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Showing posts with label Game. Show all posts
Showing posts with label Game. Show all posts

Bmx Pro Style 4.0

Saturday, June 23, 2012

This is a Google Chrome web app in which you hold the trick button you want while in the air to get more points. Use crazy trick combinations and try to land as clean as you can. Have Fun!
Bmx Pro Style screenshot 1

About Google Chrome

Google Chrome is a browser that combines a minimal design with sophisticated technology to make the web faster, safer, and easier.


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Zynga Poker for Android 2.82

Tuesday, June 19, 2012

Play Zynga Poker #1 Texas Hold‘em Game on Facebook!FREE 10K chips with download!

Get Zynga Poker, Facebook’s #1 Texas Hold’em Poker Game, now for your Android phone. Play live against other Zynga Poker players on Facebook, iPhone, and Android. Experience Las Vegas casino style poker with your same Zynga Poker account as Facebook.
http://img.brothersoft.com/screenshots/softimage/z/zynga_poker_for_android-474033-1318578562.jpeg
Get $10K in chips FREE for your first time playing.

Features in Zynga Poker:
* Play Texas Hold’em Poker live with Facebook friends
* Play over 3G, 4G or Wi-Fi
* Sit-N-Go Tournaments
* Win up to $1 Million Chips in Daily Lottery
* 5 to 9 Person Poker Tables
* Live in-game chat
* SD Card Support
Requirements: For Android 2.0.1 or higher

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Baby Mario 1.0

http://img.brothersoft.com/screenshots/softimage/b/baby_mario-490659-1333679274.jpeg

Mario always loved adventure. Mario is back but this time he is a baby in the Baby Mario flash adventure way. Collect as many coins as you can and try to save the princess. Have fun and good luck!
Requirements: No special requirements

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Action Ball 2

Thursday, June 14, 2012

Action Ball 2 features everything players loved about the original Brick Buster hit and more! In addition to improved visuals and pulse-pounding audio, Action Ball 2 comes with four upgradeable paddles from which to select, four new enemy robots with which to do battle, 30 bonuses to use and more than 80 eye-dazzling stages! Play this breakout game to see if you can handle the hottest brick-busting action you`ve ever seen!



  • New bosses to battle!
  • Multiple paddle enhancements.
  • Awesome levels to conquer.
System Requirements:
  • OS: Windows 2000/XP/Vista/7
  • CPU: 1.0 GHz
  • RAM: 256 MB
  • DirectX: 8.1
  • Hard Drive: 19 MB


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Angry Birds HD Coming to Consoles from Activision

Sunday, June 10, 2012

Angry Birds is coming to consoles soon
Activision has confirmed that it will soon announce a special Angry Birds HD title in a couple of weeks, which will arrive on consoles like the PlayStation 3 or Xbox 360.


Angry Birds is a true global phenomenon, starting off as a small mobile game and quickly becoming a household name, while reaching other platforms, from the PC to Facebook and even to the PSP or PS3 as a special PS mini experience.

Now, Activision has confirmed, via The Escapist, that it's working together with Angry Birds developer Rovio to bring a special high-definition version of the game onto all consoles.

As of right now, not a lot of other details are known, but Activision has confirmed that the project is going to be unveiled in the coming weeks.

Until then, fans of the franchise will have to make do with the array of different versions available on all sorts of other platforms.
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8 Game PC 2012

Saturday, June 9, 2012

Max Payne 3
Game ini diperkirakan jauh lebih baik dari seri sebelumnya.

sekuelnya lihat disini: http://asia.gamespot.com/max-payne-3/
Online: http://www.rockstargames.com/

Grand Theft Auto V
Game Balap mobile besutan Rockstar ini permainan yang paling diantisipasi di tahun 2012
trailernya: http://www.pcgamer.com/2011/11/02/grand-theft-auto-5-trailer-released/
Online: http://www.rockstargames.com/

Halo 4
Trailernya memang mengagumkan di pameran game E3, Halo 4 diatur sebagai sambungan dari Halo 3. Ini adalah sebuah awal baru dalam trilogi 2012.
info trailer: http://www.pcworld.com/article/229448/e3_2011_microsoft_reveals_halo_4_bets_farm_on_kinect_experience.html

BioShock Infinite
Ini adalah serial ketiga dari game yang berlatar belakang menjelajahi kota yang luas di langit, lihat trailer nya, ini juga dinanti di tahun 2012.
trailer: http://www.youtube.com/watch?v=pV_TDxl2UIo
Online: http://www.bioshockinfinite.com/validateage?destination=home

