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Jan 4, 2008, 11:17:40 AM1/4/08
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"game" via 柠檬杀手 in Google Reader

vii在公家机关邮局也有出售-獨家促销RMB799

Posted: 04 Jan 2008 05:55 AM CST

Charts: Rune Factory 2 Leads Japan; Rock Band, GH3 Restock in U.S.

Posted: 04 Jan 2008 04:53 AM CST

Gamasutra's weekly column, "Saling The World", covers the top five sellers for every available platform in the United States, Japan, and Europe, providing an important update of sales patterns worldwide. This week's charts, with data taken from January 3rd, 2008, find Japanese sales unsurprisingly headed by Rune Factory 2, the region's only new release in the past week. Data for "Saling The World" comes courtesy of the public sales information on Amazon.com, Amazon.co.uk, and Amazon.co.jp, ...

Special: The State Of The South Korean Game Biz

Posted: 04 Jan 2008 07:38 PM CST

With the rise of microtransactions and MapleStory, South Korean gaming has been growing in respect and relevance in the west. There's a lot to learn from this rich, constantly evolving market, which grew up along lines so different from the U.S., Japan and Europe that it's difficult to compare -- and compete with. To that end, Gamasutra has compiled five complete interviews with a variety of members of top companies in the market, conducted principally ...

2008 Worlds In Motion Summit Adds Kids' Worlds Panel

Posted: 04 Jan 2008 05:02 AM CST

As the January 16th deadline for early registration approaches, the organizers of the 2008 Worlds in Motion Summit have announced more of the speakers who'll be participating in the upcoming event - organized by the creators of Gamasutra sister weblog WorldsInMotion.biz. This time, we reveal an exciting panel focused on the overwhelming success of kids' virtual worlds. The panel, titled "Striking Gold: How Kids' Worlds Took The Crown" will feature leaders of prominent companies making ...

Opinion: Should Games Be Childish Things?

Posted: 04 Jan 2008 04:52 AM CST

[Game journalist and media commentator Chris Dahlen recalls childhood experiences with Star Wars playsets to illustrate how fundamentally, gaming equates to play, asking why more video games can't allow you to play and create things within them.] When I was around six or seven, Christmas morning meant one thing: Star Wars toys. And even when I was six or seven, I knew that Star Wars toys were junk. My parents gave me one of the ...

Q& A: Nunchuck Games' Luntz On Testing His Ninja Reflex

Posted: 04 Jan 2008 05:21 AM CST

Nunchuck Games recently teamed with Electronic Arts to co-publish action title Ninja Reflex for Wii and Nintendo DS, in development by Sanzaru Games for a March 2008 release in North America. David Luntz is the former studio head of Z-Axis, which was acquired by Activision in 2002. He founded Nunchuk on his own in 2006, and describes the company as a "micropublisher" -- performing a lot of the functions that large publishers do, but eschewing ...

Sponsors Thanks [Sponsors]

Posted: 04 Jan 2008 08:00 AM CST

Blame the spicy dinner, 'cause we are gassy. Nothing like hot air polluting Kotaku Tower. Just when things look bad, our Sponsors appear with soothing stomach medicine. For that, we thank them! This week, the Kotaku intestinal tract was helped by Amazon Anywhere, Atari, Canon, In the Name of the King, Lead Tools, Subaru, TiVo, Zune. Hooray!

Interested in advertising with Kotaku? Click here to find out how.


Halo Mini-Busts Bring Greater Detail, Less Limbs [Halo 3]

Posted: 04 Jan 2008 08:00 AM CST

busts.jpgWe've featured both McFarlane's and Kotobukiya's take on a replica Master Chief previously, and while both are great, they lack the detail to be found in these mini-busts from Gentle Giant. Available in March for USD$55, they'll ship in three variants: one with an assault rifle, one with a plasma sword and one double-wielding those useless Brute guns. The increased detail comes at a cost, however: lovers of Master Chief's thighs and dainty feet will bemoan this half-body replica, while shoppers with an eye on a particular colour/weapon will be bummed to hear that orders are being filled "randomly", making these the most expensive lucky-dip figures we've ever seen.


Wii GH3 Owners, Please Sign Here For Your Replacement Discs [Guitar Hero Iii]

Posted: 04 Jan 2008 06:30 AM CST

monowii.jpgAnyone who would like their 20th century copy of Guitar Hero III exchanged for a copy of the Pro Logic II one they originally paid for, your time has almost come. If you head on over to Activision's support site, you can pre-register for the replacement disc's mailout campaign, which means you'll be notified as soon as it kicks off. After that, you should be well on your way to enjoying the game in surround sound. Hopefully, that's not too far away. Until then, you'll just have to soldier on.
Activision Support [via Go Nintendo]


Korea Rising: Five Crucial Interviews

Posted: 04 Jan 2008 11:00 AM CST

The South Korean game market has a multitude of vital lessons for the Western game biz, and Gamasutra presents an unprecedented series of 5 interviews with top Nexon, Webzen, Microsoft, T3, and Com2Us execs on the market in 2007 and prospects for 2008.

Pirates Of The Caribbean Director To Keynote D.I.C.E.

Posted: 04 Jan 2008 04:54 AM CST

Representatives from The Academy of Interactive Arts and Sciences (AIAS) have announced that movie director Gore Verbinski will deliver the keynote address at the upcoming D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit 2008. Best known for the Pirates of the Caribbean trilogy, as well as films such as The Ring and Mouse Hunt, Verbinski will "discuss how some of the foundations of successful filmmaking can be used to expand the ways that video games entertain consumers". ...

Far Cry 2 Confirmed For Consoles

Posted: 04 Jan 2008 04:43 AM CST

Officials from Ubisoft have announced that forthcoming first person shoot 'em-up Far Cry 2 is being developed for the Xbox 360 and PlayStation 3, as well as for the PC. The console versions will be developed by Ubisoft Montreal for release this fiscal year. The game had previously been announced only for the PC and was due to be released in early 2007. However, Ubisoft recently revealed that the game, along with Brothers in Arms: ...

Microsoft Claims 17.7 Million Xbox 360s Sold Worldwide

Posted: 04 Jan 2008 04:22 AM CST

Officials from Microsoft have announced that a total of 17.7 million Xbox 360s have been sold worldwide since the console first went on sale in late 2005, with 4.3 million consoles sold in the last three months of 2007. According to estimates in September, the Wii had sold around 13.2 million units worldwide, and the PlayStation 3 5.6 million units. Microsoft also announced that Xbox 360 exclusive Halo 3 has now sold 8.1 million units ...

如何制作全球最小纸质NDSL

Posted: 04 Jan 2008 08:21 AM CST

JOY阿宝:很有爱,很有闲,如果我是个有时间又有超强手工能力的任饭,我也不介意今天做个DS明天做个WII……   这款由国外玩家自制的纸制NDSL确实可以称的上世界上最小的DS,它的大小仅...

多扯就会上瘾

Posted: 04 Jan 2008 08:04 AM CST

 
  刚刚翻了一下《殷海光书信集》,为的是履行“知道分子”的义务——划线摘录。昨天偶尔带此书出去溜达,乘地铁时翻来解闷,看到几段好文,忍不住想拿出笔来划一下,改天可用来断章取义大发议论一番。环顾四周,我决定不划了,因为怕别人以为我在装逼。册那,我怎么那么在乎别人的看法啊,太三俗了我。以后决定不再带书出去读了,要带就带游戏机,而且限定NDSL,就不带PSP,跌份(其实是借来的,怕弄丢)。我觉悟了,读书这种技术活一定要放在家里做,而且要一个人单独地看,犹如看A片(及其它),独爽。最烦书友会,那是聚众淫乱,最恶文学社,那是妓院。

  闭门造车地看,也有不好的地方,就是虽然你一个月看的书比他们一年看的都多,他们依然会劝你:“有空多看点书吧”。他们把看书当成消遣,甚至是小资的装潢,岂不知我看书(大部分)是为了长知识作学问。好,写博客我就不怕被人认为是在装逼了,其实我是“读书人”。读书人的臭毛病我都有。其中有一个是“intellectual arrogance(知识上的傲慢)”,我表面谦和,内心狂妄自大,恃才傲物,偶尔也傲人,有时我待人客气,是真客气,有时是不想跟你多扯,哈拉一下算了。此外还有一个“读书人的毛病”,就是私生活很单调。虽然单调,但不乏味,至少在我看来是如此。最近我发觉我很喜欢聊公事,原因可能就是因为我私生活太无聊没什么可说的缘故。但也有一方面是因为我个人是个很注意保护隐私的人,可以说的我尽量说,不可以说的打死你也不说。我平时的尺度也算放得蛮开的,但不开放的部分我决不给别人任何机会。再来一个毛病,就是写文章爱掉书袋,这是受了李敖和胡适的影响,我觉得如果我有一个观点要表达,就起码得加点资料来增加其可信度,这是其一。另一方面,引书中内容来作议论,这是我认为最好的“读书笔记”和“思想训练”。所以我平时很注重搜集资料,宁滥勿缺。

(more…)

Church & State

Posted: 04 Jan 2008 08:00 AM CST

zenBen asks:

Isn't the issue to do with improper separation of church and state, and the way the US is supposed to be founded on secular ideals? Rather than the disenfranchisement of atheists?

The notion of separation of Church and State is tied up in the First Amendment, as we recently discussed in the context of the hemp prohibition. Here's the wording of the relevant clause:

Congress shall make no law respecting an establishment of religion, or prohibiting the free exercise thereof...

It was Thomas Jefferson who was the driving force behind this change (with influence from Locke, who indeed was one of the biggest influences behind the US constitution). In 1802, Jefferson wrote:

Believing with you that religion is a matter which lies solely between Man & his God, that he owes account to none other for his faith or his worship, that the legitimate powers of government reach actions only, & not opinions, I contemplate with sovereign reverence that act of the whole American people which declared that their legislature should "make no law respecting an establishment of religion, or prohibiting the free exercise thereof," thus building a wall of separation between Church & State.

The separation of Church and State therefore serves two vital but distinct roles. Firstly, it prevents the US from becoming a theocracy by preventing the establishment of a national religion. Secondly, it prevents the government from interfering with the normal practice of religion by individuals. It is this aspect - the Free Exercise clause - that is the core principle behind this part of the First Amendment. The goal was to allow every individual their freedom of belief, not to block the influence of religion in the political field. Indeed, Jefferson and others from his time would not have believed it was possible to remove the influence of religion from politics, since each person's political beliefs are invariably influenced by their religious beliefs - therefore as long as each individual has the freedom to practice their religion however they wish (including not at all!) the original goal of this legislation was achieved.

The United States is a secular government in the sense that it is not allowed to establish a national religion, and it is not allowed to meddle in the religious affairs of individuals (even though it most certainly does, as we have already seen). No aspect of this guarantees atheists the right to be represented by atheists, nor creates an expectation that political candidates can't trade on their religion for political gains. Atheists may feel disenfranchised because they are "forced" to vote for a Christian candidate of some kind, but they still have a vote just like every other US citizen, and as I said before, they are no worse off than any of the religious minorities in the US. As long as the politicians respect the Establishment and Free Exercise clauses, the separation of Church and State remains intact.

暴血公司248·客服大换血

Posted: 03 Jan 2008 06:49 PM CST

小强:老板!客服部都裁掉了啊?一个人都没了……
老板:胡说!那不是扫地大妈在那呢吗?
小强:扫地大妈管什么用啊?她也不会接电话。
老板:你少瞧不起中老年劳动妇女,接电话有什么难的,谁不会啊!拿去!这篇公告给我发了!
小强:我看看……“为响应国家号召,参与公益事业,回馈社会,服务社区;为社会献爱心,为国家创和谐;暴血公司加入了安置下岗再就业人员的50、60计划,妇联的微笑母亲行动,为零就业家庭献温暖等等一系列公益活动,成为游戏行业在公益事业方面的杰出代表。
  为此,暴血公司特别将全体客服人员更换为平均年龄50岁,具有严重更年期反应的大妈,以母亲般的服务为广大玩家提供子宫般的温暖。
  鉴于这些大妈客服年龄大,文化水平低,特将相关注意事项公告如下:
  大妈们处于更年期,心情不好,潮热汗出在所难免,态度语气不好,请玩家包涵,如实在不能包涵,可购买净心口服液捐助,以帮助大妈们平稳度过更年期。
  大妈们经过了上岗培训,已经全部掌握了电话的使用方法,但还有50%的大妈没有掌握PC的使用,还有25%的大妈不会上网,还有12.5%的大妈不会玩游戏,因此,电话咨询的时候,请考虑大妈们的能力,不要提出过难的问题难为大妈,女人何必难为女人?男人想想自己母亲~~
  如果反映BUG没有得到满意的解答,可能是以下几种情况:1,此BUG我们已经知悉,2,此BUG我们已经永久忽略,3,大妈们没有听懂;无论是以上哪种情况,为避免耽误双方时间精力都请勿再次提出。
  电话咨询请使用通俗易懂的语言,音量尽可能大,语速尽可能慢,以保证大妈能够听清楚。
  如果遇到断线,打不通,听不到声音等等情况,可能是大妈们操作call center系统失误造成,请重拨。
  培训人员尚未对大妈培训外挂相关知识,因此有关外挂的咨询请拨电话41417(注!此外挂绝非官挂)
  若冲值不到帐,请耐心等待数日,本财年结束之前,此问题一定会得到解决。

Wii再次被仿!动作感应进入手机领域

Posted: 04 Jan 2008 07:51 AM CST

  任天堂次世代游戏主机Wii独特的遥控器式动作感应操作方式进入了手机领域。北京时间2008年1月2日,国外媒体报道,一家名为“Zeetoo”的公司开发成功了一款通话蓝牙控制手机游戏的遥控...

Slitherine targets US with History Channel backing

Posted: 04 Jan 2008 07:04 AM CST

Ambitious UK outfit Slitherine Strategies hopes tocrack the US market with the backing of The History Channel, as itexpands from its niche PC market to tackle home and handheldconsoles.

迟到的新年祝福贴

Posted: 04 Jan 2008 06:37 AM CST

        看在年底双薪交税交得我那眼泪哗哗的份上,祝大家新年快乐,万事如意。

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Jan 5, 2008, 11:06:33 AM1/5/08
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扯淡的体育观和扭曲的爱国主义

Posted: 05 Jan 2008 09:28 AM CST

2008年, 因为奥运, 注定与往年不同.

在这一年里, 我们的神经将始终被这一庞大主题所紧紧牵引, 全国人民的爱国热情将被无极限的点燃, 在这一空前盛世下, 让全世界见证我们的崛起.

没错, 为了团结和目标一致, 我们需要一种精神, 而体育成了最好的载体. 对现实所有的不满和宣泄, 都可以毫无保留地转移到足球, 排球, 乒乓球以及体操上, 在那里, 我们找回了久违的身为正常中国人的自尊和自信.

而, 长久以来, 我们为了这些华而不实的所谓"第一", 是否已经严重抬高了体育本身的朴素意义? 是不是一小搓人的体育水平高了, 就代表我们全体的身体素质普遍都提高了? 是不是一小搓人拿了第一, 就表示我们全体就是全世界的第一了?

所谓的体育特招生, 在全世界可能都是一种非常独特的现象, 从小学甚至可能是幼儿园起, 我们身边的伙伴和同学都会陆续有人被特招进了各种各样的体校和训练基地, 他们在解决就业, 甚至生存的同时, 也把从少年走向青年这段最宝贵的时间都献给了伟大而壮丽的中国人民体育事业.

而体育, 是一种事业吗? 它的本质, 是不是应该首先是一种爱好? 它的名次, 是不是本应该代表着最真实的综合国力?

我们无法忘记, 退役后窝在澡堂里为人搓背的曾经的世界冠军;
我们也无法忘记, 马家军里那些农村里跑出来的能吃苦却没文化的世界第一;
我们更无法忘记, 那千千万万耗了几年, 十几年时间却可能到头来一无所有的幻想着可能成为"世界第一"的普通人.

人生是一场马拉松, 综合能力最好的人, 越能跑得长久, 而从童年, 少年到青年, 是一生打基础最好的时光, 为了这些所谓的"世界第一", 牺牲掉这么多人这么宝贵的青春和精力, 真的值得吗? 

在所有人都在忘情YY的时候, 我们是不是应该更多点理智, 少一点扭曲? 让体育还原成最本真, 最朴素, 也最原始的意义, 多关注关注人性.

orz………………

Posted: 05 Jan 2008 07:44 AM CST


很黄很暴力的世界……

学Virtools小结

Posted: 05 Jan 2008 07:05 AM CST

     摘要: 为了准备明年的产品展示项目,这半个多月学了Virtools,基本上算入门了,并用Virtools简单地做了一个油泵的拆分演示程序。(下载地址:http://www.cnblogs.com/Files/tongj1981/油泵的拆分演示.rar)

目前有很多虚拟现实的软件,之所以选择用Virtools,原因之一就是其已被法国达索公司(DASSAULT)所收购。工业软件巨头达索下面还拥有Catia,SolidWorks,ACIS等著名软件,当然还会想到幻影2000战斗机。另外Virtools还有其它优点:一是其可以直接利用Buliding Blocks(行为交互模块)进行可视化编程,直接把BB拖拖拉拉,基本不用写代码,开发效率很高;二是其可以直接把图片、声音、文字及三维图形等多种多媒体元素都集成在一块,只需要学这一个软件就可以搞定;第三,Virtools支持Maya的输出。   阅读全文

同山 2008-01-05 21:05 发表评论

IBM开展公司虚拟世界“Metaverse”项目

Posted: 04 Jan 2008 03:46 AM CST

全国首例网络交易偷税案获判

Posted: 04 Jan 2008 03:44 AM CST

《魔法黎明》(Dawn Of Magic)简体中文版[ISO]

