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Sunday, 16 August 2009

All BiNPDA Cracked N-Gage 2 Games Collection





All BiNPDA Cracked N-Gage 2 Games Collection In One Place



Install Latest Ngage From Here

http://symbianapplication.blogspot.com/2009/08/n-gage-installer-v1401557-repacked.html



Gameloft.Block.Breaker.Deluxe.v1.0.3.N-GAGE.SymbianOS9.1.Cracked-BiNPDA



















Gameplay







Block Breaker Deluxe screenshotBlock Breaker Deluxe is a clone of the ancient-but-popular Breakout/Arkanoid genre, you move a bat at the bottom of the screen to bounce a ball into bricks at the top of the screen. The goal of each screen is to remove all the bricks by bouncing the ball into them, but some bricks may take more than one hit to remove. If the ball hits the bottom of the screen you lose a life.







As with most modern Breakout clones, many bonus items have been added to spice things up, including a magnetic bat, fireballs (which destroy blocks more quickly), shields at the bottom of the screen, multiple balls, laser cannons etc. Some bonus items aren't beneficial, for example one shrinks the bat and another makes the bat invisible (which makes the game impossible to play).







Most of the items are recycled versions of bonuses in previous clones, although there is one bonus which is particularly interesting: the yo-yo, which lets you pull the ball straight back to your bat as if it had a piece of string attached to it. If any bricks are in the way of the ball when you pull it back, the ball tends to destroy them, even if they're indestructible bricks such as those made of steel. Another innovation is that the items can be bought separately and upgraded in an in-game shop, so for example the magnet bonus just holds one ball on the bat, but if you buy the first level upgrade it will hold two, and further upgrades let it hold more.



Block Breaker Deluxe vertical screenshot







Games are split into locations with many main levels each and a boss level, after you defeat the boss you will see a new location unlocked. If you lose against a boss, you're given the option of continuing in exchange for a chunk of the cash you've earned so far. The boss levels play slightly differently to the normal levels, and involve doing things like hitting an ice cube, avoiding laser beams, or destroying an advancing wall.







As with all N-Gage games, you can always exit the game and come back where you left off, so you can play for very short bursts or long playing sessions.







On a very few occasions the ball would get stuck behind a particular group of bricks, but this was easily solved by exiting the game and re-entering.











Graphics & Sound





As you would expect from the genre, the graphics are mostly the kind of thing you'd have seen on a 16-bit system such as an Atari ST, Amiga, Mega Drive or SNES. The visuals are perfectly competent and pleasant, but there's nothing spectacular. The whole game has been done with a 1970s/1980s glamour feel, featuring bright neon colours, luxury yachts and huge sunglasses. First gen N-Gage gamers may be slightly reminded of Glimmerati in terms of the setting.







Sound is also very similar to the 16-bit era, with multi-channel MIDI-style music. Again, the tracks are pleasant but there's nothing here to amaze you. The music plays on menus and at the beginning of games, but fades out once the action begins, so it doesn't outstay its welcome.











N-Gage Arena







There's no online multiplayer, though you can play Bluetooth multiplayer. You can upload your score to an Arena scoreboard and there are also N-Gage achievements to unlock which earn you N-Gage Points. The achievements are rather dull and random though, and the game already has lots of very similar challenges and bonuses, so it sometimes feels like there's too much to aim for.











Overall







Block Breaker Deluxe is one of the cheaper games available on N-Gage, and at 7 euros it's not going to break anyone's bank. If you enjoy Breakout/Arkanoid then you will definitely enjoy Block Breaker Deluxe. It's also a very casual game, with a nice relaxing feel to it.







If you're looking for something new though, this probably isn't a good place to start your N-Gage experience. The bonuses, bonus upgrade system, unlockable locations and boss levels do greatly improve on the original concept, but most of the time it's still the same gameplay that has been in Breakout since the 1970s.



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ÛÛÛÛ For now there are a few phones compatible with n-gage: ÛÛÛÛ

ÛÛÛÛ N81 (8GB), N82 and N95 (8GB). More will come soon. ÛÛÛÛ

ÛÛÛÛ First of all, make sure you have TRK (included in this release) ÛÛÛÛ

ÛÛÛÛ installed and connected to your pc via USB. ÛÛÛÛ

ÛÛÛÛ s60_3_0_app_trk_2_7.sisx is for SymbianOS9 devices WITHOUT FP1 ÛÛÛÛ

ÛÛÛÛ s60_3_1_app_trk_2_7.sisx is for SymbianOS9 devices WITH FP1 ÛÛÛÛ

ÛÛÛÛ Also you have to be sure that the n-gage application from ÛÛÛÛ

ÛÛÛÛ www.n-gage.com is installed on your device. ÛÛÛÛ

ÛÛÛÛ Start the .exe which is included in this release. This is an ÛÛÛÛ

ÛÛÛÛ installer which will guide you trough the installation process ÛÛÛÛ

ÛÛÛÛ of the game. ÛÛÛÛ

ÛÛÛÛ ÛÛÛÛ

ÛÛÛÛ NOTE: After installing, in the n-gage app, the games are listed ÛÛÛÛ

ÛÛÛÛ as trial games. If that annoys you, install the included ÛÛÛÛ

ÛÛÛÛ patch.sis to remove the trial stamp from all games. ÛÛÛÛ

ÛÛÛÛ You only need to do this ONCE for ALL the games! ÛÛÛÛ

ÛÛÛÛ ÛÛÛÛ

ÛÛÛÛ NOTE: Don't start the n-gage when you have enabled the platform ÛÛÛÛ

ÛÛÛÛ hack. The game will mess up your savegames or even worse. ÛÛÛÛ

ÛÛÛÛ ÛÛÛÛ

ÛÛÛÛ Have fun with this release from team BiNPDA ÛÛÛÛ

ÛÛÛÛ ÛÛÛÛ

ÛÛÛÛ ÛÛÛÛ

ÛÛÛÛ

Download :


http://ul.to/yq9owv


mirror :


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Method.Solutions.Space.Impact.Kappa.Base.v1.16.104 .N-GAGE.SymbianOS9.1.Cracked-BiNPDA































Gameplay







Space Impact Kappa Base title screenSpace Impact: Kappa Base (SIKB) is an old-fashioned scrolling shoot-em-up, inspired by the original Space Impact games which were embedded on Nokia's older mobile phones such as the 3310.







In Kappa Base you pilot a craft (or "skyblade") through ten levels of baddies and hazards in space, in the upper atmosphere and near the ground. The plot goes like this: the Earth has become so polluted and difficult to live on that some humans have chosen to alter themselves mechanically and become a race of cyborgs called "MEKS". The MEKS have decided that the remaining unaltered humans are "obsoletes" and should be destroyed. Cue the usual man vs machine malarkey...







The plot has various interesting twists and turns and there's a sequel-hunting ending, but the main aim of this game is to score well. This isn't the kind of title where you play through it once and feel that you've "beaten" it. In fact SIKB's playing structure is much more like Mario Kart, as you receive a grade for each level and the challenge is to go back again and again to improve the grade.







The gameplay revolves around choosing the appropriate skyblade and weapon loads for each level. As you collect money in the game you unlock more options, and eventually you can choose from eight skyblades and seventeen types of weapons. Because you can take several weapons at once on the same craft, there are 200 different combinations of weapons load, and what you choose will make a lot of difference. Some levels are almost impossible with a bad choice of weapons, but become much easier when you select a more appropriate combination. The choice of skyblade can also be important, as they have different properties in terms of speed, armour, and kinetic energy gathering.







That last phrase might have sounded a bit weird, as it refers to an unusual central concept of SIKB: to build up the energy for certain powerful "kinetic" weapons, you have to let enemy bullets graze you. Once the kinetic meter has been filled, you can use the special weapon. The kinetic weapons aspect turn the usual gameplay on its head, as you often find yourself desperately trying to get hit by bullets so that you can use the special weapon and wipe out all the baddies on the screen. The kinetic aspect also comes into play when you're trying to get a high score, as there's a separate bonus meter which fills up as you get hit.







Space Impact Kappa Base mission screenYou occasionally receive wingmen to help you, but they generally just sit there shooting and getting hit, rarely moving about. Your bullets don't harm them so you can just ignore them if you like, or you can dive for cover behind them if you're worried about taking damage.







The controls on SIKB are very simple: you move with the direction pad and shooting is automatic. You can optionally set it to shoot manually, but there's little point in using this as you have unlimited ammo. The only other control is pressing 2 to fire your special weapon, which is not covered by the autofire because its use can depend on building up precious kinetic energy.







Rather awkwardly, there seems to be no way to play the game in horizontal mode. You can physically hold the phone horizontally of course, but it's difficult to use the keypad on slider models, and SIKB did not use the N81's gaming keys at all.







There are four savegame slots, and three characters to choose from for each slot. The choice of character doesn't make a huge amount of difference, it mostly just determines which skyblade is unlocked at the beginning of the game, and it also means the cut scenes are slightly different.







You can choose to play the game in easy mode or normal mode. Easy mode is very easy indeed, this reviewer played the game all the way through on the first go in easy mode, but normal mode offers much more of a challenge. The levels are the same in both modes, but you have four continues in easy mode compared to one in normal mode, and the enemies are harder to destroy in normal mode.















Space Impact Kappa Base skyblade screenSpace Impact Kappa Base weapons screen







Space Impact Kappa Base cutscene 1Space Impact Kappa Base cutscene 2







Space Impact Kappa Base solar arraySpace Impact Kappa Base space







Graphics & Sound











The gameplay and most of the graphics are in 2D, but there are some 3D objects and enemies too, and the mixture works very well indeed, with a pleasing alien look. There are 3D renderings of all the craft and weapons during the weapons selection process, and the larger "boss" enemies are all in 3D as well. The backgrounds are nicely detailed and varied, ranging from snowscapes to forests to space stations to alien planets.







The speed of the graphics can get very fast indeed and on some levels it's extremely frantic, like watching a video on fast-forward. There are often many dozens of separate moving objects on the screen at once, and trying to find your ship among all the enemies and bullets can be like trying to see dandruff in a snowstorm.







Cut scenes consist of anime-ish characters with text and dramatic music in the background. These are sprinkled throughout the game, appearing between and in the middle of levels as the plot unfolds. It gives the game a real 16-bit feel, which is a good thing in this style of game.







Soundwise the game's soundtrack has a nice mixture of ambient and dramatic music, and the very last level sounds like a dance version of a Gregorian Chant. All of the music enhances the game without getting in the way. The music and sound effects have separate volume controls, so you can mix them to your own liking.















Space Impact Kappa Base boss screenSpace Impact Kappa Base first boss







Space Impact Kappa Base first boss speaksSpace Impact Kappa Base first boss attack







Space Impact Kappa Base alliSpace Impact Kappa Base flying away







N-Gage Arena







As befits an old-style shooter, the only online feature is a "World Battle" global high score table. We could not get the Arena connection to work in SIKB though, so we couldn't see if the promised clans feature was present.







Overall







Whether you like SIKB depends on what kind of gameplay you enjoy most. Although the offline game is called "story mode", the aim is really to play and replay levels constantly chasing after a better grade, and to unlock more items.







If you just want to play through the game once, then you will be missing the point of SIKB. This is an "old school" scrolling shooter where high scorers receive the greatest rewards, with a smattering of 3D graphics to give it a 2000s look.







In short, if you like classic shoot-em-ups then SIKB is for you. If you hate them, stay away.