Mass Effect 3
Game yang di ambil dari xbox 360 ini benar-benar memukau
Trailer: http://www.youtube.com/watch?v=geTD0gWh8w0
Online: http://masseffect.bioware.com/agegate/?url=%2F

Street Fighter X Tekken
Pertandingan antara Street Fighter yang terdiri dari Ryu dan Zangief  melawan Tekken yang dikuasai Kazuya dan King.  Dua karakter game besar saling bertemu dengan balutan grafis yang menawan.
Trailer: http://www.youtube.com/watch?v=KLQ1aCOSQos
Online: http://www.streetfighter.com/us/sfxtk/

Metal Gear Solid: Rising
Game menjanjikan petualangan dengan sentuhan Metal Gear Solid Star. Pengembangnya menjanjikan sedikit perubahan.
Trailer: http://www.youtube.com/watch?v=5SNo8h-KfAU
Online: http://www.konami.jp/mgr/

Hitman Absolution
Hitman Absolution akan hadir dengan cara yang menakjubkan, bahkan untuk bukan penggemar Hitman sekalipun, ini adalah salah satu game dinanti.
Trailer: http://www.youtube.com/watch?v=Wu1Aii7scBo
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Max Payne Hints & Cheats

Friday, June 8, 2012



Max Payne Boxshot 








  1. Console Cheats

    To gain access to the cheats edit the game shortcut so it reads the following:
    ''C:(LOCATION OF GAME)\Maxpayne.exe -developer''

    From within the game, you are then able to bring up the console using the F12 key. With the console on the screen type in the below commands to access the cheats.
    CheatEffect
    GodGod Mode
    MortalGod Mode Off
    NoClipNo Clipping
    NoClip_offNo Clipping Turned off
    ShowFPSShows Frames Per Second
    GetAllWeaponsGives All Weapons
    GetBaseballbatGives Baseball Bat
    GetBerettaGives Beretta
    GetBerettadualGives Dual Berettas
    GetbulletTimeGives Bullet Time
    GetColtCommandoGives Colt Commando
    GetGrenadeGives Grenade
    GetHealthGives Health
    GetInfiniteAmmoGives Infinite Ammo
    GetIngramGives Ingram
    GetIngramDualGives Dual Ingrams
    GetJackhammerGives Jackhammer
    GetM79Gives M79
    GetMolotovGives Molotov
    GetMP5Gives MP5
    GetPainkillersGives Painkillers
    GetSawedShotgunGives Sawed-Off
    GetSniperGives Sniper Rifle
    GetPumpShotgunGives Pump Shotgun
  2. Different Character Models

    To set up this code, you will first need to add ''-developerkeys'' (sans quotes) to the end of the shortcut target. It should read something like ''C:\Program Files\Max Payne\maxpayne.exe'' -developerkeys'' if done correctly. Then, during gameplay, press F11, then press Page Up and Page Down to view (and control) the game's various character models.
  3. Instantly Unlock All Gameplay Modes

    Go to Start Menu->Run and type in ''regedit''. Press Enter. In the directory tree on the left, Go to HKEY_CURRENT_USER->Software->Remedy Entertainment->Max Payne. Click on the ''Game Level'' folder, and some items will appear on the right side of the screen. Right-Click and select New-DWORD Value Double-Click on the entry you just made and set the value to 1. Rename the entries to the following:
    CheatEffect
    timedmodeNew York Minute mode
    nightmareHard-Broiled mode
    hellDead On Arrival mode

Max Payne Easter Eggs

  1. Vampire Easter Egg

    On Part I-Chapter 3, there is a door that you can break down (just before the toppling boiler). Go through the door and out a window. After following the bloodstains on the ledge, you'll come to another window to go through after bashing in. Lots of goodies here, and also a body with a stake in its back on the floor with the letters ''BUFF'' drawn next to it in blood -- a little tip of the hat to a famous vampire slayer.
  2. War of the Rats

    On Part I: Chapter 2, you can cause the rats to war amongst themselves. Use the developer command line cheat and give yourself a grenade (<F12> then ''getgrenade'' in the console) at the start of the level. Toss it in the gap of broken titles after the initial level_start camera panning. This will cause the mission objectives to change to ''I had declared war against the rats''. As you progress through the level, you will come across the two factions of rats -- WITH DESERT EAGLES! Shoot at one of the ceiling lamps that's off at its base to make it fall, causing the start of the war. If your group of rats wins, they will join forces and follow you through the rest of the level. If the other rats win, they'll turn their remaining forces on you.
  3. 'All Your Base' easter egg..