Posted: 05 Jan 2008 12:46 AM CST

《魔法黎明》(Dawn Of Magic)简体中文版[ISO]
已通过安装测试
测试系统: Windows XP
版本: 5.1.2600 Service Pack 2
共用伺服器: Razorback 3.0、Razorback 3.1、!! Saugstube !!、eDonkeyServer No1
共用服务时间: 全天不定时
免责声明: 该下载内容仅限於个人测试学习之用,不得用於商业用途,并且请在下载后24小时内删除。
资源版权归作者及其公司所有,如果你喜欢,请购买正版。
【游戏名称】:魔法黎明
【游戏别名】:血魔诗篇
【英文名称】:Dawn of Magic
【製作厂商】:Sky Fallen
【代理发行】:英特卫
【主机平台】:PC
【游戏类型】:角色扮演/ARPG
【游戏人数】:1 人
【发售日期】:2008-01-04
【官方网站】:http://dom.deepsilver.com/
【游戏简介】
英特卫继代理《泰坦任务》在台创下惊人销售纪录之后,再接再厉签下一款奇幻法术风的动作角色扮演游戏《魔法黎明 (血魔诗篇)》,该作在国外一上市,就被视为是超越《暗黑破坏神(Diablo)》的超级大作,并创下销售第一的佳绩。到底有何惊人的特色让《魔法黎明 (血魔诗篇)》一上市就有超越 Diablo 的气势呢?主要因游戏首创的12系法术自由组合系统,几乎可以创造出无限多种法术,延伸而来的魔法连击系统更是炫丽灿烂、变化换千;再加上随著所专精魔法的不同与等级,人物的外型也会大幅度地随之改变,您的角色可能时而脸部如吸血鬼般狰狞、时而长出几乎可及腰的铃羊角、甚至双脚变幻成强壮有利的树根……这些都大大颠覆了一般 ARPG 给人大同小异的刻板印象,绝对将震撼您的视觉经验。
虽然游戏相当强调法术,但除了选择当一个以製造各类元素伤害见长的法师,玩家亦可透过战斗技能与镶嵌、打造出的神兵利器的加持走肉搏战斗法师路线,抑或做一个专精召唤,能随时唤出小鬼、恶魔或骑士群帮助主角作战的召唤师等等,多人连线时上述纯法师、肉搏、召唤专精或混搭型角色所组成队伍该如何相辅相成才能合作无间,更是游戏的精髓所在,绝对乐趣无穷喔!
游戏的世界是一个充满魔法的中世纪的奇幻世界,玩家可以在广阔的奇幻世界中自由执行任务,升级角色。《魔法黎明 (血魔诗篇)》与目前流行的各种角色扮演游戏不同,游戏的角色清一色都是各种法师。玩家可以使用各种大量不同的魔法来进行战斗,战斗场面更可说极尽炫丽之能事。
游戏的的连线模式也是前所未有的创新模式,在连线模式中,玩家同样使用各种不同的魔法,队伍中的每一个角色都可以选择一个自己喜欢的魔法种类。而游戏最独特的就是魔法连击系统,主副魔法的组合不仅有无限可能,更大大增添了游戏的深度与耐玩性。玩家可以使用单人模式中的任务进行连线作战。在游戏一开始玩家们可以选择自己的角色,角色中除了外型不同之外,玩家们还可以选择阵营,不同的阵营可是会影响剧情的走向喔!
在剧情方面,《魔法黎明 (血魔诗篇)》一样不落俗套,它没有一登场就光明磊落嫉恶如仇的主角设定,随著游戏的进行,您甚至可以选择帮助魔头 Modo,与他一同毁灭世界。而不是再重複一次「英雄打败魔鬼、拯救了世界」的老套故事。在魔法的世界里,神 Modo 因为晚年的罪恶被夺取了神的力量并下放到凡间接受惩罚。然而邪恶的 Modo 并没有接受悔改,一方面他不断找寻重新获得神的力量的方法,一方面打算聚集力量摧毁整个地球。而做为游戏的主角,您到底要阻止 Modo 邪恶的计划并最终打败他拯救地球?还是选择助紂为孽亦或乾脆独善其身呢?
【系统需求】
作业系统:Microsoft Windows 2000/XP
CPU:Pentium 4 1.6 GHz or Athlon XP+ 1800 CPU (需支援SSE)
记忆体:1 GB 以上 RAM
硬碟空间:2 GB 以上剩餘空间
光碟机:8 倍速以上之 DVD 光碟机
显示卡:128 MB 以上记忆体,需支援 vertex and pixel shaders 2.0 (GeForce 6600GT/Radeon X800 以上)
音效卡:支援 DirectX9.0c
魔法黎明 简体中文版
根据官方繁体中文版制作,并直接转换成简体中文版;游戏安装后,请加载游戏目录下的小镜像,即可进行游戏。小镜像名称:Key.isz,在\Dawn Of Magic目录下;
游戏安装目录内另附最新制作的中文版免 DVD 补丁,在 \Dawn Of Magic\NoDVD_Crack 目录下,使用时覆盖到 \Dawn Of Magic\LG_Data 目录下即可;
感谢 soonco 精心制作的小镜像,以及将官方繁体汉化补丁转换成简体中文补丁;
感谢 GameHero 精心制作的免DVD补丁。
by 云心如月
【游戏截图】

This posting includes an audio/video/photo media file: Download Now

中国武术古兵械五百三十六种

Posted: 05 Jan 2008 03:11 AM CST

一、长兵械

1.朴刀 2.象鼻刀 3.双手带

4.春秋大刀 5.长杆尖大刀 6.青龙偃月刀

7.龙头状元刀 8.三尖两刃刀 9.乾坤日月刀

10.枪 11.龙枪 12.凤枪

13.拐枪 14.抓枪 15.线枪

16.锥枪 17.棰枪 18.铁枪

19.旗枪 20.梭枪 21.花枪

22.拐刃枪 23.拐突枪 24.短刃枪

25.短锥枪 26.单钩枪 27.双钩枪

28.板门枪 29.鸦项枪 30.蒺藜枪

31.九曲枪 32.三眼枪 33.雁翎枪

34.虎牙枪 35.梨花枪 36.环子枪

37.透甲枪 38.火焰枪 39.金钱枪

40.蛇镰枪 41.铁构枪 42.欺胡大

43.巴尔恰 44.留客住 45.竹条镖

46.大鹏鸟枪 47.捣马突枪 48.十字镰枪

49.太宁笔枪 50.苗族村枪 51.太极大枪

52.伞头蛇尾枪 53.三尾短标枪 54.少林挠钩枪

55.双头钩镰枪 56.蛇矛 57.双头蛇矛

58.戈 59.少林戈 60.青龙戟

61.三戈戟 62.九曲戟 63.典韦戟

64.月葫戟 65.钩镰戟 66.方天画戟

67.少林蛇尾戟 68.殳 69.战国殳

70.少林殳 71.齐眉棍 72.夹刀棍

73.连珠棍 74.梢子棍 75.两头梢子棍

76.龙棒 77.杵棒 78.马棒

79.抓子棒 80.狼牙棒 81.牛头杆棒

82.拦马橛棒 83.带矛狼牙棒 84.武当玄武棒

85.行者金箍棒 86.锚斧 87.月牙斧

88.凤头斧 89.鱼尾斧 90.鳌头斧

91.长柯斧 92.宣花斧 93.矬子斧

94.车轮斧 95.钺 96.对钺

97.套钺 98.铲钺 99.降魔钺

100.月上钺 101.双手钺 102.马叉

103.火叉 104.飞叉 105.叉杆

106.苗叉 107.三头叉 108.龙须叉

109.牛角叉 110.三股叉 111.四平叉

112.五股钢叉 113.抱头钢叉 114.捻军铁叉

115.少林独股叉 116.笔挝 117.鹰爪

118.朝天爪 119.金龙抓 120.笔砚抓

121.金瓜锤 122.悬星锤 123.朝鲜打糕槌

124.燕子 125.燕咀 126.金牛

127.雷震 128.阴阳 129.夜战

130.风翅 131.九曲 132.五齿

133.元宝铁 134.梅花镏金 135.风翅镏金

136.燕翅镏金 137.齿翼月牙 138.九齿迎风

139.沙氏燕子 140.长铲 141.月牙铲

142.金钟铲 143.葫芦铲 144.凤翅铲

145.槊 146.掌槊 147.禹王槊

148.枣阳槊 149.混唐槊 150.护手槊

151.少林长槊 152.响钯 153.拍钯

154.六齿钯 155.七星钯 156.排耙木

157.九齿钉钯 158.雁镰 159.手镰

160.清代镰 161.少林长镰 162.劈水亮银錾

163.少林劈雷錾 164.狼筅 165.牛角

166.判官笔 167.齐头 168.铁莲花

169.避云锄 170.日本 171.刺天皇

172.朝天镫 173.八岔树 174.少林铁板

175.天罡拦面叟 176.天荷凤尾镡 177.壬九夺命丧

178.八能九环禅杖 179.双月捧镫状元笔 180.少林八宝避云伞 181.双棍 182.连珠双棍 183.太极扎杆

184.双头双枪 185.拦马双橛

二、短兵械

1.汉刀 2.苗刀 3.菜刀

4.戒刀 5.鱼鳞刀 6.鬼头刀

7.雁翎刀 8.砍马刀 9.龙鳞刀

10.滚珠刀 11.鱼头刀 12.三环刀

13.云头刀 14.柳叶刀 15.浪花刀

16.太极刀 17.八卦刀 18.九环刀

19.三环尖刀 20.五齿九环刀 21.金挝钜齿刀

22.护手狼牙刀 23.侠家单剑刀 24.苗族尖刀

25.壮族齿刀 26.景颇长刀 27.彝族短体插刀

28.越剑 29.古龙剑 30.七星剑

31.龙泉剑 32.鱼藏剑 33.蛇形剑

34.彝族波形剑 35.镰斧 36.峨眉

37.钩镶 38.少林金钩 39.铁鞭

40.方节鞭 41.太师鞭 42.秦家鞭

43.雷神鞭 44.蛇形鞭 45.尉迟恭鞭

46.袖锏 47.龙头锏 48.狼牙锏

49.混元锏 50.方楞铜锏 51.棒槌

52.五星骨朵锤 53.蒺藜骨朵锤 54.鞭杆

55.太极棒 56.柯藜棒 57.护手狼牙棒

58.丁字拐 59.二字拐 60.刀枪拐

61.上下拐 62.十字拐 63.孙膑拐

64.钩镰拐 65.鸳鸯拐 66.少林牛头拐

67.灵牙杖 68.达摩杖 69.少林龙头杖

70.少林灵云杖 71.铁扇 72.天罡劈水扇

73.武当太极金扇 74.草镰 75.镰

76.鸡爪镰 77.并头镰 78.风车镰

79.马牙刺 80.蜈蚣刺 81.乾坤圈

82.跨虎篮 83.镏 84.马架

85.板凳 86.铁笛 87.铁箫

88.铁齿 89.铁镐 90.铁棱

91.铁算盘 92.铁扫帚 93.铁如意

94.铁琵琶 95.阴阳钟 96.量天尺

97.龙头船 98.独脚铜人 99.吕祖金锥

100.傣族铁齿 101.护身金佛 102.铜头铁身娃娃槊

三、双兵械

1.月牙刀 2.麟角刀 3.镔铁双刀

4.别离双刀 5.蝴蝶双刀 6.鹿角双刀

7.乾坤日月轮刀 8.双凤日月追魂刀 9.龙凤双剑

10.四门九指剑 11.双马戟 12.回族双戟

13.少林双戟 14.双斧 15.双板斧

16.风头双斧 17.子午钺 18.护手钺

19.金钱钺 20.双手钺 21.蛇形钺

22.龙行双钺 23.子午鸳鸯钺 24.鸡爪鸳鸯钺

25.少林护手双钺 26.八卦子午鸳鸯钺 27.八卦鸡爪鸳鸯钺

28.梅花钩 29.蜈蚣钩 30.鹿角钩

31.双镰钩 32.虎头双钩 33.凤翅双钩

34.双鞭 35.双侠鞭 36.竹节双鞭

37.清代双锏 38.少林双锏 39.凹面双锏

40.布依双锏 41.立瓜锤 42.卧瓜锤

43.雷公锤 44.螺丝锤 45.霸王锤

46.卧瓜铜锤 47.护手六棱锤 48.八棱紫金锤

49.武当双木槌 50.双挠爪 51.虎爪双抓

52.少林追魂铲 53.武当自然双铲 54.京城荷叶双铲

55.男女童子槊 56.苏勒拐 57.葫萍拐

58.鸭子拐 59.双短拐 60.丁字双拐

61.牛心双拐 62.孙膑双拐 63.浮萍双拐

64.八角双拐 65.牛心里拐 66.少林转堂拐

67.少林沉香拐 68.少林乾坤双杖 69.少林分水双錾

70.双圈 71.袖圈 72.乌龟圈

73.乌鳌圈 74.少林如意圈 75.日月乾坤圈

76.日月风火圈 77.少林日月乾坤圈 78.双轮

79.少林五行轮 80.风火双轮 81.火焰风火轮

82.挎虎拦 83.跨虎双拦 84.手刺

85.月牙刺 86.峨眉刺 87.三星刺

88.双轮刺 89.鹿角刺 90.三星针

91.八卦龙形针 92.高祖太阳针 93.判官双笔

94.状元双笔 95.龙凤日月双笔 96.双手镰

97.鸡爪镰 98.鸡刀镰 99.获手师

100.双铁尺 101.少林双橛 102.羊角双橛

103.太极图 104.九龙套 105.五合掌

106.子午钉 107.金刚凿 108.日月牙

109.日月魂 110.双钹 111.铁筷子

112.点穴针 113.宫天梳 114.铁拳窝

115.双迎刷 116.僧鞋 117.铁印

118.鸳鸯手盔 119.少林宝镜 120.双钵

121.日月双 122.闭血鸳鸯铎 123.闭血鸳鸯幡

124.闭血鸳鸯 125.鸡爪阴阳锐  126.莲花夺命钎

127.千里追凤鹤 128.护手双狼牙棒

四、软兵械

1.双头链子枪 2.链子剑 3.两节棍

4.手梢子 5.三节棍 6.少林童子棍

7.铁链夹棒 8.龙头杆棒 9.银丝鹿角棒

10.独角椎 11.三仙叉 12.剑鞭

13.三节鞭 14.九节鞭 15.筒子鞭

16.虎尾鞭 17.赶山鞭 18.龙梢鞭

19.西域鞭 20.蛇形软鞭 21.少林钩鱼鞭

22.廿四节麒麟鞭 23.廿四节赫铃鞭 24.廿八节窜宫鞭

25.卅六节天罡鞭 26.十三节蛇骨鞭 27.十三节麦骨响铃鞭28.大流星锤 29.双流星锤 30.亮银链子锤

31.棱角流星 32.彝族流星 33.狼牙球

34.锚抓 35.双飞抓 36.少林滚龙掌

37.少林大铁锚 38.蛐蜒 39.梢锤四节

40.爝 41.绳镖 42.双头镖

43.绳索 44.山河带 45.蒙仙网

46.串珠 47.拂尘 48.铁莲花

49.血滴子 50.阴阳扁 51.龙须钩

52.呜喽嘟 53.藏族白嘎

五、暗兵械

1.飞镖刀 2.单指剑 3.三指剑

4.匕首 5.袖圈 6.飞叉

7.飞铊 8.飞爪 9.鞭铊

10.有尾飞铊 11.飞锤 12.双飞挝

13.铁蛤蟆 14.铁蒺藜 15.铁鸳鸯

16.梅花针 17.点穴钉 18.锥镖

19.鸳鸯镖 20.燕子镖 21.柳叶镖

22.金钱镖 23.蝙蝠镖 24.四刃镖

25.旋风镖 26.雪花镖 27.枣仁镖

28.三星镖 29.七星镖 30.八刺镖

31.仁者镖 32.四尖四刃镖 33.少林亮银镖

34.袖箭 35.袖内箭 36.梅花袖箭

37.摔手箭 38.卖眉弩 39.少林低头弩

40.点穴针 41.飞腿踢针 42.掌心雷

43.四门张 44.铁橄榄 45.崩龙袖锤

46.少林金钗 47.双头判官笔 48.飞蝗石

49.布依飞石 50.游球 51.排鞋针

52.铁弹弓

六、御射兵械

1.弓 2.弓袋 3.弩 4.三弓床弩

5.弹弓 6.弹丸 7.矢

8.箭桶 9.火龙出水 10.长牌

11.藤牌 12.竹立牌 13.龙头盾牌

14.狮头盾牌 15.虎头盾牌 16.少林盾牌

C 语言(C99) 对 64 位整数类型的支持

Posted: 05 Jan 2008 03:38 AM CST

前几天跟同事闲聊 64 位操作系统时,有人问起 64 位平台上,C 语言的数据类型如何确定的问题。以及跨平台(跨 16 位、32 位和 64 位平台)程序如何选用合适的数据类型。

我查了一下资料,记录如下:

int 被 C 语言定义成 16 位或 32 位宽,它取决于平台。编译器将在这两者间选择最合适的字宽。但是,即使在 64 位平台上 int 也不会是 64 位宽的。

short 无论在任何平台上都是 16 位宽。

long 无论在任何平台上都是 32 位宽。

C99 为 C 语言扩展了新的整数类型 long long 一定是 64 位宽。(GNU C 亦支持)

在 C99 以及 GNU C 中,包含 stdint.h 可以使用几种扩展的整数类型。

int16_t 可以保证整数长度为精确的 16 位。同样,int8_t 可以保证整数长度为精确的 8 位。类似的还有 int32_t int64_t 以及无符号类型 uint8_t 等等。

int_least16_t 可以得到一个当前平台所支持的至少有 16 位宽的最短整数类型。(其它同类型的可以类推)

int_fast32_t 可以得到当前平台下得到处理速度最快的至少为 32 位的整数类型。

intmax_t 可以获得当前平台所支持的最大宽度的整数类型。

最后再提一个很重要的扩展类型:intptr_t (无符号版本写成 uintptr_t)这个类型可以被安全的在 void * 和 整数间转换,对于写跨 64 位平台的程序非常重要。也就是说,当你需要把指针作为一个整数来运算时,转换成 intptr_t 才是安全的,可以在运算完毕安全的转回指针类型。

C 语言中,指针和整数之间的转换经常用到(多用于需要精确控制数据在内存中的精确布局时),在 32 位平台上,由于指针类型的字宽和 int 相同,所以我们不太在意这个问题。但是到了 64 位平台上,由于目前几乎所有 64 位系统都采用 LP64 模型,既整数依旧是 32 位,而指针是 64 位的。intptr_t 这个数据类型就成了安全跨平台编程的保证。

最后,附上 C99 标准文档技术修正第三版 ISO/IEC 9899:TC3

Hot Flashes: Death Village [Flash]

Posted: 05 Jan 2008 01:00 AM CST

kevin.jpgToo cheap to go buy any decent games this weekend? This should cover you. It's called Death Village, and sees you tasked with guiding kind, dear old real estate agent Kevin from the entrance of a haunted room/house to its exit. Thing is, you can't control him, just the environment. And the only way to move him is to scare the crap out of him. It's both more polished and enjoyable than a flash game has any right to be, but then seeing as it's from Nigoro, who brought you the fantastic Rose & Camellia, that shouldn't be too considerable a surprise.
DEATH VILLAGE [Nigoro, via IndieGames]


Take A Stroll Through Portal's User-Generated Maps [Portal]

Posted: 05 Jan 2008 12:00 AM CST

shewatchingyou.jpgFor a game that's captured the internet's heart, we don't hear much about Portal as a game. You know, the parts you play, rather than the tired cake jokes and endless hand-crafted companion cubes we've been subjected, and subject you, to. Which is why it's a pleasant diversion from my regular Saturday morning routine of strong coffee and bad music videos to check out PC Zone's guide to Portal's best - and worst - user-created maps. Proof, if ever was needed, as to how smart the kids who put the real maps together are.
Portal Maps Investigated [CVG]


Yum, More Rez HD Screens [Gallery]

Posted: 04 Jan 2008 11:00 PM CST

rezhdheader.jpgWhat can make the pain of spotty, unreliable Xbox Live service go away? The knowledge that Rez HD will be here soon to make us all feel a lot better about ourselves. Of course there's nothing new in these screens, what with the game being a 100% faithful port of the Dreamcast original, but that shouldn't stop you from admiring how pretty and shiny the whole thing looks now.


