Page 14 of 63 FirstFirst ... 4121314151624 ... LastLast
Results 131 to 140 of 624
  1. #131

    Arrow

    Pokemon : Fire Red Version
    918915_front.jpg
    The enduring appeal of Pokémon may seem inexplicable to the uninitiated, but it's certainly no accident. The world of Pokémon is a cute, kid-friendly one, filled with hundreds of different colorful creatures, many of which are inspired by real animals. Each unique Pokémon has a clever name and a distinct combination of traits and abilities. In the gameworld, trainers capture these critters out in the wild and then duel them against other trainers and their creatures. It's sort of a violent premise, actually, and therein probably lies part of the allure--yet the world of Pokémon is so lighthearted and charming that even cynical players are liable to get swept into it if they give it so much as a chance.

    As in the original Pokémon Red and Blue, in FireRed and LeafGreen, you play as a character with aspirations to become the greatest Pokémon trainer in the land. Unlike in the original Pokémon games, though, you can now play as either a boy or a girl. Either way, you'll be trying to discover every last breed of those mysterious creatures in the process. Along the way, you'll square off against the nefarious Team Rocket, not to mention dozens of rival Pokémon trainers. Just getting to the end of the story takes about 25 hours, and you'll have uncovered only a fraction of the Pokémon in the game by that time--so there's tons of lasting value here, especially since you can keep playing once the main quest is over. In fact, hardcore Pokémon fans would argue that you're only just getting started at this point. Once you've finished the quest, many more new Pokémon become available for catching, and it's possible to go back and challenge any of the trainers you've previously encountered for some tough high-level challenges.

    As with previous simultaneously released Pokémon games, FireRed and LeafGreen are essentially identical products whose only differences are precisely which Pokémon creatures they contain. Neither version contains all of the Pokémon, so you'll need to trade with another player in order to catch 'em all. But there's little point in actually getting both versions of the game for yourself.

    Its one real innovation was battles between pairs of Pokémon (the vast majority of fights were still one-on-one), and that twist carries over into FireRed and LeafGreen, which otherwise plays just like Pokémon always has. Basically, you'll run around in the game's fairly vast world of towns interconnected with stretches of wilderness, and as you go, you'll often run into rival trainers as well as wild Pokémon, at which time the game switches to battle mode. The turn-based battles are simple in execution--each of your Pokémon has a maximum of four different actions it can use in a fight--and yet there's genuine complexity in the balance between different types of Pokémon.

    Download Link:Log in to see links

  2. #132

    Arrow

    Castlevania : Aria of Sorrow
    589456_51662_front.jpg
    It's a good thing you can't truly kill Dracula. Otherwise, Konami would have to stop making these excellent Castlevania games for the Game Boy Advance. Aria of Sorrow, the third Castlevania for Nintendo's portable system, is probably the best one yet, both in terms of its gameplay and design and also in terms of its production qualities. However, it must be said that Castlevania: Aria of Sorrow is at heart a very similar game to last year's Harmony of Dissonance and 2001's Circle of the Moon and that all three of these games bear more than a passing resemblance to Castlevania: Symphony of the Night, a PlayStation game dating back to 1997. Granted, Symphony of the Night perfected an excellent formula for side-scrolling action adventure games--the fact that a game like Aria of Sorrow can get away with directly copying Symphony all these years later is proof that Symphony is a classic. More to the point, like the arch villain of the series, the Castlevania formula seems to be immortal. Castlevania: Aria of Sorrow will be familiar territory for fans of this long-standing series, but they'll love it anyway, and so will anyone looking for a great action game for the Game Boy Advance.

    For what it's worth, Aria of Sorrow makes a superficial effort to be different from every Castlevania before it. Namely, it's the first Castlevania that's set in a dark, gothic future, rather than in a dark, gothic past. So what's Dracula's castle like in the year 2035? Actually, it's pretty much the same as it ever was. There are maybe a handful of futuristic touches in Aria of Sorrow, but for the most part, the setting of the game is all winding, mazelike passageways through cathedrals, dining halls, catacombs, and so on, just like pretty much every Castlevania since the first one came out in 1986. Here, as the androgynous, white-haired hero, Soma Cruz (who looks just like Juste from Harmony and Alucard from Symphony), you'll wield a wide variety of medieval weapons against a wide variety of undead and demonic foes in your quest to try to find a way out of Dracula's castle. Those keeping up with the Castlevania series will recognize many of the enemies and locations in this game and will feel right at home from the moment the game begins.