    In the training level, look closely at the sign on the TAR CAFE (it's near the Police Mobile Arrest Centre on the street). It says:
    ''World's Best Since 1964
    615 ALL YOUR BASE ARE...''

Max Payne Secrets

  1. Secret Area In Max Payne Tutorial

    In the tutorial stage, jump on the van where you got the sniper rifle. Then jump to the square thingy on the wall. From there, jump to the fire escape balcony. Go up 3 floors and destroy the glass window. Wala. A secret room with a new gun.

    I got the hint at the end of the tutorial where it says: ''Or you can continue exploring the rest of the environment...''
  2. Extra Difficulty Settings

    If you successfully beat the game on Fugative mode you will unlock two new difficulty settings. ''The New York Minute'' and ''Hard-Boiled''.
  3. Thank-You Easter Eggs

    There are (at least?) two parts in the game where Max will thank you for shooting something -- the first is in the bank's vault where the nosy alarms are going off. Shoot the red alarm hanging above the security area. The second is in Lupino's hotel when you enter the elevator and it's playing ''muzak''. Shoot out the speaker in the ceiling to the right after entering.
  4. Musical Instrument Easter Eggs

    There are several instances where Max will do something when you ''use'' a music-related item. In the Ragna Rock club, you can play a rim-shot on the drums, walk across the guitar to get a twang noise, or use one of the mics to have him say ''Karoke was never my thing.'' Later in the game when in the Punchinelo manor, you can have Max try a few -- unsuccessful! -- times to play the theme to the game on the piano [make sure you have NOT knocked out the lid support before doing this].
  5. Developer Messages

    On the level where you are confronting B.B. on the parking garage, there is a hidden area where you can get a sniper rifle & ammo. Before going down the first ramp that leads deeper in to the garage, jump on the various objects by the entrance to the lower levels to get on a roof with a small metal-walled building on top. Bash on all the walls with the bat until a panel falls away and then go inside. Once inside, you'll also see a radio you can turn on to hear a rather humourous message from a couple of the game's developers.
  6. Secret Room

    Beat the game on the hardest difficulty setting, Dead On Arrival, to unlock a secret room, which loads after the final comic book sequence has finished.
  7. God Mode, Unlimited Ammo, All Guns

    Make sure you modified your short-cut first on your desktop, or this won't work.

    Press F12 inside the game to bring up the console.

    Type in ''coder'' without the quotes.

    It will give you God Mode, Unlimited Ammo, and All Guns without having to actually type in each of the other codes.
  8. Access the secret ending

    To view the secret ending of ''Max Payne'', enter this into the devloper console, without quotes:

    ''maxpayne_gamemode->gm_sendendofgamemessages( );''
  9. Turning off more klaxon sirens

    While in the underground portion of the Cold Steel plant (Project Valhalla labs), you can turn off the annoying klaxons -- the Max Payne way! Any time you hear a siren blaring, look around the ceiling for the loud speakers. They are usually located by a doorway, except in the main control room where they are near the middle of the room's ceiling. Pop a round or two in to them and the god-awful noise will stop in that vicinity.
  10. Secret Soldier of Fortune 2 Room

    During the chase across the rooftop, inspect the dark window at the back to find a room with ammo and Soldier of Fortune 2: Double Helix posters.
  11. Secret room in Asgard Building

    In the second part of the Asgard Building, after picking up the video tape and watching the TV news report about Aesir Corp being a huge monopoly, there is a small, dark room with a table, couch etc. Shoot the small painting to make it fall off and a small white button is revealed. Press this button to make the couch behind you rise. Go down underneath it and use the control panel to open the door. Inside, switch the TV on to hear a funny version of Star Trek (called the Void) and open the cupboard behind the curtain to find, er... something else.
  12. Bad Ending

    To view the 'bad ending' of Max Payne, just let the helicopter on the final level take off.
  13. Secret Room beside Basketball Court

    Near the end of the chase in part 1 chapter 7, when it shows Gognitti trying to get into a door (yelling punching and kicking). Go behind the satelite dish and jump down onto the ledge of the opposite building. From there you can jump down under the emergency stairway beside the basketball court. Funny poster inside ''Dopefish lives!'', molotov cocktails, and other weapons.
  14. Secret area after completing game.

