Senin, 14 Juli 2008

Reviving Old Computer Games

Remember the good old days of gaming, when there were only 5 pixels in the protagonist and your imagination could turn them into a heroic figure of Schwarzenegger proportions? When the enemies and the heroes were distinguished by colour and you only needed one button on the joystick? Well times have changed and technology has moved on. Pulling my old Commodore 64 or Atari out of the back of the cupboard and setting them up often takes more time than the nostalgic pang lasts. I've also noticed that some of my old disks are starting to age and become corrupted. Enter the Internet.

The wonderfully technologically gifted and giving Internet populace is out in force in their attempts to preserve the older side of gaming. Remakes and Emulators for almost any old machine can be found around the Internet. Emulators act as a layer between old software and new hardware allowing modern PCs to run programs that such hardware was never meant to see. Commodore 64, Amiga, NES, Master System, Arcade Machines and more have all been emulated and the necessary programs placed online for download, usually for free.

Emulation is not a new idea. I had a hardware emulator for the VIC20 that plugged into the back of my Commodore 64 and allowed the use of the older VIC20 cartridges with the new hardware (I never actually owned a VIC20 or any programs for it but that's another issue). Emulator popularity has been fading in and out for many years, only coming into many people's attention with the release of Bleem!, a Playstation emulator for PC that was released while the PSOne still held a dominant share of the video game market. Bleemcast (a Playstation emulator for the Sega Dreamcast) soon followed causing one of the more interesting video game legal battles as Sony fought to have the emulator shut down. However, the emulators have a strong following and very active user base.

Emulators are easy to find and download. Simply search for the system you want and add the word emulator to the end (e.g. "SNES Emulator") and you'll probably come up with a lot of hits. Be slightly wary as some emulator sites will either be false links or may contain pornographic ads. Setting the emulators up to run is usually fairly straightforward and there's a fair chance that you'll be able to find some documentation and help. Some of the newer systems require a BIOS image to be installed with the emulator. This is to get around the legal issues raised by Sony in the Bleem! legal battles by requiring you to be in possession of a Playstation BIOS (and hence, presumably, a Playstation) in order to play the games on your computer. Making a BIOS image to load into your computer will most likely be beyond your technical expertise, but a quick check of your console's case will reveal the file you need to get and then it's as simple as searching the internet for a BIOS image that matches the BIOS you already own.

Of interest are the PC emulators now available. Windows no longer has very good support for older DOS-based games so there are a few emulators out there now to emulate the DOS environment. DOSBox (http://dosbox.sourceforge.net/) is probably the best known of the crop. There are also game-specific emulators such as ScummVM (www.scummvm.org) or DOOM Legacy (http://legacy.newdoom.com/) that focus specifically on certain games and hence are able to improve the experience for those particular titles.

Once you have yourself an emulator you'll need to get yourself some programs to run with it. These programs are called 'ROMs' and are images of the original storage device that the program came on (be it a cartridge, tape, floppy or other). The process of creating a ROM is probably far too technical for the vast majority of computer users so you're probably going to have to find a 'backup' from somewhere to download. This is where the venture gets slightly foggy. Basically the deal is that you can only have a program ROM if you own the original program. So if you have boxes of old Amiga disks, NES cartridges, or other old gaming programs stored away somewhere, you're in luck, otherwise you're treading on legally shifty ground. While it can easily be argued that the downloading of a 1987 computer game is of no real consequence to the company that has in all likelihood closed down, copyright doesn't actually expire for 50 years and computer games just haven't been around that long.

Online 'emulation' is a new area now being explored. The idea is that you simply play the game in your browser through a Java applet or Flash application. These might not always strictly be emulated programs but many remakes are feature perfect with the originals. The graphics, sounds, and game play remain intact. One excellent place to look for online games is Every Video Game (http://www.everyvideogame.com). While the site does not in fact contain 'every video game' it does have a very large list of old games from the arcades, GameBoy, NES, and Master System all playable through your browser. Many remakes can also be found at Shockwave's site (http://www.shockwave.com/sw/actiongames/arcade_classics/).

Some of the old games have even been remade and updated for this modern world we now live in. Try doing a search for remakes of a game title you particularly enjoyed and you may be surprised at what you find. There are games that have been updated to be 3D, such as some old favourites of mine: Pac man (http://www.caiman.us/scripts/fw/f1292.html) and Barbarian (http://www.dgdevteam.tk/), and while these might not always be brilliant games or remakes in their own right, the thought and effort put in often leads to an enjoyable diversion. There are also more traditional versions of games that have just updated the code as well as possibly the graphics so that they can still be run.

So if you're feeling nostalgic or just can't get the hang of these new-fangled games that require you to push fifty buttons in a precise configuration just to jump, you may like to check out the emulation and remake scene. It's surprisingly entertaining to go back in time to when games were simple yet fun.

By Daniel Punch


The Future of Video Games

I've recently been thinking about where video games could be going in the future. I'm hoping to work in the game industry one day after I've finished university study and I've been wondering about it a lot. What do I want to see happen in the future? Well I may not have too many answers right now, but I have come up with a few ideas that I think may come into 'play' in the not too distant future.

Firstly forget Virtual Reality, as we know it. They've tried VR goggles and they made a lot of people sick in doing so. It's probably never going to work very well in its current form. They're still around and you can still buy them but they really don't seem to be taking off. It will probably take a lot to get people totally immersed and involved in a new form of game play. It's threatening to lose touch with the outside world and the people around you aren't going to appreciate it much either. The Sci-fi neural implants are also both a long way off and not likely to be accepted by a majority of the general populace without some severe marketing and luck. I for one am not planning on going through brain surgery just to have a computer attached to my head. In fact I never want anyone to able to plug into my brain.

A technology that was brought to my attention by a zealous presenter at the local 'Science and Technology Centre' (a sort of science museum aimed at making science fun for children and juvenile adults such as yours truly) is that of 'Augmented Reality'. Augmented Reality is essentially the overlaying of virtual elements onto the real world, such as a pair of transparent glasses that can display certain elements over the top of what is actually there. I agree with the presenter in that this could indeed have some awesome potential. Forget all the socially beneficial applications such as workmen being able to view underground pipes before digging, think about it from a games point of view. This technology could provide gamers with the ability to run around looking like complete idiots shooting at things that aren't actually there and that no one else can see, kind of like in the film 'They Live!' The upside to this is that it would be a lot of fun. A group of people from the University of South Australia created the 'ARQuake' project, http://wearables.unisa.edu.au/projects/ARQuake/www/, merging the classic shooter Quake with this Augmented Reality technology. Again, this technology may not ever become overly popular, but it would be entertaining to play with.

Technology has driven the games industry for a long time with new games always trying to keep one step ahead of the competition. It started way back at the dawn of technology and it continues to this day. 2D graphics gave way to 3D and 3D is becoming ever better. Graphics are starting to lose the ability to impress like they once did. The step between Quake 2 and 3 was amazing, but DOOM 3 while being visually very impressive isn't leaps and bounds ahead of its competitors in the same way new games used to be. 2D graphics encountered a similar problem; there comes a point where you just can't do much more with graphics technology. It is this that turns graphics from striving for technological achievement to becoming art. It is my hope that we will start turning away from tech demos and return to game play and making great entertainment. Games such as Zelda: The Wind Waker or The Sims that strive to show greater depth of character through simplifying the game enough to portray emotions will hopefully become more common (and more fun? but that's just one person's view?). Technology plays a certain part in the conveying of emotions and story but it's quite hard to focus on everything at once. When technology is easier and less essential to game sales we'll hopefully see an increase in games that cast a lasting impression.