ßßß ÜÜÜßÛÜÛßß ßßÛÜÛßÜÜÜ ßßß

ÜÜßßß ÜÛÛß ßÛÛÜ ßßßÜÜ

ß ÜÜÛ ÞÛÛÝ R E L E A S E N O T E S ÞÛÛÝ ÛÜÜ ß

Ûß Û ßß²Ü Ü²ßß Û ßÛ

Û °Û Û° Û

Û°±Û Û±°Û

Û±²Û Û²±Û

Û²ÛÛ ÛÛ²Û

ÛÛÛÛ ÛÛÛÛ

ÛÛÛÛ ÛÛÛÛ

ÛÛÛÛ For now there are a few phones compatible with n-gage: ÛÛÛÛ

ÛÛÛÛ N81 (8GB), N82 and N95 (8GB). More will come soon. ÛÛÛÛ

ÛÛÛÛ First of all, make sure you have TRK (included in this release) ÛÛÛÛ

ÛÛÛÛ installed and connected to your pc via USB. ÛÛÛÛ

ÛÛÛÛ s60_3_0_app_trk_2_7.sisx is for SymbianOS9 devices WITHOUT FP1 ÛÛÛÛ

ÛÛÛÛ s60_3_1_app_trk_2_7.sisx is for SymbianOS9 devices WITH FP1 ÛÛÛÛ

ÛÛÛÛ Also you have to be sure that the n-gage application from ÛÛÛÛ

ÛÛÛÛ www.n-gage.com is installed on your device. ÛÛÛÛ

ÛÛÛÛ Start the .exe which is included in this release. This is an ÛÛÛÛ

ÛÛÛÛ installer which will guide you trough the installation process ÛÛÛÛ

ÛÛÛÛ of the game. ÛÛÛÛ

ÛÛÛÛ ÛÛÛÛ

ÛÛÛÛ NOTE: After installing, in the n-gage app, the games are listed ÛÛÛÛ

ÛÛÛÛ as trial games. If that annoys you, install the included ÛÛÛÛ

ÛÛÛÛ patch.sis to remove the trial stamp from all games. ÛÛÛÛ

ÛÛÛÛ You only need to do this ONCE for ALL the games! ÛÛÛÛ

ÛÛÛÛ ÛÛÛÛ

ÛÛÛÛ NOTE: Don't start the n-gage when you have enabled the platform ÛÛÛÛ

ÛÛÛÛ hack. The game will mess up your savegames or even worse. ÛÛÛÛ

ÛÛÛÛ ÛÛÛÛ

ÛÛÛÛ Have fun with this release from team BiNPDA ÛÛÛÛ

ÛÛÛÛ ÛÛÛÛ

Download :


http://ul.to/0drytv


Or


http://www.uploading.com/files/G8MIX...ase...rar.html






  • Gameloft Brain Challenge v1.1.4.N-GAGE.SymbianOS9.1.Cracked-BiNPDA





Joining the launch line-up of titles for the N-Gage Platform is Gameloft's Brain Challenge. While there will be a handful of ‘big' titles for the N-Gage, Brain Challenge is not one of them - but there's nothing wrong with that. While the flash titles make up the column inches, it's games like this that are going to be the bread and butter earners for Nokia and its partners. It would be mighty interesting to see just how well Brain Challenge does in the ‘revenue earned' column after three or four months. I would not be surprised to see this title become a solid and continuing revenue stream for the Finns. Nothing here is especially new, but it fits well into the genre of ‘play a little puzzle every day' that was started by Dr Kawashima's Brain Training on the Nintendo DS.











For those of you who aren't familiar with this, you play a series of mini-games each day, each lasting a few minutes at most. The scores for these games are combined to give you a ‘daily score' and this is compared to previous scores. If the theory of exercising your mental ability holds true, you should see a steady improvement. Rather than progress through a games storyline, you progress in yourself, creating a much better and more rounded person in the process.



Or you could argue that developers have found a way to write really simple games and package them up for profit, but only a cynic would think that....



Gameloft should be congratulated for some good presentation here - the games (12 in total, I believe) are grouped into the four areas they are testing, namely Maths (annoyingly labelled Math in my version...), Memory, Visual and Logic. The games are all controlled with the d-pad (and the occasional button press), so there are very few issues with the controls. Which is good - the point of these games is for you not to be thinking about what key to press next, but simply to think.





Two examples of the mini-games should make my point clear. The first is Balance, coming under the Logic section. You're presented with a set of scales and asked which item is heavier. Initially this is pretty easy - just go for the one which has dropped the scales. But as you progress through your 60 second game, and as you play it more and more often, you'll come across more difficult challenges, with multiple items on each side of the scales, or even scales on top of scales. Yet you're asked to work out which of two single items is heavier with a flick to left or right of the cursor. Fun indeed... well it is to me.

Trout, under the Maths section, is another example of something that looks simple, and is... if you ignored the timer. Given a grid of numbers, a start point, and then a mathematical operator (e.g. ‘+4') you have to jump from your target square (say it has 17 in it) to the square that is next in order... i.e. 17+4=21. So jump left, right, up or down to the square with 21 in it; then 25; then 29... Make five jumps and you get a new grid and new modifier. Much like Balance, and many of the other games, it's a basic task, but when put under pressure to do as many as you can against the clock, that's when it gets interesting.





There's nothing especially new in this mix, nor are the games amazingly 'out there' - we're talking basic pattern recognition in many of the games, some quick mental mathematics and some cunning psychological tricks when you're counting (such as four red number threes), but the games are clear, surprisingly fun, and, by limiting each game to a time limit of 60 seconds, stay fresh and challenging over the time you'll be playing the game - and as you play, you'll unlock more of the mini-games.



While the idea of a learning curve goes somewhat against the grain of the daily brain game genre, Gameloft's unlocking strategy keeps the title from going stale. Coupled with the ten minutes a day nature of the game, I think Brain Challenge is going to do very well.







Download :



http://uploaded.to/file/oj0n8e


Mirror 2:


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  • Infinite Dreams Hooked on Creatures of the Deep v0.74 N-GAGE SymbianOS9.1 Cracked-BiNPDA



Gameplay







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







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







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







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







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







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







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



If the above process sounds complicated, it isn't, you get to know the game very quickly and fishing becomes an instinctive process. Catching a fish feels very much like a duel, which is probably as it should be.







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







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







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









Some Important Hints







One of the problems with HO:COTD is that it doesn't really have a tutorial to get you started, so let's take a break from the review for a moment and look at some important things you should know before playing the game:



  • The "Pause" menu is your best friend, it contains all the important information you need to play the game.



  • The "Pocket" section of the pause menu contains your tackle box (where you can choose the fishing equipment you want to use), as well as a Pokemon-style bestiary of the fish you've caught in that resort, and a "Live Well" section containing all the objects you've kept.



  • Don't repeatedly pound the game button to reel in the fish, just keep it pressed down to reel in and release it if line tension is too high.



  • When you're at an appropriate level you can collect new tackle from the resort, represented by an orange circle with a house in it. You have to collect it for it to appear in your tackle box, and you have to then select it from your tackle box in order to use it.



  • Tackle unlocked when you reach a higher level is NOT necessarily better than tackle from a lower level, quite often a lower level item works better than a higher level item. For example some of the higher level lures sink much more quickly, which means they're useless in trying to catch fish which live near the surface. You need different kinds of tackle for different kinds of fish, there are no simple tackle "upgrades".



  • The green and red dots represent quests, just go to them and click on the button to find out what they are. If you want a further hint or a reminder of what you're supposed to do, go back to the dot and click on the button.



  • The game does have a variety of different lures, rods, lines and other equipment, but these aren't open to you when you begin. As you progress, the fishing techniques you can use become more subtle and complex.



  • Different fish live in different places, come out at different times of day, and live at different depths, so try to vary where and how you fish as much as possible. The depth meter will help you do this, as will an appropriate choice of tackle.



  • Your level, experience and tackle box only count in the resort you're in. You earn experience, levels and equipment completely separately in each resort, so for example you might be level 10 in Costa Rica but only level 2 in Alaska. In effect, each resort is a separate game.



  • If you want to use the rumble feature, as well as switching it on in the options menu you also have to have vibrating alert switched on in the phone profile you're currently using. For example, if you have the phone in offline mode, you'll have to activate vibrating alert in the "offline" profile for the rumble feature to work in the game. You can usually find the profiles icon in the "Tools" folder on the main menu screen.



  • Let the main menu of the game run on its own and you'll see fish and objects you've recently caught float by in a virtual aquarium.











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





Graphics & Sound







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







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







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







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







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







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







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







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







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







N-Gage Arena







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







Overall







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







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







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







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







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







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







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







Extracted .ngage file Only


http://www.ziddu.com/download/175078....Deep.rar.html


Download link1 :


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Download link2:


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  • Gameloft Asphalt 3.v1.2.7 N-GAGE SymbianOS9.1-Cracked-BiNPDA



  • Gameplay











    Asphalt 3 is the follow-up to the Asphalt series of games from the first generation N-Gage and the Nintendo DS. This is a third party title from Gameloft, who specialise in phone games and have supported N-Gage since its first generation. (The Asphalt brand is also used on Java titles from Gameloft, but these aren't really the same games, they just have similar names and themes.)







    The Asphalt games are arcade racers, i.e. they're not realistic in the slightest. Their purpose isn't to simulate driving, but to let you pretend you're in a car chase from films like "The Fast And The Furious", doing ridiculously over-the-top driving that would never be possible in real life. The gameplay revolves around illegal street racing, and the emphasis is firmly on doing stuff you shouldn't do: knocking other cars off the road, driving too fast, smashing into crates etc. The score you get for a race is far more influenced by what you do during the race than where you finish in the race, so if you come first but do very little else then you'll get a very low score.







    To get by in Asphalt 3 you have to master two things: nitro boosts and "drifting". In general you should drift on every corner and use nitro boosts on every straight, which if done carefully should get you to the head of the pack fairly quickly. Nitros can be picked up from certain points on the track, and they can also be earned by drifting and other activities.







    Of course illegal activity means the police will be after you, and if you do too many bad things you'll see a police badge on the screen to indicate that a police car or bike are on your tail. If they catch you there's a hefty penalty to pay, so you can either try to outrun them or nudge them off the road, both of which earn you bonuses. Illegal activity also attracts the attention of news helicopters and you'll sometimes find yourself looking through the camera of a news report, which means you briefly have to steer the car from above (rather like the original gen N-Gage game Glimmerati).







    You start the game with just a couple of tracks unlocked, but as you earn money you can unlock the others, making a total of seven tracks (in order of unlocking): Honolulu, San Francisco, Las Vegas, Rome, St. Petersburg, Mumbai and Tokyo.







    Earning money also unlocks new vehicles and new engine parts in the garage. You can choose any unlocked car or bike and any unlocked part before a race. The parts menu gets very complex as you unlock more and more, but the garage helps you by displaying the effect each part has on your vehicle's abilities (for example a part might increase top speed but reduce acceleration).







    There are a total of nine cars and three bikes (in order of unlocking): Mini Cooper S, Ford Mustang GT, Kawasaki Z 1000, Nissan GTR R34, Aston Martin V8 Vantage, Chevrolet Corvette Z06, Kawasaki ZX 10R, Lamborghini Gallardo Spyder, Ruf RT 12, Pagani Zonda F, Lamborghini LP 640, Ducati Desmosedici RR.







    Whichever car or bike you choose, the other cars on the track will automatically be chosen to match it, and the "rubber band" gameplay means you never pull that far ahead of your rivals, but never fall that far behind either.







    There are a total of five game modes which can be unlocked, covering a variety of contrasting gameplay styles:







    - Race: A straightforward three lap contest to get to the finish line, you earn the most money from bonuses on the track but you have to finish in the top 3 to keep the money.