十八般武器详解(下)

Posted: 05 Jan 2008 02:55 AM CST

十八般兵器之剑

剑是短兵的一种,脱胎于矛形刺兵及短匕首,始原于殷商以前,形极为短小,仅有短平茎,而无管筒。古人用此剑插腰,可割可刺,抵御匪寇与野兽。到了周代,尤其是春秋、战国时期,已成为主要短兵器,士类必有之佩备。连冯谖与汉初的韩信,虽然贫至无食,也仍然随身携带。著名的有干将、莫邪、龙泉、太阿、纯钧、湛卢、鱼肠、巨阙等。春秋时的龙泉剑,仍有一只藏于故宫,至今仍很锋利,证明我国在剑的制造和使用上,有著很悠久的历史。

《初学记?武部?剑》:“其后楚有龙泉,秦有太阿、工市,吴有干将、镆耶、属镂,越有纯钩、湛卢、豪曹、鱼肠、巨阙诸剑。”

《管子》曰:“昔葛天卢之山,发而出金,蚩尤受而制之,以为剑铠,此剑之始也。”

《吴越春秋?勾践阴谋外传》:“越王乃使使聘之,问以剑戟之术。处女将北见于王,道逢一翁,自称袁公,问于处女:‘吾闻子善剑,愿一见之。’女曰:‘妾不敢有所隐,惟公试之。’于是袁公即扙箖箊竹,竹枝上颉桥未堕地,女即捷末,袁公则飞上树,变为白猿,遂别去。见越王,越王问曰:‘夫剑之道则如之何?’女曰:‘妾生深林之中,长于无人之野,无道不习。不达诸侯,窃好击之道,诵之不休。妾非受于人也,而忽自有之。’越王曰:‘其道如何?’女曰:‘其道甚微而易,其意甚幽而深。道有门户,亦有阴阳,开门闭户,阴衰阳兴。凡手战之道,内实精神,外示安仪,见之似好妇,夺之似惧虎。布形候气,与神俱往。杳之若日,偏如腾兔,追形逐影,光若彷彿。呼吸往来,不及法禁。纵横逆顺,直复不闻。斯道者,一人当百,百人当万。王欲试之,其验即见。’越王即加女号,号曰‘越女’。”(其言妙契精微,深得剑术之要。所谓“门户阴阳”,即斗剑时进退纵横之法。而“内实精神,外示安仪”,则是描述斗剑时精神贯注,从容不迫,观变进招的形态。)

金庸更将此段传奇,写进了他的武侠小说《越女剑》中,将剑道的至高境界,作了非常深入的刻划与探讨。

在剑的演练中,一般分为“站剑”和“行剑”两种。“站剑”一般指动作迅速敏捷,静止动作沉稳,富雕塑性。而“行剑”则相对显得停顿较少,动作连续不断,均匀而有轫性。同时剑还有长穗、短穗之刀,穗又称穗袍,它的作用是舞动以惑敌,演练时显得龙飞凤舞,形象优美。尤其长穗,随剑飘舞,更显神妙。

练剑要求身与剑合,剑与神合。《绿水亭杂识四》中说:剑“锋锷如槊刃,而以身为之柄,微州目连猷人之身法,轻如猿鸟,即剑法也。”这里说的“以身为柄”,就是说以身领剑,这是练剑之要。

《吴越春秋?勾践伐吴外传》:“越王乃被唐夷之甲,带步光之剑,杖屈卢之矛,出死士以三百人为阵关下。”(《典略》:“周有屈卢之矛。”)

汉刘熙《释名?释兵》:“剑,检也,所以防检非常也;又敛也,以其在身拱时敛在臂内也。其旁鼻曰镡,镡,寻也,带所贯寻也。其末曰锋,锋末之言也。”

《战国策?韩策一》:“韩卒之剑戟,皆出于冥山、棠溪、墨阳、合膊。邓师、宛冯、龙渊、太阿,皆陆断马牛,水击鹄雁。”邓师,邓国有工铸剑,因名邓师。宛冯,宛人于冯池(荥阳)铸剑,故号。龙渊,河南西平有龙泉水,亦名龙渊,可以淬刀剑,特坚利,故名。太阿,《吴越春秋》:吴有干将,越有欧冶,

《吴越春秋?阖闾内传》:阖闾“请干将铸作名剑二枚。干将者,吴人也,与欧冶子同师,俱能为剑。越前来献三枚,阖闾得而宝之,以故使剑匠作为二枚,一曰干将,二曰莫耶。莫耶,干将之妻也。干将作剑,采五山之铁精,六合之金英。候天祠地,阴阳同光,百神临观,天气下降,而金铁之精不销沦流。……于是干将妻乃断发剪爪,投于炉中。使童女童男三百人鼓橐装,金铁乃濡,遂以成剑。阳曰干将,阴曰莫耶。阳怍龟文,阴作漫理。干将匿其阳,出其阴而献之。阖闾甚重。”

《吴越春秋?阖闾内传》:“湛卢之剑恶阖闾之无也,乃去而出,水行如楚。楚昭王而寤,得王湛卢之剑于床,昭王不知其故,乃召风胡子而问,……风胡子曰:‘臣闻吴王得越所献宝剑三枚,一曰鱼肠,二曰磐郢,三曰湛卢。鱼肠之剑已用杀吴王僚也,磐郢以送其死女,今湛卢入楚也。……臣闻越王允常使欧冶子造剑五枚,以示薛烛,烛对曰:“鱼肠剑逆理不顺,不可服也,臣以杀君,子以杀父。”故阖闾以杀王僚。一名磐郢,亦曰豪曹,不法之物,无益于人,故以送死。一名湛卢,五金之英,太阳之精,寄气托灵,出之有神,服之有威,可以折冲拒敌。然人君有逆理之谋,其剑即出,故去无道以就有道。今吴王无道,杀君谋楚,故湛卢入楚。’”

《初学记?武部?剑》:赵晔《吴越春秋》曰:“越王允常聘欧冶子作剑五枚,三大二小,三曰豪曹。秦客薛烛善相剑,王取豪曹示之,薛烛曰:‘实非宝剑也。今豪曹五色,黯然无华,已殒其光,亡其神,此剑不登斩而辱,则堕于饮中矣。’王曰:‘寡人置剑卢竹上,过而坠之,断金兽之颈,饮濡其刃,以为利也。’”

《初学记?武部?剑》:《吴越春秋》又曰:“越王允常聘欧冶子作名剑五枚,一曰纯钩,二曰湛卢,三曰豪曹,四曰鱼肠,五曰巨阙。秦客薛烛善相剑,越王取豪曹、巨阙、鱼肠等示之,薛烛皆曰:‘非宝剑也。’取纯钩示,薛烛曰:‘光如屈阳之华,沉沉如芙蓉始生于湖,观其文如列星之行,观其光如水溢于塘,此纯钩也。’取湛卢示之,薛烛曰:‘善哉!衔金铁之英,吐银锡之精,寄气托灵,有游出之神,服此剑,可以折冲伐敌,人君有逆谋则去之他国。’允常乃以湛卢献吴,吴公子光弑吴王僚,湛卢去如楚。”

《史记?苏秦列传》裴骃《集解》引《吴越春秋:“楚王召风胡子而告之曰:‘寡人闻吴有干将,越有欧冶,寡人欲因此请二人作剑,可乎?’风胡子曰:‘可。’乃往见二人作剑,一曰龙渊,二曰太阿。”

《初学记?武部?剑》:《贾子》:古者天子二十而冠,带剑;诸侯三十而冠,带剑;大夫四十而冠,带剑;隶人不得冠,庶人有事得带剑,无事不得带剑。”

《初学记?武部?剑》:《春秋繁露》:“礼之所兴也,剑之在左,青龙象也;刀之在右,白虎象也。”

《周官》:“桃氏为剑,腊(两刃)广二寸有半寸,两从半之(剑脊两面杀趋锷者),以其腊广为之茎围,长倍之,中其茎,设其后,身长五其茎长,重九锊,谓之上制,上士服之。”

《孔子家语?好生》:“子路戎服见于孔子,拔剑而舞之,曰:‘古之君子,固以剑自卫乎!’”

《庄子?说剑》:“赵文王喜剑,剑士夹门,而客三千余人,日夜相击于前,死伤者,岁百余人。”由此可见,当时剑术是作为主要武艺存在的。

《史记?项羽本纪》:“范增起,出召项庄,谓曰:‘君王为人不忍,若入前为寿,寿毕,请以剑舞,因击沛公于坐,杀之。’……项庄拔剑起舞,项伯亦拔剑起舞,以身翼蔽沛公,庄不得击。”……张良曰:‘今者项庄拔剑舞,其意常在沛公也。’”

《汉书?艺文志?兵书略》:《剑道》三十八篇。

汉代剑术已甚精备,斗剑中显示了武艺造诣的深浅。曹丕《典论?自叙》:“余又学击剑,阅师多矣,四方之法各异,唯京师为善。桓、灵之间,有虎贲王越善斯术,称于京师。河南史阿言昔与越游,具得其法,余从阿学精熟。尝与平虏将军刘勋、奋威将军邓展等共饮,宿闻展善有手臂,晓五兵,又称其能空手入白刃。余与论剑良久,谓将军非法也,余顾尝好之,又得善术,因求与余对。时酒酣耳热,方食芊蔗,便以为杖,下殿数交,三中其臂,左右大笑。展意不平,庋更为之。余言吾法急属,难相中面,故齐臂耳。展言愿复一交,余知其欲突以取交中也,因伪深进,展果寻前,余却脚,正截其颡,坐中惊视。余还坐,笑曰:‘昔阳庆使淳于意去其故方,更授以秘术,今余亦愿邓将军捐弃故技,更受要道也。’一坐尽欢。”(《三国志?魏书?文帝纪》裴松注引)这段有声有色的记载,反映了当时剑术的高超和斗剑风的兴盛。

杨泉《物理论》:“阮师之作刀,受法于金精之灵,七月庚辛,见神于冶监之门,向西再拜,金神教以水火之齐,五精之炼,用阴阳之候,取刚柔之和,三年作刀千七百七十口,其刀背夹刃,方口洪首,截轻微不绝丝发之系,斫坚刚无变动之异。”

但自唐开始,士大夫心理充满道教神仙妖邪鬼怪之说,剑乃变为镇邪袪凶之器,一若此数尺刚铁,铸成剑形,即具有无上魔力者。于是家悬一剑,即以为祥,不习剑术,而以为剑自可以御敌而胜。所以自唐以后,剑类短兵,有一支为释道所利用,而引入歧途。
从征军士多用刀而鲜用剑,佩刀者渐多于佩剑者,这显然对剑术的发展有相当的阻作用。

舞剑在唐代兴盛起来,杜甫<舞剑器行>描述公孙大娘舞剑绝技:“昔有佳人公孙氏,一舞剑器动四方。观者如山色沮丧,天地为之久低昂。爟如羿射九日落,矫如群帝骖龙翔;来如江海凝清光。”剑的声光,似闻如见,精湛技艺,如呈眼前。

明唐顺之《武编》说:宋太宗“选诸军勇士数百人,教以舞剑,皆能掷剑空中,跃其身左右承之,妙绝无比。会北戎遗使修贡,赐宴便殿,因出剑士示之,袒裼鼓澡,挥刃而入,跳掷承接,霜锋雪刃,飞舞满空。”这些高超绝技,对后来剑术套路及表演技艺的发展,影响很大,至今我们演练的武术套路中,亦有所见。

金庸《笑傲江湖》中的“冲灵剑法”,就是惊绝的特技。

明代各武术流派,在剑术应用的基础上,创造了不少珍贵的剑法,如何良臣《阵纪》所云:“卞庄子之纷绞法,王聚之起落法,刘先生之愿应法,马明王之闪电法,马起之出手法”等,这些剑法为后世剑术的发展,提供了有益的素材。

明代各武术流派,在剑术应用的基础上,创造了不少珍贵的剑法,如何良臣《阵纪》所云:“卞庄子之纷绞法,王聚之起落法,刘先生之愿应法,马明王之闪电法,马起之出手法”等,这些剑法为后世剑术的发展,提供了有益的素材。

剑的招式是以劈、砍、崩、撩、格、洗、截、刺、搅、压、挂、云等为主。它的特点是刚柔相济、吞吐自如,飘洒轻快,矫健优美,正如拳谚所形容的“剑似飞凤”,由此可知其妙。

十八般兵器之锏

锏为短兵之一,方形有四棱,连把约长四尺,因形似简故名。锏无刃,每距六七寸有节者,名竹节锏;自把至端,完全平直者,名方棱锏;盖以形之不同而变更其名也。考锏之由来,与剑为同时;至二十四法之出,则在秦汉以后,创自何人,亦不复可考;惟以短兵利于步战之故,后人多有习之者,即今南北拳家,类能娴之;亦正如单刀軮鞭之携带便利,可随身防护也。惟锏无单用,法重双行,故后人有雌雄锏鸳鸯锏等名,亦矜奇胘异,增减原有之二十四法,而另立门户者;然终脱不了此母法也。且有用长兵之人,而藏锏腰间,以防不测者;是则锏为短兵而兼为暗器矣,此大都皆后人之自作聪明,立伪欺人,不可为训也;世之学武者,宜遵古法行之,庶不至多所皆谬。

铁鞭为六角形,铁锏为四楞形「大小短长,随人力所胜用之。」鞭、锏都属短兵器,因为二者形制相似,所以历代都把鞭、锏相提并论。宋《武经总要》:「铁鞭、铁锏二色,鞭,其形大小长短,随人力所胜用之。有人作四棱者,谓之铁锏,谓方棱似形,皆鞭类也。」明《武备志》亦同。

清王《兵仗记》说:「与剑相类者为铁锏,无刃起四棱,言方棱似也;有与为类者为铁鞭,纯铁为之,状如竹根节也。鞭、锏大小长短,各随力所胜用之。」由以上历史专著,我们可以了解,鞭形戕如竹根节,而状为四棱体,二者长短因人而异,以力量大小而权衡。

鞭与锏历代视之为杂兵,因为在短兵器中不及刀、剑用之广,除双鞭双锏外,多配於其他兵器作战,尤其和长兵为伍来使用。

唐初的战将秦琼善使双锏。

十八般武器之盾

盾是大家所熟悉的古代防御武器。早在商代已有盾,周盾更为完善。《周礼·司兵》明周时已有五种盾。士卒用手执盾,可以遮挡敌人兵器,尤其弓箭的进攻。如《韩非子》上说:“赵简围街,犀盾迟橹,立于矢石之所及。”说明盾之坚固,不畏弓矢弩石,及近距离无伤。

《周礼·夏官·司兵》:“司兵,掌五兵、五盾。”郑玄注:“干橹之属,其名未尽闻也。”林尹按:古有大盾、步盾、子盾等。

《周礼·夏官·司戈盾》:“司戈盾,掌戈盾之物而颁之。祭祀,授旅贲殳、故士戈盾。授舞者兵,亦如之。”

在科学不发达的古代,盾牌是重要的防御武器,所以类繁杂。如下:

汉刘熙《释名·释兵》:“盾,遯也,跪其后,避刃以隐遁也。大而平者曰吴魁,本出于吴,为魁帅所持也。隆者曰滇,盾本出于蜀,蜀、滇所持也。或曰羌盾,言出于羌也。约胁而邹者曰陷虏,言可以陷破虏敌也,今谓之露见是也。狭而长者曰步盾,步兵所持,与刀相配者也。狭而短者曰孑盾,车上所持者也。孑,小称也。以缝编版谓之木络,以犀皮作之曰犀盾,以木作之曰木盾,皆因所用为名也。”

曹丕《典论·自叙》:“夫事不可自谓己长,余少晓持复,自谓无对;俗名双戟为坐铁室,镶楯为蔽木户。”(《三国志·魏书·文帝纪》裴松注引)

唐代时有一种盾牌叫彭排(或旁排),指皮木漆质的盾,其名有膝排、团牌、漆排、木排、联木排、皮排六种。

宋代盾牌形制不同,小盾为马战和步战用,大盾攻城时可用,且有木盾、铁盾之分。大盾:《宋史·赵赞传》:“世宗移兵趋濠,以牛革蒙大盾攻城。”木盾:《宋史·曹利用传》:“利用至岭外,遇贼武仙县,贼持健标,蒙采盾,衣甲坚利,锋镝不能入,利用使士持巨斧长刀破盾。”盾之威力:《宋史·宗越传》:“家贫无以市马,常刀盾步出,单身挺战,众莫能当。”

明代枪、炮已有相当威力,但用有限,盾牌仍然发挥其作用。尤其在抗倭战场上,戚继光采用轻捷的藤牌兵屡胜倭寇。戚继光《纪效新书》:盾牌“其来尚矣,主卫而不主刺,国初本加以革,重而不利步”,故改“以藤为牌,铳子虽不御,而矢石枪刀皆可蔽”。至于演练藤牌的方法,何良臣《阵纪》说道:“赖礼衣势、斜行势、仙人指路势、滚进势、跃起势、低平势、金鸡闯步势、埋伏势”八种,至于姿势,则要求“牌如壁,闪牌如电,遮蔽活泼,起伏得宜”。都是灵活的上步、退步、小跳步等。

清军入关时已有藤牌军,牌用坚藤制,呈反荷叶形,因其坚又有伸缩性,所以抵御刀剑枪斧及矢镞弹丸,颇有效,多为冲锋陷阵之步兵用。

今天这古老的防御武器,却成了我们武术锻炼中的器具,用盾牌进行的对练项目,如盾牌刀对单刀、盾牌刀进棍、盾牌刀对朴刀等,不仅在国内表演时受到大众的欢迎,而且在国外表演也到好评。

十八般兵器之枪

枪和矛一样,是古代战场上使用最广的长形刺兵,后汉已有载录,但是刀刃锐长,还未脱离矛头形式。因为长矛使用不便,晋代开始逐渐流行用枪,当时所用的青铜矛头,体制也较以前略小,已与后世的铁枪头相类了。唐代善枪者甚多,《五代史?王彦章传》说:“彦章为人饶勇有力,能跣足履棘行百步,持一铁枪,骑而驰突,奋疾如飞,而他人莫能举也,军中号王铁枪。宋代以后,矛在基本上就被枪所代替了,未曾公亮的《武经总要》就列举了十八种宋代长杆铁枪,其中有:捣马突枪、双钩枪、环子枪、单勾枪、拐枪、拐突枪、锥枪等。南宋抗金名将岳飞,极善使枪,至今尚有岳家枪法。

《宋史?李全传》:李全“以弓马趫捷,能运铁枪,时号‘李铁枪’。”全妻杨氏,“二十年梨花枪,天下无敌手”。

戚继光《纪效新书》说:“长枪之法,始于杨氏,谓之曰梨花,天下咸尚之;其妙在于熟之而已,熟则心能忘手,手能忘枪;圆精用不滞,又莫贵于静也,静而心不妄动,而处之裕如,变幻莫测,神化无穷。”金庸的《神雕侠侣》中,杨康用的就是杨家枪法。

明代是武术发和分枝的盛期,所以枪术在这个阶段,理论和技术都有明显的提高,各家枪法,相竞争艳。何良臣《阵纪》说:“马家枪、沙家竿子、李家短枪,各有其妙,长短能兼用,虚实尽其锐,进不可挡,速不能及,而天下称无敌者,惟杨氏梨花枪法也。”当时推崇杨家枪法,是因为杨家枪“有虚实,有奇正;其进锐,其退速;其势险,其节短;不动如山,动如雷震”。明崇祯八年(西元1635),兵部侍郎毕懋康《军器图说》,载有一幅喷火烧灼的梨花枪,并说明道:“梨花枪以梨花一筒,系缚于长枪之首,发射数丈,敌著药昏眩倒地,火尽则用枪刺敌。”这种枪兼有火器效能,在新式火器出现之前,显然是一种有效的利器。

到了晚清,长枪趋于简单,偏重扁镞形刃,圆底筒,直到今天武术运动就是使用这种类型。目前流行的枪有大枪、花枪、双头枪、短枪、双枪、钩镰枪等。枪的用法主要有:扎、刺、榙、掤、缠、圈、拦、拿、扑、点、拨、舞花等。

十八般武器之鞭

鞭、二者,始源甚早,但鲜见出土文物。《史记·伍子胥列传》:“及吴兵入城,伍子胥求昭王,乃掘楚平王墓,出其尸,鞭之三百,然后已。”说明春秋、战国时期已开始用鞭。

《初学记·武部·刀》:古者用革,以扑罪人,亦以驱马。故其文从革。《书》曰:“鞭作官刑。”此则施于民也。《传》曰:“左执鞭弭。”又曰:“虽鞭之长,不及马腹。”此则施于马也。其后以竹代革,则策、棰二文,又并从竹,盖因驱策棰击之义以立名也。

后梁战将王彦音,不仅善枪,而且善铁鞭。冯云鹘《金石索》中,图示了王彦章铁鞭一幅,“长仅六尺二寸强,重清秤十五斤,凡十九节,每节以铜条束之,柄饰木而束以铜,柄端如槌,四面环列‘赤心报国’四字”。《中国兵器史稿》可知鞭虽属短兵类,但其形制较长,而且较重,需大力演练。

宋丁度、曾公亮《武经总要》:“铁鞭多节,系袭晋代遗制。连珠三节鞭亦系胡人器形。铁唐代已广用之。”

宋人喜欢用短小的打击兵器、主要靠重力打击敌人,使用者必须是力气大的人,多在马上使用,徒手持用则重了一些。

明代出现了两节铁鞭,其形略如宋代铁链夹棒,但宋器铁链颇长而短棒怍方体;明器则中链甚短,而上下棒均系细圆体,所以其名叫鞭。其他鞭,明代甚多,何良臣《阵纪》说:“钯尾鞭、丈八鞭、连珠铁鞭、豹尾鞭、铁,各有专门,但身法、手法、步法,皆由拳棍上来。”此可知,明军中多有用鞭者,而且重视以拳棍技术为基础,来提高鞭的实战能力。