Somewhat unfortunately the rise of the 'Casual Gamer' will probably lead to more simplistic games being released. While personally I would love to see depth of story and characters, there are a significant number of players out there who want to pick up a game for twenty minutes or so, have a bit of fun, and then put it down until another time. These gamers are generally less interested in the latest greatest technology and more interested in a 'fast food' kind of entertainment that satisfies the moment, despite the lack of quality or the lasting effects. Hopefully the two game types can co-exist peacefully although recently it has been seen that some developers are cutting down on some of the planned depth of a title in order to accommodate the more casual gamer.

As technology pushes forwards boundaries are slowly being broken down between systems. We saw the Bleemcast a few years back enabling the running of Playstation games on the Dreamcast, and the PC is able to run almost anything given the right emulation software. Consoles are able to emulate other consoles and new consoles are being announced that promise the ability to play PC games. The Xbox 2 is reported to have a model in planning that comes in a PC case and with the ability to run both PC software and Xbox software. Macs can emulate Windows software and vice-versa. We'll probably start seeing less of a distinction between consoles and PCs as the price of technology continues to drop and consoles continue to become more and more powerful and able to compete with the more expensive computers. Ideally we'll see a single platform come into prominence so that everything can be run without purchasing a copious number of different machines, although that does have a downside in that it can establish a monopoly for one particular company.

The technology price drop and increase in power has also lead to more powerful hand-held machines than before. Real games, not just simple toys are now available for the portable market. The advent of PDAs and mobile phones with the ability to play games raises awareness of portable gaming and new competitors are starting to get in on the field that was once primarily dominated by Nintendo's GameBoy. There is a new product, the gp32, that can run many different emulators and hence, many different system's games (including some PC games).

I can't say for sure what's going to happen but these are just a few ideas that I've had recently. Hopefully the games industry will continue to strive towards new heights with new and interesting game play, stories, characters and ideas. I'm looking forward to seeing what happens in the next few years.

By Daniel Punch


Ingredients For A Great Game

There are millions of computer games out there on the market, how do you make your game best selling? What features have to be included? I have taken a look on previously best sellers trying to determine what makes a great game.

Set the player in focus

The player wants to be in focus in the game, he or she wants to feel that he can control the outcome of the game. It doesn't have to be easy, or it shouldn't. The harder the game is the better the player will feel when he has completed the game and won.

For example in Sid Meiers Civilization the player is set in focus and can affect the outcome of the game. She knows that it's up to her if she wins or loose. This concept is seen in virtually all best sellers, Doom, Civilization, The Sims, Sim City, Warcraft, Command&Conquer to name a few.

This can also be done in games that are heavily built on a story. For example in several adventure games by Lucas Arts the concept of that the player can control his or her destiny is used frequently. Developers should look out for basing the game too much on what the computer does or other factors.

Simplicity

Never underestimate simplicity; a gamer does not generally like to read hundreds of pages to be able to play a game. Sure advanced features could be included, but still the player should within ten minutes be able to understand what the game is about and how it is played. If the gamer doesn't the game will probably be turned into a dust collector in the basement.

Here the design of the menus and the interface comes in. Avoid having strange controls, like the firing button on F for example. If you were making a 3rd person shooter you would want to use the same set of controls as other games in the sector do.

The menus should be easy to understand, I have reviewed a lot of games were the menus are made out of symbols without any text. This is not recommended since the interpretation of a symbol is highly subjective; try to mix symbols with text.

Action

With action I don't necessarily mean violence. There should however be something happening in the game, and when it happens the player should really notice it. For example killing an enemy in a 3rd person shooter should generate blood, building a police station in Sim City should reduce crime, killing the last enemy in Warcraft should generate victory, ok I guess you got the picture. Perhaps this seems quite basic, and it is, but still some developers don't think in these terms.

Story

Never ever underestimate a game story. If you read any gaming magazine today you notice that there is an awful lot of focus on the graphics. The graphics are important but they mean nothing if the background story sucks. Of course this isn't true if a game is ground breaking. Doom didn't have a very well developed story but still it was ground breaking because people had never seen nothing like it before.

But generally the story is important, sometimes a player wants to feel part of something bigger.

To name a few examples we could start with virtually all role playing games. However don't do the mistake of writing the story too complicated. A simple story or shorter story should work fine as long as the story is good.

Graphics

Yes well I have to mention it. Graphics serve one purpose as I see it; they enhance the game play and all the other factors I have mentioned. They are important in the sense that they communicate the game to the player. They don't have to be stunning but they should serve a purpose.

A recent example of this is Command&Conquer Generals, the graphics are good, they serve a purpose and they enhance the gaming experience. However the game in question was not that long-lived for various other reasons.

There are several games with bad graphics that are still fun to play for example Warcraft 2 or Sid Meiers old classic, Pirates.

Things that people can relate to

A bestseller game has to include something that the player can relate to in some way. The Sims that is the world's best selling game right now have several factors that people can relate to in real life. However remember that different people relate to different things.

Say that a person just saw a science fiction movie and thinks "I really want to fly a space ship like in that movie", so the person in question starts a search for such a game. This is also one of the reasons the Warcraft series become very popular, the Orcs and other characters in the game people remember from reading Tolkien's book.

Developing a game about solving equations will probably not be a hit since far too few people relate to it. These are the main factors that create a good game, if these factors are followed you will probably have a pretty good game. There are of course other elements that make a difference; marketing is one of them that will be more important as the gaming scene grows.

By Daniel Westerstal


Solitaire RULES Half Life DROOLS

It's a popularity contest.

Solitaire is hip, cool, and way more popular than Half Life 2. Don't believe me right? Well, the numbers don't lie. According to two of the biggest search tracking tools on the web (Wordtracker and Overture) more people are looking to play Solitaire then Half Life 2. Almost twice as many. Wordtracker says that every day 5,031 people searched for Solitaire, while only 3,610 looked for Half Life 2. Overture says 3,095 searched for Solitaire, while only 1,180 searched for Half Life 2. And these days, Half Life 2 is in its prime. It's having its 15 minutes of fame. Within 6 more months, when all the buzz has worn down, Half Lifes numbers will drop. After those same 6 months, Solitaire will be just as popular as ever. It's a classic; it never goes out of style. It's retro, old school, and bleeding edge all at the same time.

Save your money.

Ya gotta read the fine print folks. Flip that pretty shrink-wrapped box of Half Life 2 over, and take a peek at the little letters. You know, the ones with all the tech speak, that only the 14 year old in the family understands. Don't bother trying to read it; I'll translate for ya. It says, "Not only will you have to shell out 59.95 for this glitzy box in your hands, but prepare to cough up another $150-$ $200 (plus installation) to upgrade that pathetic outdated machine you have at home". Yea right. Is there a big "L" burned into my forehead? I'm willing to bet however, that if you can read this article, your PC has all the juice it needs to run the biggest baddest version of Solitaire ever created.

You'll never be bored.

If your looking to expand your Solitaire experience head on over to your favorite search engine, type in Solitaire, and hit enter. Google finds about 6.8 million sites. Pick one, and have a blast. I'm sure you can find one that's way cooler than the one that came with your windows machine. Now, how many variations of Half Life 2 are there to choose from? Umm I believe the title suggests there are 2. Not much choice there.

You don't have to train with the circus contortionist.

You'll really need to get your fingers limbered and loose for all the crazy keyboard commands, combinations, and permutations you'll need to master for Half Life 2. The original Half Life had 49 different keyboard / mouse control combinations to play the game. I suspect that version 2 has even more. Last time I checked, the version of Solitaire installed with Windows, only needed 2. Point . . . and . . . click. Once again, if you're reading this article (and obviously you are), I think you've got all the training you need for Solitaire. Ever seen a deck of playing cards before? Ok then, your trained!

Slingo, Platypus, Breakout, Tetris, Zuma, Magic Vines, etc, etc, etc.