    - Beat 'Em All: The most aggressive mode, you have to push six other racers or police cars off the track before you've done three laps.







    - Cop Chase: The roles are reversed, you control a police car and your task is to catch the leader of some street racers. Hitting innocent cars costs you points, but at least you don't have to worry about police trying to catch you for speeding.







    - Vs: You race against one other car to reach the finish line after two laps.







    - Cash Attack: You have to earn over $20,000 from various bonuses by the end of three laps. If you earn less than this, you lose the race. One major snag in this mode is that if you lose it doesn't tell you how much you did earn, so you've no idea how much you lost by, making it very difficult to chart your progress.







    The strategy you need to win varies wildly from one mode to the other, for example "Beat 'Em All" doesn't require you to be anywhere near the front of the race while "Vs" requires you to come first.







    The game can be played in both vertical/portrait and horizontal/landscape modes, and can also be flipped if you want to use the controls on the other side of the phone. Because it's a racing game it felt slightly more comfortable to play in horizontal/landscape mode, but it was still perfectly okay in vertical/portrait mode, especially if you use the camera keys to zoom out a bit before the race begins.







    The controls of the game are fairly similar in all modes, with the bulk of features being accessed through the d-pad (the button does nitro, down brakes, left and right steer). Drifts are a bit trickier, you have to press 8 during a turn, but if your phone has gaming keys you can drift with the lower gaming button. The keypad's * and # buttons control the camera angle, which is most useful in vertical/portrait mode as it lets you see more of the road around you.











    Three of the twelve vehicles in the game





    Graphics & Sound







    Before we discuss the graphics in Asphalt 3, it should be remembered that this isn't a 50 euro console game, it's a 10 euro phone game. As a phone game, the graphics are very very good. They're not perfect, and they'd be better if they used the graphics accelerator chip on certain N-Gage models, but in general the game looks extremely pretty and detailed. As well as you and the other racers, the streets are populated with other traffic, police cars, trams and even press helicopters, which really adds to the atmosphere. Perhaps the biggest graphical glitch is the strangely wobbly camera at the beginning, but once the race begins the camera is fine.







    The look of each tracks is very different to the globe-trotting nature of the game. The 3D is a lot more detailed than on previous Asphalt games, and the game world on each track feels a lot more real. However, it would have been nice to see more variety on each track through the use of different times of day and different weather conditions (the snow on the St. Petersburg track is a tantalising glimpse of how much this could have added to the game).







    The feeling of speed conveyed by the graphics varies from track to track and situation to situation. Sometimes, especially when you're using the bikes, the game feels incredibly fast, but in other situations the game starts to slow down because there are too many objects near each other at once. In general though the game is playably smooth. A higher frame rate is always welcome of course, but the current frame rate is perfectly adequate.







    Sound is pretty much what you'd expect from this kind of game, the music is straight out of a Hollywood film with a mixture of pop, rock and hip-hop. The title screen has a rather nice rendition of Misirilou in the style of Dick Dale. The soundtrack and sound effects are all recorded in high quality, and suit the game very well. Whether you like them depends on your taste, but if you enjoy arcade racers then you'll probably enjoy Asphalt 3's sound.







    The one problem audiowise was the volume control, which didn't seem to vary the volume properly.











    Four of the seven tracks: Honolulu, Tokyo, Mumbai (aka Bombay), Rome



    N-Gage Arena







    Shamefully, the only Arena feature of Asphalt 3 is a rankings board. No shadow racing, no online multiplayer, just high score posting.







    Even worse, we could not get the rankings to work at all, either in the game or in the N-Gage app. The screen just stayed blank.







    As things stand, Asphalt 3 gets a big fat zero for its online features, which is a real shame because it has a lot of potential as an online multiplayer game. Hopefully Asphalt 4 will let us race against each other on the Arena in real time.







    Overall







    If you're looking for a realistic racing simulator, Asphalt 3 is not for you. If you're looking for a fun, easy-to-get-started arcade racer then this may well be your cup of tea. Despite its attempts at realistic graphics Asphalt 3 is actually a very cartoony title, like a sort of Mario Kart designed for petrolheads, which is a good thing.







    A big shock for some people may be how little Asphalt 3 values winning a race or scoring a low lap time. If you get to the front of a race, stay there and finish first, your score will be very low. If you stay in the middle of the pack, cause as much mayhem as possible and then finish third, your score will be very high.







    Seven tracks may seem like a small number, but the five distinct game modes make you approach the tracks in totally different ways. Catching a criminal in "Cop Chase" is a completely different game to smashing the city up in "Cash Attack", and this kind of contrast adds greatly to the game's replay value.







    Perhaps Asphalt's biggest drawback is the lack of clarity over what actually gets you credit in the end-of-race score. The score rundown after a race has a mysterious "others" section which frequently contains more money than any of the other bonus categories, and even the listed bonuses aren't explained properly anywhere (what's the difference between "Takedown" and "Road Rage" for example?). In one "Beat 'Em All" race this reviewer managed to take down four cars at once at the start of the game, then another, then two at once at the end so that the total score was a bizarre 7 takedowns out of 6, all in the first lap. This would seem to be an amazing fluke, but the end-of-race score was very low because it all happened so quickly. Ironically for an arcade racer, Asphalt 3 seems to punish people for speed.







    However, in general Asphalt 3 is a fun and playable game with accessible gameplay, a good selection of game modes, nice sound and nice (though sometimes a bit too jerky) graphics. The lack of online gameplay is a big disappointment though, even shadowracing would have been fun.



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    ████ For now there are a few phones compatible with n-gage: ████

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    ████ First of all, make sure you have TRK (included in this release) ████

    ████ installed and connected to your pc via USB. ████

    ████ s60_3_0_app_trk_2_7.sisx is for SymbianOS9 devices WITHOUT FP1 ████

    ████ s60_3_1_app_trk_2_7.sisx is for SymbianOS9 devices WITH FP1 ████

    ████ Also you have to be sure that the n-gage application from ████

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    ████ Start the .exe which is included in this release. This is an ████

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    Palatino Linotype


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    • Capcom Resident Evil Degeneration v1.00.05 N-GAGE SymbianOS9.1 Cracked-BiNPDA










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







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







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


















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      Team15.Worms.v1.00.N-GAGE.SymbianOS9.1.Cracked-BiNPDA







































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













      Download :

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      • Ideaworks.3D.System.Rush.Evolution.v2.53.N-GAGE.SymbianOS9.1.Cracked.Repack-BiNPDA





      When it first arrived on the original N-Gage, it (along with Pathway to Glory) gave the platform just enough of a push to return it to respectability. A slick, fast futuristic racer, with the regulation weird plot to hold it all together. It was one of those ‘push the envelope’ titles that gaming systems love. And now System Rush Evolution graces the new N-Gage Platform, and again it’s a mass of whiz bang graphics, slick presentation and lightning fast gameplay. If nothing else it looks impressive during a thirty second demo to your friends (which means that I see no reason why everyone shouldn’t be carrying the demo on their memory cards for those ‘ah but it’s just a phone’ discussions down the pub.





      Setting aside the exciting plot of hacking into corporate computers and somehow evading the security programs in a co-vec (code vehicle), System Rush is a rather good futuristic racing game – a genre arguably started by F-Zero and Wipeout on the gaming consoles.



      Evolution has made some changes when compared to the original, and these make it more suited to a mobile environment than previously. Rather than long flat racing tracks with inclines and banked corners, you are racing around inside a twisty tunnel, sometimes fully enclosed, sometimes parts of it missing - maybe it’s meant to be a wire, with the plastic sheath stripped away at certain points?



      What this change of environment does is radically change the control system – whereas the original had your full 'accelerate, brake and turn corners', the new System Rush is more about positioning your Co-vec inside the wire, rather than navigating the wire. You follow the course of the wire no matter where you are on the inside of the wire. Left and right spins you around the wire, while up and down activate your power ups – one of which is a temporary speed boost. Otherwise everything runs on rails.





      All you have to avoid are the obstacles inside the wire, the enemy co-vecs chasing you, and try to stay on the parts of the wire that are still sheathed, otherwise you’ll lose points and energy.



      While this may sound silly and simple when compared to the complexities of console drving games, it really is all in the environment. I don’t mean the environment of the wires and obstacles in the game; I mean the environment you are playing the game on. A mobile phone. On an Nseries smartphone, you can’t have pixel perfect controls in a game like this – hence I suspect the move away from driving around the course and hitting the apexes of corners and then stomping on the power, towards more a high tech gunner with collision avoidance as a primary duty.



      And you can forget about this being simple – the difficulty curve on System Rush Evolution is perfect for me; but as you may all recall, I’m a sucker for complicated games that provide a hardcore challenge, and that means I’m really enjoying having to really learn all the wires and courses in Evolution. You’ve got to hit the power-ups, you need to pass over the parts of the course that give you a short burst of acceleration, and you’ve got to miss all the obstacles. That’s a surprisingly welcome challenge, but for casual gamers who aren’t used to investing a lot of time to pass a single level, it may be just a little bit too much.





      The single player ‘storyline' mode shows the two main styles of game play: infiltrate and shutdown. See, this is where the hacking story helps, because these are essentially timed races – get round a number of laps of the wire in a fixed amount of time (usually barely enough), or shoot down enough enemy code with your auto-firing nose cannon before you run out of time.



      And then there’s multiplayer. You have the same game options, plus the additional head to head mode where the power-ups can be used to affect your opponent – I love the ‘reverse their controls’ option just to mess with their heads. Finding a game can be a bit hit and miss. Searching for people who have a similar skill level to you (ranking search) finds you an online opponent in short order, but searching through the filter – where you can choose the track and type of game - is less successful. This may well improve as more people purchase the title, but for the moment be aware that the numbers of people playing are quite low.





      System Rush Evolution sums up the new N-Gage platform perfectly. The gaming is perfectly suited for a mobile device, and offers a comparable challenge to console based gaming, to the strong consideration of the devices the game will be played on. It’s fast and furious, and looks like a modern game, with speed, light and action all in abundance (and it looks gorgeous through the ‘TV Out’ on an N95). Yes it’s hard, but that makes it all the more rewarding.



      Right now, as the games roll out, it will be perceived as the flagship title of N-Gage, although strictly speaking it’s probably one of the wingmen to some of the titles coming up in the next few months. That shouldn’t stop you seeking this out as soon as possible.







      Download:


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      Gameloft Midnight Pool v1.2.4 N-GAGE.SymbianOS9.1.Cracked-BiNPDA







      n a word, no. On both fronts. I guess it depends on what you want in a pool game. If we're talking about a casual gamer, happy to pop a few balls in pockets and generally soak up some atmosphere but with few actual expectations, then Midnight Pool will just about, and I emphasise the word just, do OK. For anyone expecting a challenging game then Midnight Pool falls short on several levels.






      As usual with the 'Midnight' series of sports games, there's a bit of a seedy night-club atmosphere, brought to life here by 3D animations and 3D-modelled pool halls. As each shot is taken, you get to see how it plays out on set of TV-style angles and there are digital sound effects to match. The production values applied to all of this are quite high and it's just a shame that Gameloft's (cross platform?) game engine isn't really optimised well enough for N-Gage-compatible phones. Even on the N95 8GB, with accelerated graphics and oodles of RAM, animations are sometimes jerky. Moreover, when a shot is played, the ball animations can be seen, calculation by calculation, sometimes down to 3 or 4 frames per second (at worst). Which is a shame, compared to the silky smooth animations in Virtual Pool Mobile, running on the same hardware.