清代鞭形制已有软硬之分,但软硬之广用,是在清军入关之后,因为当时满族人及北方人喜练这种鞭。当时为九节鞭,每一节长仅三至四寸,联以铁环,不用时,可以收小握于一手之中,或围绕腰际。用时抽开鞭头,套索于腕,猛力一抽,鞭即挺直,可用其击、笞、勾、缚,善用者常可胜敌人之刀剑,一击而可拖拉敌颈或腿,使其倒地。

还有一种木质鞭杆,其长度以人之一臂加肩宽度之,亦称“短鞭”。因其形短小,用时极方便。

鞭有单、双、软、硬之分,其质有铜、铁、铁木、纯木之别,与用皮革制成,驱赶牛马的鞭子,是完全不同的器具。但软鞭类的七节鞭、九节鞭、十三节鞭等,与赶牛马的鞭子,在来源上,可能有一定的关系。

鞭与使法相似,主要以挡、摔、点、截、扫、盘、剉、板、戳、拦、撩、拨,以及绞压等主。它要求演习者在身法上转折圆活,刚柔合度;步伐轻捷奋迅,与手法紧密配合。

软鞭是软硬兼施的兵器,其特点是身械协调性强,演练者强,既要有击打速度,又要体现灵巧的方法。尤其舞动时,上下翻飞,相击作响,如银蛇飞舞,使人眼光撩乱,因此有极好的表演效果。

十八般兵器之弓 

王弓、弧弓、夹弓、廋弓、唐弓、大弓、虎贲弓、雕弓、角端弓、路弓、强弓。马箭、袖箭、步箭。

弓箭的使用,应该是很早的。据说远古时代没有丧葬的习惯,人死后就将尸骸弃置在荒郊野外,有孝子不忍父母遗体被禽兽啃啮,所以作“弹”来保护;后来,黄帝将“弹”改良成“弦木为弧,剡木为矢;弧矢之利,以威天下”的弓箭。所以传说中黄帝修练成仙后,准备骑龙上天,臣民们舍不得,都争先恐后抢抓龙髯,想留住黄帝,结果髯断、弓坠,上不了天庭的百姓只好抱著弓呜号,因而后人就称黄帝的弓为“乌号弓”。

古代著名的神箭手,除了传说射下九个太阳的后羿之外,还有号称“百步穿杨”的战国楚人养由基,射百步之外的细柳枝,到了百发百中、神乎其技的地步,每次炫耀神射时,看热闹的观众都多到几千人。他的同僚稽康也是著名射手,很不服气,于是取出七件铠甲,捆束成札,放在五十步外,张弓一射,竟然箭穿七甲,因而很神气地向养由基示威。养由基却用“催箭法”,一箭射向铠甲上的箭尾,竟将前箭整只推出铠甲外,稽康瞠目结舌之余,也不得不拜服称谢。

汉代的飞将军李广也是精于箭法,有次外出打猎,误将大石头看成老虎,屏气凝神、一箭射出,竟然连镞带羽,整只箭都射进了坚硬的石头里去!唐代的薛仁贵则是在唐高宗面前,一箭射穿五件铠甲;后来又在天山十余万突厥大军前,三发三中、连杀三位阵前敌将,吓得对方军心涣散,立刻投降,嬴得“三箭定天山”的美誉。

四0年代郑证因的武侠长篇钜著《鹰爪王》中,雪山二丑的独门暗器就是“蛇头白羽箭”,箭尖下横嵌两支钢针,只要箭尖射入人体,钢针即蹦出左右向肉里横穿出去,所以中了此箭,不死也落得残疾。另外,古龙的后期作品《那一剑的风情》中,青龙会独有的微型暗器“情人箭”,则是一红一黑两支小箭。使用时,黑箭先发,让对手被宛如情人眼波般的黝黑迷惑,正在心神荡漾之际,红箭已悄悄射入,血便如情人的眼泪般滴滴流出。

十八般兵器之戟

戟为戈、矛合体之兵,柄前安直刃以刺敌,旁有横刃,钶勾啄敌,具有勾刺的双重作用。

1975年北京近郊发掘周初(约西元1120年)木椁墓,出土青铜兵器中,有“戟”九支,证明了:“戟”这种中国特有的兵器,至少已有三千年以上的历史。

周代大戟的出土,说明在周时已广为使用。古籍所载“棘”即“戟”。《左传?隐公十一年》:“颍考叔挟辀以走,子都拔棘以逐之。”杜预注:“棘,戟也。”戟又为战国时的五兵之一,可知戟为当时常见的兵器。

1974年在陕西临潼秦始皇陵的秦俑从葬坑中,出土了大批的兵器,有秦弓、镞、矛、戈、钺、吴钩等。就是两千两百年前,秦代军队武器装备的再现。戈、矛、戟这三种兵器,都安有三公尺左右的长木柄,下端装有铜錞,有的矛柄长达6.3公尺。

汉刘熙《释名?释兵》:“车戟曰常,长丈六尺,车上所持也。八尺曰寻,倍寻曰常,故称常也。手戟,手所持擿之戟也。”

《周礼?考工记?庐人》:“庐人为庐器,戈柲六尺有六寸,殳长寻有四尺,车戟常。”

汉刘熙《释名?释兵》:“戈,句孑戟也。戈,过也,所刺捣则决过,所钩引则制之,弗得过也。”

汉代长兵重戟,长度在长兵与短兵之间。《汉书?东方朔传》:“武帝坐未央前殿,东方朔执戟立。”说明汉代文臣亦执戟。(?)又有双戟,《三国志?吴志》:“孙权乘马射虎,投以双戟”、“甘宁执双戟舞”、《魏志》“帐下壮士有典君,提一双戟八十斤。”。可见当时戟不仅广用,而且较重。

曹丕《典论?自叙》:“夫事不可自谓己长,余少晓持复,自谓无对;俗名双戟为坐铁室,镶楯为蔽木户。后从陈国袁敏学,以单攻复,每为若神,对家不知所出,先日若逢敏于狭路,直决耳!”(《三国志?魏书?文帝纪》裴松注引)

晋代,长兵重矛枪,戟已降为仪仗之器,军士均执枪,而不执戟了。《晋书?王浚传》:“浚起宅门前路,令广数十步,曰:吾欲容长戟帜旗。”可知戟已 不在战场上应用了。

唐代戟已广用于舞具。《唐书?礼乐志》:“太宗制舞图,命吕才以图教乐工百二十八人,披银甲,执戟而舞,每三变,每变为四阵,象击刺往来,歌者和曰‘秦王阵乐’。”此虽是银甲执戟,但戟已完全失去武器性质,沦为舞具了。

宋代的戟很少用于战场。《武经总要》在长柄铁刀类中,绘有一种“戟刀”,可知其形制为适应战场而变化,不是原形戟了。

清代杂兵中有一种月牙短戟,或名手戟,除月牙刃外,上有尖锋、曲钩,亦具有勾兵、刺兵、割兵、镋兵等作用。

目前仍有练戟者,戟的练法与刀枪不同,戟一般不做舞花,以剁、刺,勾、片、探、挂掳、磕,为主要的招式。

古代戟分戟分马上戟、步战戟、双戟等不同用法,明清以后,同样形制的戟,各种武术流派,亦有各种不同练法。

十八般武器之索

绵绳套索类似美国西部牛仔套牛用的“绳套”,是一种“生擒”的兵器。传奇小说中有此武器,说的是隋末豪侠虬髯客,深谙飞索奇技,并传给唐开国大将李靖,李靖将此绝技用在军战上,挑选精兵,苦练飞索工夫。

飞索长约一丈二尺,也有二至三丈长,最好用牛筋或鹿脊筋劈成网丝,与人发、纯丝混编,索头系上锚形钩,用时将索投出,攫住敌人。每次实战中,都将飞索军杂布兵士之中,趁隙擒捕敌方主帅,敌军骤失主帅,往往未战先怯,因而败军。

元代骑兵善套马,索的一端结成环状活扣,后来将绳索改为“轮圈”,可以套敌之颈等部。明代将套索与檛结合,成了飞挝、飞钩,用长绳系住,以抛远击敌,比一般中短兵器稍长。但是它的缺点是抛出后收拢回来的空档,有被敌人乘虚而入的危险,所以只能作为辅助兵器。

古典传奇与武侠小说中,常见战场上使用镖绳套住生擒对手的描述,这种武器经过历代武师的实练与作家想像的发挥后,演化出许多同类型的暗器,例如流星槌、绳镖、狼牙槌、龙须钩、软鞭、铁莲花、飞爪等,民间武术界仍然经常可见。

萧逸的《饮马流花河》中,明代当朝王爷朱高煦就擅使“神鹰铁爪”,铁爪五指都是设计灵活、可适时曲动的钢尖,爪由一串纯纲指环连结,挥手一抖,即可抓挝敌手,威力极强。

十八般武器之白打

白打就是赤手空拳的博斗,唐代诗人王建云:“寒食内人尝白打,库中散与金钱”,是说寒食节时,县府会礼聘府中能搏击的人,表演白打作为余兴节目。清初周亮工《闽小记》也说:“白打,即今之手搏,名短打者是也。昔日白手不持寸铁为白战,武艺十八,终以白打。以白打为终,明乎其不持寸铁也。”

白打的方式,大致有两种:一种是“拳术”,讲求眼明手快,腾挪闪避,明朱国祯《涌潼小品》说:“即手搏之战,俗称打拳,能拉人骨至死,死之迟速,全在手法,可以日月记。”戚继光《纪效新书》说得较清楚:“拳法似无预干大战之技,然活动手足惯勤肢体,此为初学入艺之门也。大抵拳、棍、刀、枪、叉、钯、剑、戟、弓、矢、钩、镰、挨、牌之类,莫不先由拳法活动身手。其拳也,为武艺之源。”

清初大儒颜习斋五十七岁时,曾拜访当时有名的侠士李木天,李侠士就对他说:“你愿意学武艺的话,应当先学拳,拳法是练习武艺的基础。”说罢,乘兴于月光下解衣为颜习斋表演各家拳法。所以武术家也流行一句话:“练拳不练功,到老一场空”。戚将军又总结历代白打的经验,说:“拳打不知,是迅雷不及掩耳,所谓不招不架,只是一下,犯了招架,就有十下。”这些精辟的论述,至今在武术界广为流传。

另一种白打是“掼跤”,亦即柔道、摔角之类,周代已有记载。《左传》说二千六百年前,晋侯曾经梦见自己与楚子“搏”(摔角)。《公羊传》说:二千六百五十年前,宋国的大力士宋万受不了国君宋闵公的嘲谑,于是“搏闵公,绝其脰”(与闵公徒手搏斗,折断闵公脖子),侍从仇牧看见了,上前吓止,也被宋万“臂摋,碎其首”(用臂膀椎杀,并且撞碎脑袋)。可见宋万的博斗技巧高明,竟然徒手就将两人的头颈折断撞碎。这件事发生后不久,《谷梁传》也记录一则史实道:鲁国公子季友帅军攻讨莒国,俘掳莒君之弟莒挐,为了解决两国的恩怨,就对莒挐说:“我们两人有仇隙,却要无罪的士卒牺牲,实在不该。”于是二人商议好,“屏左右而相搏”(避开亲信,两人相互搏斗)。这些都说明早在春秋、战国时代,就与盛手搏、技击了。

《汉书》说:汉哀帝不好声色,只是有时喜欢欣赏“卞射武戏”。魏人苏林注解道:“手搏为卞,角力为武戏。”《汉书?艺文志》载有《手搏》六篇,可知角力是汉代宫廷中流行的武技,甚至还有专书介绍其技巧。曹丕也曾向善于博击的部将邓展请教,他记述此事道:“尝与平虏将军刘勋、奋威将军邓展等共饮,宿闻展善有手臂(善长搏击),晓五兵,又称其能空手入白刃。”于是曹丕向对方讨教,二人对搏的过程,曹丕写得十分生动:“余知其突以取交中也,因伪深进,展果寻前,余却脚剿,正戳其颡”,结果当然是曹丕赢了。可见曹丕竟还是三国时代的搏击高手哩!

武侠小说里的拳法,如玄冥神掌、化骨绵掌、阴阳五行掌、三十六手擒拿点穴术、光明拳、空明拳、美女拳法、一阳指、金刚六阳手、拍影功……等,多得如过河之鲫,不胜枚举。金庸的《神雕侠侣》中,杨过自创“黯然销魂掌”一十七式,以生离死别的黯然销魂思绪,贯入拳脚中,随意掌击就将大海龟背壳打得粉碎;而《笑傲江湖》令狐冲的“屁股向后平沙落雁式”,开了搏击的一个大顽笑,尤其叫人绝倒!

十八般武器详解(上)

Posted: 05 Jan 2008 02:58 AM CST

在古典小说和传统评话中,常说武艺高强的人是“十八般武艺样样精通”,这十八般武艺是指使用“十般兵器”的功夫和技能。

“十八般兵器”究竟是什么时候开始出现的呢?在我国古籍记载里认为,刀、枪、弓、箭为黄帝所造;“二八般兵器”是战国时代军事家孙膑、吴起所创。其实这些兵器的出现比黄帝、孙膑、吴起时代要久埃尔富特是多,至少在中石器时期,我们的祖先为了防身和狩猎需要,就开始懂得制造和使用木棒、石刀、石斧等一类原始的兵器(不妨说也是生产工具)。在我国各地新石器时代的个文化遗址中,还发现了用石料、兽骨和蚌壳磨成的箭镞。

到了商代,我们的祖先开始使用青铜铸造刀、枪、钺等兵器。战国时代,懂得使用铁来铸造制兵器。到了汉代和魏晋时期。战国时代,民生得使用铁来铸造制兵器。到了汉代和魏晋时期,由于我国南方冶金事业的进一步发展,开始普遍使用铁和钢铸造刀、枪、剑,各种各要的兵器也开始多了起来,南北朝以后,铜制的兵器就看不到了,都由铁和钢代替。到了明代,“十八般兵器”基本上已完备定型。

“十八般兵器”一词在古书中还找不到,明代谢肇 《五杂俎》,清代褚人获《坚 集》两书中都只有“十八般武艺”之说。显然,“十八般兵器”一词是后人所造。“十八般兵器”究竟指的是哪些兵器,,因为年代、地区和流派的不同,对“十八般兵器”的解说也各异。汇总起来。古今有以下十多种不同的说法。

据《五杂俎》和《坚 集》两书所载,“十入般兵器”为弓、弩、枪、刀、剑、矛、盾、斧、钺、戟、黄、锏、挝、殳(棍)、叉、耙头、锦绳套索、白打(拳术)。后人称其为“小十八般”。

今天,武术界普便对“十八般兵器的解说则是刀、枪、剑、戟、斧、钺、钩、叉、鞭、锏、锤、抓、镗、棍、槊、棒、拐、流星。

最早是汉武于元封四年(公元前107),经过严格的挑选和整理,筛选出18种类型的兵器:矛、镗、刀、戈、槊、鞭、锏、剑、锤、抓、戟、弓、钺、斧、牌。棍、枪、叉。

到了三国时代,著名的兵器鉴别家吕虔,根据兵器的特点,对汉武帝钦定的“十八般兵器”重新排列为九长九短。九长:刀、矛、戟、槊、镗、钺、棍、枪、叉;九短:斧、戈、牌、箭、鞭、剑、锏、锤、抓。

从以上各说看,十八般武艺所列兵器大同小异,形式和内容却十分丰富。有长器械,短器械。软器械、双器械;有带钩的、带刺的、带尖的、带刀的、有明的、暗的;有攻的、防的;有打的、杀的击的、射的、挡的。

可见,十八般武艺所列兵器,是古代大师的兵器(约有四百多种)中,在实战时最常用的一部分。

十八般武器的分类

依据兵器的性质加以区分,“十八般武器”可以分成六大类∶

(一)抛射兵器∶弓、弩、箭、矢、铳

(二)长兵器∶戈、矛、枪、棍、棒、挝、殳、杵、杆、杖、钯、把头、铲、斧、钺、戟、槊、叉、钩、大刀、大镰。

(三)短兵器∶剑、刀、鞭、鐧、钩、镰、锤、链、尺、拐、哨子棍、环(圈)、轮。

(四)软兵器∶流星、绵绳套索。

(五)奇门兵刃∶三尖两刃刀、橛、点穴针、扭子、匕首、鸳鸯钺、三节棍、盾牌、判官笔、状元笔、阴阳锐、铁尺。

(六)暗器∶飞剑、飞刀、飞镖、镖刀、梅花针、飞针、飞刺、飞铊、飞抓、飞铙、梅花袖箭、袖筒箭、摔手箭、花装弩、踏弩、袖弩、袖圈、袖蛋、弹弓、飞蝗石、铁莲花、铁鸳鸯、如意珠、流星锤、铁拳、龙需钩、绳镖、罗汉钱、喷筒、龙吒、梅吒、血滴子。“

“而兵器的形制不一,适用对象也有所区别。”

十八般武器之弩

弩的射程比弓远。

战国时期有四弩:夹弩、廋弩、唐弩和大弩。夹弩、廋弩较轻便,发射速度快,多用于攻守城垒;唐弩、大弩是强弩,射程虽远,但发射速度较慢,多用于车战和野战。

《战国策·韩策一》:“天下强弓劲弩,皆自韩出,溪子、少府、时力、距来,皆射六百步外。”许慎注《淮南子·俶真篇》:南方溪子蛮夷柘弩,皆善材。韩有溪子弩。”少府,官府名,少府所造之弩。时力,作之得时,力倍于常,故名时力。距来,当为“距黍,《荀子·性恶篇》:“繁弱、钜黍,古之良弓也。”

《汉书·艺文志·兵书略》:《望远连弩射法具》十五篇。

汉代的弩,有用双臂拉开的“擘张弩”,和用脚踏的“蹶张弩”两种。

诸葛亮在蜀时,曾制造一种连弩,称为元戎,弩箭用铁制,长八寸,将十枝箭放在一个弩槽里,扣一次板机,就可由箭孔向外射出一枝,弩槽中的箭随即又落下一枝入箭膛上,再上弦,又可继续射出。(武术论集P164)

晋代的弩较汉代大,有“万钧神弩”之号。如晋安帝义熙六年十二月(西元410)刘裕用万钧神弩,连破卢循。

宋神宗熙宁元年(西元一0六八),李宏发明踏张弩,名叫神臂弓,《宋史》说:“身长三尺二寸,弦长二尺五寸,箭木羽长数寸,射三百四十余步,入榆木半箭。”具有射程远,重量轻的优点,所以一直流传到明代。

北宋时,床弩盛行,《武经典要》载有双弓的双弓床弩、大合蝉弩、斗子弩和三弓的手射弩、三弓弩。明代末年,弩渐衰落,清朝军队已经不用为战斗武器了。

十八般武器之斧

汉刘熙《释名?释用器》:“斧,甫也,甫,始也。凡将制器,始用斧伐木,已乃制之也。”

斧之溯源甚早,原始人类,即知拾利石为劈器。而最早之铜斧,见于商代,不仅用于武事,而且有的雕刻嵌镂,极为精美,已为仪仗之用。周代用斧风气不如商代,到了双锋剑出,与刀并用后,斧就更少人使用了,只作为砍迆工具,或为乐舞仪仗及斩杀之器。斧虽不作为主要兵器使用,但各代均有使斧者,尤其生活在北方地区的民族,喜练斧类兵器。

宋曾公亮《武经总要》载有大斧、凤头斧,都是隋、唐遗制。元代军队喜用小斧、镰斧和宽体大斧。清代将士喜用双斧,斧柄仅有尺余,斧刃甚小,双斧均可插腰,战场上使用灵活。

我国史籍中鲜见斧兵的记载,而古典小说中则多有描述。《三国演义》第五十二回:“道荣出马,手使开山大斧,……轮大斧竟奔孔明。”《水浒传》第三十八回说黑旋风李逵,“使两把板斧”,第七十二回说李逵“拿著双斧,大吼一声,跳出店门”。从这些小说反映的情况,我们可以看出,斧是历代广为使用的兵器,所以它也成了民间武艺小说中一般侠客的常用兵器之一。