If Solitaire doesn't get you all worked up, then look around a little. Don't just settle for the latest hype from today's headlines. There are thousands of fun, easy to learn game gems out there, just waiting to be discovered by someone like you. They never get old, they're always fun. Plus, you can download them right now, and be playing in minutes. They're great games, they don't need to be hyped. So, what are you waiting for, stop reading, come on in, and play play play!

By Chris Campbell


Computer Traumas

It has happened! Computer games have started to control my life on and off the screen. No complicated games like Age of Empires, just the simple one of Tetris. You know the one, where different shaped and colored bricks fall out of the sky and you have to arrange them in nice lines at the bottom? Hopefully with the end result of all colors matching in straight lines so that they can be removed and point gained.

Crazy really, it first happened many years ago when I had this stupid bet that I could get more points than the next guy. What that really means is that, "I am going to be up all night playing this game and will be totally incapable of staying awake in the office tomorrow, unless of course I play the game in the office as well". That's what computer games do to us. We become machines where food and sleep are secondary items to all else. Just keep on playing.............till you drop.

I managed to get through that episode with only a slight increase in my weight and a damaged back from not having moved anything else except my two fingers for a sustained period of time. The latest episode though has created havoc with my life in more ways than one and I am getting seriously worried about it.

I had been playing that game in the evening for around three hours and had then gone to bed early for a dreamless and normal sleep. All okay and expected you say? Well, the sleep was but when I drove to the office the next day things started to happen that rapidly woke me up to the danger that I was in. There I was in my blue car approaching the traffic lights when all of a sudden I swerved into the other lane thus ending up stopped neatly behind this other blue car. Behind me, confused and irritated drivers with green and red cars tooted their horns angrily wandering what this maniac was doing. But I? I was happy in that I had managed to get the colors arranged and all I needed was another blue car and then we could have a full line................oh, no, what is happening to me? I sat there for a while shivering as it dawned on me that I had entered the game itself, it had taken me over.........I was a brick!

Yeah, and that was not all. I found myself one afternoon staring inanely at a house wall and following the line of bricks along trying to sort out in my mind which pattern was best and which was not. And at my desk I found that I had arranged all files and papers in a neat pattern according to color and size having totally disregarded any format associated with the importance of in-going, outgoing, urgency, etc. Extremely worrying to say the least!

I have withdrawn from playing Tetris and other games of that sort hoping that I will stop having these off the screen episodes in real life. In the hope that I can return to a normal existence without having off-the-screen battles. Do other people suffer from this or is it just me?

The other game that I played to have a break from Tetris was "Prairie Dog". One of those annoying games where you have a choice of guns and dogs keep on appearing on the screen. Aim and fire being the next step. Bang, Bang, Bang, another dog bites the dust. Yes, I know, pathetic really, but great fun. Volume up full, there I would be furiously firing at any movement, reloading and starting again and the dogs would make a strangled sound as I hit them. But once again I one day realized that all was not well with me, as I used to sit on my balcony and take imaginary potshots at cars as they appeared on the road. Or in a busy street I would say "bang, bang" and pretend that I had cleared a path for myself through the crowds.

I played that other game Age of Empires many times to. Love that game as it takes s kill and thought as well as two fingers and rapid movement and I became extremely proficient at it as time went by. My computer often struggled to cope with the size of my army and the enemies that I faced. I would sit there for hours on end, maneuvering, shifting, attacking and withdrawing till the sun started to come up on the horizon. It would be then that I would force myself away and climb into bed only to resurface two hours later, make a large urn of coffee and re-attack with a vengeance. Although this game never caused me to start charging at other cars on the highways or lobbing screwed up notes at others in the office it did cause me to take a good look at myself.

What would happen if suddenly I started to do this sort of thing in real life? If I started to make deals with my neighbors to attack next door offices or ping elastic bands at the mail delivery boy? I've stopped playing games now and have become a serious and boring "been there, done that and cured myself" type of person. I do have long and empty hours where I feel the urge to take up where I left off and I get extremely jealous when others talk about games or I see others playing them but I resist. I think it must be like smoking where one never loses the urge to light up and take a draw - just the one! No, No, I cannot! I now sit there and lecture others on the dangers of playing games and that they should stop before it is too late. And they? They just nod politely and then disappear to talk amongst themselves............."must be and ex-player", whisper, whisper, whisper.


Are You A PC Gamer And Want The Best Out Of Your Graphics Card?

Introduction

In this article you will learn how to get the most out of your graphics card by installing new drivers and tweaking Windows. The guide is based around Windows XP Professional Edition but you can use the same guide to tweak other Windows operating systems.

Step 1.

The first thing you need to know what graphics card you are using. The most popular graphics card companies are nVidia and ATi. Both these companies have an excellent range of products and offer excellent service. Once you know what graphics card you are using, then head over to the companies website where you can download the latest drivers.

Drivers are software that runs your graphics card, printer or scanner correctly. Being up to date with drivers will help solve issues that may arise with modern PC games. Just recently I had to update my drivers to fix a problem I had with a game I recently purchased, and this solved my problem.

OK once you have downloaded your drivers for your graphics card make sure you create a restore point using the utility System Restore. This can be done my click Start->Programs->Accessories->System Tools and then System Restore. Then follow the on screen instructions to create the restore point. By doing this it makes sure that if a problem occurs after you installed the new drivers, you can return to the restore point to see if the problem is the drivers you installed.

Once you've finished creating your restore point, you need to install your drivers. This can done by double clicking on the file you downloaded and then you follow the on screen instructions. After you've installed your drivers you will have to restart Windows so the changes can take effect.

If everything goes according to plan you should see an increase in performance in your games and you will not need to go back to your restore point. If you do have problems, use your restore point to go back and fix the problems. If the problem persists, then contact the company that made your graphics card.

Step 2.

Make sure you have the latest version of DirectX. This can be done by going onto the Microsoft website http://www.microsoft.com and searching DirectX. Once you've downloaded the latest version, you will need to create another restore point. One person I know installed the latest version of DirectX and then had problems afterwards, and because they didn't create a restore point they couldn't fix the problem and so they needed to reformat their computer to solve the problem. Again to create a restore point, go to Start->Programs->Accessories->System Tools and then System Restore.

Once you've created the restore point install the latest version of DirectX by double clicking on the file you just downloaded. Follow the on screen instructions and once you've finished you will have to restart your Windows.

Step 3.

In this step I will guide you through tweaking Windows XP. The first step will be changing the performance of Windows, to do this right-click on My Computer and then Properties->Advanced->Performance->Settings and select 'Adjust for best Performance'.

The next step is to change your Themes, so right-click on your desktop and select Properties. Under the Themes tab set your theme to Windows Classic.


Another Title by Atari Released on StarForce Protected DVDs

"Atari has selected StarForce to protect their brand-new game called Race Driver 2", a supervisor from StarForce has stated today.

"Race Driver 2" is produced by Codemasters and distributed by Atari. It was released in Taiwan in July 2004. The game is designed for both PC and Microsoft Xbox platforms. The product is distributed on DVD discs protected by StarForce.

Atari is a leading global publisher and developer of interactive entertainment for both gaming enthusiasts and the mass-market audience. The company's products are based on internally created intellectual properties or products licensed from third parties, and include most recognizable names in popular entertainment industry.

This is the second case of Atari's cooperation with StarForce. Earlier they used StarForce to secure their hit game - "Desert Rats VS Afrika Korps".

Both titles are protected using the StarForce Professional 3.0 solution. StarForce Professional 3.0 utilizes latest copy protection know-how and provides a high level of security yet being a very usable solution for end users. StarForce Professional is designed to assist software developers and publishers to suppress high-volume industrial piracy as well as illegal copying by end users. The protection technologies implementation doesn't require publishers to use any special tools for a licensed disc production, quality control, or other procedures.

Pleased with the quality of StarForce service and proven effectiveness of the company's technologies, Atari is planning to continue its cooperation with StarForce in the nearest future.