      You'll be wanting to know about how the game actually plays though. There are the usual game modes to try: Instant (you vs a computer player, no set up), Arcade (you get to pick opponent and 'difficulty') and Story (where you take on a character and gradually up the dollar stakes you're playing for, travelling the length of the USA to find opponents willing to play for more and more cash).















      'Story' is where the rubber hits the road, of course, but over the course of 3 hours gameplay and about ten matches, I err... well, I managed to get myself to $1,000,000 or so and the 'end of game' screen appeared. Say, what?















      You see, disappointingly, although extra opponents gradually get 'unlocked', they a) don't get unlocked fast enough (and you end up playing the same person that you played an hour before, but for ten times the money, which doesn't seem very realistic) and b) don't get anywhere near hard enough. Even at the very end of the game (i.e. 3 hours in), the computer opponents were still not anywhere near clever enough to beat me. Their potting gradually seemed to get a bit better, but when faced with a 'snooker' (for example) they just ed away at the blocking ball - and when they had ball in hand, they would just take the ball from its default location. Making defeating them rather easy. Even if you can't pot that well, it's easy enough to play a strategic game and get the opponents to make silly mistakes.















      Potting. Ah yes, now we're getting to the crunch. Luckily, the pool interface here is really rather good and compares well to the one in Virtual Pool Mobile. As with the latter game, all the number keys are used to provide full control over spin, side, cue angle, and so on. One shortcut shows the overhead view of the table, vital for planning ahead.















      Power is controlled using a vertical power bar and two d-pad clicks and this works out just fine. I found the aiming increments a little frustrating though - using left/right on the d-pad, jogged the aim appropriately, but several times I felt I needed finer control, to aim a ball between two of the aiming directions offered.















      By default, there's a 'the balls will fly in these directions' crib on the screen, but you can turn this off in Options if you either find it distracting or would rather aim shots 'by eye'. Confusingly, the crib doesn't take into account any cue ball spin or side that you've chosen to apply, making it sometimes misleading.







      Also confusing (especially in 9-ball mode) is that you're not automatically aimed in any sensible direction. For example, you've potted the yellow and blue is up next. But the screen might show your cue ball aiming for the red instead, simply because that's the last direction your cue happened to be pointing in. With your wits about you, you can press '1' to manually get pointed towards the next ball to be hit, but it's disappointing that this isn't automated in some way (as it is in VPM). If you don't pay attention, you'll end up hitting the wrong ball and incurring a foul...







      Midnight Pool screenshotMidnight Pool screenshot







      The net effect, game by game, of considering the jerky ball animations and the poor opponent AI are that games proceed fairly slowly, and it's not helped by quirky 3D animations of your player reacting when he or she knocks in breaks of more than one ball in sequence, or fouls, or does anything else of note. These animations take a second or three to play out and can't be turned off in Options, so you have to click your way through them.















      There are three pool variations on offer here: 8-ball, in both UK and US colour variants, and 9-ball, the purest form of pool and the one I settled on for working through my brief virtual career. After each match (each of which only consists of one frame, which is a bit sudden-death), there's a chance to try your hand at a trick shot for extra cash. These are fun enough and can also be accessed from the main menu but don't really add anything to the main game.















      Most gamesters will grab the trial version and be put off by a) the jerky ball animation and b) the utterly, ridiculously stingy 90 second limit before the trial stops - the end result being that almost noone buys the game. Which in this case might not be a bad thing, since it's ultimately so disappointing.







      The one thing that might have saved Midnight Pool would have been an online mode that would have let you play against real human beings. It would have been easy to do too, as it would be turn-based. A missed opportunity again.







      I really, really wanted to like Midnight Pool and, to be honest, I've seen worse in terms of pool games on computers and phones over the years. But it makes the cardinal mistake (for any game) of being far, far, too easy. Anyone wanting to experience real, quality, adrenaline-inducing, addictive pool gameplay should opt for the unofficial N-Gage games Virtual Pool Mobile or even the 'lighter' Micropool 2007, which both have the additional advantage that they will run on many non-N-Gage phones too.







      Steve Litchfield, All About N-Gage, 27 June 2008







      PS. In addition to the links above, you can find out more about where to get Virtual Pool Mobile and Micropool 2007 in All About N-Gage's special feature on unofficial N-Gage games.



















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











      Prize winning detective now on N-Gage


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







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







      The rise of the adventure game







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







      A developer’s perspective







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











      Mobile challenges







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











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















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







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







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







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







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







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







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







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





      Download:


      http://www.uploading.com/files/FW8CE...Ido...rar.html


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      Extract :


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      • RedLynx Reset Generation v1.00 N-GAGE SymbianOS9.1 Cracked-BiNPDA



















      • After suffering a setback with the original N-Gage mobile phone/gaming system, Nokia is now relaunching N-Gage as a gaming platform that works over a range of Nokia phones. The flagship title for this new service is called Reset Generation, and it will be available to play for free on the PC or it can be purchased to play on Nokia phones. Last month we took a first look at the game, which will basically run as an embedded widget on Web pages. Today, we'll discuss the actual gameplay and why Nokia believes it has a winner on its hands.







        Reset Generation takes its name from the fact that it's steeped heavily in gaming culture; this is basically a game made for pretty much anyone who grew up mashing buttons on a gamepad. As we noted in our first look, the gameplay is sort of like a cross between Tetris and chess with arcade power ups. To begin you choose an avatar, all of which are based on classic gaming icons. For instance, there's the level 50 elf, the bushy-haired plumber, the cyborg supersoldier, and more. There's a single-player story mode as well as multiplayer support for up to four players. Basically, each player has a princess in a tower that they must defend (another classic gaming theme). To eliminate another princess, you must move your avatar over to her to capture her, and then return her to your tower. The winner is the player with the last princess standing.







        This is a turn-based game with each round separated in three phases, and with each phase featuring simultaneous resolution, so everybody plots out their moves and when everyone is ready the game plays out the results in real time. The game takes place on a square-based grid, with each player's tower spread out throughout the grid. You can move your avatar one square at a time, but to move more quickly you have to place down blocks that look just like the ones found in Tetris. Block placing is the first phase in each round and, like in Tetris, the game randomly selects a block each turn, and you have to figure out where to place it on the board. The blocks are color-coded, so you can only use the blocks that you've laid down. Here's where it gets tricky, though, because if two or more players try to lay a block over the same square, the blocks nullify and no one gets those squares. Moreover, you'll have the added challenge of trying to connect five squares in a straight row, or preventing your opponent from doing the same. That's because if you get five in a row that turns into a combo; stars appear in those squares, giving them higher bonuses than just regular squares in the form of higher movement speeds and more. So think of it as a competitive form of Tetris.







        There's much more to it than that, though, since just laying down blocks would be too easy. So the second phase is when some firepower is applied, as each player has a cannon that can be used to target an opposing player's block to shatter it. If you know where which square your opponent is going to target, you can counter their shot by aiming for the same square. Thus, both cannonballs will meet in flight, deflecting it away from its intended target. Cannons can also be used to target and destroy power ups that appear on the board, so if you see your opponent heading for a valuable power-up, you can deny them it by taking it out.







        The third and final phase is the movement phase; this is when you actually move your avatar around the board to attack another avatar, make a move for a princess, or position yourself better for the next turn. For example, you might use special grenades to destroy an opponent's combo squares, or pick up a special power-up, such as the Biggest Frickin' Gun Possible. Moreover, each character avatar has a special power related to their archetype. For instance, the hedgehog can move very quickly. You can't knock out an opposing avatar if you attack them, but doing so will cause their princess to appear in your character's arms.







        Those are the three phases of a round, but it illustrates the combination of things going on in Reset Generation. This isn't a game where you'll win solely on luck or skill or reflexes. It's the kind of game where the most experienced players will likely beat novice players, but that's not guaranteed due to the amount of chance in each game. It's also a game where you have to anticipate your opponent's moves and outthink them. And, finally, it's highly replayable, since no two games will unfold the same way. It has all the hallmarks of an addicting multiplayer experience.












        File Size :



        26 mb



        Be ready with your torrents







        Official Trailer :









        Download :


        http://www.uploading.com/files/S0LGO....Sy...rar.html


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        http://uploaded.to/file/2qtp27




        • Konami Metal Gear Solid v2.0.0 N-GAGE SymbianOS9.1 Cracked-BiNPDA










        • What a delightful genre the 'run around shooting people' game is. So much so that developers had to go and spoil it with 'sneak around very quietly, make no noise, and don't kill anyone unless you really really have to' game. The inexplicable rise and adoption of the stealth game is something I fail to understand. Look, I've got hulking great machine gun here, I can see the plane I'm going to jump on at the end of the level – just let me kill the soldiers around it!







          Some titles get the balance right in this action vs. stealth drama (and I'm looking at Syphon Filter on the PSP here), but Metal Gear Solid Mobile (MGS Mobile), just released for the Nokia N-Gage, eschews a full on kitted out combat system to concentrate on the stealth... and the game is all the better for it.















          That's because a casual game, especially one on a mobile, needs much more laser-like accuracy on game play than a full blown console variant. And in MGS Mobile, they've delivered that on a plate. Admittedly they delivered it very quietly, but that's the whole style of the MGS world.







          This isn't the first stealth game to hit the N-Gage; the classic N-Gage had two Splinter Cell stealth games. The first was nothing more than a side view platform game, where being spotted made you start the level again. It was the second (Splinter Cell Chaos Theory) that really brought stealth gaming to the N-Gage. That title had a huge range of buttons to press to make your character do various actions.















          Thankfully that issue has been dealt with in this game. That might be down to the fact that the next-gen platform is generally gearing to similar control systems; it might be that as this is a new franchise everything could be put on a blank sheet of paper; or it might just be an attack of common sense from the developers. However the decision was made, it was smart.







          Thanks to a top-down camera view (into a 3D world) the controls are essentially the cursor keys used to move the lead character, while the 'A' and 'B' keys are used for performing an action (fire a gun, throw a grenade, etc) and moving into first person perspective. This is where Konami start to use the differing inputs on the N-Gage. In the first person view, you don't move around the game area, but simply look about, and to do this, MGS Mobile accesses your phone's camera. Move your phone around, and the movement is tracked and replicated in the game screen.















          It's a cute touch and yet again shows the potential of the multiple sensor input that N-Gage compatible devices have, but it does need a well lit room that has decent definition on the walls. Thankfully, it can be switched off and you can use the cursor keys to move around – something that I did on the third look around the world. Certainly when out and about this might be the only way to do it accurately. Still, congratulations for doing something different. There are other camera surprises along the way, to help you with lock picking and setting up some electronic camoflauge by taking a picture of a colour to paint your gear, but like the best plot lines in MGS, the fun is in the surprise.







          Needless to say, controlling the main character (the amazingly-named Solid Snake) is pretty easy. Push closer to a wall to push your body against it to hide or move carefully through a gap, use the action key to jump over boxes and into spaces, switch to first person for a subtle sniping shot with a knock-out dart on a guard... It's all intuitive, easily-controlled, and most important for the N-Gage, it doesn't take to long to stop thinking “I'm playing a game on my phone” to “I'm playing a game” and that's an important leap.















          The other important thing to note is, yet again, that N-Gage has another strong brand associated with gaming on the platform. Metal Gear Solid is a respected title (mostly on Playstation, it has to be said), and has a huge 'canon' of stories following the adventure of Snake. MGS fans' first question will be to ask where the MGS Mobile story fits in when put alongside the other titles. The answer is that it sits between MGS and MGS2: Sons of Liberty. The plot itself is based around Snake and his (your) partner at the end of a comms link, Ocelot, liaising with a Dr Victoria Reed to destroy a new version of the Metal Gear (Wikipedia has the easiest definition... "Metal Gear is a bipedal walking tank with nuclear weapon launching capabilities").