斧的主要用法有:劈、砍、剁、抹、砸、搂、截等,舞动起来显得粗犷、豪壮,可以显出劈山开岭的威武雄姿。

十八般武器之钯、铲

钯、朳、镋钯、铛、铲、月牙铲、马叉

耙头的出现比较晚,明代以前少见载录,至今也未见到“耙头”实物,却有“叉钯”和“镋钯”这两种兵器。镋钯是从农具演变来的兵器,外形像马叉,上有利刃,两面出锋,刃下左右横出两尖股,向上弯,可以刺击,也可以防御。

茅元仪《武备志》描述它的形制道:“镋钯,上用利刃,横以弯股,刃有两锋,中有一脊,造法须分脊平磨,如磨刀法,两刃自脊平减至锋,其锋乃利,日久不秃,中锋头之下库,可容核桃,则安于木杪,乃不折损,仍用一钉关之。”戚继光的《练兵实纪》也说:“此器柄长八尺,于马上最便,可戳可格,利器也。此自杀倭始。”说明镋钯是明军为御倭所创制的。

实战中,每两名镋钯手,配备三十支火箭,敌人远离时,钯叉两股可以充当发射架;敌人迫近时,可刺击对方;当与敌人兵刃相斗时,可以制住对手器械。真可称作战争中最有利的兵器。

清王啅《兵仗记》载:“钯之制有二,曰铁钯,曰木钯。铁钯之头,直刃横齿皆铁;木钯铁刃木横,上施铁齿,铁皮裹钉。其使钯之家五,曰雄牛出阵钯,曰山门七埋伏钯,曰番王倒角钯,曰直行虎钯,曰稍拦跟进钯。”所说的形制,像是一般的农耙,与明代钯形不同,可能是清代才有的兵器。清代绿营兵还使用凤翅镋、五趐镋、月牙钯、通天钯等隔拿兵器,形制大同小异,各有特点。

武侠作家萧逸的《春江万里情》中,男主角郭潜即用“凤翅铛”,长三尺许,通体紫红,四菱铛头,月牙形刀刃,极为锋利。

耙又名“扒”,和农家的铁齿耙差不多。主要用于船战,可以隔架敌人长兵器,也能趁机杀伤敌人。《西游记》中,猪八戒用的“九齿钉朳”就是这种兵器。

十八般武器之矛

矛属于刺兵,是枪的前身。原始社会,人类就用兽角、竹片、尖形石块刺杀动物,后来加上柄,就成了矛。周代五兵,矛占其二,可知为主要兵器。

马衡《凡将斋金石丛稿》:“矛,宜刺之兵也,三分其长,二为刃、一为骹。刃之脊隆起,脊之两旁微陷,以通空气,取其刃而易拔也。”

《周礼·考工记·庐人》:“庐人为庐器,戈柲六尺有六寸,殳长寻有四尺,车戟常,酋矛常有四尺,夷矛三寻。凡兵无过三其身。过三其身,弗能用也。而无已,又以害人。故攻国之兵欲短,守国之兵欲长。攻国之人众,行地远,食饮饥,且涉山林之阻,是故兵欲短。守国之人寡,食饮饱,行地不远,且不涉山林之阻,是故兵欲长。”

《周礼·考工记·庐人》:“酋矛,常有四尺;夷矛,三。”郑玄注:“八尺曰寻,倍寻曰常。酋、夷,长短名;酋之言遒也。酋,近;夷,长矣。”

《周礼·考工记·庐人》:“凡为酋矛,参分其长,二在前,一在后,而围之;五分其围,去一以为晋围,参分其晋围,去一以为刺围。”

1974年在陕西临潼秦始皇陵的秦俑从葬坑中,出土了大批的兵器,有秦弓、镞、矛、戈、钺、吴钩等。就是两千两百年前,秦代军队武器装备的再现。戈、矛、戟这三种兵器,都安有三公尺左右的长木柄,下端装有铜錞,有的矛柄长达6.3公尺。

汉代,矛的形制甚多,汉刘熙《释名·释兵》:“矛,冒也,刃下冒矜也。下头曰鐏,鐏入地也,松椟长三尺,其矜宜轻,以松作之也。椟,速椟也,前刺之言也。”

汉刘熙《释名·释兵》:“矛长丈八尺曰俏,马上所持,言其俏俏便杀也;又曰激矛,激截也,可以激截敌阵之矛也。仇矛,头有三叉,言可以讨仇敌之矛也;夷矛,夷,常也,其矜长丈六尺,不言常而曰夷者,言其可夷灭敌,亦车上所持也;矛,长九尺者者也,,霍也,所中霍然即破裂也。殳矛,殳,殊也,长丈二尺而无刃,有所撞挃于车上,使殊离也。”俏═犬+ 肖。═矛 +p55

汉刘熙《释名·释用器》:“仇矛,仇,仇也,所伐则平,如讨仇仇也。”

汉刘熙《释名·释兵》:“鋋(小矛),延也,达也,去此至彼之言也。”

《吴越春秋·勾践伐吴外传》:“越王乃被唐夷之甲,带步光之剑,杖屈卢之矛,出死 士以三百人为阵关下。”(《典略》:“周有屈卢之矛。”)

十八般武器之叉

叉的起源很早,六千多年前的陕西半坡村遗址中,就曾发现过原始的骨制鱼叉,用来扎取鱼类。不过,居住在森林旁的猎户们,为了猎杀大型野兽如猛虎、花豹等,需要保持安全距离,所以使用三股长叉,一般称作“虎叉”。

《水浒传》说道解珍、解宝两兄弟,收了知府的捕虎文状,要捉山上大虫,于是“拿了钢叉,两个径奔登州山上”。可见“钢叉”是捉虎的利器。有时为了便于远掷以确保安全,又改成了投掷用的飞叉。

“叉”后来发成兵器,种类很多,大致可按长短分,或以叉股分;历代都不是主要兵器,而与钩、镰、钯等杂兵器并论。宋代有叉竿,长二丈,用来叉飞梯与登城。南宋宗泽的偏将张纯善使飞叉,能在二十步外取人性命,并且教出很多使飞叉的士卒。明代又有丈余长的“马叉”,茅元仪的《武备志》说:“上可叉人,下可叉马。”是步兵所用的长兵。

国剧《金钱豹》里,有飞叉的特技,叉头分成三股,股与叉柄连接处,套上钢片两片,随著演员舞动、抛掷时,铮铮作响,增强了惊险与娱乐的效果。这些其实都是从民国初年江湖杂耍卖艺者学来的身段。

十八般武器之刀

汉刘熙《释名·释兵》:“刀,到也,以斩伐到其所乃击之。其末曰锋,言若蜂刺之毒利也。其本曰环,形似环也。其室曰削,削,峭也。其形峭杀,裹刀体也。室口之饰曰琫,琫,捧束口也。下末之饰曰埤,埤,卑也,在下之言也。短刀曰拍髀,带时拍髀旁也;又曰露拍,言露见也。”埤═玉+卑

郭子横《洞冥记》:“黄帝采首山之金,始铸为刀。”(《初学记·武部·刀》)

《初学记·武部·刀》:历代有吴刀、赤刀、容刀、鸾刀、郑刀、孟劳、西戎利刀、昆吾割玉刀、鸣鸿刀、百辟宝刀、百炼、青犊、漏影三刀。

曹丕《典论》:“魏太子丕造百辟宝刀,一曰灵宝,二曰含章,三曰素质,又作露陌刀,一名龙鳞刀。”

梁陶弘景《古今刀剑录》(收入《汉魏丛书》中)p747。

《初学记·武部·剑》:《春秋繁露》:“礼之所兴也,剑之在左,青龙象也;刀之在右,白虎象也。”

汉刘熙《释名·释兵》:“佩刀,在佩旁之刀也,或曰容刀,有刀形而无刃,备仪容而已。”

刀是我国最早出现的兵器之一,原始人用它切、砍,划、刮,或割兽皮之用。殷商的铜刀就脱胎于原始的石刀,并出现了大型的战刀。周代所用的环首长刀,不仅汉代亦用,而且传至日本、朝鲜。汉代帝王公卿,均佩刀而不复佩剑,可见刀之作用在汉代尤为突出。

《三才图会·器用》卷六:“关王偃月刀,刀势即大,其三十六刀法,兵仗遇之,无不屈者。刀类中以此为第一。”

唐代渐改为无环的装柄刀,刀在军事上的应用,已超了过剑。

唐书·杜伏威传》:“伏威邑人也,貌魁雄善用两刃刀,其长丈,名曰拍刀,一挥杀数人,前无坚对。”

宋代,承袭三国、两晋、隋、唐之制,传统单刀只一色,刀形笨重,铁刃也宽。其余大刀则广用之,有屈刀、掩(揠)月刀、。眉尖刀、凤嘴刀、笔刀等。

明代多仿日本刀式,作双手握柄砍杀的长刀,可以削断或砍损对手的长兵之柄,。戚继光《纪效新书》:“长刀,自倭犯中国始有之。倭善跃,一进足则丈余,刀长五尺,则丈五尺矣。我兵短器难接,长器不捷,身多两断。”

武术家们常用“刀如猛虎”来形容刀的勇猛慓悍,雄健有力。大刀属于长兵器,俗云“大刀看刃”,就是在用刃上,做到劈、抹、撩、斩、刺、压、挂、格等工夫。单刀、双刀都是短兵器,语谓“单刀看手,双刀看走”,所以单刀讲求裹胸和劈、砍、刺、撩、抹、拦、截等刀式,而双刀则讲究两手用力均匀,刀式清楚,步点灵活,上下协调,以显出“叶里藏花,双蝶飞舞”的姿态。目前流行的有朴刀、三尖两刃、双环刀、长刀(双手刀)等。

十八般武器之钺 

钺是斧的一种,但比斧大 。

汉刘熙《释名 释兵》:“钺,豁也。所向莫敢当前,豁然破散也。”(释名未见)

春秋、战国时,钺出土较多,但已渐失其战器性质,而变为仪仗饰品及明堂礼乐舞蹈之用。这是因为刀剑广泛应用在战场,而使笨重的钺退伍了。

十八般兵器之锤 

(挝)、骨朵。锤、椎。

 《后汉书·独行列传》:温序“素有气力,大怒,叱宇等曰:‘虏何敢迫胁汉将!’因以节檛杀数人。”《旧五代史·唐书·李存孝传》:“阵中易骑,轻捷如飞,独舞铁檛,挺身陷阵。”宋洪迈《夷坚丙志·婺州雷》:“面丑黑,短发血赤色,蓬首不巾,执檛如骨朵状。”

骨朵,本名胍肫,讹为骨朵,现代人犹称花蕾为花骨朵。这种兵器,类似锤头,木柄上安装一个蒜头或蒺蔾形的重铁器,凭藉重力锤击敌人。

明代的锤与宋代的骨朵相似,但柄较短。

椎,在著名的“窃符救赵”故事中,魏国公子信陵君无忌,窃得虎符,矫诏命将军晋鄙发兵援赵,晋鄙尚有所疑,即遭勇士朱亥取出暗藏的四十斤重的铁锥击杀。过了四十七年,秦始皇巡游至博浪沙时,张良使大力士怀一百二十斤重的大铁锥埋伏路旁,企图行刺,而误中副车。这种可以随身携带的铁锥,没有固定形状,随使用者的力气而制汉初淮南厉王刘长,刺杀辟阳侯审食其时,用的是一种小型的金锥。

锤、锤,是一种带柄的锤状打击兵器。元朝蒙古骑兵善用铁锤,一种六棱形,称“西夏帕耳锤”;一种锤头为六角形,用短铁链系于柄上,称“佛来尔锤”。

清军入关前也很喜欢用锤,成立过铁锤军,定鼎中原后,遂不复用。

挝是一种构造较复杂的兵器。宋代有两种长兵,一种抓枪,长二丈四尺;一种抓子棒,无刃而有铁爪,都有击抓之作用。但这种“抓”与“挝”是否一物呢?明茅元仪《武备志》上图示了一种双飞挝,“用净铁打造,若鹰爪样,五指攒中,钉活,穿长绳系之。始击人马,用大力丢去,著身收合,回头不能脱走。

挝兼有抓勾之作用,与宋之抓枪、抓子棒相似,但挝要抛,而抓则不离双手;同时挝五指活动具有机械能力,被抓住即难逃脱,可辅助长短兵器之不足。何良臣《阵记》亦提到明有抓枪与抓子棒,说明“挝”与抓”是有明显区别的兵器。

清代有一种飞爪,脱胎于棉绳套索,《中国兵器史稿》说:“此器仅一绳一爪,爪以铁制,与人掌同;惟而略短,每指除大指外,亦均三节。第一节之端锐利有如鸡爪,每一节相连之处,皆活络,装有极小及灵活之机关,能使各节伸缩活动,盖每节小机括,亦有弦索通于总索也。飞爪著人,将索一抽,小机括使爪深陷入人体,敌挣奔则愈深,万难逃脱。”估计,飞爪可能是承袭《武备志》之双飞挝而制,而且因明之双飞挝不便,而改为单爪。

十八般武器之殳

单头棍(大杆子)、双头棍(齐眉棍)、双折棍(大扫子)、 三折棍、操钩棍、狼牙棒、天门棍、闷棍、脚棍

“殳”的渊源应该是最久的,早在文明之前,人类山居野处的时代,为了防御无所不在的野兽侵袭,所以就地检拾或攀折长条枝干,作为自卫武器。后来逐渐改进成长棍型的兵器,叫作“殳”,长度大约是二至三公尺。

殳的形状像捣米用的杵,所以又有“杵”的称呼,在商朝末年已经是普遍使用的兵器了。亚圣先师孟子曾经形容武王伐纣时的战况惨烈,竟然到了“血流漂杵”的地步!可知商、周双方军队都大量使用“杵”作为兵器,这种又长又重的木质兵器,竟能漂浮在兵士们的鲜血中,可见死伤之惨重!

在周朝时,殳的形状略有改变,和弓矢、戈、矛、戟,并列为步兵的五种主要兵器,《诗经》说的:“伯也执殳,为王前驱。”就是描述英勇的战士,手持长殳,在战场上与敌人进行肉博战的情况。这时候的殳,已经变成长棍上按装一个青铜或铁制的圆头,为了加强杀伤力,圆头上有三至六个不等的乳突或棱刺。《春秋左传》记载说:秦穆公帅军攻打晋国,晋惠公的车右用长殳往穆公身上尽力一击,殳头棱刺竟然穿透穆公身上的六层铠甲!可见殳的威力惊人!

“殳”又称作“棓”或“杖”。战国时代的兵法《六韬》中,提到一种重十二斤的“方首铁棓”,就是方形铁头的殳,而《吕氏春秋》说:战国时,赵国攻打中山国,中山国大将吾丘鸩,“衣铁甲,操铁杖”,冲击赵军,所向披靡。都是这种武器。在秦始皇兵马俑坑中,曾发现三十一件这种型式的铜殳;而河北满城挖掘出的汉初墓葬中,也有一种二公尺长的圆形铁棒,顶端一小段为方柱形,应该就是铜殳演变成的铁制长殳,杀伤力就更大了。

在后世的民间武艺中,“殳”演变成“棍”类武器,有“天门棍”,是短兵器,长度只有单头棍的一半,两端用铜箍扎紧;这是北方少林寺的棍法,南方武师使用者较少。

又有“单头棍”,据说宋代杨家将兵败之后,杨五郎冲出重围,到五台山挂单出家。因为佛门不可动刀枪,所以将长枪改成木棍,又将枪法变化成棍法,就成了“五郎八卦棍”,一直流传到现在。既然有单,当然相对也该有双,“双头棍”又称“齐眉棍”,是宋太祖赵匡胤的绝活,他就赖“一条杆棒,打出四百座军州”来。

另外还有“双折棍”与“三折棍”,传说都是宋太祖赵匡胤所创,而三折棍后来更成北方镖局的标帜。至于双折棍,则由李小龙改造成双截棍,并且在民国七0年代的一系列武打电影中,出尽锋头,享誉国际。它的杀伤力,在李小龙的操控下,发挥的淋漓尽致,甚至使得美国警方明令规定:双截棍是不得随身携带的杀人凶器。

日本12月24日-12月30日游戏销量速报

Posted: 05 Jan 2008 02:57 AM CST

fami通网站还没有更新销量速报,不过在2ch看到了有人透露的fami通统计数值,可以参考一下。

 

1 ps2 NEW 超级机器人大战OG外传 banpresto 2007/12/27 - 199000
2 nds 马里奥聚会DS 任天堂 2007/11/8 - 162000 (1232000)
3 nds 最终幻想4 square-enix 2007/12/20 - 138000 (447000)
4 psp NEW 星海传说First Departure square-enix 2007/12/27 - 115000
5 Wii Wii Sports 任天堂 2006/12/2 - 94000 (2465000)
6 nds 勇者斗恶龙4 square-enix 2007/11/22 - 90000 (1053000)
7 Wii Wii Fit 任天堂 2007/12/1 - 81000 (818000)
8 Wii 第一次的Wii 任天堂 2006/12/2 - 72000 (1991000)
9 psp NEW 涼宮ハルヒの約束 bandai 2007/12/27 - 71000
10 Wii 马里奥银河 任天堂 2007/11/1 - 68000 (748000)

 

top10之外(不全):

 

11 nds 莱顿教授与恶魔之箱 level5 07/11/29 - 65000 (615000)
12 Wii mario和sonic在北京奥运会 任天堂 07/11/22 - 56000 (363000)
13 Wii 马里奥聚会8 任天堂 07/7/26 - 46000 (1054000)
14 psp 怪物猎人P2 capcom 07/2/22 - 38000 (1490000)
15 nds 口袋妖怪不可思议迷宫:时/暗之探险队 pokemon 07/9/13 - 38000 (1257000)
16 nds 马里奥赛车DS 任天堂 05/12/8 - 35000 (2695000)
18 nds パワプロクンポケット10 konami 07/12/6 - 30000 (158000)
19 nds 新超级马里奥兄弟 任天堂 06/5/25 - 27000 (4995000)
20 ps2 胜利十一人2008 konami 07/11/22 - 26000 (545000)
21 360 NEW 使命召唤4 activision 2007/12/27 - 26000
22 nds 纯真传说 namco 07/12/6 - 22000 (178000)
23 ps3 GT赛车5序章 sce 07/12/13 - 22000 (158000)
25 nds 莱顿教授与不可思议的城镇 level5 07/2/15 - 21000 (766000)
26 ps3 NEW 使命召唤4 activision 2007/12/27 - 21000
27 nds 卡片英雄:高速卡片战斗 任天堂 07/12/20 - 19000 (68000)
29 nds 动物之森 任天堂 05/11/23 - 18000 (4514000)
30 nds 多拉A梦棒球 bandai 07/12/20 - 18000 (115000)

 

本周新作封面:

 

 

相关链接:
http://blog.sina.com.cn/s/blog_4938f71b010080gy.html
12月27日新游戏销售情况速报:机器人大战

网络游戏私服产业链彻底调查

Posted: 05 Jan 2008 02:41 AM CST

JOY阿宝: “艾瑞的统计报告称,2007年内地网络游戏市场的规模达到了125亿元。”在费拥军看来,在这个庞大的网游市场之外,私服的市场规模也已经到了30亿-40亿元的规模。 文中达人如是说。...

Money in online games

Posted: 04 Jan 2008 11:58 PM CST

Money is a funny thing in online games, both online and offline variations. Of course, the offline version of money is a very confusing issue. On one hand, game companies are businesses that want to make a lot of money. On the other hand, some players want to downplay that and keep games "pure" by not making them about money. These two points of view seem to be in conflict with each other.