$20 Buys a Lot of Game These Days

Watching the evolution of sports games has been like watching a retarded child grow up to become a handsome and brilliant Master of the Universe. Now I'm not saying ESPN's NBA 2K5 is the pinnacle of sports gaming, but I will tell you why it comes pretty damn close - especially for all of us basketball fanatics. Before I go on, let us talk a little bit about the "Corky" Thatcher friendly games of the past.

In 1958, Bill Higinbotham and Bob Dvorak developed Tennis-For-Two, the world's first virtual sports game. The game itself worked on an oscilloscope and basically demonstrated the magic of Pong in green wave form. Electronic signals bouncing back and forth in an electronic . Over the next two years, Bill and Bob demonstrated Tennis-For-Two to astounded audiences across New York, but it would take another quarter century before the next electronic sports game would work its way into the public eye.

It was 1978 - our parents were high on coke, Carter was jerking off the Chinese and Atari released its arcade sports classic, Football. And if a title is any indication of the creativity behind this electronic ball of shit, it fit like a glove. Sitting on a whopping M6502 cpu with less than 1 Mhz of processing power, the only glimmer of hope for this inept beast was the unique roller-ball controls.

By the late 80's, the NES vs. Sega gaming war was in high gear leaving Atari's Football and most other first generation arcade titles collecting dust in dive bars across America. The fierceness of said battle brought us some of the most memorable sports games to date. With the likes of Tecmo Bowl, Punch Out, and All-Star Baseball, things were indeed looking up for the aspiring couch potato youth of the world.

The 90's brought a new era of 64 bit systems and remarkable graphics in the sports game arena. Even the game play for football, hockey and baseball titles were impressing the masses, but developers still hadn't given much attention to basketball titles. Just another example of whitey trying to keep the black man down.

In comes Sega's ESPN NBA 2K5.

As fans of the real life game, we know the way players are supposed to move and interact with one another on the wood. We know that players don't stop to catch a pass (so eat shit, EA) or change dribble direction in a split second. This is why Sega's geeky team of developers can self high-five their asses straight to the bank.

This year's release offers numerous adjustments and new features made to create the series' most realistic basketball simulation to date, powered by a physics engine that can truly handle the quick paced, high scoring, stop-and-go game play with lubricated ease.

Sega also introduces a "Next Movement" system designed to display skills and talents from specific NBA players. A player's particular physical makeup now helps determine how well he performs in everything from running up court on a fast break, rolling a pick, or cutting off an open lane on defense.

The key feature that ties all this goodness together is the "IsoMotion" control. Using one of the thumb sticks to control your player, you can glide him across the floor and execute hop-step jukes as smooth as Iverson on his best day. Playing online, however, I've learned that this method of controlling can be exploited to create impenetrable defense when you throw in network lag and a stick happy adversary. Once the glitches are worked out, I imagine the 24/7 mode of online play to be the biggest hit of this fall and winter season.

Speaking of which, the 24/7 mode is a definite step in the right direction for bringing gamers online. 24/7 allows you to create a player and run him through training levels to collect points which unlock new courts and increase your skill level. It's like an RPG, but fun!

I'll close with this: The fucking game costs $20 bucks. Go buy it.


Guns Dont Kill People - Videogames Do!

"Ban these evil games", "Videogame violence corrupting our nation's youth", "video games stole my husband". It seems everyday that the media are making more and more claims about the evils of videogames. But are these claims based on fact, or is it merely that there is a juicy new scapegoat out there that the woes of the world can be pinned on?

Many people will be aware of the Daily Mail's 'Manhunt' story by now. The paper ran with the first page headline of 'Ban these evil games', claiming that 17 year old Warren LeBlanc's obsession with the ultra-violent Rockstar game 'Manhunt' drove him to beat his 14 year old friend, Stefan Pakeerah, over 50 times with both a claw hammer and knife. The tabloid then proceeded to assert "the hammer-and-knife killing mirrored scenes in the ultra-violent game". The paper also ran a quote from the mother of the victim, saying that, despite the fact the game had an 18 certificate, "it's no good saying this game is marketed at adults. Everyone knows that young children get their hands on them."

But what was the real motive behind the murder, and the follow up story? It's easy to see where the motive for the Daily Mail's story came from. In the words of the panel of the IGDA (International Games Developers Association) "it was a slow news day". And what better to liven it up than blood, violence and a convenient scapegoat?

There are two other important facts to remember about this awful murder. Firstly, what do the police say? After the headline in the Daily Mail you may think that they came to the conclusion that it was the game that set Warren off on his murderous way. However the conclusion that the police arrived at is that the motive was robbery. It turns out that Warren Leblanc had, in actual fact, a £75 drugs fuelled debt to a local gang when he lured his erstwhile friend into the park that night, and originally intended merely to rob him. The police report makes no mention of 'Manhunt' whatsoever. This may be because the game was discovered in Stefan's room, rather than that of the killer. Both of these pertinent facts were absent from the Mail's front page the day this story ran.

And one must ask, how was it that Mrs. Pakeerah missed the fact her own 14 year old son owned this ultra-violent game, which he could only have acquired if an adult had purchased it for him.

"But is the game any good?" I hear you cry. Quite simply, no. 'Manhunt' is one of those games that are the key stumbling blocks in the path of truly adult games. Computer games are now reaching the point where mature themes, meaning detailed, involving stories that can deal with events in the real world, and portray realistic reactions to them, are becoming possible. Yet some developers insist on pouring out games that are aimed only at fuelling the testosterone driven adolescent fantasies of teenage sadists. When you consider tack like 'Manhunt' in the light of games like 'Half-Life 2', with its compelling narrative interwoven through beautiful, breathtaking scenery, you realise just how tawdry 'Manhunt' really is.

The consensus at the IGDA meeting this year was that the game was merely "a rubbish game with a layer of crunchy ultra-violence slapped on top". No doubt the loss of such a young child as Stefan Pakeerah was a tragedy in its own right, but the true tragedy here is twofold. Almost overnight the game, whose sales had been a mere trickle before, started flying off the shelves of those few shops who hadn't banned it, the concept of censorship lending the game a certain cachet. Even worse, in the words of Rob Fahey of the IGDA, is the way in which "the games industry 'close ranks' to defend it [Manhunt] when its an aberration compared to most games - do you see Stephen Spielberg defending hardcore porn films?"

There are many well-documented stories of the media blaming video games for the world's woes. They blame the twin-towers terrorist attack on Microsoft, who trained the pilots with their flight simulator software. They blame Doom for the shootings at Columbine High School, because the game where you openly flaunt weapons helped the boys secretively plan their murderous rampage. There is often claimed to be a direct link between the American sniper incident and videogames, because the target shooting skills of the sniper were developed from videogames, and nothing to do with the comprehensive rifle training he received from the US army. The simple truth is that it takes more than just games to transform ordinary people into murderers.

According to the tabloids we should currently be inundated by hordes of slavering, violence obsessed gamers. However as this plague has yet to develop maybe we should take what they are saying with a pinch of salt. When a game player unglues him (or her) self from the computer monitor and doesn't find a machine gun lying at their feet, the suspension of disbelief is broken. It takes planning and training to carry out acts like these. Saying that violent games turn people into killers is the same as saying that people exposed to Islam will become terrorists. There is no more violence in most games than there is in movies, or horror books. In fact even the U.S court of appeal wrote, "(the idea that) there is a strong likelihood that minors who play violent videogames will suffer a deleterious effect on their psychological health is simply not supported in record." In other words, videogames are not the cause of violence.

What this really comes down to is the parents, and the worldview that they impart onto their children. If the parents don't take the time to talk to their children explain to them right and wrong, then how will the child know what he or she should do? How many parents explain to their child that the game is not real; that in real life you can't do everything you can in the game? While violence sells it does not educate, and unfortunately in this day and age 'upbringing by Playstation' is becoming a more and more common phenomenon as parents' time constraints get the better of them.