          If you think the story sounds familiar, then be warned that MGS titles have lots of double crossing, twisty plots and hidden agendas. MGS Mobile is no different.







          MGS Mobile is stunning. To have a decent portable MGS game is an achievement in itself, but to have one that plays well to the strengths of the device, while minimising the weaknesses - that's something that I praised Reset Generation for, and I'll repeat that praise here. MGS Mobile does suffer slightly in a few areas. There is an inevitable comparison to a console and the simplified controls do lead to you being led by the hand of the designer a bit more than in a full sized game. The maps and levels themselves offer little choice in direction – you rarely get the option to go around something instead of sneaking through the middle, but it keeps the goal of the game in sight, and of course makes the mobile experience one that works in the context of a play anywhere device.















          And the thing is so addictive that you'll be happy to pull an all-nighter to finish the game, leading to unjustified complaints of “that was a bit short.” It wasn't that short, it's just you played it for ages in one sitting!







          Is it mega? As in an All About Megagame award? I think it just scrapes in and should sit alongside Reset Generation as one of the games to really show off the N-Gage. Reset Gen also picked up a 90, but I'd still rate that (barely) as the top game as it was unique IP and designed 100% for the N-Gage, where MGS brings a lot of baggage to the handset - which is thankfully ditched for a good experience.








          New link:


          http://ul.to/8mxkr5


          Or


          http://www.uploading.com/files/RMJDO...-GAGE.rar.html




          • Vivendi Games Crash Bandicoot Nitro Kart 3D v0.9.13.N-GAGE SymbianOS9.1 Cracked-BiNPDA



















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





          New link :


          http://ul.to/xa26b5


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          http://www.uploading.com/files/NCHA7..._Kart.rar.html




          • Gameloft Brothers In Arms v1.2.3 N-GAGE SymbianOS9.1 Cracked-BiNPDA









          • Those of you expecting the same innovations as you would find on Halo (on the XBox or PC) might be in for a disappointment. But that's a good thing, because the N-Gage platform needs a simpler control system. There's an argument that modern first person shooters on consoles can be insanely complex, with two analogue sticks needed just to move you around and look, then all the buttons hanging off and used in combinations that are more complicated than a shadow puppet of the Golden Gate Bridge.



            What you have in Brothers in Arms is a simple control set. Left/Right/Forward/Backward on the cursor, sidestepping with a pair of number keys, and hitting ‘0' to aim your rifle by peering down the barrel - being World War Two, there are no telescopic sights or laser guided bullets. You want a better view, you have to get closer.



            And here's where Brothers in Arms makes best use of the Nseries platform, because the graphics are about as good as you can make them on a QVGA screen, with the technology available. You have to remember that this is on a mobile phone, with limited power and processor cycles, so no putting it next to an HD game on your 42 inch plasma TV; take that into consideration and the graphics here are impressive. I'm not going to say they're jaw dropping, amazing, or the best on a mobile platform, mainly because the look of the game seems very reminiscent of Ashen on the original N-Gage and N-Gage QD. What I will say is that everything is clear and understandable, you can tell buildings, tanks, terrains, friend or foe apart easily.






            But here's the thing about the graphics on a small screen, and here's where putting a shooter on the N-Gage is a risky move. While there is an auto-aiming component when you run around the map, you can also stop and go for more precise aimed shots. Trying to do a decent head shot from more than about 10 meters (according to the in game rangefinder) in this way is a matter of pixel perfect precision. Tiny taps on the direction pad while in the aim mode are needed to get right onto the head, which may or may or may not be moving.



            I'd also love to say that this slows the game down, but in all honesty it doesn't. Like the heavily laden soldier that you are, Brothers in Arms feels sluggish. Now by that I don't mean it has a poor frame rate or that the graphics and sound are a few moments behind any action you make. No what I mean is that the gameplay itself is slow.









            This is meant to be combat, fast, furious, with strategic moving around terrain, taking cover as needed, circling around the enemy to shoot them in the back before they see you.



            Brothers in Arms provides absolutely none of that. You run at one speed and there's no sense of urgency. When you're being shot at and running for cover, things happen at the same speed as when you're ambling down a country lane at the end of a level. There's no adrenaline rush as the bullets start flying overhead.



            Oh, and forget about circling round the enemy. You map be in a mapped out area, but this is a linear route of gameplay. You're travelling down a fixed corridor created by the programmers, with no significant branching away or choice of direction possible. Sure, you have blocks of trees and boulders for cover, but do you get a choice between a frontal assault, or edging along a river bank? Nope. Straight ahead and fight, soldier!



            Also, for a mobile game, the save game mechanism seems inadequate. You can jump to any level you have passed, and to the subsequent unpassed level, or return to an intermediate checkpoint you pass in the current level. It would be nice to be able to save at any point. The whole point of a mobile game is that you are mobile - pausing and backgrounding the app isn't enough in my book.



            The online options is... a high score table. Which is... a nice idea. Next!





            My one worry with Brothers in Arms is that it's supremely easy for people to compare this to other console versions, such as that on Sony's Playstation Portable. (fx: Ewan leans over to his shelf and picks up his PSP and Brothers in Arms). I've argued before that Nokia need to be very careful with any situation where they end up going head to head in comparison to other platforms. They need to maximize their own platform strengths, not be placed alongside the strengths of another platform.



            But forget all that, because Brothers in Arms actually works well on a mobile. Sure it's not a deep game, with tactics or thinking required. Neither is it a complex 3D shooter with sculpted landscapes, deformable terrain, and massive areas to explore. It's effectively a shoot-em up. Dodge the occasional bullet, go where you need to, press fire and use up your infinite supply of ammo. It plays well, it looks good, and you do get a feeling of wanting to finish just one more level.



            Most of all, it's fun! And that's probably the most important thing, despite my other reservations above.







            Review: Ewan Spence











            Download:


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            Voyage v1.00 N-GAGE SymbianOS9.1.Cracked-BiNPDA









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


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







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







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







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







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







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







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






            Graphics & Sound







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







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







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






            N-Gage Arena







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







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







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






            TV & Keyboard Test







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







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








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







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






            Overall







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







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







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







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







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







            More info :



            http://www.allaboutngage.com/reviews/item/Bounce_Boing_Voyage_for_N-Gage.php




            Download:


            http://ul.to/yywgsk


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            • Digital Legends One v1.25.4 N-GAGE SymbianOS9.1 Cracked-BiNPDA










            One is an N-Gage exclusive series of 3D Jeet Kune Do fighting games, featuring motion captured moves from real-life martial arts champion Tommy Carruthers. One for the next gen N-Gage platform was previously known as "One: Who's Next" as it's the sequel to the original gen game of the same name.















            Call a game 'One' and you're going to get lazy jokes in any review about the Highlander films. That goes double if your game is all about finding the one greatest fighter in the world. So I'm sure Nokia's marketing department knew what they were getting in for as they prepared to pitch this game.



            There is one subtle difference from the Highlander films though, and it is this. The second 'One' (for the new N-Gage platform phones) is actually better than the first 'One' (for the original N-Gage). While the debate over Highlander II: The Quickening will rage for years, the improvements made by Digital Legends in the 3-d Fighting game for the N-Gage platform is all up on the screen, and kills the opposition stone dead.









            And that takes some doing, because the original N-Gage 'One' was close to being one of the best fighting beat-em-ups on a mobile platform... ever. Looking back on that review (where it scored an impressive 83), there's a lot of things said then that are true now. The main one that caught my eye is in the opening paragraph. Then, One was being heralded as the saviour of the N-Gage, and to a certain extent it was, being in a wave of first party titles that proved the N-Gage concept.



            Now, it's not so vital, as the Next Gen N-Gage platform is a little bit more varied, and has critically lauded titles, mainstream titles, and third party developers lining up to do a second wave of releases and development. So One is not as pivotal this time around, but it's certainly a title that those following the N-Gage been waiting over. Delayed countless times, now it's final here, is it worth the wait?



            Yes.



            The first thing that hits you are the graphics. There's been a lot of heated discussion, to put it mildly, on whether N-Gage can 'work' without using a 3D Chip, and One is going to make the two camps further apart. Some will point to One and say, well how much better-looking than that do you want a mobile game to be? Others will talk about the cost in CPU time, and that it could look 'even better' if a separate chip was doing all the triangle drawing.



            Trebuchet MS


            I'll leave you all to continue to re-iterate in the comments the same positions you've each taken in every mention of graphics on the N-Gage, and leave the majority of readers with this fact: right now, it doesn't matter. One's graphics are smooth, clear and understandable even without graphics hardware. There's little smudging or hiding of limbs or body positions - and that's very important in a fighting game, especially one that is built around 'realistic' fighting.



            While we're talking about game characters that have strength, agility and speed in various combinations, we're not talking about supermen. The big give-away is when they jump. There's no Chun-Li Streetfighter-like helicoptering around the screen option. From your standing start, you can get up to about shoulder height with the most agile fighter, which is more than enough to land a strong kick into the chest area with a lot of power.



            And this realism in the fighting, combined with the clear graphics, makes One a strategic delight to play. The impression of fighting games by many is that you have to hit lots of buttons (mash them) and stuff happens. It's more subtle than that. You're watching for your opponent to leave a part of their body exposed while they attempt to strike you or move around - spot that, attack it, while defending the rest of you, and you get a hit on them. Which drops their energy. Keep doing this more often than your opponent and you'll win.


            To help you, there are a variety of moves you can make, either by key combinations (i.e. the classic hold down and kick together to sweep your leg along the floor and upend the unwary opponent), which give you all the regular fighting moves; or by chaining button presses for special moves - thankfully you don't need to memorise massive numbers of multiple button combinations to pull these off, as you did in the classic version.



            And now here comes the one area where the original One has the advantage over the 2.0 version. The N-Gage classic and QD had gaming optimised control pads, with all the vital phone controls out of the way. Not only that, but the d-pad and raised buttons made pulling off the combo moves relatively easy. Now, with N-Gage being on a regular phone keypad, it suffers. Not by a huge amount, mind you, but just enough to stop the controls flowing in your mind. You are always conscious of where your thumbs are and what you want to press. The good games can get to a point where this is instinctive, and while One is close to that point, there are just a few too many times where the adrenaline is flowing, and you get a menu popping up by mistake, or you're taken to the N-Gage menu screen.






            Does this stop it being fun? Only by a tiny margin, beat-em-up fans are going to love One. Not only do you have a strong single player fighting experience with opponents that have respectable levels of AI, but you've got a number of other single player modes that will help you get the most out of your game. Survival simply throws opponent after opponent at you until you drop to the ground, and will be suited to the more experienced player.



            Training is the most interesting one, because it acts like your online manual, teaching you all the moves and combinations (mostly two or three key presses at most) that you'll need. There is one big problem with this... it's only available if you buy the game! People downloading the demo are left to muddle along, stumbling over moves and key presses. If they're not au fait with the Beat em up style, or aren't the sort of people who just experiment, then they could easily put One to one side as being too complicated or hard to get into. I think this choice is a mistake on Nokia's part, and training should have been added alongside the regular 'straight versus fight' the demo already has.











            Fianlly, most people will do most of their 'One' adventure in the story mode - this takes your character around the world, introducing first the idea of an underground 'winner takes all' competition to find the 'one' best fighter, but also gives you steadily more impressive AI opponents to fight, and unlockable clothes and items to customise your fighter on screen. As you go along, this also brings up your score, and rather like ELO chess rankings, you'll get more points for defeating a better fighter than you, and less points if you're expected to win. This means that just because you have a ninja fighter in the later stages, it's not so easy to amass the points you need by grinding out fights on lower opponents - and you'll need those points as they are the online 'currency' of One.