Add in RMT and the waters get even more muddied. Consider a virtual item sales business model and even the most steadfast people become confused.

So, let's take a look at how offline money affects online games.

Long-time readers of this blog know that I tend to be authoritarian in my views on running online games. If the developers didn't intend to have RMT, then they should be able to enforce this decision. Not that this will stop people who really want to buy and sell items for offline money, but it is their prerogative. It sucks for the player when expectations are violated because someone waved around a bunch of cash.

RuneScape has been tackling this problem recently. They posted an announcement about changes, and a writeup about the reasons for the changes. Read the second link first, since it gives a bit more insight about the changes even if you're not familiar with the game. The gist is that you can only make trades that are within a certain system-defined amount (in this case, 3k gold pieces). You can only make one such unbalanced trade every 15 minutes. This means that you have to make multiple trades to get your cash, since the pre-defined amount isn't very much in terms of the wealth players can have.

This is interesting, because it does limit the amount of economic activity that can go on. There is still a way to sell your items on the open market for an endless price, but the transactions are anonymous (therefore you can't buy someone's overpriced items to specifically give them a boost). It'll be interesting to see what the long-term effects of this are. One reason why I think this works is because RuneScape is a very established game by this point. My first thought was, "Won't this hurt newbies who might get generous gifts from their friends?" Then my second thought was, "How many new players are they likely to get at this point?"

Of course, I've already developed a system that could still allow for gold selling. If there is an item that sells for significantly more than its system-defined value, the gold farmers could just collect those. For example, if a foozle has a system-defined value of 500 gold, but it regularly sells for 2500 gold, then ordering 2,000,000 gold would be handled by getting 1000 foozles for 500,000 gold. Not as simple as getting someone to drop a bunch of gold in trade, but still possible. The issue is: is it enough of a hassle that people won't do it? The response to this is that the developers have to be able to adjust the value of items quickly. But, if they do this then you can have someone game the system. Have the gold farmers sell a class of items with the promise they'll go up in value, then do a bunch of sales on the auction for high amounts to increase the value and the people holding the items from before profit. This requires some level of trust, of course. But, I think these ideas demonstrate that the war hasn't been won in RuneScape, it's possibly just taking on new forms.

On the other hand, I firmly believe the subscription fee is doomed and that item sales are the wave of the future, particularly for smaller games. A game with a few thousand users simply cannot survive as a source of income for someone using a subscription model. Item sales allow for incomes of 2-3x what subscriptions would bring in. In addition, you can allow some people to spend more to subsidize the people who don't want to spend anything at all, but who still bring intangibles like community to the game.

One of my big concerns is that this type of business model could be adopted and abused by a larger company that tries to soak people for all the money they're work. This has happened recently in china with the game ZT Online. I read a translated article about one person's adventures in the game. The game gets rid of a lot of issues that people complained about in other games (specifically Legend of Mir according to the article): having to grind up levels and go through mazes to get to boss monsters. Of course, you had to spend money to do almost anything in the game.

The thing is, people still played and enjoyed the game. There are some things in the game that sound like they try to take advantage of gambling impulses (like the chests), but for the most part it seems like people were willingly playing and paying for the game. Of course, there will always be some buyer's regret for some people after the fact when they spend more than they feel like they should have. This was the same when people playing games and paying by the hour racked up hundreds, thousands, or even more dollars in charges for the older online games in the bad old days.

Of course, the game was wildly profitable for the original developer. The article says that the original developer is probably one of the richest people in China right now. Most people in our industry seem to worship numbers and say things like "9 million players can't be wrong!" so perhaps they'll justify such behavior by pointing out that it's successful. I think that, despite the success, this was a poorly designed game. But, the developer will have to take being one of the richest people in China as a consolation prize. But, I think that a game can sell items without being such a naked money grab. The problem is, there are surely going to be some companies exploiting that along the way.

So, there's some of the recent goings on about offline money in games. What do you think? Will RuneScape be victorious over the gold sellers? Is that article about ZT Online going to hurt the item sales market, or is it a pattern for greedy capitalists to follow?

新浪时评:财华社并购杭州天畅到底得到了什么

Posted: 05 Jan 2008 01:55 AM CST

JOY阿宝:laser大人写得很明白了,我不废话了…… 早在2007年的5月,有关香港财华社出资1.5亿人民币收购杭州的网络游戏开发及运营商天畅网络科技的消息就已经炒得沸沸扬扬。结果炒了一阵子...

【原创】为什么选择蜗牛

Posted: 04 Jan 2008 07:36 PM CST

蜗牛的特征一是笨二是慢。动机虽好,志向虽大,步履虽踏实,道路却必然坎坷。

因为笨,所以不易知道自己问题在哪,不易明白别人为什么成功。只能用触角一点点去摸索。
因为慢,所以跟不上市场和行业的发展,竞争力逐渐丧失。只能向他人未触及的领域发展,以求争取主动权。但成功之后还是会因为速度慢而被他人赶超,最后仅仅只有良好的口碑。虽然好的口碑也是一种财富,能让蜗牛走得更远。但是“笨”和“慢”的特性却使它永远都不具备和对手正面竞争的能力。

然而,“笨”和

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Advance Wars: Days Of Ruin [Clip]

Posted: 04 Jan 2008 10:30 PM CST


It's official: I'm now 100% behind the new art direction. I'm not hating on the old style, I've just...grown to accept and love the new designs for what they are. So when you consider I was already 100% behind any and all further Advance Wars DS games, you can see I'm in a mathematically-impossible position of support for this game.


Sony, Nintendo & Konami Share Prices Take A Shot In The Ribs [Business]

Posted: 04 Jan 2008 10:00 PM CST

dip.jpgThanks to a wee tumble on the Tokyo Stock Exchange, shares in three of Japan's biggest gaming companies took a fairly sizeable slide yesterday. Sony (and yes, we have to take the company as a whole here) saw their share prices drop 6.6%, Konami's fell 2.7% while Nintendo's also took a hit, seeing a 4.5% decrease. This was mostly due to continuing problems on the US stock market, where all three companies have a lot of their business tied up (particularly Nintendo, who love to dabble in foreign currency). Consider this a public service announcement for those who've rushed out and bought up Nintendo stocks in the past twelve months.
Sony, Nintendo see shares slump [GI.biz]


"game" via 柠檬杀手 in Google Reader

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好,有兴趣的同学重新装上辐射2吧

Posted: 06 Jan 2008 09:59 AM CST

http://www.nma-fallout.com/forum/viewtopic.php?t=40443&highlight=

Ban Buren完蛋, Bethesda 接手辐射3,对于不少忠诚的老fans来说现在的辐射3恐怕也只是外传性质的一个游戏,,所以有动手能力的fans也只能在老辐射2上继续敲敲打打。这就是nma某位大牛辛苦打造两年的成果,有爱的同学不如重新装上辐射2,品味一下。

mod内容列表

Version 1.0 includes:

New Locations:
——————-
• EPA
• Primitive Tribe
• Abbey
• Vault Village
• Slaver’s Camp
• Hubologist Stash
• Den Residential Area
• Enclave Vertibird Landing Pad
• Ranger Safe Houses
New Karma title:
———————
• New title given at the start of the game. Can be lost depending on the choices you make.
Changes To Old Locations:
———————————
Arroyo:
——-
• Stealing from the Elder’s chest, Hakunin chest, or Aunt Morlis’ vase will result in a karma drop.
• Ability to plant new seeds obtained from the EPA.
The Den:
——–
• New Area: Den Residential
• New Character: Petey - A druggie who lives in the alley
• New Quest: Orphanage - get the children of The Den off the streets
• New Item: Anna’s diary
• Learn more about the whereabouts of Sulik’s sister
• An extended gang war quest. Now involves going to the party Tyler is at.
Klamath:
——–
• There is now another way of killing Keeng Ra’at. Be observant of the scenery.
• Extended Cattle Rustling Quest.
• Extended dialogue for Maida Buckner - before neither she nor her mother would give you info about the town (would send you in a wild goose chase - ask Mom, ask daughter, ask mom, etc)
• Unlocked voice dialogue for Sulik regarding his sister (won’t notice until Primitive Tribe area)
Redding:
——–
• It is now possible to cure Fannie of her jet addiction.
• It is now possible to make Fannie OD on jet.
• Support beams in the mines are now destructible.
• Killing all the miners prevents there from being a good ending for Redding.
Modoc:
——
• It is now possible when falling down in the Ghost Caves or being expelled from the Modoc toilet to break a limb. (Party members are affected too)
New Reno:
———
• New Character: Three Card Monte and his bodyguard
• The ability to tell jokes as a male or dance as a female at one of the casinos
• A more involved find Lloyd quest
-New Character: Nikki
• New Character: The Barking Man
-Connected to the EPA
• An extended way of getting into the Stables as a woman
-before if you went to the Stables (as a hooker) you would just be dropped off at the main gate and nothing really new happened.
• Unlocked voice dialogue for Myron regarding the location of the EPA
Sierra Army Depot:
——————
• Trip Wire now works as intended.
Vault City:
———–
• New Location: Village Outside Vault City
-New characters involved as well as several others modified to fit the quest.
• Learn some info about the Vault Experiments from Vault City’s Vault.
Gecko:
——
• Mess with the Enclave on the Gecko computer and feel the wrath of the verti assault encounter.
• Lenny now glows in the dark when you use a radioactive drink on him.
• Ability to become addicted to the game of Tragic.
• Lenny now carries a Zip gun when you first encounter him.
Broken Hills:
————-
• New Quest: Money Skimming Quest
-New characters involved as well as several others modified to fit the quest.
-Unlocked voice dialogue from Marcus
Raiders:
——–
• Nonviolent end to Raiders. (Shadow Who Walks)
NCR:
—-
• Ability to attack Ranger safe houses as a Slaver.
• Ability to attack Slaver Camp as a Ranger.
Vault 13:
———
• Find out the real truth behind the Vault Experiments.
San Francisco:
————–
• Return the missing Shi biology corpse
• New location obtained: Hubologist stash
Navarro:
——–
• Ability to fly to Enclave in a vertibird.
Enclave:
——–
• Ability to set off the nuke found on the Presidential level.
Random Encounters:
——————
• Ability to get location of EPA from Random Traveler
• 5 Kaga encounters (he was the previous Chosen One and is now trying to kill you)
• Shaman and Chieftain now found in Nomad encounters.
• Ability to save Homesteaders and then receive a reward for your service.
• Homesteader encounters now contain children.
• Space shuttle special encounter now has the Phazer.

about huawei ...

Posted: 06 Jan 2008 09:53 AM CST

很长时间了, 我的POPO签名未曾变过: 狼的精神----上,一起上!

"上", 代表了勇敢, 坚强和果断; "一起上", 代表了团队, 团结和凝聚.

这些感受, 皆有感于华为的故事, 特别是, 在读了<<华为的世界>>之后.

06, 07两年, 华为因为胡新宇的过劳死, 员工跳楼, 以及集体辞职几度成为焦点, 有关它的新闻似乎正面的开始变少, 负面的开始变多, 而我却始终坚持认为, 只要华为坚持不断的变革, 保持狼的敏锐和速度, 它就一定会真正的强大起来, 虽然它现在已经比较强大.

据说, 华为现在已经在慢慢反思自己的"狼"文化, 而不论如何反思, 我想, 这种文化, 在华为的创业初期都起到了非常重要的"精神鸦片"作用, 创业的团队和创业的公司, 需要这种文化, 而且, 必须要有这种文化!

有没有必要把作企业搞得象是在打仗? 那些悠哉悠哉的公司不是一样可以生存下来吗? 为什么一定要把员工"逼得"甚至要去跳楼? 这样作, 值得吗?

如果, 只是为了生存, 大可不必活得如此辛苦, 而华为, 不仅仅是为了生存;
如果, 只是为了温饱, 也大可不必给如此大的压力, 而华为, 不仅仅是为了温饱;
如果, 只是为了作中国第一, 也完全没必要这样一直高强度的去打拼, 而华为, 绝不仅仅只瞄在了国内.

如果说, 将来的中国企业里可能会有世界级企业的话, 我相信, 华为理所应当成为其中之一. 而另外的, 可能还有马云的阿里. 但是, 如果阿里的团队, 遇上了华为的团队, 我想, 牺牲掉的很可能是阿里, 而不是华为, 因为阿里远没有华为这么狠. 当然, 他们两个方向和领域都不一样, 不可能成为对手, 这仅仅是一种比喻.

我不清楚华为内部的团队管理到底是个什么状况, 是只看重结果而严重缺乏人性化吗? 如果是, 那执行力就完全是被逼出来的, 而这样的执行力我仅佩服却不欣赏; 而如果不是, 为什么有人竟然选择跳楼而不愿找人诉说? 是因为他们根本没有人可以诉说吗? 我真的不相信如果都是开开心心工作的话, 这些压力不是很容易被缓解和稀释掉吗? 那最大的可能, 是他们工作的时候并不开心, 一心只想着要结果, 结果, 却从不曾有缓解的时间和空隙, 在这样一轮高过一轮的压力之后, 出问题便是早晚的事了.

中国民营企业的成长, 总是充满了太多的艰辛和特别之处. 华为, 是个传奇, 一个很具中国特色的企业传奇, 而它的故事, 仍然在继续, 一起关注.

The Mario Star Box [Crafts]

Posted: 06 Jan 2008 09:00 AM CST

starbox.jpg The holidays bring good cheer and presents, but they also bring situations like getting dragged to the mall by your mother or having to attend your hometown's clumsy Christmas pageant featuring the local radio DJ as Joseph. All you can do is hang on and make the best of it.

Kotakuite Jimmy was taken to a "paint your own pottery" place with his family over the holiday and fortunately for him, they had a star shaped box for him to work his gamer magic on. The result is this nifty Mario Power Star box with a nice Mario "M" emblazoned inside. Nice work, Jimmy! Way to make something nice out of a potentially terrifying situation.


街霸4最新视频5连发!

Posted: 06 Jan 2008 04:30 AM CST

 

 

 

 

 

 

 

Wii《死亡之屋2&3归来》美日版封面

Posted: 06 Jan 2008 05:50 AM CST

Wii《死亡之屋2&3归来》预定3月18日在美国发售,3月19日在日本发售,美日版封面分别如下(基本一样):
 
hod23.jpg
hod23.jpg
 
日本同捆Wii Zapper的包装如下:
hod23.jpg
光枪游戏是我非常喜欢的游戏类型,打起来不用动脑筋,发泄一下工作的压力最合适不过了。可惜本作美国评级为“M”,家里的“枪车球”爱好者估计是不能玩了( http://blog.sina.com.cn/s/blog_4938f71b010082wh.html )。
 
相关链接:

Wii《大乱斗X》日版广告

Posted: 06 Jan 2008 05:20 AM CST

Wii《大乱斗X》将于1月24日在日本发售,2月10日在美国发售,这样的安排明显有延续07年末销售狂潮的作用。
 
目前Wii《大乱斗X》的日版广告已经开始播放:
 
 
因为压缩的关系,视频效果不太好,将就看~
 
ssbb.jpg

选择

Posted: 06 Jan 2008 03:08 AM CST

  有时候必须做出选择,不管愿意与否,逃避也是一种选择。
  很多年以后,才发现,其实选择不了什么:
  外在环境是不可改变的,内在特质也是不可改变的,命运纠结于此……
  可以决定的往往只是看待这类事情的态度,
  维持一个自信或自卑的面貌,
  证明人类活得好好的,没有变成行尸走肉,也没有精神分裂。

今天是黑步的大喜日子

Posted: 06 Jan 2008 03:58 AM CST

我们的新浪游制老坛友,黑步,也就是陈文斌同志,今天终于被李立同志拾取绑定了。祝愿他们百年好合!

 

和双方家长的合影

 

新人切蛋糕了

 

领导讲话

家里的“枪车球”爱好者

Posted: 06 Jan 2008 04:23 AM CST

上一篇提到了家里的小朋友,最近发现这个小朋友居然也是“枪车球”爱好者。当然,不是“核心玩家”常说的那种“枪车球”,而是降低了门槛的“枪车球”。
 
“枪”:Wii《Ghost Squad》
cpp01.jpg
 
这种游戏用Wii右手柄的指向功能就能很轻松地玩,果然连三岁小孩都会玩。虽然美版游戏封面上的评级为“T”(适合13岁以上的玩家),但感觉游戏中没什么过激和血腥的场面,小朋友不是喜欢玩具枪么,让他体验一下警匪枪战也不错,而且也可以无限接关。
 
“车”:ngc《马里奥赛车:Double Dash!》 
cpp01.jpg
 
虽然每个赛道都只能取得第8名,但是也都能玩得不亦乐乎。公路赛道上的虫虫车、邮轮赛道上的美丽风景等,都是他所喜欢的;至于使用蘑菇、星星等道具更是增加乐趣的法宝。
 
“球”:Wii《Wii Sports》
cpp01.jpg
 
《Wii Sports》里的网球、保龄球以及高尔夫球都能玩几下,现在动作也像模像样的,依稀能看到专业选手的影子(笑)。
 
当然,家里的小朋友并不偏食,除了“枪车球”之外,也并不排斥其他游戏,比如“马里奥聚会”系列、“DDR”跳舞毯、“厨房老妈”等,虽然像rpg这样的游戏对他来说过于复杂,但相信假以时日,应该也会迷上的。
 
于是,游戏玩家队伍又扩大了(笑)。

今天是黑步的大喜日子

Posted: 06 Jan 2008 03:58 AM CST

我们的新浪游制老坛友,黑步,也就是陈文斌同志,今天终于被李立同志拾取绑定了。祝愿他们百年好合!

 

和双方家长的合影

 

新人切蛋糕了

 

领导讲话

2008会是个好年,我来证明给你看。

Posted: 06 Jan 2008 03:41 AM CST

华丽的2008

2007年的泰坦尼克已经开出,好船不再,2008年的地球是否能延续2007的全方位疯狂?通过元旦以来的认真调查,客栈国家级授权记账兼抹桌专家店长作出如下精辟评论:Affirmative。下面用新年愿望的方式向全客栈旅客传达年初以来的大喜信息。

(more…)

网游告别寡头时代?