All games have a strict rating system in place, called ESBN. This system is designed to prevent games from falling into the hands of minors, and yet often when a child is refused a game by the management the parent, even after the rating system has been explained to them, buys the game anyway. Parents need to be educated more about what they are buying, instead of buying whatever game the kids ask for; maybe they need to consider what they want their children to be seeing. Would you let a child of 12-14, or even younger, watch hardcore porn or an 18 rated movie? Then maybe you shouldn't let them play an 18 rated game. The stereotype that games are just for kids is badly out of date, and maybe it's time parents started to take more responsibility for what their children play on.

In every group there are a few who don't fit in with the social norm. Is it true that these people can be influenced by violent videogames? No doubt. But is this the root cause of their affliction? No. Books, movies, rough and tumble play; all of these blend reality and fiction. What people need to accept is that they must take responsibility for their own actions, and that maybe societies ills are rooted in larger problems than a small animated character shooting another small animated character.

By Daniel Robson


Malicious Advertising

Advertising is a necessary irritant in the world today. You can't drive down the street without coming across an ad, either a billboard suspended over a road or a large poster plastered down the side of a bus. If you walk into a shopping centre it doesn't matter where you look, you see an advertisement of some kind. Even the tables in the food court now have ads embedded in them, and on my last trip to Melbourne I noticed that they were starting to embed flat screen TVs into the tables to deliver the full commercial experience to your meal. If you jump on the Internet you have to contend with pop-ups and banner ads, with some advertising agents being ruthless enough to write malicious code that embeds the ad into your computer so that you still receive the pop-ups even when you're not at the original site.

In the past, pop-ups and banner ads have been easy enough to avoid with the right software installed (incidentally, am I the only one who finds pop-up ads that advertise pop-up blockers tremendously amusing?) but now the software developers have worked their way around that little problem. The solution was simple; sell advertising space in your software, not just on your web page.

As much as I like to complain about this new idea, it does come with a significant upside. These days, not all Shareware applications drop out after a limited period of use, nor do they constantly remind you to register. Having ads in the software provides the application developers with the necessary funding to live but leaves the user free from having to pay to use the software. It ends up being in the developer's best interest to ensure that the user continues to use the software for as long as possible, because that means an increased income. In my opinion this was a brilliant idea, and I wholeheartedly supported it until they started building unblockable pop-ups into the software.

The gaming world is getting in on the act as well, which could be both positive and negative. The Internet provides the functionality for games to constantly update the virtual world with new billboards, TV ads, clothing and so on, keeping the content fresh and the ads current. From an advertising standpoint it's an amazing idea, people are spending less and less time watching TV and more and more time immersed in virtual worlds. The interactive nature of the ads means that they will remain in a player's mind for a lot longer than the TV ad break that can be walked away from, flicked over or simply ignored. The game developers on the other hand now have an added source of income, meaning that they can take more risks without the fear of losing money.

Advertising in games is not a new idea, the soft drink '7-Up' created a game many years ago called 'Cool Spot', which had the player controlling a red dot with sunglasses in his quest to collect 7-Up logos. The game was remarkably solid, leaving the players to enjoy the game while still getting its message across. I played it a long time ago as a child, but I still remember how much fun it was and exactly what product it was pushing. Pepsi released a Playstation game called 'Pepsi Man' that involved a blue and white striped super-hero running around collecting cans of Pepsi. Red Bull got in on the game with 'Wipeout' featuring 'Red Bull' banners and a loading screen bearing the phrase "Increase your reaction time with Red Bull". 'Worms 3D' featured Red Bull as a power up. 'Crazy Taxi' had customers jump in the player's taxi and holler "Take me to KFC!" or any of the numerous other licensed locations in the game. 'True Crime' had the characters dressed in 'Puma' attire, with the main character changing his outfits several times throughout the game. Until now I've always thought that the ads in games were amusing and, so long as they didn't interfere with the playing of the game, I was all for them. However, there are new ideas afoot that seem set to change my mind.

The main problem I have with ads in games now is the same as my issue with Pay TV. You're shelling out a lot of money for a product (new games being sold for upwards of $50.00 U.S.) and you're still getting ads. If developers are going to start flooding my entertainment with advertising, I'd like to see a significant drop in the price of games.

The other big issue is that of spyware. Until now, spyware has been a hated part of existence. This malicious software digs its way into your system and collects information about you: your Internet surfing habits, the contents of your hard drive(s) and even the unblocked ports available on your computer. This has lead to the necessity of loading a system with anti-spyware utilities to run alongside the pop-up killers, anti-virus programs, firewalls, registry guards and whatever other protective measures a paranoid PC user has to implement. Now paradoxically, someone has had the 'fantastic' idea of building spyware into software, and games in particular.

In the future the games that you've just paid such a high price for will sit there monitoring you in the background, watching your every virtual move. Then they can target ads that are more likely to have an impact on you based on the contents of your hard drive or your Internet surfing habits. The best part about it is that as soon as you click 'I Agree' and install the software, it becomes legitimate and you've agreed for them to access information about you. Many software products already feature clauses in their license agreements that have the user permitting the developers to collect 'anonymous information in order to provide the customer with a better experience'. The other part of this that irks me is the fact that I'm going to have to have my computer connected to the Internet and chew through my download limit just to play a single-player game.

In the end, I suppose that there's no way to avoid advertising in our current world. Having it implemented into software and games was simply the next logical step. I suspect that I will be looking to download the inevitable 'Ad Blocker' cracks that I imagine will appear shortly after the wholesale introduction of advertising into the gaming industry, but I do believe that with appropriate tact and respect for privacy, advertising could turn out to be a positive addition to the interactive experience.

By Daniel Punch


The Future of Submarine Games

In the last six months, the demise of sims has been pronounced in abundance. Print mags and sim webzines have been telling you sims are being cancelled left and right Jane's A-10: Cancelled. Wolfpack II: Cancelled. Silent Steel II: MIA. M1Tank Platoon 3: Cancelled. Fighting Steel Deluxe: Cancelled. Jane's Attack Squadron: MIA. Thunder Over Europe: MIA. The list goes on.

We all know that this is a down cycle for sims and we believe there is hope that in a couple of years, things will turn around and sims will be hot stuff again. Hey, I remember in 1973 when the EPA and OPEC throttled the life out of the muscle car scene. I had a 1970 Cobra Torino that had 450 hp and ran the quarter in the high 13s. In less than three years every car out of Detroit was a smog controlled, gas economizing slug. They even started making them as ugly as they were slow! It was heartbreaking.

But over time, things change. Now you can get a high performance machine that handles and has luxuries like front/rear AC. My '99 Riviera has a supercharged V-6 that would make my old Torino proud.

So, keep the faith. Things will improve, even if no one knows when. Silent Hunter II and Destroyer Command are showing signs of life. Harpoon 4 is still under development. There are stirrings from the Sonalysts camp.

When a new subsim does hit the shore, try to remember, the developers and game producers are our friends. They make the kind of games we like because they like them too. Why would they labor over armor thickness tables, ship model physics, and torpedo trajectories for a niche market? I know a few developers and they all love the genre.

Try to keep your criticism balanced. Should you blast a sim you had trouble with or didn't enjoy with all the invective and animosity you would normally reserve for someone who stole your car or used your toothbrush? I was told by one producer that high-level executives frequently ask him about hard-core negative postings on newsgroups and forums. The industry sees us as demanding, unappreciative, and impossible to satisfy. It's much easier and more lucrative to crank out Deer Hunter and Barbie games and their users rarely flame the game company to a crisp.

I work with a CPA accountant who likes computer games and is pretty good at them. He can play a mean Age of Empires warrior. I tried to interest him in learning Jane's 688(I) for some multiplay. He took one look at the hefty manual and waved it off. He assumed he would need to learn all the material to play competitive. The blessing and the curse of a good sim is its complexity. You want to command a battle fleet or do TMA on a Los Angeles class submarine? You need to learn skills and study. And this restricts the popularity of the sim. Mass market games generally do not carry the steep learning curve a sim does. So while we hard core sim players are delighting in the minutia of seven different stations and all their controls, casual gamers are passing up the sim at a 20 to 1 ratio. Sims truly are a niche market.

Niche market games have limited budgets. This mean a small number of programmers and artists must concentrate on the basics. Don't expect to see everything you want and imagine in a sim. Oh yeah, I'm with you--I wish a subsim could have full motion crews and other fun stuff. But as one producer told me, "We don't have the money to design and integrate these features into the product. I wish we could, too."

We should be finding out the status of Silent Hunter II soon. Either Mattel Interactive is going to sign someone to complete it or it will be canned. I went through the "we are planning to do this" stage with the fabled Jane's Ice Pack add-on for 688(I), Crusader Studios' Akula: Red Hunter, Silent Steel 2, and the interoperability between Jane's Fleet Command and 688(I). I'm not passing judgment here, just stating that when the momentum dies, so does the objective. For whatever reasons, the product champions behind those sims were unable to secure the financing to start work. To get a better feel for the whole process, read my friend John Sponauer's analysis of the life and death of a sim, M1 Tank Platoon 2, from its early development as an upgrade all the way through its last couple of weeks.

Despite my previous experiences with other sim companies, I am optimistic that Carl Norman and Rick Martinez mean what they say and SSI will continue to raise the banner of the Digital Combat Series while the Jane's, NovaLogics, and Microproses around them fall like unfortunate tin soldiers. This is not to say SH2 is a done deal--that moment will come when you hold the box in your hand. We look to the next rumored subsim as our best hope for advanced underwater warfare. All we can do is stay positive, supportive, and if it's decent, buy four copies when it comes out.


Great Games Youve Never Played

Do you know what you're missing?

Some of the best computer games ever made are likely games you've never heard of. Created by individuals and small companies working in relative obscurity. They don't have million dollar budgets, some don't even have hundred dollar budgets. They don't have dedicated marketing departments, research analysts, sales teams, fancy offices, and cutting edge tools. They scrape together whatever tools they can, often discarded by the ultra rich game designers of big shiny game studios.

Making Miracles.

In spite of these deplorable working conditions, they create some of the most amazing games around. How do these game gems get created, and who are the miracle workers creating them. They're independent game designers. Sometimes called Indies for short. Working out of their bedrooms, garages, spare offices, and basements. They have a passion for what they do. They love games, they love the act of creation, and are relentlessly committed to their vision of what a game should be. They often build games they themselves would love to play. Simply because no one else will. These kind of games you won't find at the big box electronics store casting it's shadow over your end of town. These passionate Indies could care less what the marketing boys up on the 26th floor have to say about the latest game trends. Probably because their garages don't have 26 floors. They just know their love of games, and how much they enjoy playing.

Where do Indies come from?

Indie game developers come from all different areas. They're often former artists, programmers, or designers of some big name software companies. Maybe that quiet little programmer in that tiny corner cubicle dreams of being an Indie one day. Tired of the corporate rat race, and looking to express themselves creatively they become Indies. Some of been lucky enough to avoid the corporate avenue altogether and make a living doing what they love from the beginning. Regardless of their origins, they all have the passion and desire to create. To be able to put their name on something really great. They want to be recognized for their abilities and worth. But more than that, they want you to play their games, and have fun doing so.

Why are Indie games so good?

Indie games are good first and foremost, because they're fun. It's a game after all, and if it's not fun from the get go, then what's the point. They're also highly original, sometimes mainstream funny, sometimes just weird funny, sometimes morbid, sometimes creepy, and sometimes just downright gross. But, thats OK. Games should be a departure from the everyday. They should make you think in different, fantastic ways. So many big name games are just rehashed ideas done a thousand times before. Another sequel of the same old games from last year. Indie games are adventurous and risky. Indies take chances and devote their time to making something unique. So, take a look around, and try a few, till you discover the one that matches your own bizarre and fantastic interests.


By Chris Campbell


Create Computer Games - Get Started on Creating Your Own Virtual Worlds

I've always loved video games, ever since I first played them on a friend's computer in the afternoon after elementary school. There's something almost magical about the fact that we can move images around and interact with virtual worlds, a living fantasy presented for us to interact with however we please. I've also always wanted to make games myself but, until recently, didn't have the technical knowledge to do so. Now, I'm a second year software engineering student, so if I weren't able to code a game without too many dramas there'd be something drastically wrong. But what about the common person: the person for whom the term 'memory leak' conjures up images of their grandfather, 'pipeline' is where the water flows, and 'blitting' is unheard of? Well, everyone can get in on the game creation process, and you don't even need to learn 'real' programming to do so.

So where do games start? With an idea. Games, like all fiction, require an idea to be successful. Sure, in the same way you can just sit down and write a story without foresight, you can jump on in and slap a game together. However, unless you get ridiculously lucky, the best works are usually the ones that have been well thought out beforehand.

There are two methods of planning a project. You can start from a known technological standpoint and build your project on top of that or you can just go for the design, add as many features and ideas as you like, and then remove the ones that you can't use when you've decided on the technology you're going to implement the game with. In general, the second type is probably the best one to go with when designing games. When you're first starting out however, the first option will save you many headaches.

So, for a first game you're going to want a pretty simple idea. Don't get me wrong, crazy-go-nuts game ideas are fantastic, and there should be more of them out there, but you're not going to be able to create a real world simulator with fifty billion virtual people all interacting real time with your actions having a butterfly effect on the future of the virtual universe when it's just your first game. Really. Many people try it; none that I know of have succeeded. Imitation is the best way to start out. Simple games such as 'Space Invaders', 'Tetris', 'Pacman' or even 'Pong' are great places to start. All are largely simple to create but have some inherent challenges. 'Pacman' for example, requires path finding for the ghosts. I recommend that you start even simpler than that for your very first attempt. 'Space Invaders' is a nice point to jump in. You can make a simple, complete game without much effort and it's almost infinitely extensible.

If you're stuck for an idea, pick a genre that you enjoy. Do you love adventure games such as 'Monkey Island', 'Grim Fandango', 'Space Quest', 'King's Quest' etc.? Design one of those. Are you into fighting games like 'Street Fighter', 'Tekken', 'Soul Calibur', 'Mortal Kombat' and so on? Come up with an idea for that. Do you like first person shooters such as 'Quake', 'Half Life' or 'Doom'? I don't recommend it as a first project, but you can always give it a go. Feel free to be as generic as you like, this is a learning experience after all.

Now that you have your idea it's time to flesh it out. Don't worry about the technology or the fact that you may not know how to actually implement a game just yet, just grab yourself some paper and a pencil and go crazy with ideas. Describe the main characters, game play, goals, interactions, story, and key mappings, anything you can think of. Make sure you have enough detail so that someone can read through the notes and play through the game in their head with relative accuracy. Changing game design during the coding process is almost always a bad idea. Once it's set, it should remain set until the tweaking phase (I'll go into this more later) or you're likely to enter 'development hell', where the project goes on and on; more and more work is done with less and less outcome.

At the end of this period of your game creation, you should have the following:

- A written outline of the game's characters and possibly a sketch or two (be they space ships, yellow circles, cars or the prince of the dark kingdom of Falgour, you need to know who or what the player will be and who they will compete against)

- A written outline of the story (if there is one, this isn't too vital for 'Space Invaders' or 'Tetris', but for 'Uber Quest: An Adventure of Awesomeness' it's a really good idea)

- A description of game play, written or storyboarded. Storyboards are visual representations of ideas. Draw your characters in actions, with arrows showing the flow of action and short written descriptions detailing the events occurring in your image (because some of us aren't fantastic artists and our images can be a little? open to interpretation?)