            Setting yourself up for online play is easy - just let the Arena know your location, and your fighter data is uploaded to the service. Going online after that will upload the score of your fighter, and allow this to be compared to others for the global ranking.



            There's no online fighting (more's the pity), this is only available over Bluetooth with local opponents. I'm guessing there are latency issues trying to fight online, but the ability to compare yourself with anyone else in a realistic way is a great addition, and of course means there will always be someone at the top of the table as the best of the best for people to aim for. And that one person is going to have to work hard to stay there. It's well suited to mobile gaming, implemented well, and is sure to add to the longevity of a game built around 90 second fights.



            Right then, time for the bit that many will not like to hear. This game is a technical marvel, and it's surprisingly effective when compared to other modern beat em ups, especially those on other mobile platforms. It's also definitely an improvement on the original in many respects.



            But it's going to miss out on our rare Mega-game award by the smallest of margins. The fighting genre is one that does not have mass appeal, and there's little in the way of introduction for the casual gamer to allow them to be immersed into the game world in the way that, say, Reset Generation has managed. Is there a good reason why 'training mode' is not available in the demo? I'm still not convinced that generic phone keypads are suited for any game which looks and acts like a console game - and make no bones about it, One is console quality - but a console where you have to use a TV remote control rather than a dedicated gaming controller.



            The fact that the rest of the gameplay lifts 'One' so high is a testament to what you can do on the platform, and it's one of the main reasons that the score is so high. 'One' walks away with a highly respectable 89, and the lingering thought of what this would be like on a device designed 100% for gaming, as opposed to the converged nature that is N-Gage on the modern smartphone.



            AAN Score: 89%











            Thanks to Ewan Spence for Review.






            Download:


            http://ul.to/2c2kxh


            Or


            http://www.uploading.com/files/ORDZT...mbi...rar.html




            Mineshaft.Pro.Series.Golf.v1.39.N-GAGE.SymbianOS9.1.Cracked-BiNPDA















            REAL GOLF. REAL RIVALRY.















            Pro Series Golf is an addictive combination of accessible gameplay blended with the emotive rivalry of competitive golf. Going beneath the surface of typical golf simulations, it exposes the heart of this elite sport -- deep-seated rivalry and the drive to be the best!











            Which is not to say that Pro Series Golf is perfect - far from it. Sometimes jerky animation, inexplicable pauses mid-swing, awkward shot changing and poor modelling of ball lies are blemishes which threaten to spoil the game. Luckily, there's one huge advance which outweighs all of the above - Pro Series Golf uses the N-Gage Arena to good effect, meaning that you can play against real people in real time even if they're on the other side of the world. Or, in Rafe's case, Sussex.



            First impressions are great, as the game title screens look and sound very slick. Pro Series Golf works in portrait or either landscape mode, so it's easy to play the game in the way which suits you best. Interestingly, the number keypad is almost completely ignored, with the interface simplified to just the d-pad, plus '1' a couple of times per round, for the somewhat awkward procedure of changing your shot type (e.g. 'Chip' to 'Pitch'). The game's developer does admit that Mineshaft weren't able to put in all the things they wanted to - I'd have liked to see number keys mapped to applying ball spin, for example - something which isn't possible in this version of the game.



            Game modes include '1' through to '4' player games, made up of mixtures of local humans and computer players, plus 'Career' and 'N-Gage Arena'. I played through several rounds on the opening course, trying to unlock the second course, to no avail - it turns out that you have to progress through stages of Career mode in order to unlock courses for general play. This is a bit of a hassle as the opening few challenges in Career mode involve multiple computer players and you have to have patience to sit through the animation of all their shots. A hotkey to bypass such animations would have been nice. Incidentally, the trial version gives you three full holes in 1-player mode - but this is fine for casual players and is in fact exactly the same slice of trial action that the famous EA's PGA Tour Golf used, back in the early 1990s - and which in turn inspired me to write the aforementioned Fairway - those parallels just keep on coming.But all game modes pale besides going online to play against others. Once you've tried online multiplayer gaming, it's hard to go back to pitting your wits against a mere computer. Previous N-Gage games have scurried around online play but Pro Series Golf hits this full-on. It's true there's no overall online ranking for ability or ladder system, but it proved very easy to arrange to meet a friend (e.g. Rafe) in a particular course's 'lobby' and set up an immediate online game. Latency was very short, less than a second, so there was little time wasted while waiting for your next turn. I missed any facility to send messages to the other player(s) - maybe this was something else left out for time/resource reasons. Rafe and I resorted to chatting on Skype while playing instead, by the way! One tip - don't challenge Rafe to a game without doing lots of practice first - he's quite good!







            Online play. N-Gage integration is pretty slick and setting up a game was a piece of cake While waiting for a turn, a scrolling banner on the screen makes it clear that you don't need to do anything yet. And when your opponent strikes the ball, you see him or her in TV-style, taking the shot, followed (again) by a TV-style tracking shot or landing. And after each hole, you both see the scorecard, of course. There aren't any victory frills though - not even a 'You won' screen - another omission by the stretched developer?






            It has to be said that the half dozen or so courses in Pro Series Golf are stunning. The scenery is almost exclusively static, but it's there, it's in full 3D and it's gorgeous - I particularly liked the texture/pattern on bodies of water, giving the impression of sunlight sparkling on the ripples. Each course is modelled accurately, as far as I could tell, and playing each hole has its own challenges. There's full contour modelling too, so hillocks and dips (and bunkers!) are all here in 3D-navigable glory.




            Look at that 3D contouring and modelling - plus 'sparkles' on the water The developers have done a stunning job in optimising their 3D code, with hole flybys and ball animations appearing surprisingly fluid and with only the occasional stutter and the rapidly warming device alerting you to the fact that the phone's processor is working flat out to generate your virtual golfing world. (In fact, playing an hour of Pro Series Golf is enough to get through half a full charge on an N95 8GB - but seeing as I've just explained why the battery is being hammered so much, I think this is acceptable.)Before taking a shot, it's a good idea to examine the wind and ball-to-hole elevation. I'd say ball lie as well, but (apart from sometimes limiting which clubs you can use) this doesn't seem to affect shots at all. You then compare the distance to the hole with the maximum distance of the club you're using and work out roughly how hard to hit the ball (e.g. 95%). There's then the standard three-click method (as used in PGA Tour Golf, Fairway and tons of others) to determine the power of the shot and the timing. This latter is crucial because any errors cause slice or hook and result in the ball swinging to right or left (into rough, bunker or water, normally!).



            Replaying a shot (handily showing the swing indicator) and an example of part of a TV-style ball track shot Putting is also three clicks, but aiming is accomplished by lining up the ball roll preview line with the whole - this is where the ball will go if you hit it perfectly. In reality you'll mess up power or timing and so the ball's path will vary. After 10 hours of play, I'd rate the difficulty level of the whole golfing experience as about right. It's often hard enough just to make par and when you do get a birdie or even an eagle, it's a whoop-it-up moment.


            Putting uses a novel new method of aiming - you'd think you'd get the ball in every time with such a good aid, but you have to hit the power/timing control dead-on in order for the ball to actually follow that path


            In the face of the positives above, it seems churlish to dwell on a few more negatives, in addition to those already mentioned, but I need to be complete. As I said above, Career mode throws up some relatively tedious matches, which you have to win (I think) in order to unlock new courses. This takes a lot of skill and luck and in the meantime you're stuck with only one course to practice on, even though you've paid for the whole game.
            Career mode also launches you into a 'Skins' game and there are no help screens in Pro Series Golf to turn to. With the complexities of computer golf, I'd have expected some kind of help or tutorial mode. Something else that the developers didn't have time to add. And add also outfits for the computer players, who all look alike. And play alike, sometimes hitting the ball to within a few inches of each other - there needs to be more randomness here.


            Then there are the glitches, display oddities like a golfer's feet being chopped off by a hillock or 3D hidden-line-removal madness or a ball shown 6 feet under the surface of a lake. (As a programmer myself, I realise that these sort of things come with going down the whole virtual world route, and the glitches are relatively rare, thank goodness.) Less understandable are the occasional breakdowns of the ball perspective routines, causing the ball to appear over-sized and floating in the air over the grass...







            One oddity which seems to have been planned in is that there's what I've been calling pin-capture, and it's only turned on when not putting. If you chip or pitch the ball in towards the flag and you get close enough (initial landing within a foot or so), pin capture leaps in and grabs the ball into the hole - a neat way of getting a few birdies and eagles on your card, even if it's not exactly realistic.


            Pin capture works its magic yet again!
            And when you do get said birdies or eagles, there are no crowd samples of cheering or clapping, something which should surely have been easy to slip into the development cycle. Pro Series Golf takes up over 50MB of space on your memory card - you'd have hoped that there were a few crowd audio clips in there. You do get some looped music over menus, plus club swing and water plop sounds - and even a little birdsong if you leave the game alone for a while, but that's about it.






            Undoubtedly yes. Despite the holes (hah, a pun!) that I've been shooting in the game's design and implementation, Pro Series Golf is better than the majority of computer golf games I've seen in handheld format over the last 10 years. Even playing standalone it's worth buying. Titles like Tiger Woods 08 on the Wii have spoiled us really, but then the Wii title is £40 and has had far greater resources put into its development.
            As with any game, going online is where the fun really starts. You'll get a little jaded by playing computer players, but come up against a real, fallible, surprising human being and all of a sudden you're hooked. And excited. And challenged. I've a horrible feeling that AAS staff productivity is going to take a turn for the worse now that I can IM Rafe and say 'fancy a quick 9 holes at Pinehurst?' N-Gage Arena matches are easy to set up, can be password protected (useful for when the system gets popular in a few months time and there are possible gatecrashers to an arranged match) and you get to pick any of the built-in courses for '3', '9' or '18' holes. For the record, an 18 hole Arena match with Rafe took about an hour - 9 holes would be better for a quickie game with an online friend.Factoring in this working multiplayer facility, it's even easier to forgive Pro Series Golf's failings. If you have even a slight taste for golf, you'll enjoy the online challenge - run, don't walk and buy the game now. And I'll see you in one of the lobbies!







            Review: Steve Litchfield







            Download


            http://uploading.com/files/QV1UZUAO/...inpda.zip.html


            Or


            http://ul.to/i8efo4



            Glu.World.Series.of.Poker.v1.5.0.N-GAGE.SymbianOS9.1.Cracked-BiNPDA







































            Gameplay







            Ngage tournament screenshotWSOP: Pro Challenge is a one-on-one Texas Hold 'Em Poker simulator. It has three introductory matches which you can complete to unlock a three round WSOP tournament, and winning that unlocks a three round N-Gage tournament (despite the name it's all offline, there's no multiplayer). You can also play against any of the computer players in one-off matches, which may help you get to know each one's mannerisms.







            The controls are very simple, you use the direction pad to choose an option and press its button to select it. The game can be played in any screen orientation, and works fine both horizontally and vertically. This should be suitable for any phone model with any button layout.







            If you're unsure about Poker, or if you haven't played the Texas Hold 'Em variety which is so popular nowadays, it's worth learning the basics before playing this game. WSOPC's in-game help is probably not going to be clear enough for new players to learn from scratch, and you would be better off consulting one of the many "Teach Yourself Poker" sites on the web. Incidentally, the Texas Hold 'Em rules are the same ones used on American poker television series such as The World Poker Tour and World Series Of Poker (indeed, WSOP is the licence used by this game). If you can follow episodes of the WPT or WSOP series, then you will probably be able to play this game.