Posted: 06 Jan 2008 03:26 AM CST

 

    网络游戏是什么?七年前,或许你会回答就是《传奇》;如果是两年前,你可能会回答是《魔兽世界》;而今天,你心目中网络游戏的代名词是什么?绝对不再是单一的选项,而是类型各异、模式多样,网络游戏的世界也不再是几个顶级游戏寡头所控制的时代了。

 

    与传统的网游老三家“盛大、九城、网易”独霸江湖不同的是,明年的“第一阵营”将会扩容,巨人、腾讯、完美时空都将成为有力的竞争者,份额争夺会更激烈!而这从最近各大网站举办的网络游戏评选即可看出,所谓游戏评选的角逐,其实就是厂商之间综合实力的竞争,也是游戏厂商在玩家心中地位的角力。在风云榜开榜一个月后,在各个游戏评选中上挺立的,不仅仅有盛大、网易、九城等老牌游戏厂商,同时也有光宇华夏、网龙、完美时空、腾讯等新崛起的游戏厂商,而被玩家所热捧的这些厂商,也不再仅仅单纯的韩式打怪型MMORPG这一种,而是有了休闲游戏、魔幻题材或历史演义等多种风格。

 

    曾经有过圈内的大佬级人物在2006年向媒体预言,未来的网络游戏产业只有那么五六家游戏厂商,将是一个寡头的时代。笔者在若干年前也曾经发出过此类论调。然而时过境迁,尽管几年来,网络游戏产业的第一阵营并没有发生多大的变化,但是第一阵营对整个游戏产业的影响力开始减弱,当年三巨头的任何行动都足以改变游戏产业整体走向的时代已经过去。玩家们仅仅只有几款游戏,只有几种少的可怜的游戏类型的时代也已经结束,周失其鹿,而群雄竞逐之,网络游戏的魅力也正在于此,游戏,不仅仅是玩家们在虚拟世界中的竞争,也将成为越来越多投资者问鼎游戏王者之路的一场马拉松。 

 

 我参加了一个投票,请大家支持我,点击图片为我投票

纳什均衡

Posted: 05 Jan 2008 09:26 AM CST

纳什均衡名称来源及简介:
纳什均衡,Nash equilibrium ,又称为非合作博弈均衡,是博弈论的一个重要术语,以约翰·纳什命名。约翰·纳什1948年作为年轻数学博士生进入普林斯顿大学。其研究成果见于题为《非合作博弈》(1950)的博士论文。该博士论文导致了《n人博弈中的均衡点》(1950)和题为《非合作博弈》(1951)两篇论文的发表。纳什在上述论文中,介绍了合作博弈与非合作博弈的区别。他对非合作博弈的最重要贡献是阐明了包含任意人数局中人和任意偏好的一种通用解概念,也就是不限于两人零和博弈。该解概念后来被称为纳什均衡 阅读全文
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GT赛车的模拟进化

Posted: 05 Jan 2008 09:21 PM CST

本文为《游戏机实用技术》约稿,So,无插图……请勿转载

--------------------

概览

    GT赛车系列是个比较奇怪的异类。相比同类游戏的前期宣传,GT赛车系列的宣传很少针对核心。与不厌其烦的提醒玩家游戏有什么新系统的其他作品相比,GT赛车总是简单的放出截图来应对。若是说这款号称 TheRealDrivingSimulator 的游戏没有进化显然有失公允。这里FXCarl会简单的从物理拟真这个角度来和大家一起探究一下GT系列在GT赛车4之后的最近几年中的改进。

更快速、更高精度

    赛车游戏的内部有三种帧速率。第一是常见的画面渲染帧速率,尽管游戏制作时都会尽量让这个帧速提高并且稳定,但保持恒定始终是不太现实的。第二是很多专业玩家所了解的逻辑帧速率,这一帧速率在优秀的游戏中独立于渲染帧速率且绝对保持恒定,以保证细微计时的准确,速度上和画面帧速率区别不大。次世代赛车游戏具有第三个帧速率也就是车辆模拟内部帧速率。即游戏在处理车辆与环境的交互上,是以标准的逻辑帧速率在运转。而当进行车辆的行驶状态计算时,将会采用更高的帧速率。

    Forza2号称内部帧速率高达逻辑帧速率的6倍。尽管GT5P中没有提供相应的数据,但也应采用了类似的多重帧速率处理方式,且帧速率不会很低。这一点从GTHD至GT5P中的进化变可以摸出端倪。这需要一个反向对比,以同样的瑞士赛道为例,尽管GT5P的画面帧速率平均比GTHD要稍稍低一些,但对于车辆的状态描绘上,GT5P明显要更加敏感。追求细节的玩家可以感觉得到在画面两帧(大约0.02秒)之间车辆的状态已经有所改变。这一点在漂移的过程中尤为明显,以往微弱的操控间断感在GT5P中已经改善。

新的物理模型

    GT5中的物理模拟核心是完全重新构建的,和GT4没有继承关系。GT4的模拟核心在GT4欧版最终完成调整之后已经彻底完成使命。从GTHD开始,GT系列启用了全新的模拟核心。GTHD算是一个预演,GT5P是第一次大范围的测试。

    GT4中轮胎模拟使用的是Pacejka方程的某种简化版本而悬架的模拟则更为简陋一些。尽管经过精密的校调后结果也算令人满意但仍然不能掩盖其不够精密的本质。在GT5中,PD希望能够更细致的模拟一台车的行为,因此在GTHD中就迫不及待的测试了一些新引擎的新特性。其中不仅包含有车辆的基本驾驶、漂移还有车辆改装的影响等。

    实际是GT5新的模拟核心比起以往有了很大的进步,但是却也因此而造成了和以往相比,玩家的上手难度陡增。这和GT想要降低游戏的上手门槛是背道而驰的。因此在GTHD中不仅默认的车辆设定中ASM和TCS两项驾驶辅助功能默认是开满的状态。还为游戏增加了一个新的油门辅助系统,游戏会在车辆过载接近失控时自动消减油门的最大值。玩家会在油门显示槽的上半段看到红色的封闭空间。只有红色以下的部分才是玩家可以操控的油门范围。实际操作GT5P中,会有按住方向踩油门后车辆的引擎被强制锁在低油门下的情况。

奇异值优化

    GT5的新模拟核心为直观的部分是大幅度强化了对奇异情况的处理。竞速游戏的奇异值有两类,一类是数学计算上的奇异点问题会导致游戏的操纵感受不平滑,一类是由于游戏设计上的小瑕疵导致的奇异现象但又因为不违反游戏的基础设定因此不是BUG。在以往的GT4中,这两类情况都有存在。

    竞速游戏在车辆的不同状态下往往需要切换一些计算公式。而在公式的衔接和处理上,常常会遇衔接不畅甚至到数学上的奇异点无定义点等。GT5新模拟核心在这类问题上显然做出了优化。玩家在进行任意的输入下,车辆操控绝对不会产生不确定的手感。而不同状态之间的变换,譬如打滑状态下方向的作用和未打滑状态下方向的作用之间的变换过程也更加随和自然。而这些变换在以往GT4上的感觉是带有生涩的——在马力大到一定级别以上的赛车会有可以被感知的差异。

    在奇异现象上,GT5的改进明显而有效。就以富士高速赛道中的直道前的最后一个弯为例,这个逐渐收缩的半径相当大的弯角在GT4中有着不止一条通过时间相似的行车线,而在GT5P中,最佳路线变更突出而唯一。一旦错过了路线之后,玩家将会清晰明确的知道问题的存在。而不会像GT4中著名的神奇弯角Nurburgring的Bergwerk弯一样出现某种特殊漂移方式居然还能比标准最佳路线快出将近半秒的灵异事件。

小问题

    从GTHD到GT5P,新模拟核心的进化已经走到了一个新的阶段。尽管已经取得了良好的成果,但将来PD仍然会在也需要在更多的方面进行改进。首先是GTHD中手感颇为怪异的改装车。在GT5P中,所有的车均没有改装版,也不能改装,校调也只能在几个电子设备之间权衡。距离GT5预订的深度改装这一目标还有距离。

    第二是在新玩家上手与老玩家尽兴之间的差异把握上,仍然有改进和提高的空间。这一点是个矛盾体,现在GT5P中的模拟级别之间并没有太大的差异这种设计可以保证玩家可以轻松的从新手成长为老手,但是老手却又觉得挑战不足。如果把两者差距放大,针对老玩家把所有的辅助系统全部关闭直接面对新模拟核心苛刻的拟真标准也许连老玩家群体本身都受不了巨大的变革更不谈新玩家更换模拟级别之后带来的落差了。

    第三是在外物理表现上。尽管有了新的模拟核心,但外物理特性却比GT4更加脆弱。在GT5P中赛车与赛车之间的碰撞反应以及赛车与障碍之间的碰撞反应让人觉得仿佛一夜回到解放前。上天入地还经常团团转的格式花样层出不穷,碰撞的真实感甚至不及自身系列老前辈的表现。这理论上来说不应该是什么不可解决的难题。但是GT5P已经发售,只有等待将来更新或正式版的表现了。

总结

    从实际体验来说,玩家上手GT5P以及将来GT5的门槛将比以往的GT系列都要略低一些。但是想要精通的话,以GT5模拟核心的进化来说,是更加困难的。可以说如果不愿意狠下心来在汽车动力学上用点功,想在国际排名上图个露脸怕是不那么简单。

    在GT5P中车辆对玩家操纵的细腻反馈让玩家有信心相信,汽车驾驶感受的模拟还远远没有进化到头,在GT的带领下玩家们将会体验到更多更丰富的驾驶体验。是不是苛刻的仿真并不是关键。让各种各样的汽车在玩家的操控下更具有存在感才是GT存在的真正意义。



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GT赛车的模拟进化

Posted: 05 Jan 2008 09:21 PM CST

本文为《游戏机实用技术》约稿,So,无插图……请勿转载

--------------------

概览

    GT赛车系列是个比较奇怪的异类。相比同类游戏的前期宣传,GT赛车系列的宣传很少针对核心。与不厌其烦的提醒玩家游戏有什么新系统的其他作品相比,GT赛车总是简单的放出截图来应对。若是说这款号称 TheRealDrivingSimulator 的游戏没有进化显然有失公允。这里FXCarl会简单的从物理拟真这个角度来和大家一起探究一下GT系列在GT赛车4之后的最近几年中的改进。

更快速、更高精度

    赛车游戏的内部有三种帧速率。第一是常见的画面渲染帧速率,尽管游戏制作时都会尽量让这个帧速提高并且稳定,但保持恒定始终是不太现实的。第二是很多专业玩家所了解的逻辑帧速率,这一帧速率在优秀的游戏中独立于渲染帧速率且绝对保持恒定,以保证细微计时的准确,速度上和画面帧速率区别不大。次世代赛车游戏具有第三个帧速率也就是车辆模拟内部帧速率。即游戏在处理车辆与环境的交互上,是以标准的逻辑帧速率在运转。而当进行车辆的行驶状态计算时,将会采用更高的帧速率。

    Forza2号称内部帧速率高达逻辑帧速率的6倍。尽管GT5P中没有提供相应的数据,但也应采用了类似的多重帧速率处理方式,且帧速率不会很低。这一点从GTHD至GT5P中的进化变可以摸出端倪。这需要一个反向对比,以同样的瑞士赛道为例,尽管GT5P的画面帧速率平均比GTHD要稍稍低一些,但对于车辆的状态描绘上,GT5P明显要更加敏感。追求细节的玩家可以感觉得到在画面两帧(大约0.02秒)之间车辆的状态已经有所改变。这一点在漂移的过程中尤为明显,以往微弱的操控间断感在GT5P中已经改善。

新的物理模型

    GT5中的物理模拟核心是完全重新构建的,和GT4没有继承关系。GT4的模拟核心在GT4欧版最终完成调整之后已经彻底完成使命。从GTHD开始,GT系列启用了全新的模拟核心。GTHD算是一个预演,GT5P是第一次大范围的测试。

    GT4中轮胎模拟使用的是Pacejka方程的某种简化版本而悬架的模拟则更为简陋一些。尽管经过精密的校调后结果也算令人满意但仍然不能掩盖其不够精密的本质。在GT5中,PD希望能够更细致的模拟一台车的行为,因此在GTHD中就迫不及待的测试了一些新引擎的新特性。其中不仅包含有车辆的基本驾驶、漂移还有车辆改装的影响等。

    实际是GT5新的模拟核心比起以往有了很大的进步,但是却也因此而造成了和以往相比,玩家的上手难度陡增。这和GT想要降低游戏的上手门槛是背道而驰的。因此在GTHD中不仅默认的车辆设定中ASM和TCS两项驾驶辅助功能默认是开满的状态。还为游戏增加了一个新的油门辅助系统,游戏会在车辆过载接近失控时自动消减油门的最大值。玩家会在油门显示槽的上半段看到红色的封闭空间。只有红色以下的部分才是玩家可以操控的油门范围。实际操作GT5P中,会有按住方向踩油门后车辆的引擎被强制锁在低油门下的情况。

奇异值优化

    GT5的新模拟核心为直观的部分是大幅度强化了对奇异情况的处理。竞速游戏的奇异值有两类,一类是数学计算上的奇异点问题会导致游戏的操纵感受不平滑,一类是由于游戏设计上的小瑕疵导致的奇异现象但又因为不违反游戏的基础设定因此不是BUG。在以往的GT4中,这两类情况都有存在。

    竞速游戏在车辆的不同状态下往往需要切换一些计算公式。而在公式的衔接和处理上,常常会遇衔接不畅甚至到数学上的奇异点无定义点等。GT5新模拟核心在这类问题上显然做出了优化。玩家在进行任意的输入下,车辆操控绝对不会产生不确定的手感。而不同状态之间的变换,譬如打滑状态下方向的作用和未打滑状态下方向的作用之间的变换过程也更加随和自然。而这些变换在以往GT4上的感觉是带有生涩的——在马力大到一定级别以上的赛车会有可以被感知的差异。

    在奇异现象上,GT5的改进明显而有效。就以富士高速赛道中的直道前的最后一个弯为例,这个逐渐收缩的半径相当大的弯角在GT4中有着不止一条通过时间相似的行车线,而在GT5P中,最佳路线变更突出而唯一。一旦错过了路线之后,玩家将会清晰明确的知道问题的存在。而不会像GT4中著名的神奇弯角Nurburgring的Bergwerk弯一样出现某种特殊漂移方式居然还能比标准最佳路线快出将近半秒的灵异事件。

小问题

    从GTHD到GT5P,新模拟核心的进化已经走到了一个新的阶段。尽管已经取得了良好的成果,但将来PD仍然会在也需要在更多的方面进行改进。首先是GTHD中手感颇为怪异的改装车。在GT5P中,所有的车均没有改装版,也不能改装,校调也只能在几个电子设备之间权衡。距离GT5预订的深度改装这一目标还有距离。

    第二是在新玩家上手与老玩家尽兴之间的差异把握上,仍然有改进和提高的空间。这一点是个矛盾体,现在GT5P中的模拟级别之间并没有太大的差异这种设计可以保证玩家可以轻松的从新手成长为老手,但是老手却又觉得挑战不足。如果把两者差距放大,针对老玩家把所有的辅助系统全部关闭直接面对新模拟核心苛刻的拟真标准也许连老玩家群体本身都受不了巨大的变革更不谈新玩家更换模拟级别之后带来的落差了。

    第三是在外物理表现上。尽管有了新的模拟核心,但外物理特性却比GT4更加脆弱。在GT5P中赛车与赛车之间的碰撞反应以及赛车与障碍之间的碰撞反应让人觉得仿佛一夜回到解放前。上天入地还经常团团转的格式花样层出不穷,碰撞的真实感甚至不及自身系列老前辈的表现。这理论上来说不应该是什么不可解决的难题。但是GT5P已经发售,只有等待将来更新或正式版的表现了。

总结

    从实际体验来说,玩家上手GT5P以及将来GT5的门槛将比以往的GT系列都要略低一些。但是想要精通的话,以GT5模拟核心的进化来说,是更加困难的。可以说如果不愿意狠下心来在汽车动力学上用点功,想在国际排名上图个露脸怕是不那么简单。

    在GT5P中车辆对玩家操纵的细腻反馈让玩家有信心相信,汽车驾驶感受的模拟还远远没有进化到头,在GT的带领下玩家们将会体验到更多更丰富的驾驶体验。是不是苛刻的仿真并不是关键。让各种各样的汽车在玩家的操控下更具有存在感才是GT存在的真正意义。



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Arcade Flyer Art Saturday: Psychic 5 [AFAS]

Posted: 05 Jan 2008 08:00 PM CST

psychic5afas.jpg Hello and welcome to a new year of Arcade Flyer Art Saturday. After a year an a half of doing these I've opted for a shorter, more compact version of this feature. Often times it's difficult to dig up solid information on a lot of these older obscure games and the real point of these things is to show of the amazing (good and bad ) artwork. So on to this week's offering...

Psychic 5 was produced in 1987 by Jaleco. In the game you played one of five "Espers" on a mission to conquer two different enemies, Zara the witch and Satan himself! Players could do the normal jumping and running as well as hovering which would allow players to move horizontally through the air for a short period of time. It also had a complicated scoring system that rewarded players with bonuses for skillful gameplay as well as the regular scoring methods like destroying enemies, etc. The game was filled with tons of secrets and bonuses and although it was never what one would call popular, it did reach a certain cult status among a select group of gamers.

The art for this one falls in the same category as one of our former features, Kyros. A somewhat amateurishly rendered, obviously hand drawn image that looks like it was done by a bored high schooler in science class. You know, the kind of picture that would make the teacher send you to the principal and eventually the school psychologist. And why are we seeing that little girl's panties? She's just two peach colored brush strokes away from having a bare ass. Something about that is even more disturbing than the Satan's creepy googly eyes. Although I do love Satan's sweet medallion that is branded with an "S" for Satan. Just in case, you know, someone mistakes Satan's necklace for their own.


Video Game Inspired Mural: Now With Unicorns! [Art]

Posted: 05 Jan 2008 07:00 PM CST

8bitmural.jpg Whilst trudging through the rainy streets of San Francisco looking for an apartment, I decided to stroll down Clarion Alley in the Mission. I always like Clarion. It was a bit skeevy but people had decorated the whole thing with murals and it was always fun to head down there and have a little solitary street art time. Imagine my surprise when I turned the corner and the alley, still completely janky, was filled with people checking out the art. Seven years really changes things apparently. But, as I continued down I happened to see these two great video game inspired murals painted on two side by side garage doors. Personally, I prefer the first to the second (which you can see after the jump). It really makes me want to know when someone is going to make the shooting rainbow unicorns game.

8bitmural2.jpg


Making sounds, building models, playing games

Posted: 06 Jan 2008 08:04 AM CST

Hi there, I'm new here but let's get straight to the point.

sfxr

While browsing through the Ludum Dare contest's blog, I found a nifty little tool which generates 8-bitish sfx, without me having to know anything about sound synthesis. It's called sfxr and was made by Tomas Pettersson. License unknown. You can download it for win32 and *nix (run 'make') systems.

The other awesome thing is the first FreeGameDev.net modelling contest. The mission is to create rts industrial-style buildings under free licenses. The competition ends when February begins. Ironically, I tripped over a similar contest in a forum, where I told about the FGD contest.

Hex-a-hop

Yesterday I realized, that Charlie never mentioned (oh snap he did, under the name Hex-a-pop) the totally awesome puzzle game Hex-a-hop. It's homepage is dead, but the game survived at Debian. I also was able to retrieve a half-broken archive (linux source/build) using the Wayback machine. Try the game or at least give it to your kids!

Charlie once mentioned AstroMenace, but did he tell that Viewizard released it's source and media under the GPL v3? It works like a charm, copying some files, 'cmake .', 'make', './AstroMenace' and I see a game menu with spaceships flying in it's background on my display.

OpenAstroMenace

The game looks sharp and the gameplay is impressive for an top-down (or down-top?) arcade. I also have to mention that my subwoofer likes the explosions' sounds. My neighbours noticed it too.

I sure hope that some arcade freaks will soon take the game and improve it (Menu gui is a bit confusing, levels could contain a bit more diversity, enemies could drop temporary upgrades.) But for now: go get it!

Wii《马力奥银河》点点滴滴

Posted: 05 Jan 2008 08:58 AM CST

 
眼看Wii《马力奥银河》美版11月12日发售,至今也差不多有两个月了。不少朋友已经242颗星星收集圆满了,我却才勉强达到了30颗星星。这还是旅游归来后,去公司上了一天班,就碰上周六在家休息,才一口气玩了10颗星星后的成果。
 
1、平时玩游戏的时间本来就不多,加上有两次玩Wii《马力奥银河》到了20颗星星左右,记录却都因为我不在的时候被家里的小朋友删除了——第一次是在《马力奥银河》游戏里删除的,教育了一下,知道不能从这里删除记录后,第二次直接跑到Wii的主机菜单中从内置sd卡把记录删除的——当然也不能怪他,无非是好奇的尝试,但也因为这样两次都不得不从头打起,浪费了不少时间,延误了不少进度。
 
2、本来是想至少先通关才在blog写写感言的,不过还真不知道猴年马月才能通关,所以现在就随便写一点了。事实上刚上手玩Wii《马力奥银河》时候并没有多大好感,因为前面的铺垫长了点,令人感觉有点烦躁。不过后来正式开始一颗颗星星的收集,游戏流程行云流水,印象就好起来了。
 
3、不愧是美国知名游戏网站gamespot评出的“2007年度游戏”,能击败《使命召唤4》、《halo 3》等强敌获得如此殊荣也证明了本作的实力。我个人觉得优点在于:A、本作在Wii右手柄的操作设计上很到位,不论用挥动攻击敌人还是用指向功能来做一些传统手柄完成不了的动作,都是很容易上手的,用起来很舒服;B、那些天马行空、各种各样的星球设计,每每都能让人眼前一亮,赞叹不已。
 
4、在那些小星球上因为重力的关系,马里奥可以绕着整个星球活动,所以经常会看到马里奥头下脚上地跑,这种感觉是非常奇妙有趣的。
 
5、我玩这个游戏的时候都是和家里的小朋友坐在一起的,我主控,他在旁边辅助。这个游戏的妙处在于2P可以用另外一个手柄帮助1P,最常用的当然是看到敌人的时候,我说:“赶快按住它!”,小朋友说:“好!”就拿着手柄指向敌人按下A键,大部分敌人就动弹不得了,于是我很轻松就对付了这个敌人——不得不说这样的设计确实能够沟通一家人的感情,两个人在一起说说笑笑玩游戏,还真是不一样。
 
6、我出去旅游几天就已经累得不行了,马里奥大叔在宇宙间四处旅行,飞来飞去,跑跑跳跳,又要攻击敌人,又要助人为乐,不得不佩服他的体力啊。明天还可以休息一天,继续马里奥银河之旅……
 
相关链接:
http://blog.sina.com.cn/u/4938f71b010006pr
Wii《马里奥银河》前瞻
http://blog.sina.com.cn/u/4938f71b01000dda
Wii《马里奥银河》特辑要点

Super Smash Bros. Brawl Japanese Commercials [Clips]

Posted: 05 Jan 2008 06:00 PM CST

Here they are! The first Super Smash Bros. Brawl commercials straight from Japan. There are three in total so be sure make the jump to check out all three. This one just keeps getting better and better.