    If you manage to beat Max Payne on the hardest difficulty setting, after the game ends you will appear in a secret area in which Max is in permanent bullet time. There’s a bunch of jackhammer ammo lying around, some painkillers and a few other things. There are around 20 guards waiting for you. After defeating all of the guards the game says “Well Done” and you’ll be able to access a room with photographs of the development team, a special Remedy logo and some other things.

Max Payne Glitches

  1. Endless Empty Clips

    When reloading a gun like the Double Beretta or Ingram, press jump as soon as the empty clips fall out, and Max will reload his gun again upon landing, producing more empty clips. You can do this an unlimited number of times.

Walkthroughs & FAQs

FAQ/Walkthrough FAQ/Walkthrough by Jackal__ 164K
FAQ/Walkthrough FAQ/Walkthrough by Tarrun 211K
FAQ/Walkthrough FAQ/Walkthrough by xunhallowed 55K
FAQ/Walkthrough FAQ/Walkthrough by decimator631 67K
FAQ/Walkthrough FAQ/Walkthrough by I-M-INDIAN18 229K
Other The Family Mod FAQ by Zakaloot 35K
FAQ/Walkthrough FAQ/Walkthrough by bluesky 195K
FAQ/Walkthrough FAQ/Walkthrough by Kildread2 189K
Other Weapons Guide by jatin 38K
Other Game Script by Cybiolink8000 115K
FAQ/Walkthrough FAQ/Walkthrough by Jedi Writer 129K
FAQ/Walkthrough FAQ/Walkthrough by GheddonLN 136K
FAQ/Walkthrough FAQ/Walkthrough by Ed Osciak III 159K
FAQ/Walkthrough FAQ/Walkthrough by Panda 113K
Hints & FAQs provided courtesy of GameFAQs.
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Game Design Update


 
 With Diablo III out for nearly two weeks now, millions of players around the world are storming Sanctuary and joining the battle against the Burning Hells. At the same time, we continue to work around the clock to make sure you have an epic online gaming experience.

As more and more players begin to perfect their character builds and progress into Diablo III’s higher difficultly levels, some of the most prominent feedback lately has been about game balance and design, and that’s what we’re here to talk about today. As with any new game, gameplay issues are inevitable, and we hear a lot of feedback regarding what‘s balanced, what’s not, and everything else in between. We recently made some decisions to adjust (or outright nerf) a few class skills, and today we wanted to explain our overall philosophy on design changes -- as well as give some insight into some more changes that are coming up.

Before we get to that, though, we thought it'd be fun to share a few interesting stats we've collected since Diablo III's release:

    The most used runes for each class at level 60 are Barbarian: Best Served Cold, Demon Hunter: Lingering Fog, Wizard: Mirror Skin, Monk: Peaceful Repose, Witch Doctor: Numbing Dart

     When it comes to making game changes, in general, our intent is to react quickly to critical design and balance issues, bugs, and other problems that seriously conflict with our design intent through hotfixes. For issues which aren’t as severely out of line, we plan to react in a more measured fashion -- through client patches. We have a patch coming within the next week (patch 1.0.2) that has been in development since the game’s launch and is mainly aimed at addressing service issues. The first real game balance changes, outside of hotfixes, will be coming in patch 1.0.3. We expect that because the game is new, some other issues will arise that will need to be immediately addressed through hotfixes, but in general, most changes will arrive through patches.

    Regarding the changes to Lingering Fog, Boon of Protection, and Force Armor: we determined these skills were simply more powerful than they should be, and we felt their impact on class balance and how each class was perceived warranted hotfixes as soon as we were able. However, we don't want you to be worried that a hotfix nerf is lurking around the corner every day. If a skill is strong, but isn't really breaking the game, we want you to have your fun. Part of the enjoyment of Diablo is finding those super-strong builds, and we want players to be excited to use something they discovered that feels overpowered. A good example of this is the monk Overawe rune, which many players have identified as being quite good. We agree it's good, but we don't think it's so far out of line that we're going to swoop in and hotfix it out of existence.

        Inferno is intended to be extremely difficult, but with some specific skills, a few classes were simply able to progress far more easily than intended. This made the classes, which were about where they were supposed to be, seem very underpowered. It also created the perception that the classes doing well were intended to rely on specific runes in all their builds, and the other classes were just broken. This is the opposite of what’s true. If any single skill or rune feels absolutely required to progress, it means that skill is working against our goal of encouraging build diversity -- and those “required” skills need to be corrected. We know these hotfixes snuck up on people, and it took us a day or so to communicate that they had gone live. However, our intent moving forward is that when there are circumstances where a hotfix is necessary, we’ll  communicate changes that could impact your ability to play your class through ‘Upcoming Changes’ posts in the General forum. Ideally, we’ll let you know as soon as we even have the idea that we want to make that kind of change.
    