    The gameplay of Aria of Sorrow is definitely similar to that of its predecessors, but it's been appreciably refined and improved. For one thing, the game packs the most well balanced challenge of the three--it's easier than the very tough Circle of the Moon but tougher than the rather easy Harmony of Dissonance. It also offers more variety than either of those games. Soma can find and equip a huge arsenal of different weapons, including swords, hammers, punch daggers, and much more. These all have different properties--some are quick but lacking in range and power, while others cover a wide range but are relatively slow. Some weapons are flat-out better than others, but it's fun to experiment with all of them.

    Download Link:Log in to see links

  3. #133

    Arrow

    The latest emulator s60v3 including keygen
    Attached Files Attached Files

  4. #134

    Arrow

    Summon Night 2
    920241_76663_front_resize.jpg
    When you begin the game, you're given a choice of playing a male or female lead character. The differences between the two are entirely cosmetic, though, and the story doesn't change at all whether you're male or female. The story does get a bit more varied depending on which of the four guardian beasts you choose as your partner. The main character and the guardian beast interact frequently and at length, and since each of the four beasts has a distinct personality, the beast you choose has a substantial effect on the story. The dialogue between you and your guardian beast can be quite funny at times, so there's some incentive to playing the game multiple times to get to know each of the different beasts.

    In addition to comic relief, the guardian beasts also provide support in battle. You can equip your beast with magic spells as well as items that can be used to heal your hero or damage enemies. The magic system isn't implemented very well in the game, though, because you can only cast each spell a limited number of times and your beast only gets a handful of actions per battle. The magic is also devalued by the fact that the battles are real time, which means that it's much more effective to just mash the attack button and slash away at enemies than it is to scroll through a list of spells in the midst of battle. In the longer boss battles, you'll often need to use some healing items or spells, but beyond that you'll rarely need to summon your guardian beast during battle.

    Swordcraft Story 2 uses a random encounter system like many role-playing games, but instead of initiative-based battles, the battles are in real time. The fights take place from a side perspective, and you can block, jump, attack, and move around freely. Most of the enemies simply require you to walk up and slash them a few times, but there are particularly tough enemies that might require you to mix things up with the occasional block. You can take three different weapons into battle, and each weapon has a durability rating. Your weapon takes damage with each strike or block, and it will eventually break. If all your weapons break, you're left with your smithing hammer, which isn't enough to keep you alive for long. It's an interesting consideration to keep in mind during battle, but for the most part you can just ignore it. Most of your weapons can take a lot of damage, and you can also get items to repair them before they break. Even then, you'll very rarely ever find yourself lacking a weapon, because most of the dungeons are very short and you can always warp back to town for repairs.

    Since you are a craftknight, you have the ability to make your own weapons rather than purchasing them from vendors or finding them in treasure chests. You have to find special templates to create specific types of weapons. You can create swords, axes, spears, drills, and knuckles, and each weapon type has its logical advantages and disadvantages. The axe is powerful but slow, the spear has good range but isn't powerful, the drill can break through defenses, and so on. In the previous game in the series, you could derive raw materials from all of the items you collected in the game. In this game it's much simpler: You find materials in an already usable state, take them to your workshop, and forge weapons. Depending on the materials you use, your weapons will get special stat bonuses. You can also upgrade and disassemble weapons to make them stronger or imbue them with elemental properties. The weapon-crafting system is quite simple, but with more than 200 different weapons to create, it can be rewarding to search for materials and experiment with different combinations to upgrade your weapons or create new ones.

    When you aren't making weapons or chatting it up with your guardian beast, you'll spend most of your time exploring dungeons and forests to collect special items or to talk to certain characters. Most of the game takes place in the forest area on the outskirts of the game's single town. There are only a handful of dungeons, and none of them are very large or complex. You'll have to visit the same couple of dungeons several times throughout the game, and a lot of the quests require you to skip back and forth between town and dungeon, which results in a lot of tedious backtracking. Although the game will take you around 15 hours to complete, it feels much smaller than that because you never really get the feeling that you're going anywhere. Instead, you just keep covering the same ground and talking to the same people.