Now that you have a fleshed out idea, it's time to work out how this will all get put together. If you've gotten to this point and are worried that you're going to have to spend years learning complex programming languages in order to implement your idea, fear not! Others have already done the hard yards for you. There are many RAD (Rapid Application Development) Tools available for game creation, a number of which are available for free online. Some of them still require you to learn a 'scripting language' (a simplified programming language made for a specific task) but in general this isn't too complicated or involved. I've compiled a brief list of some of these I have found at the end of the article. The free ones are listed first, organized by game genre.

Well, that should be enough to get you started in the creation of your game. The most important thing to remember once you've gotten this far is that you need to complete your game. Many people start a project and then lose interest and it fails, or they keep moving on to one new project after another without finishing anything. Start small, build a working (if simple) game that is, above all else, complete. When you get to this stage you will always have a huge number of things that you wish to change, fix etc. but you'll get a great feeling from knowing that it is, in its way, finished.

From this point, you can start the tweaking phase. Play your game a few times and ask others to do the same. Take note of what isn't fun or could be better and change things here. At this stage, it is more important than ever to keep backups of previous versions so that if a change doesn't work you can go back and try something different without losing any of your work. It is at this point that you can add all new features, improve graphics and sounds, whatever you please, safe in the knowledge that you're working on a solid foundation.

When you're happy with your game, why not share it with the world? There are many cheap or free places out there for you to host your files on and then you can jump on link lists and forums and let everyone know about your creation. Well, I hope that this has been a helpful introduction into the art of creating games. It's a great deal of fun, and can open whole new avenues of creative expression for you to explore. Jump in and have fun!

Links:

General Game Creation: (Tools that allow easy creation of many different game types) Game Maker: http://www.gamemaker.nl MegaZeux: http://megazeux.sourceforge.net/

Adventure Games: (Games such as Monkey Island, King's Quest, Space Quest etc.) Adventure Game Studio: http://www.bigbluecup.com AGAST: http://www.allitis.com/agast/ 3D Adventure Studio: http://3das.noeska.com/ ADRIFT (for text adventures): http://www.adrift.org.uk/

Role Playing Games (RPGs): (Games such as Final Fantasy, Breath of Fire, Diablo) OHRPG: http://www.hamsterrepublic.com/ohrrpgce/ RPG Toolit: http://www.toolkitzone.com/

Fighting Games: (Games such as Street Fighter, Mortal Kombat, Tekken, Soul Calibur etc.) KOF91: http://sourceforge.net/projects/kof91/ MUGEN (unfortunately the site is largely in French): http://www.streetmugen.com/mugen-us.html

Side-Scrolling Games: (Games such as the 2D Mario Games, Sonic the Hedgehog, Double Dragon etc.) The Scrolling Game Development Kit: http://gamedev.sourceforge.net/

There are many others available as well. One particularly useful site for finding game creation tools is: http://www.ambrosine.com/resource.html

Also of note, although not freeware, are the excellent game creation tools available by Clickteam at: http://www.clickteam.com/English/ Klik and Play and The Games Factory in particular are the programs to have a look at and download the free demos of.

If you really want to do things right and program the game yourself, there are some excellent programming resources available at the following locations:

Java Game Programming: http://fivedots.coe.psu.ac.th/~ad/jg/ http://www.gamedev.net/reference/articles/article1262.asp http://javaboutique.internet.com/tutorials/Java_Game_Programming/

Visual Basic Game Programming: http://markbutler.8m.com/vb-tutorial.htm

C++ Game Programming: http://www3.telus.net/alexander_russell/course_dx/introduction_dx.htm http://www.rit.edu/~jpw9607/tutorial.htm

General Information: http://www.gamedev.net/ http://www.gamasutra.com/

By Daniel Punch


How to Write a Business Plan While Playing

BizTech 2.0 is an entrepreneur education program offering business assistance to students over 13. The program teaches business, information technology and life skills to young people via the Internet. It reinforces math learning, reading and critical thinking skills.

The program was launched by The National Foundation for Teaching Entrepreneurship, an organization located in New York City that was set up from the need for a program for preventing failure and dropout of disadvantaged students from low-income communities. It does this by helping them develop entrepreneurial skills and eventually enhance their economic productivity and improve the quality of their lives and their academic and business skills.

BizTech 2.0 is flexible, user friendly, utilizing the latest technology. It is built of 25 units divided into three levels: basic, intermediate and advanced. It allows on-line learning of how to develop your own business connecting students and teachers.

Students have the advantage of the interactive graphics that reflect the progress through each level.

The program is teacher-led and teachers are permitted to choose the most appropriate work mode for the class or student from: Full Curriculum Mode or BizPlan Only Mode. Both modes result in teaching kids how to write a business plan in a complex, well drawn manner.

What is really helpful and confers the program maximum productivity is the fact that it is designed in such a pleasurable manner that students learn valuable, complex business and entrepreneurship information and enjoy it, as it is known that kids learn most by playing and that's exactly what they do when working with BizTech 2.0.

The program partially answers the social problems of potential problem-children from low-income urban backgrounds who are usually prone to quitting school and finding ways that are not always "righteous" to make money. But not only this category of kids can benefit from such a program, as it was proven by a study that NFTE graduates possess 20 times more knowledge on basic business concepts and are 30 times more likely to start up their own business.

By Laura Ciocan


Counter Strike, The Beginner of Broad Band PC Gaming

This is the world of 21st century, the century of technologies. Every thing is fast now a days and as far as the Computers and games are concerned, they are at the top of all. Every one these days like playing games and some of them love it. Well few years ago PC gaming was not so advance and usually was single user based and if any one wanted to play with any other player then one must have an extra input or any compatible playing device .

An era of new technology began after the entrance of Network gaming or Multiplayer gaming which revolutionized the PC gaming world.

The term of multiplayer gaming was that from now on if a person wants to play a certain game with any other person the he can easily connect to the other person's computer using broad band internet connection .

Usually before the arrival of Broad Band, games were played thorough Modem. This was perfect in those days as the games were not too heavy and only few packets of data are sent and received. However over the years this scene has changed greatly.

SWITCHING TO BROADBAND:

Now a days multiplayer games send and receive more data and therefore need faster protocol for sending and receiving data items. Amongst those of course is COUNTER STRIKE.

Few years ago when there was no concept of Broad Band, one would really be able to get anything faster than the ISDN connection. But today as compared to the past we have much greater availability and much greater broad band technology like DSL and Cable Modem as compare to normal dialup modem. So PC gaming has become very much advance and high quality games can be played at a very high speeds. Counter Strike is the most popular multiplayer game using Broad Band Connection. THE GAME :

Without any doubt it is the most popular game played over the years and is the modification of half life developed by Valve. It is FPS (First Person Shooter) type game and is totally action packed. The game is divided into two teams The Terrorist Forces and The Counter Terrorist Forces. The game is played on some Maps which have different locations and objectives. According to these Maps the Counter Terrorists and the Terrorist Forces assassinate/ Escapes, Hostages/ Rescues and diffuse bomb etc..

WEAPONS AND OTHER EQUIPMENTS:

Weapons armors and other equipment are very important parts of the game. There is a wide variety of different equipments like night vision, hand grenades and other pistols and guns. The player have to buy those stuff. In order to buy ammos and other equipments, player must be in a shopping cart area and more importantly have funds in his account.

There are a lot of small and big, simple and advance equipments available in Counter Strike pistols and sub machine guns are the main features of the game. Each Weapon is different from other. Thus all the Weapons and equipment gives a realistic touch to the game. Money management is one of the most important part of the game. Therefore by buying a particular equipment or weapon and using at the time when it is needed will take the player at the top of the game without any involvement of difficulty.