    That said, we also wanted to let you know we’re keeping a close eye on Inferno. The intent of incoming damage is that it should be a very consistent drain on your health, and mitigating that drain is a major part of what makes Inferno mode difficult. Right now, there’s a lot more damage “spikiness” occurring than feels right, and that’s one major area we’re looking to adjust in patch 1.0.3. While we don’t have any specifics yet, our design goals are to support and promote build diversity; continue to ensure that a mix of champion packs, rare packs, and boss fights are the most efficient way to acquire the best items in the game; and ensure that all classes are viable in Inferno.

        From a high-level perspective, we think a more fundamentally fun way to approach difficulty in Inferno isn't seeing how much incoming damage you can avoid or mitigate, but rather to see how efficient you can be while voluntarily taking on a challenge that pushes you. For anybody who's ever died because they chased a Treasure Goblin too aggressively, you know what we mean; dying because you got greedy or overconfident can actually be a lot of fun. Now that the skills mentioned above have been brought more in line, we’ll be keeping a close eye on balance.
 
    We've also seen some people saying our intention with Inferno is just one-shot you to make it difficult. While damage is a bit spikier than we'd like, we're actually seeing a pretty significant number of people attempting Inferno without sufficient gear. There's a good chance that returning to the previous Act to farm upgrades will do the most to help you survive. That said, we’d like to shift some of the focus away from survival and more toward using a variety of offensive tactics to succeed. Survival will still be important, but finding ways to maximize your damage while staying alive is more exciting. We’re not particularly concerned with whether or not a boss is “beatable,” though it should feel epic and challenging to defeat it. We’re more concerned with ensuring that acquiring 5 stacks of Nephalem Valor and taking on as many Champions and Rares as you can remains the most challenging and rewarding way to play.

    On to items! One of the biggest pieces of feedback we’ve received regarding items is the relative power of Legendaries. This isn’t a simple issue to address, as it involves some intentional design decisions as well as expectations built by other games. First and foremost, Legendary items are not designed to necessarily be the best items in the game. They’re just one additional type of item as you level up, and they are not meant to be the primary items you’re chasing at the end-game. They can -- and should -- be exciting to find, but they’re not supposed to serve as the single driving force of the item hunt. Rare items, for example, have the possibility to roll up “perfect” stats that can, if you’re lucky, outpace the predetermined stats of a Legendary. That’s by design.
 
    One problem we’ve seen -- and intend to correct quickly -- is players comparing high-level Magic (blue) items to lower-level Legendary items as “proof” of an imbalance. To help correct misconceptions of the actual stat budgets allocated to items, we’ll be exposing item levels (ilvl) of 60+ items in patch 1.0.3. Comparing an ilvl 63 blue to an ilvl 60 Legendary will hopefully make a bit more sense afterward. In addition, we’re planning to just straight-out buff Legendary items in a future patch, likely the PvP patch (1.1). These buffs will not be retroactive, and so they’ll only apply to new Legendary items found after the patch. In the long term, we’re looking at simply expanding the affix diversity and unique bonuses of Legendary items, and we’ll be able to share more details after the PvP patch.
     
        Other areas of concern have been both the gem combination system and Blacksmith leveling and crafting costs. The intent, especially with the Blacksmith, is that he’s leveling with you, you’re able to use him as an alternate source for upgrades. Our design goal is that once you get to level 60, his recipes are actually good enough to help fill a character’s potential itemization gaps. To correct these issues, we’re looking to adjust the Blacksmith costs for training (gold and pages) and crafting from levels 1-59, and reduce the cost of combining gems so that it only requires two gems instead of three (up to Flawless Square). Both of these changes are scheduled for patch 1.0.3.

        Of course, these are just a few of the more prominent issues we wanted to let you know we’re working on. In addition, we’ll be addressing a number of specific game bugs and other issues through future hotfixes and patches. We’re going full steam ahead on the PvP patch, which will also include a number of game changes unrelated to PvP, and we look forward to sharing more about that as we get closer to opening up a PTR, where you’ll be able to test out our changes -- and enjoy mercilessly slaughtering one another in the PvP arena.
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