    Download Link:Log in to see links

  5. #135

    Arrow

    Street Fighter 2 : Turbo Revival
    472721_50848_front_resize.jpg
    Street Fighter II needs no introduction, and Super Street Fighter II Turbo Revival for the Game Boy Advance literally represents the ultimate version of the classic one-on-one fighting game. After years of balance tweaks, gameplay adjustments, and more, 1994's Super Street Fighter II Turbo became perhaps the best, most well balanced revision of the game ever made. After that, Capcom went on to do the Street Fighter Alpha series, and purists felt that Street Fighter never reached the same pinnacle of quality as it did with Super Street Fighter II Turbo. It's this incredible game that has been faithfully ported to the Game Boy Advance. Hard-core fans of the original will take note of a few loose screws in the translation. But these players and everyone else alike will find in Turbo Revival an excellent, timeless fighting game--one that plays great even with the Game Boy Advance's limiting controls.

    For the most part, Super Street Fighter II Turbo Revival is identical to the arcade version of Super Street Fighter II Turbo--an impressive achievement. Previous home versions of Street Fighter II, for systems such as the SNES, Genesis, and TurboGrafx-16, and later the 3DO and the PlayStation, all managed to successfully reproduce the extraordinarily tight gameplay and fluid action of the arcade game. However, all of these versions had varying deficiencies, such as missing frames of animation, truncated sound effects, simplified background graphics, or bad loading times. Yet these were a small price to pay for having Street Fighter II at home. Turbo Revival for the Game Boy Advance also has its share of minor problems, but likewise, that shouldn't dissuade you from appreciating such a great version of Street Fighter II not just at home, but on the go, anywhere. Besides, Turbo Revival's few flaws are offset by a slew of extra play options, which aren't terribly interesting but still serve to add some extra variety to the game.

    Like the arcade version, Turbo Revival features the entire eight-member cast of the original Street Fighter II, plus the four additional fighters introduced in Super Street Fighter II. Super Street Fighter II Turbo also introduced Akuma, Ryu and Ken's evil counterpart, as a hidden character, so expect to find him lurking about in Turbo Revival as well. Street Fighter II and its predecessor made famous the six-button control configuration used for many other fighting games after. The big issue with this translation is of course the fact that the Game Boy Advance has only two face buttons, plus two shoulder buttons. Turbo Revival makes do with this limitation by letting some attacks be pressure-sensitive. For instance, you can set the controls so that a quick tap of the B button makes your character throw a weak punch, while pressing the B button a bit longer throws a strong punch. Basically, this system lets you have the effects of six buttons using just four, and it does a fairly good job of it. However, you'll soon notice that the window for quick taps is vary narrow--you'll need to practice for a while before you can make the button controls respond precisely to your command. Since the arcade version of Super Street Fighter II Turbo was quite famous for how it made virtually every attack of virtually every character useful, it's not really preferable to simply ignore some of the attack buttons in Turbo Revival, though you do have this option.

    Besides the buttons, the actual control of Turbo Revival works just great. Most special moves, even the tougher ones like Zangief's spinning pile driver, can be executed precisely using the Game Boy Advance's small digital pad. Still, some moves, like the super combos that require two controller motions in quick succession, will take practice even if you've mastered them in other games. Actually, Turbo Revival offers an interesting "easy special moves" option, which you can toggle on with the select button. This lets you perform most any move with a simplified motion--for instance, you can make Ryu and Ken throw a fireball just by pressing forward on the digital pad and pressing a punch button at the same time. This should be helpful for players who can't get a good grip on the system's smaller controls or who otherwise don't want to wear out the digital pad by performing countless dragon punches and spinning pile drivers on it.

    Download Link:Log in to see links

  6. Default

    hey, am sorry pal but the thing is that I am realy intersted in Gba playin in ma cel phone i have a W810i and don´t know why kant install the vbag or the fexplororer how could i doż?

  7. Default

    the pass word to open the yu gi oh game is usally what the site u got the rom from

  8. #138

    Arrow

    Quote Originally Posted by oxykid Log in to see links
    hey, am sorry pal but the thing is that I am realy intersted in Gba playin in ma cel phone i have a W810i and don´t know why kant install the vbag or the fexplororer how could i doż?
    it works only on smartphones(s60 phones).

  9. #139

    Arrow

    Quote Originally Posted by doh_doh Log in to see links
    the pass word to open the yu gi oh game is usally what the site u got the rom from
    i have the games for some time so i don't know the site,and i don't think the passaword is from the site because they are all free of charge,i think the passaword is like a keygen,like on pc games.

  10. Default Pokemon Crystal on Nokia6300

    The Meboy on my 6300 has no sound :|
    nor does it have the option to have sounds.
    What to do please?

    Sorry if this is the wrong place to post this, I r new D:

    Edit**
    Make that my Pokemon Silver <_<
    Last edited by jaredandrei; 17-04-2008 at 08:54 AM.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •