depth of the water is visible from the colours of the sea or lake. Once you decide on a place to fish, you just click the button and you're presented with a 3D view of the spot where you can look all round and up and down.

    Using a golf style power meter, you press the button to cast your line, and then press it again to choose how far out you want the line to go. If you've managed to obtain a depth meter, you'll see a chart showing how deeply your lure has sunk, which is important as different lures sink at different speeds, and different fish live at different depths. Reeling the lure in keeps it at that depth, though it may drag it away from an interested fish. When a fish does try to take the bait, the game's camera zooms in on the end of your reel, and if the fish is ready to be reeled in a blue icon will appear telling you to press the game button.

    This is where the excitement begins: you have to get the fish all the way back to the boat, with that distance represented by a blue bar. At the same time, the fish has to get away from you, so it tries to pull on the line as hard as it can, and the strain on your line is represented by a green and red bar next to the blue bar. If you don't reel the fish in it will get away, but if you do reel the fish in it will cause strain on the line. Your task is to balance the strain with the reeling, and this is where the essence of the game lies, in "playing chicken" with the strain gauge so that it goes as close to breaking point without actually breaking. This is made very difficult by the constant changes in direction of the fish, and you see it spinning you around in the main display, occasionally even jumping out of the water in a rather spectacular manner.
    If the above process sounds complicated, it isn't, you get to know the game very quickly and fishing becomes an instinctive process. Catching a fish feels very much like a duel, which is probably as it should be.

    If you manage to get a fish reeled all the way in, you receive experience points based on how rare the fish is and how difficult it is to catch. You can then either keep the fish or release it (the game generally rewards you for releasing fish, especially rare species).

    Sometimes you'll find a fish is very easy to reel in, and then you'll discover it isn't a fish at all but an object of some kind. It's worth keeping all the man-made objects you find, as you receive bonus experience points for removing rubbish from the water, and the objects may help you solve certain quests. Particularly interesting are the messages in bottles that you catch from time to time, which reveal the back-story to the location you're in at the moment. For example the Costa Rica resort has lots of ancient maps and messages from Christopher Columbus.

    You'll also very occasionally catch a creature that isn't a fish, such as a turtle, crocodile or even (if you're lucky) the Loch Ness Monster.


    Some Important Hints
    One of the problems with HO:COTD is that it doesn't really have a tutorial to get you started, so let's take a break from the review for a moment and look at some important things you should know before playing the game:
    - The "Pause" menu is your best friend, it contains all the important information you need to play the game.
    - The "Pocket" section of the pause menu contains your tackle box (where you can choose the fishing equipment you want to use), as well as a Pokemon-style bestiary of the fish you've caught in that resort, and a "Live Well" section containing all the objects you've kept.
    - Don't repeatedly pound the game button to reel in the fish, just keep it pressed down to reel in and release it if line tension is too high.
    - When you're at an appropriate level you can collect new tackle from the resort, represented by an orange circle with a house in it. You have to collect it for it to appear in your tackle box, and you have to then select it from your tackle box in order to use it.
    - Tackle unlocked when you reach a higher level is NOT necessarily better than tackle from a lower level, quite often a lower level item works better than a higher level item. For example some of the higher level lures sink much more quickly, which means they're useless in trying to catch fish which live near the surface. You need different kinds of tackle for different kinds of fish, there are no simple tackle "upgrades".
    - The green and red dots represent quests, just go to them and click on the button to find out what they are. If you want a further hint or a reminder of what you're supposed to do, go back to the dot and click on the button.
    - The game does have a variety of different lures, rods, lines and other equipment, but these aren't open to you when you begin. As you progress, the fishing techniques you can use become more subtle and complex.
    - Different fish live in different places, come out at different times of day, and live at different depths, so try to vary where and how you fish as much as possible. The depth meter will help you do this, as will an appropriate choice of tackle.
    - Your level, experience and tackle box only count in the resort you're in. You earn experience, levels and equipment completely separately in each resort, so for example you might be level 10 in Costa Rica but only level 2 in Alaska. In effect, each resort is a separate game.
    - If you want to use the rumble feature, as well as switching it on in the options menu you also have to have vibrating alert switched on in the phone profile you're currently using. For example, if you have the phone in offline mode, you'll have to activate vibrating alert in the "offline" profile for the rumble feature to work in the game. You can usually find the profiles icon in the "Tools" folder on the main menu screen.
    Let the main menu of the game run on its own and you'll see fish and objects you've recently caught float by in a virtual aquarium.

    It's dusk in the game world, and we've caught something! What is it? A shark? A snapper? It's a... oh, it's an old pocket watch, and rather a heavy one.

    Graphics & Sound
    The very first time you play the game you may be disappointed by the sea looking a bit pixelly compared to the preview screenshots, but the more you play the game the more you realise just how spectacular and detailed the visuals are.

    Everything is exquisitely done: the surface of the sea moves convincingly, the boat bobs up and down appropriately to current conditions (and recoils realistically if your fishing line snaps), the sky and landscape change their appearance (often quite radically) in relation to the current time of day and weather conditions. The sky is populated with flocks of birds, jets flying overhead and even the occasional hot air balloon. Around you the sea has other boats, fish close to the surface and bottles floating by (though the bottles you can see don't seem to be catchable, you can only catch bottles that are under the surface). If you've gotten wet from reeling a fish in or because it's raining, there are photo-realistic drops of water which gradually run down the camera lens, and if you look directly in the sun you see the classic "lens flare" circles you'd expect from a camera. If it's night time you can see the lights on the coastline, and now and then the hot air balloons will light up as their pilots turn on the flames of the heater.

    Even the map changes colour with the time of day in the game world, and is animated with clouds floating over the map in a parallax fashion, fish swimming through the sea and other boats trying to find a good spot.

    You really have to play the game for some time to fully appreciate just how much work has gone into the graphics, as a location in bright sunshine looks completely different in a storm, and completely different again at sunset. When it's not raining the sun can be shining directly, or hidden by cloud, or creeping behind the mountains, and when it is raining it can either be boring showers or a full-****n thunderstorm with lightning striking the sea (and, unlike films, there's a realistic delay between the lightning and the thunder). The effect of weather and sunlight on how the game looks is amazing, it makes the game feel much more real and adds to the atmosphere tremendously.

    One serious disappointment is how the game handles graphics when you finish reeling something in. While you're reeling it in the graphics are absolutely excellent, as you and the line get dragged about by the creature in all directions and you often see it leaping out of sea, but for some reason when you've actually got the creature all the way to your boat the game pauses, then presents a dialogue box with the creature's name and a 3D rendering. It feels like the graphic artists didn't know how to handle the end of the capture so they just left out the ending completely, which is a bit of a cop-out.

    In general though, this is one of the most beautiful and lovingly put together phone games at the moment, and really raises the bar for what you can expect from graphics in a mobile phone title.

    Sound is also very good, with a separate soundtrack for each location. The Costa Rica location you begin in sounds a lot like something from the Moneky ISland games, and the music uses a separate volume control from the effects so you can turn it off if you don't like it. The music is contextual, so it only plays when it's appropriate and changes itself to suit current events. The music plays on the main menu and the map, but fades away when you start the actual fishing. There's then an exciting bit of music when you start reeling in a fish, which speeds up the nearer you get to making a successful catch.

    As the game itself points out, if you turn the game's music off completely you can listen to your own music instead using the phone's music player, though this won't be in sync to the game's events because it's running in a separate application.

    The sound effects all suit the game well, though of course there's not a huge variety of effects in a fishing game as they're mostly related to water. The thrashing of the fish is convincing, and if you listen carefully you can even hear the faint "plop" of the lure as it hits the water.

    N-Gage Arena
    As far as we can tell, the only Arena features on here are online scoreboards, and various in-game actions also earn you N-Gage achievement points for your N-Gage profile.

    Overall
    Hooked On: Creatures Of The Deep is great fun to play once you've worked out where all the options and status screens are, and it gets even better once you've unlocked things like the depth meter, extra tackle, and the other resort locations. People who invest time in this game will be rewarded.

    Unfortunately the game's designers haven't made it very easy to do the things above. The "Pause" menu is far more important than its name suggests, and the "Pocket" menu also needs to be much more prominent so people can easily find some extremely vital things like the tackle box. There really ought to be a tutorial at the beginning of the game taking the player through finding all these features, because progress will get very very difficult without them. Infinite Dreams know how to do tutorials, they have an excellent one at the beginning of Games, so it's a shame they didn't make one for this game too.

    Another problem is that the amount of experience required to unlock certain parts of the game is far too high. The main reason this reviewer has taken so long to write this review is because it took about two or three days of long playing sessions to unlock the first extra resort. Considering the average phone gamer is only likely to be playing this on their way to and from work, it may take them weeks to unlock even one extra resort, by which time they could well have become bored as progress seems so slow. It also seems odd to lock these resorts at all, as the player starts on level 1 in all of them and progresses in each resort completely separately.

    It's also a shame that N-Gage Arena hasn't been used for more than just scoreboards, and some features touted last year (such as putting your own message in a bottle for other Arena members to read) seem to have been dropped.

    This is a frustrating situation because all the ingredients are here for one of our ultra-rare "Mega Game" awards, but unfortunately HO:COTD doesn't quite make it.

    However, this is still one of the best phone games out there, it has great gameplay which suits long and short playing sessions, it has wonderful graphics, it has depth and longevity, the controls are simple and intuitive, and it brings a new kind of game to phones too. At 10 euros this is really good value for money, there's so much to discover in HO:COTD that it will keep you going for a long, long time.

    We feel very happy to give Hooked On: Creatures Of The Deep our first "Recommended" award for a next gen game, and hope that Nokia will get Infinite Dreams to do lots more N-gage games. If they're this good on their first attempt, they definitely deserve a long term contract.

    http://rapidshare.com/files/247338785/Hooked_On_Creatures_Of_The_Deep__N-Gage_2.0.rar
  9. Alfa Mobil Team Администратор™

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    Silent Hill
    Worms World Party [N-GAGE]

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    The world's wackiest, most addictive and enjoyable game hits N-Gage 2.0! Habit-forming multiplayer match-ups, a myriad of game options, over 20+ weapons, and globally appealing humor will keep you coming back for more. Do you want to get your hands dirty in a quick firefight or exercise your generalship in a long, thought-out Wormfest? The control is in your hands. Why? Because worms don't have hands [IMG]

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    http://rapidshare.com/files/247358355/World.Worms.Party__N-Gage_2.0.rar
  10. Alfa Mobil Team Администратор™

    Член од:

    1 февруари 2008
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    Silent Hill
    Crash Bandicoot Nitro Kart 3D [N-GAGE]

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    The console driving/racing experience brought to your mobile device! Speed your way through 12 exciting tracks as one of the leading characters in the Crash Bandicoot saga. Race and battle against your zany opponents and turn them to dust with 8 devastating weapons. Enjoy console drifting sensations and unique 3D features: spectacular skids, dizzying jumps and special shortcuts. A mobile karting experience that rivals handheld gameplay & graphics. Have you got what it takes to race, battle… and have fun

    http://rapidshare.com/files/247332182/Crash_Nitro_Kart_3D__N-Gage_2.0.rar
    На andrejmitrev му/ѝ се допаѓа ова.

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