            You can only play games against one opponent at a time, which is perhaps understandable on a phone game as three or more players may take too long, but it would have been nice to have the option of more players. You can leave a game at any point, but you will have to start it from scratch next time. If you leave a game in a tournament, you can re-enter the tournament in the round where you left. This is very convenient, but also a tempting way of cheating: as soon as you're losing you can leave a game, then come back to it and the money is level again. Tables can be set to no-limit, pot-limit or limit.







            Ngage tournament opponent thinkingAll of the opponents are real life professional poker players: Johnny Chan, Annie Duke, Shannon Elizabeth, Chris Ferguson, Mike Mizrachi and Scotty Nguyen. They have apparently been photographed for WSOPC, and provide various facial expressions during games which may or may not give you a clue about their situation. The animation is rather crude but you can definitely see the expressions, though there don't seem to be very many of them.







            In terms of gameplay, WSOPC's biggest flaw is probably the lack of any kind of challenge. This reviewer (who is not an experienced player at all) managed to get to the semi-finals of the final N-Gage tournament after just a few hours of playing, and none of the matches seemed more difficult than previous ones. There didn't seem to be any learning curve at all, if you could defeat opponents early on you could defeat them much later in the game too. After you've gone through all the levels and tournaments, there's very little incentive to continue except to blindly accumulate more and more pretend money.







            There are some specific achievement-based tasks you can aim for such as winning with one hand (which you can do fairly easily with an "all in"), but this gets a bit dull and feels like working through a checklist rather than playing a game.







            As if the game wasn't easy enough, there's an "odds" meter which tells you roughly how good your cards are in the current situation. This meter can't be switched off, and it's very difficult not to look at it.







            One of the novelties of WSOPC is the "tilt" meter, which fills up as your opponent suffers a defeat of some kind. When it is full, it starts blinking and the opponent is supposed to start making stupid mistakes, but this reviewer didn't notice any difference. The same applies to the "tells", or expressions on your opponent's face, which are supposed to be the key to winning a game of poker. In WSOPC they aren't really required to win at all, you can completely ignore them.















            Shannon ElizabethAnnie Duke







            Scotty NguyenMike Mizrachi







            Some of your opponents. Yes, they do look like heads stuck on other people's bodies, and it gets even worse when they're animated.











            Graphics & Sound







            WSOPC features the kind of graphics you'd see on a Java game, and indeed this is apparently a slightly upgraded port of a Java game.







            On the positive side, all of the graphics are perfectly functional: you can see all the cards, all the necessary information is visible, and nothing gets in the way of the gameplay. A particularly nice touch is the way the game waits to reveal the final card, which adds some much-needed tension.







            Another good graphical feature is the use of signature chips, which are effectively trophies that you receive for certain achievements. These all have their own unique graphics, and it's more fun to collect these than to just rack up numerical N-Gage points. Nokia might want to add something like this to their own achievements system, which is how the first gen N-Gage's old trophy system used to work.







            On the negative side, the animation of the opponents is very disappointing. Perhaps because they'd paid for the rights to these famous players' faces, the developers felt like they had to include photos of them, but the result of this is a rather poor-looking mess. To be fair, you can clearly see all of the players' expressions if you want to look for "tells" so that element of gameplay is preserved, but it's all very crudely done. There's absolutely no style here.







            Sound is virtually non-existent, with just the occasional snatch of guitar music and some brief spot effects during certain game events.







            Signature Chip win with one handSignature Chip for winning with All In











            N-Gage Arena







            The only online feature in the game is a single worldwide leaderboard, which the average player is never ever going to appear on. There are no subdivisions or categories, and the player isn't even told their ranking unless they're in the top twenty.











            Overall







            At ten euros WSOPC is not the cheapest game on the N-Gage platform. For the same money or less you could buy any other N-Gage title including the excellent Hooked On:COTD. However, WSOPC is the only card game on the platform so far, and that may tempt some people to try it.







            Its main plus point is that it is easy to get started and the in-game interface is pretty streamlined. If you want poker on N-Gage, this may be good enough for you.







            The game's negative points are a lack of difficulty even for beginners like this reviewer, a lack of options in terms of rules and player numbers, and a lack of things to do once you've played through all the set challenges. On top of all that, there's no multiplayer of any kind: no online, no Bluetooth, not even any "pass around" option. As for the online rankings, they're only going to be of interest to the top twenty obsessives who have played this game to death and beyond.







            World Series Of Poker: Pro Challenge feels like a cheap licence cash-in game with very little depth, low quality production values, and very few options. Some kind of multiplayer mode might well have saved it, but there isn't one.




            ÛÛÛÛß ÜÛßÜÜ²ß ß²ÜÜßÛÜ ßÛÛÛÛ

            ßßß ÜÜÜßÛÜÛßß ßßÛÜÛßÜÜÜ ßßß

            ÜÜßßß ÜÛÛß ßÛÛÜ ßßßÜÜ

            ß ÜÜÛ ÞÛÛÝ R E L E A S E N O T E S ÞÛÛÝ ÛÜÜ ß

            Ûß Û ßß²Ü Ü²ßß Û ßÛ

            Û °Û Û° Û

            Û°±Û Û±°Û

            Û±²Û Û²±Û

            Û²ÛÛ ÛÛ²Û

            ÛÛÛÛ ÛÛÛÛ

            ÛÛÛÛ ÛÛÛÛ

            ÛÛÛÛ For now there are a few phones compatible with n-gage: ÛÛÛÛ

            ÛÛÛÛ N81 (8GB), N82 and N95 (8GB). More will come soon. ÛÛÛÛ

            ÛÛÛÛ First of all, make sure you have TRK (included in this release) ÛÛÛÛ

            ÛÛÛÛ installed and connected to your pc via USB. ÛÛÛÛ

            ÛÛÛÛ s60_3_0_app_trk_2_7.sisx is for SymbianOS9 devices WITHOUT FP1 ÛÛÛÛ

            ÛÛÛÛ s60_3_1_app_trk_2_7.sisx is for SymbianOS9 devices WITH FP1 ÛÛÛÛ

            ÛÛÛÛ Also you have to be sure that the n-gage application from ÛÛÛÛ

            ÛÛÛÛ www.n-gage.com is installed on your device. ÛÛÛÛ

            ÛÛÛÛ Start the .exe which is included in this release. This is an ÛÛÛÛ

            ÛÛÛÛ installer which will guide you trough the installation process ÛÛÛÛ

            ÛÛÛÛ of the game. ÛÛÛÛ

            ÛÛÛÛ ÛÛÛÛ

            ÛÛÛÛ NOTE: After installing, in the n-gage app, the games are listed ÛÛÛÛ

            ÛÛÛÛ as trial games. If that annoys you, install the included ÛÛÛÛ

            ÛÛÛÛ patch.sis to remove the trial stamp from all games. ÛÛÛÛ

            ÛÛÛÛ You only need to do this ONCE for ALL the games! ÛÛÛÛ

            ÛÛÛÛ ÛÛÛÛ

            ÛÛÛÛ NOTE: Don't start the n-gage when you have enabled the platform ÛÛÛÛ

            ÛÛÛÛ hack. The game will mess up your savegames or even worse. ÛÛÛÛ

            ÛÛÛÛ ÛÛÛÛ

            ÛÛÛÛ Have fun with this release from team BiNPDA ÛÛÛÛ

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            • Gameloft Dogz v1.3.6 N-GAGE SymbianOS9.1 Cracked-BiNPDA














            • Dogz for N-Gage is a puppy simulator, supposedly related to the long-running "Petz" range of PC games, but in reality this version of Dogz has absolutely no connection to the originals. This is more like a very poor attempt to copy Nintendogs.







              You start by choosing a dog from three breeds (Labrador, Jack Russell, Shiba Inu), and for some breeds you can choose a colour too. You give it a name and take it home.







              There then follows a laborious tutorial process where one feature of the game is introduced at a time, after which you have to exit and restart the game if you want to find out about the next feature. However, by the time you've finished the tutorial you've also exhausted all the gameplay that Dogz has to offer, and there isn't really much more to do or explore, because none of the game's activities have any lasting appeal.







              The gameplay is made up of a few basic tasks, all of which require little or no skill:







              - Feed Or Water Your Dog: Put a bowl of food or water on the ground, the dog consumes it. It doesn't really matter if you do this though, as it takes a very very long time for the dog to notice anything amiss.







              - Stroking Your Dog: Click on the dog, then click on various parts of its body. Nintendogs-style glitter appears.







              - Throwing A Frisbee Or Ball: You throw the frisbee or ball at a certain angle and power, the puppy goes to get it and returns it to you. Perhaps the most interesting thing is that Gameloft have dared to use the word "Frisbee", which either means they've paid for the licence or they'll be receiving a knock on the door from Wham-O's lawyers very soon.







              - Digging For Treasure: You mark a spot in the garden or on the beach and the dog digs there. You will either find a gift (some kind of food, frisbee or ball), or the dog will point in a particular direction where you can try digging another hole.







              - Going To The Vet: The vet says your dog is fine, even when the game's indicators say that the dog is starving and thirsty.







              - Tug Of War: You pull on one end of a rope, the puppy pulls on the other, and you have to keep it going as long as possible by watching a strain meter. The longer you keep it going, the happier the dog becomes.







              - Playing With Other Dogs: There's a beach next to the house which always has another dog on it, and in theory you can take your dog there so they can play together. In reality it's just two dogs running around and occasionally running through each other (yes, through, it seems that the developers forgot to put any solidity into their 3D engine).







              - Washing Your Dog: You click and move a soap bar back and forth over the dog, then a shower head, then a brush.







              - Picking Up Dog Mess: If your dog does a poo, you click on it.







              - Swimming Pool: Your dog swims through a swimming pool while trying to avoid moving inflatables. Press the direction pad button to go down, let it go to go up. If you touch an inflatable you lose. Incidentally, when you do touch an inflatable the game plays an animation which implies the dog is drowning, and may upset younger players.







              - Slalom: Similar to the "weave poles" of dog agility, you have to steer your dog through the correct sides of a row of wooden sticks by pressing up and down on the direction pad. It's not quite like real life though, especially as some of the poles move about.







              None of these activities are things you would want to return to after playing them once. It takes a few minutes to try each one, so there's a total gameplay time of about 30 to 40 minutes for Dogz, and all of that is pretty dire gameplay too.







              What makes it even worse is the really clumsy interface, which has a constant row of icons at the bottom of the screen that have to be reached either with * and # or by scrolling the pointer to the bottom. The camera angle also demands a lot of attention so you can see where you're supposed to be doing something. The default settings on Dogz make it difficult to play in horizontal mode on slider phones (N81, N95 etc) as you can't reach the camera controls so you're forced to use the keypad. You can redefine the keys though.






              Graphics & Sound







              The still screenshots of Dogz give the impression of a reasonably pretty phone game, but the truth is rather disappointing. Yes, the locations are in 3D, but it's jerky and the camera is at an atrocious angle most of the time. To add insult to injury, you can ony change the angle left or right incrediblyslllllooooooowwwwwllllyyyy, with no option at all for up or down. The camera angle is so narrow that it's often very difficult to see where your puppy is, or even just see the current location properly. Sometimes the camera puts you behind a fence or other object so you can't see anything.







              The graphics are also very deceptive as they show lots of objects that you cannot interact with at all. For example, if you try to throw a ball from one side of the garden to the other it bounces off invisible walls before it gets anywhere near the edges, so despite the large location you are effectively stuck within a small box.