PLAYING THE GAME:

As there are two teams i-e Counter Terrorists and Terrorists. The player has option of either joining either of the team. A server is created by any player usually by the host and every player must join that server in order to play the game.

The Counter Terrorist look to eliminate the Terrorists completely or fulfill the map objectives while the Terrorist forces look to completely destroy the Counter Terrorists. Thus different Map have different challenges and strategies for each team.

When a player dies he is unable to continue playing until the whole round ends until the ending of the round the player enters a spectator mode which they are free to roam around throughout the map and check out all the remaining actions.

CONCLUSION:

It can be concluded in a way that Counter Strike will always have this privilege that it is the starter of the prefect broad band PC gaming which will lead to revolutionize the PC gaming world.

Hello

I m Fahad Ahmed Bashir the student of Software Engineering in department of computer science karachi university.


Virtual Wrapping Paper and E-Gifts- Is There Really An Online Santa?

The internet has proven to be an amazing delivery conduit for words, information, music, pictures and generally anything that can be turned into little 1s and 0s. As we approach the end of the year the question is asked "Can the Internet deliver my Christmas presents?" Now thanks to a remarkable innovation at www.ustargames.com the answer is yes, there really is an online Santa.

Kite Capers, the first of the U Star Games range of interactive, personalized PC Story Books is now available as a present that can be delivered over the internet.

What the brains behind U Star Games have discovered is that although the ultimate worth of their product comes from the experience the end-users enjoy once they play the game, the actual giving of the gift is an experience rich in value itself.

So how do you replicate the whole experience of opening the carefully chosen card, reading the thoughtfully composed message, the unwrapping of the brightly colored wrapping paper and the joy of digging in pulling out your present? By simply providing exactly the same experience through an online animated, interactive experience.

The present buyer has their choice of 3D e-cards which they can personalize by writing their own message on the inside. Unlike usual e-cards, these appear much more like real-world cards, complete with front cover and two panel interior. Unlike real-word cards, however, these cards are interactive and even contain small simple games for the child to play.

The buyer has their choice of virtual ribbon and wrapping paper which is used to wrap a 3D gift box. After the easy job of personalizing their gift-box and card, the user simply fills in the recipient's email details includes a brief message and the present is on its way.

The child gets an email, addressed from the sender's email address, containing a gift-link. Once this is clicked on the child is taken to a special site where they are presented with their card and gift-box.

After opening and reading the card, the child is then offered the option of "opening" their e-gift. This causes harps to strum, the ribbon to gracefully slide off the box, the lid to swing back and balloons to fly out of the box. Springing out of the box then is the 3D graphical representation of the Kite Capers CD-ROM package.

The child is asked if they'd like to download their present, if they do, the package is then downloaded quickly onto their hard-drive and away they go.

The process seems as fun to the gift-giver as to the lucky child and provides a wonderful option for those with young relatives they'll be unable to visit on their birthdays or this Christmas.

And much less mess for the rest us to clean up.


Go Digital and Groovy... and Save Trees!

Have you inherited your Dad's trading card collection - ie. pieces of printed cardboard that come with a piece of gum that looks like it tastes like cardboard too? Well today's trading cards have evolved to include, wait for it... (cue bells and whistles), holograms and foil..! Wow, riveting isn't it. And the corporates complain that there has been a decline in demand..?

So if you are a groovy member of Generation Y who cares about your sports, are used to being stimulated on all levels and demand decent, multi-dimensional content, (ie. you like your MTV, Gameboy, PS2, music and video etc), then you need to Get Serious about your trading cards - literally!

Serious are the ever so clever and extremely contemporary people behind CD and DVD Trading Cardz TM - the hip, digital descendents of your dad's deforestating and now dust- collecting baseball cards! Stick a paper card into your PC/Mac/PS2/XBOX and what happens..? Diddly squat, that's what, except that you get a bill for repairs. Stick one of the Serious cardz into your hardware and immediately welcome to stacks of interactive content all about your favourite sportsmen, that includes full screen action videos, bios, stats, photos, music, downloadables, trivia, games, email postcardz... you name it! With over 60 officially licensed cardz to collect in the debut releases for both the NFL and NBA and additional cardz promised throughout the season, what is there to wait for? News about the cardz is spreading like wildfire right now and they are hot among celebrities too, with Dick Stockton no less doing voiceovers on the NBA collection!

Coming soon - Manchester United DVD Trading Cardz - so get in touch with your inner Red Devil... and 2 billion other Northern Souls that make up Man U's worldwide TV audience!

So welcome, come and join the express train of shiny, happy people and get yourself a shiny new Cardz collection!


Mind Boggling Information About The Popular Bingo Game!

Have you ever considered mind boggling statistics of a BINGO GAME?

The bingo game is the most popular online game in the world! Bing Crosby's nickname as a child was "Bingo" Screeno, a form of the bingo game, was played in movie theaters during the Great Depression The casino game, Keno, is based on the bingo game Most online bingo players also like to play online slot machines A majority of bingo game players have a pet, most notably a cat In 1929, the bingo game reached North America, and became known as "Beano" The bingo game became popular in Australia in the early 20th century. It was known as Housie The bingo game's origin can be traced back to 1530, to an Italian lottery called "Lo Giuoco del Lotto D'Italia". It is still played every Saturday in Italy In the 1800s a Lotto game similar to the bingo game was used as an educational tool to teach German children multiplication tables Physical exercise will tone up the body, but a bingo game enhances the player's mental speed, observation skills and memory. Research shows that a bingo game keeps you in peak mental form. It provides an enjoyable social experience, too!

No one could live long enough to print every possible BINGO card? How is this possible?

In the BINGO game there are seventy-five numbers broken up into five groups of fifteen numbers each; B-1 thru 15, I-16 thru 30, N-31 thru 45, G-46 thru 60, and O-61 thru 75. The BINGO game card has five columns corresponding to the letters B-I-N-G-O. The bingo game player's card has twenty four numbers; five numbers pre-printed in four of the columns under the B-I-G-O and four numbers under the N. Calculating the total number of possible combinations yields the result that there exists 552,446,474,061,129,000,000,000,000. (That's 552-million-billion-billion or 0.5 quadrillion) possible BINGO game cards. There would be 111,007,923,832,371,000 sets of bingo game cards with 4,976,640,000 cards (almost 55 billion) in each set. Every card in each set would have the same twenty four numbers, but in a different arrangement on each card. If we presume that there are six billion people in the world today, it means that there are 92,074,412,343,521,400 bingo game cards for each and every person in the world. If you could print a million bingo game cards per second, it would take 17,505,972,382,599.7 years to print every possible BINGO game card. If you put four BINGO game cards on a standard 8-1/2 X 11 sheet of paper, and if you spread all of the BINGO game cards out over the surface of the earth, they would cover the earth to a depth of over 800 miles. If there were one million bingo game cards per inch of height, and all of the possible cards were put in one stack, the stack would extend for 1485 light-years. (A light year is 6-trillion miles.) Alpha Centuri, our nearest star beyond the Sun, is only 4 light-years away.

Here's some more proof.

You can have 120 different arrangements of five numbers under each of the four columns under the B, I, G, and O. You can have 24 different arrangements of the four numbers under the N. So, 120 times, 120 times, times 24, times 120, times 120 equals 4,976,640,000. That's the number of bingo game cards that could exist, all with the same twenty-four numbers, but just in a different arrangement on each card.

Doing the arithmetic then, there are 111,007,923,832,371,000 possible unique BINGO combinations where no two cards would have the same twenty four numbers. (That's 111-million-million.)

Ouch! All those numbers?Now my head hurts!

By Nimal Shapathiar