              Of course the graphics star of games like this is the dog itself and its animations, which are supposed to be as sweet as possible. They're okay as far as they go, but there aren't really enough of them, and watching the dog playing gets boring very quickly. It spends most of its time walking round in circles, which is pretty much how the player feels about this game.







              Sound consists of awful, dreadful music. It seems they've tried to ape the soundtrack from Nintendogs and Animal Crossing, but the result is unlistenable. There are occasional sound effects but nowhere near enough, and this reviewer kept the sound switched off most of the time.






              N-Gage Arena







              There's an online rankings table, but the score you upload is just a measure of how often you've done the game's activities. If you throw the dog frisbees lots of times you'll get a higher score, it doesn't matter if they catch it or not.






              TV & Keyboard Test







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







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




              Dogz through TV Out runs without any problems, though a lot of the textures do look very pixellated when close to the camera. The dog's shadow is especially bad, but the dog itself looks good, quite detailed and high resolution.







              Our Bluetooth keyboard worked fine, the game responded instantly to commands, and the option of redefining the keys in Dogz allows you to alter the controls to suit your keyboard.






              Dogz is quite simply the worst next gen N-Gage game released so far.







              N-Gage's other puppy simulator Sims 2 Pets has fast, smooth and pretty graphics, good camera angles, okay sound, an excellent intuitive interface, but suffers from a severe lack of things to see or do. You can read our review of it by clicking here.







              Dogz has jerky and slow graphics, annoying camera angles, poor sound, an awful interface, and has an even greater lack of things to see or do. It's a worse game than Sims 2 Pets in every way.







              It's a mark of how boring and unimaginative Dogz is that its point pickups are things like playing frisbee thirty times (80 points) or uploading your score fifty times (200 points).







              Pet simulators aren't meant to have conventional gameplay of course, but they are meant to offer at least something to occupy the player's time. Games are meant to entertain, but Dogz doesn't. It feels a chore to play and there aren't really any rewards to unlock or things to customise. Nothing develops, nothing changes, there's no progression or genuine interaction with your virtual pet.



              As a real life dog owner it's also very frustrating to see this game, like Sims 2 Pets, perpetuating the myth that a dog must be punished to be house-trained. For most dogs it's far more effective to use positive feedback, i.e. reward the dog when it does its business in the right place, and ignore it completely when it does it in the wrong place. (The same technique works for potty-training humans, interestingly enough.)



              Dogz' lack of any kind of gameplay will put off most children and adults, and the difficult controls will put off the youngest gamers. It's impossible to imagine anyone getting much joy from this game beyond the first few minutes.







              Even the most casual player can probably explore all of Dogz in well under an hour, with absolutely nothing to tempt them back.







              Download:



              http://rapidshare.com/files/14151703...ked-BiNPDA.rar



              Mirror1:



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              Extracted .ngage file:



              http://rapidshare.com/files/14151886...ked-BiNPDA.zip







              Official Trailer:









              • Ideaworks 3D Mile High Pinball v2.58.N-GAGE.SymbianOS9.1.5000th.Release.Cracked-BiNPDA






              • Mile High Pinball is a first party game published by Nokia, developed for the original gen N-Gage by Bonus.com and ported to the new N-Gage platform by the ever-reliable Ideaworks3D. The new version plays pretty much like the original, but has higher resolution graphics. Some of the original's levels have been removed (there are no Snakes or Ashen levels for example), but the new version is much cheaper too (7 euros compared to the 20 or 30 euros that the original cost).







                MHP features one of those ideas that's so clever and simple you wonder why no one thought of it before. It's basically a pinball game, but instead of separate tables there's one huge table, and you win the game by getting the ball from the bottom to the top. The table is divided up into 45 levels (plus more hidden levels), with exits at the top and entrances at the bottom. If you fall through a level entrance you appear at the exit of the previous level, so you could in theory fall from the top of the table right to the bottom, though in reality the levels are designed to make such complete falls very unlikely. There are no lives in MHP, the only threat is to fall back down the table and be forced to climb back up again, so the game doesn't end until you've won.







                You interact with the ball by using right and left flippers as on any pinball table, and there are also the usual bumpers and holes scattered about the board. Added to that mix are a variety of enemies (including four end-of-level bosses) which you can defeat by hitting them with the ball often enough, and a few dozen types of bonuses that let you do all kinds of things such as turn the ball into a helium balloon. To spice things up even more there are spinners, mysterious boxes which throw the ball out at a random angle, vacuum tubes straight out of Sonic 2, brick walls, crystals and other oddities.







                You expect MHP to be an arcade game, but each level has its own "puzzle", a particular method required to get through to the next level. At the beginning these puzzles are very simple, you just have to hit a certain number of bumpers or earn a certain score to unlock the level exit. As you progress though, the puzzles can require real thought, and on some levels you have to perform a certain series of precise actions such as catching the ball with a particular flipper, holding it and then nudging it along the edge of the table to squeeze past a bumper. You frequently find yourself wondering if a particular level is impossible until you work out the solution.







                Another interesting feature is the bonus system, which adds a strategic element. You can collect a very large number of bonuses and use these at any time during the game. Some bonuses are so rare, and some levels are so difficult, that you end up having to use them very carefully. While you're concentrating on a fast-moving level, a part of your brain is considering whether you can spare a particularly expensive bonus, or whether a lesser one might do the job. You can collect them from the playing field, but you also occasionally come across a shop where you can buy and sell them. You really do need to pay attention to the bonus system, because parts of the game are virtually impossible without the helping hand that the bonuses give. There are also ten medallions in special hidden levels which you can get to by touching whirlpool icons scattered throughout the game. These are like the chaos emeralds in Sonic the Hedgehog, you don't need to collect them but it's a challenge.







                The game is only playable in vertical/portrait mode, with 1 and 3 operating the flippers and 5 opening the bonus menu (you can redefine these if you want). Normally we would complain about the lack of a horizontal/landscape mode, but Mile High Pinball is a very special case, as it just wouldn't make any sense to have a horizontal version of a pinball game. Because it's a vertical-only game, and because it uses keys instead of the d-pad, MHP is equally playable on practically any N-Gage-compatible model.















                Graphics & Sound






                Mile High Pinball's graphics are weird and slightly psychedelic, as if some hippy technophile has decided to make a scrapbook of their favourite photos and drawings all blended together.



                It works, the different backgrounds give each level a distinct atmosphere, and this is further enhanced by the absolutely excellent music (see below). The scrolling within each level is smooth and fast, though there's a delay between moving from one level to another which also breaks up the music. This delay feels very annoying at first, but you soon get used to it and on the later levels you hardly notice it because you're spending so much time within each level trying to solve the puzzles.







                One nice graphical touch is the ability to choose a skin for your ball, and as you earn points more skins are unlocked. This is great if you're bored of the traditional silver model, and we've used the acid house smiley ball in our screenshots.







                MHP has probably the best soundtrack of any mobile game (the other contender for this title is Lament Island). It's arguably nicer to play the game with the sound effects turned off so you can hear the music properly, and this reviewer sometimes paused the game just to hear the tracks play out in full. The soundtrack covers a surprising range of styles, with elements of gentle pop, world music, classical, prog rock, metal, electronica, dance and funk, and the tracks suit each level very well.







                If you do want sound effects though, they're the usual pinball table noises of flippers and bumpers, with satisfying loud clunks and bleeps when the ball hits something.
















                N-Gage Arena







                Mile High Pinball has three online modes: Rankings, Duel Score and Duel Altitude.







                Rankings are pretty much like those on other N-Gage games, your game stats are posted to an online league table and you try to improve them to rise up the table.







                Duel Score and Duel Altitude are real-time multiplayer modes where you find a partner in the Arena lobby and race to see who can get the highest score or who can get to the highest altitude within a time limit. You can see your opponent's progress next to your own, so there's a real tension as the timer gets closer to zero. The winner gets an Arena point, the loser loses an Arena point, and both players' positions on the Duel league tables are updated after the contest has ended.







                Incidentally, the ordinary offline version of the game is called "practice", so the developers seem to expect people to be play MHP primarily as an online game.











                TV & Keyboard Test







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







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








                Mile High Pinball looks nice on a TV set, though it being vertical-only means you're using just the middle-third of the television screen. Some of the sprites look a bit pixelly, but on the whole the game looks rather good.







                The game worked fine with a Bluetooth keyboard, there were no problems in controlling it. You may possibly want to redefine the controls though, as 1 and 3 aren't in the most logical positions on a QWERTY layout.












                Overall







                Mile High Pinball is very original, and perfectly suited to a mobile phone's screen and key layout. As you make your way up the table the puzzle and strategy elements become more prominent, and the game starts to become very addictive. This reviewer played through the entire game in two multi-hour sessions, not because there was a deadline to meet but simply because MHP has such a strong "Just one more go" factor.







                The major downside of the game is the frustration you feel when the ball falls down to levels you've already beaten. It's no fun at all repeating the same difficult level again, especially when success on that level is determined by random elements (the volcano sequence is particularly annoying in this respect). On the other hand this is the main reason to pay attention to the bonus system, as it contains ways to prevent falling to the lower levels, and ways to skip forward if you do fall.







                Mile High Pinball has clearly had a lot of playtesting and tweaking, its difficulty balance is generally good and you do want to play the game until you finish it. It's simple to get started, but requires thought if you want to progress right to the end. The bonus system gives the game depth, and the hidden levels and online features give it longevity. The graphics might not be to everyone's taste, but they have a certain kitsch Pop Art style to them. The icing on the cake is the price, at just 7 euros it's one of the cheapest games on the N-Gage platform.







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                BLT.Snakes.Subsonic.v1.11.N-GAGE.SymbianOS9.1.Cracked-BiNPDA





                What did we expect from this game seeing as the Original was amazing? Could the original be improved? Read on…







                My first thoughts when I heard about this game were ‘Yes!’ – My second thoughts when I first installed the demo? ‘What have they done to it’? To put it simply it let me down.







                Now before I properly start, I will let you know BLT built this game unlike the original which was designed by IOMO which may or may not make any difference to your thoughts.







                We start with the opening menu of Snakes: Subsonic, it is very nice indeed, with a nice dynamic background including the following options:











                - High Scores







                - N-Gage Arena







                - Start Game







                - Options







                When playing its just like the classic, control the snake across the levels but the new Subsonic game adds different ways of game play – across different terrains like Fire, and then the way the level evolves with hills and slopes etc and you can even shoot things too. This makes the game that more challenging than the original adding new twists but if your like me and loved the original trying to get used to this game is a lot harder than you will think.







                The game can be played in Landscape or portrait and looks rather good in both but the graphics of this game are rather poor compared to the original that debuted a few years back – The graphics are rather blocky and not really that smooth but on most levels, despite the low detail graphics, sometimes the frame rate is affected which to me is not acceptable to such a basic game.







                The sound is also rather good (don’t get me wrong its decent soundtracks and the levels match the song) but the quality factor lets it down – The clever thing with the music is that it is meant to follow the level, so if you do good the faster the music gets etc which is a nice addition but most may or may not notice this happen. The sound effects of the game is good, and adds a nice touch to the game Overall sound is good but lacks quality.











                The multiplayer aspect of the game sounds promising, there’s the rankings which are standard in nearly all N-Gage games and then there’s the races/Battles which can feature up to 1-4 people across the N-Gage Arena in Real time, which sounds rather good. The online aspect is very important, and should be as standard on quite a lot of the N-Gage games, It makes the game that much more exciting.







                Overall the game is rather good, but could also be improved on a lot – most with the sound and graphics but the levels of the game are deep and do offer a lot of fun once you get into it








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