"game" via 柠檬杀手 in Google Reader

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Jan 7, 2008, 11:37:12 AM1/7/08
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Microsoft, BT Detail Xbox 360 IPTV

Posted: 07 Jan 2008 06:04 AM CST

Following an announcement during Microsoft president Bill Gates' CES Keynote in Las Vegas, the company officially announced details of its partnership with British Telecom to bring film and television content to the Xbox 360 over its proprietary internet protocol TV (IPTV) platform, Microsoft Mediaroom. The partnership will enable any BT Broadband customer to use an Xbox 360 console to access the BT Vision service and its library of on-demand movies, television programming, sporting events, music ...

EA Gains 10 Franchises With BioWare/Pandemic Acquisition

Posted: 07 Jan 2008 05:12 AM CST

Electronic Arts has announced that it has completed its purchase of VG Holding Corp, making final the company's acquisition of BioWare and Pandemic Studios under the EA Games label, with which the company gains ten new franchises based on six wholly-owned IP. EA Games president Frank Gibeau will oversee both studios within his organization, and BioWare's Ray Muzyka and Greg Zeschuk have each been named as vice presidents of EA and co-general managers of BioWare. ...

EA completes BioWare, Pandemic deal

Posted: 07 Jan 2008 09:34 AM CST

Electronic Arts' acquisition of VG Holding Corporationhas now been completed, meaning that highly-rated studios BioWareand Pandemic have now officially become part of the EAset-up.

Foozles I Have Known, Quests I Have Done

Posted: 07 Jan 2008 09:25 AM CST

Working off of a post by Raph Koster, I set down some of my own thoughts on the games of 2007.

Now I want to think a bit further about the content of game experiences, specifically in virtual worlds.   

[Spoilers for the game Bioshock, if you haven't played it yet.] For all my frustrations with the riding-on-the-rails aspects of Bioshock's gameplay, I'll give it this much: I was emotionally engaged by the conflict with the first "boss" of the game, Andrew Ryan, but also had a strong emotional reaction to the revelation that both my character and myself had been manipulated by "Atlas", the seemingly sympathetic ally who helped the protagonist get to Ryan and kill him. Of course, the ride-the-rails aspect of the game structure means that you never had a choice but to follow Atlas' promptings, nor do you have any choice but to seek revenge against him, if you want progression through the gameworld. Nevertheless, at certain points in the first half of the game, I genuinely wanted to kill Ryan, a structure of feeling I experienced as within rather than outside of the fiction of the game.

I have a hard time thinking of NPC antagonists in virtual worlds who inspire any kind of emotional reaction which is a part of the gameworld itself as opposed to within the outside framework of guild or player sociality. This is partly because nothing that these NPCs do has any dynamic consequence to the gameworld itself. If a major NPC boss in a virtual world took stuff from characters, raided guild banks, destroyed travel junctures, removed resource spawns, and by killing that boss, you could stop it from doing so, that might be different. Or even if the boss had done something within the game fiction that was more emotionally meaningful instead of stereotypically dark-lordish or lore-incomprehensible.  It's hard to get too worked up about Illidan in World of Warcraft's Burning Crusade, for example. Even within the context of Outland, it's not altogether very clear what Illidan has done that makes him an enemy to players besides being a big fat (if very challenging) loot pinata. About the last virtual-world NPC antagonist I remember that seemed to have a kind of tangible emotional connection to player's experience of the world itself were the olthoi and the demon Bael'Zharon of Asheron's Call.

The nature of a given boss battle and the visual look of a boss can give virtual world players some sense of emotional narrative. Exceptionally pesky or challenging bosses are a special pleasure to defeat. There are some curious undercurrents to a few repeated conflicts because of the look or feel of a boss. I'm always a bit struck when my current WoW guild, with a fairly large number of academics as members, celebrates downing the Maiden of Virtue in Karazhan by saying things like "The bitch is down" and so on. (Not criticizing: I trash-talked that bitch myself before we put her on farm status, and I still think she's a bitch for withholding the drop that the guild is still coveting.)

----------

The same thing mostly goes for quests in virtual worlds, the key gameplay infrastructure which composes a good deal of the experience of most such worlds.  But it is thinking about quests that begins to make me wonder whether the current crop of worlds is really selling us short, because the odd exceptional quest here and there makes you realize that there could be more emotionally engaging experiences even within the DikuMUD structure. World of Warcraft has a precious smattering of oddball or special quests that tend to be imaginatively involving, sometimes even if you've done them a number of times. For example, I love the questline that gains the player access to the daily quests of Ogril'a, in which the player is crowned "King (or Queen) of the Ogres". The conclusion of the event is almost a better reward than the access to a new money-producing grind. Lord of the Rings Online has done a good job, I think, of integrating some quests into the storyline of the book Fellowship of the Ring, to the point that some players (well, at least me) feel an interest in seeing what happens next in the central storyline quests.

By now, most virtual world players are familiar with the typology of the typical questlines, just as we know what bosses great and minor are likely to be and to do. The kill quest. The Fed Ex quest. (My young daughter asked me while playing Toontown a few weeks back: 'Why don't these shopkeepers ever leave and do some of this stuff for themselves'?)  The drop quest. The escort quest. Our familiarity is part of what precludes most of us from emotional connection even when the text of a quest is especially well written. Just throw players a slight wrinkle in an ordinary level-up quest and watch the general chat blossom with "Where is Mankrik's wife?" or on the Hellfire Peninsula, "Where is the assassin?"

So let me ask two questions:

1) Is there anything that a boss or major NPC could do in game-fictional terms within the current conventions of most virtual worlds that might make players feel a strong emotional desire to defeat that boss?

2) Are there stock structures or types of reasonably implementable quests which might be: a) more emotionally engaging than the current range of stock quests and b) a good way to diversify the current range of stock quests?

Both questions might get a boost through looking at non-game fictions. What do antagonists do in other narratives that makes them hateful, that gives the audience a desire to see them destroyed or defeated? What kinds of stock narratives in non-game fictions are absent from virtual world games? (Boy/girl meets boy/girl, loses boy/girl, gets boy/girl; mentor puts young hero through training exercises more engaging and enigmatic than 'kill 100 womprats'; protagonist seeks elaborate revenge or has to right a reversal of fortune, and so on.)

呵呵

Posted: 07 Jan 2008 08:57 AM CST

人生在世,欢喜就好。

fami通公布2007日本游戏市场数据

Posted: 07 Jan 2008 08:54 AM CST

 
fami通网站公布了2007年(2007年1月1日-2007年12月30日)的日本游戏市场数据,汉化一下:
 

2006年、2007年日本游戏市场规模

 

硬件

软件

合计

2006年

(统计区间:2005年12月26日~2006年12月31日)

约2619亿日元

约3638亿9000万日元

约6257亿9000万日元

2007年

(统计区间:2007年1月1日~2007年12月30日)

约3274亿1000万日元

约3602亿5000万日元

约6876亿6000万日元

2007年/2006年

125%

99%

109.9%

 

各主机销售台数

主机

2007年销售台数

累計销售台数

NDS

714万3702台

2110万5472台

PSP

302万2659台

753万5313台

Wii

362万9361台

461万8479台

PS3

120万6347台

167万3063台

Xbox 360

25万7841台

54万8308台

 

软件销量TOP5

排名

主机

软件

厂商

发售日

2007年销量

累計销量

1

Wii

Wii Sports

任天堂

2006年12月2日

191万1520本

246万4734本

2

PSP

怪物猎人P 2nd

CAPCOM

2007年2月22日

148万9898本

148万9898本

3

Wii

第一次的Wii

任天堂

2006年12月2日

148万7484本

199万669本

4

NDS

口袋妖怪不可思议迷宫:时/暗之探险队

POKEMON

2007年9月13日

125万6516本

125万6516本

5

NDS

马里奥聚会DS

任天堂

2007年11月8日

123万2644本

123万2644本

 

软件销量榜单看top5的数据还不够,等待fami通杂志放出top100的数据。

 

相关链接:
http://blog.sina.com.cn/u/4938f71b01000646
日本2006上半年软件销量top100
http://blog.sina.com.cn/u/4938f71b010008m7
日本2006年软件销量top100

http://blog.sina.com.cn/u/4938f71b01000czr
日本2007上半年软件销量top100(节选)

山歌创作杂谈

Posted: 07 Jan 2008 09:30 AM CST

创作山歌的过程,是一个雅俗共赏的过程。
创作山歌的过程,是一个一韵到底,粘来粘去也无所谓的过程。
创作山歌的过程,是一个处理好群众和主唱之间关系的过程,群众在什么时候加把火,什么时候添点油等等。
创作山歌的过程,是一个回顾一年来单位里大大小小多多少少哭哭笑笑的人和事的过程。
 
山歌一创天下白,且看张导怎来排,放开歌喉把歌唱,不许羞来不许怪。
 
嗯,希望年会的时候抽中小奖,也不枉我一番苦心呀!

Konami's Mukaitoge: Japanese Gamers Prefer Franchises

Posted: 07 Jan 2008 05:41 AM CST

As part of an in-depth new Gamasutra interview with rising Konami star Shingo Mukaitoge (Elebits, Dewy's Adventure), the Wii-specializing developer has been discussing the Japanese market, suggesting original IP goes down less well in the territory. Specifically, when discussing the performance of Elebits, which got significantly more attention in North America to Japan - in a similar way to some other notable titles from other developers such as Killer7 - Mukaitoge suggests: "Well I've found ...

Road To The IGF Mobile: Dingoo Games' Hell Striker

Posted: 07 Jan 2008 05:55 AM CST

As part of Games On Deck& #39;s & quot;Road to the IGF Mobile& quot; feature, we talk to Dingoo Games CEO Tang Kai about their IGF Mobile 2008 Technical Achievement finalist Hell Striker, a 3D hack and slash action adventure in which players must battle hordes of demons to rescue three divine swords and bring about an age of peace. What kind of background do you have in the game industry or in making games? ...

超强IPHONE版NDSL亮相

Posted: 07 Jan 2008 09:25 AM CST

    从NDS到NDSL的进化无疑给玩家们带来了相当多的惊喜,尽管任天堂官方并没有继续改良的意思,但在NDSL已经上市一年多的现在,已经有许多玩家迫不及待地盼望着NDSL能够再上一层楼。现在...

Academic Paper: Tweaking ODE for Variable Time Steps

Posted: 07 Jan 2008 04:00 AM CST

Rasmus Barringer is a master's student in engineering physics at the University of Lund, Sweden. His game demo, Burning Tires, took second place for Best Threaded Game in the Intel Game Demo Contest 2007. In this academic paper, he explains one technical part of his game development.

Bluebay could take majority Infogrames stake

Posted: 07 Jan 2008 08:22 AM CST

Following last week's announcement by French publisherInfogrames that BlueBay Asset Management had increased its holdingin the company and underwritten a EUR 150 million bond, furtherdetails have emerged that could at some point see BlueBay take amajo

Microsoft Claims Revenue Lead In Internal Memo

Posted: 07 Jan 2008 05:13 AM CST

Noted Mercury News reporter Dean Takahashi has reprinted a recent e-mail memo sent by Microsoft games chief Don Mattrick to his team. Reprinted in full on Takahashi's "Tech Talk" blog, the e-mail details in advance the announcements made yesterday by Bill Gates and Robbie Bach at the International Consumer Electronics Show (CES). Using U.S. NPD Group data through November, Mattrick points out that consumers in North America have spent over $3.5 billion on Xbox 360 ...

CES: Daglow, Buttler Talk Virtual Worlds And The MMO Explosion

Posted: 07 Jan 2008 05:12 AM CST

At the 2008 Consumer Electronics Show in Las Vegas, a panel titled "Virtual Worlds and the Massively Multiplayer Gaming Explosion" reviewed one of the year's largest and most burgeoning trends, examining issues from competition with console gaming to socialization, in-game ads and monetization. Is the shrink-wrapped box dead? What's left after WoW? Where will future innovation come from? Trion World Network CEO Dr. Lars Buttler; Bob Ferrari, executive director of business development and sales for ...

SOE Building Game Show PSN Titles With Gamebryo

Posted: 07 Jan 2008 04:37 AM CST

Emergent Game Technologies has announced that Sony Online Entertainment will use its Gamebryo engine to develop PlayStation Network titles based on game show IPs. According to the announcement, the first games in development are scheduled to launch prior to the Game Developers Conference in February 2008, though the company does not specify how many Gamebryo-developed titles will be developed through the partnership. Gamebryo is a part of the company's modular Emergent Elements toolset, and has ...

Release This: U.S. Bounces Back with NFL Tour, Harvey Birdman, Sonic Riders

Posted: 07 Jan 2008 04:59 AM CST

Gamasutra's regular round-up of worldwide video game releases, "Release This!", takes a look at every game title we know to be shipping to stores this week, in an exclusively compiled list. While other regions continue to recover in the wake of the holiday season, North America will soon see major multiplatform releases like NFL Tour and Sonic Riders: Zero Gravity. Worldwide release schedules will continue to expand throughout January. The following list covers all of ...

Top 2007 Xbox Live Games Show Retro Success

Posted: 07 Jan 2008 05:13 AM CST

Xbox Live director 'Major Nelson' has posted the top Xbox Live games for 2007 -- including top played multiplayer titles, and top purchased Xbox Live Arcade games -- showing a predictable dominance of Halo 3, and a clear preference from XBLA shoppers for classic over new titles. The list includes statistics for both Xbox 360 and original Xbox titles, and has Halo 3 and Halo 2 leading both categories, followed by Gears of War, and ...

Now Where Was I...

Posted: 07 Jan 2008 07:33 AM CST

Hoping to return to the final part of "the Ethics campaign" tomorrow - but it does depend on how my Monday goes, as I haven't had time to draft any material yet. We have three major issues to cover before we finally reach the end: legal rights, war and population. It could take a while to cover this ground, but I'm optimistic we could be finished by the spring equinox.

A few random thoughts...

  • Playing Super Mario Galaxy with my wife at the moment. We had such tremendous fun to begin with, it's a shame that the vector of the game is such that it will eventually eliminate all players who aren't willing to suffer. More on this game in future weeks...
  • I was extremely surprised to discover the Sudoku mode in BrainAge 2 producing the same obsessive-compulsive tendency in me as a computer RPG would... The simple addition of a performance metric (in this case, a speed rating) and a percentage completion score was enough to push my structural buttons. Yet paper Sudoku puzzles barely interest me! Curious.
  • Has anyone played the new NiGHTS game yet? I don't trust the ruins of Sega to get this right, so I'll probably wait for it to turn up pre-owned before giving it a go.
  • Only 33 votes in the current poll - we usually get about 100. Does this reflect the proportion of people who play multiplayer FPS games, I wonder? I guess I'll leave it another week.
  • The Civil Disobedience serial resumes on Thursday, assuming I find the time this week. We'll be looking at John Rawl's theoretical perspective on the subject.

May you survive your Monday intact!

Konami's Wii Wizard: An Interview With Shingo Mukaitoge

Posted: 07 Jan 2008 11:00 AM CST

Shingo Mukaitoge is a rising star within Konami, having spearheaded the company's original Wii titles Elebits and Dewy's Adventure, and Gamasutra sat down with him to discuss his roots, Wii development, and his upcoming projects.

Wisconsin Senator Proposes Game Tax

Posted: 07 Jan 2008 04:52 AM CST

Wisconsin state senator Jon Erpenbach has proposed a new bill that would raise the age of an adult in court from seventeen to eighteen years of age, for non-violent crimes. Democrat Erpenbach has argued that seventeen is too young for a person to be treated as an adult and that they should be given access to juvenile rehabilitation programs instead. However, Erpenbach has suggested that the resultant increase in juvenile justice system costs should be ...

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Jan 8, 2008, 11:38:00 AM1/8/08
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One

Posted: 08 Jan 2008 10:03 AM CST

(100-1)% 的内容是导航

Posted: 08 Jan 2008 09:31 AM CST

网站,(100-1)%的内容是导航

1、Jesse James Garrett 在《用户体验要素》一书中提到了多重导航系统:全局导航、局部导航、辅助导航、内链导航、友好导航。
而我认为不仅如此,“检索”、“分类”、“网站地图”、“内容简介”等也都只是不同的导航方式而已。

2、网站的价值是“可以帮助用户完成某项任务并得到某种体验”。
网站要做的事情就是更好的引导用户完成任务,并保证用户完成任务的过程有着好的体验。
某种意义上可以说:网站从头到尾做的事情都是在做“导航”,只有最终的那个结果才是“内容”。

3、所以,网站的设计“百分之一百减一”是在设计导航。
而网站的体验和“完成任务的过程”其实都是“导航体验”。
所以在设计中我们总是在不断的思考“如何让用户更好的完成这个任务”,“如何更好的引导用户完成这个操作”,“用户习惯怎么去做这件事情”,…


页面,(100-1)%的内容是导航

4、心理学家约翰-克拉得教授曾经总结了人类的七种恐惧,其中第5种是“思考恐惧”,人们更加需要简单的显而易见的答案,而并非更多更丰富的选项;美国人曾在总结白水事件时说:“如果将丑闻复杂化,就可以逃脱罪责”。
同样,我想说:如果把页面复杂化,就可以让你的用户找不到北。

5、其实,网站的任何一个页面都只需要准确的传达给用户“一个”信息。
事实上,一个页面也只能传导给用户“一个”信息,其他的信息都只具备“引导”意义。

6、所以,网站的任何一个页面上,“百分之一百减一”的内容是导航。

7、网站首页除了要告诉用户“这是一个何种感觉的网站”外(这件事往往是“隐形”表现的,而非直接的内容呈现),其他的事情都是在做“引导”。
可以认为网站首页100%的内容是导航。

导航并非越仔细越好

8、往往我们设计“辅助导航”或者“友好导航”的原则上是这样的:如果设计者发现用户在浏览A信息的时候可能需要B操作,那么会想办法“让用户可以很快知道“如何进行B操作””。
当然,这个“让用户可以很快知道”也有可能是“在页面的某个明显位置放置B操作”。但,很多时候并非选择直接放置,因为“可能需求”实在太多。

9、有研究报告表明:东方人在网站的操作习惯上比较懒于思考,“思考恐惧”尤盛!
简单来说,东方人在浏览信息A的时候,如果需要B操作,他们一般认为“页面的某个位置应该明显的放置这B操作,不然这个设计就不是好的”。
所以,我们经常会看到很多网站的设计违背这个原则,在页面上放置了非常多的“辅助导航”或者“友好导航”。结果如我上文所说:如果把页面复杂化,就可以让你的用户找不到北。

转载请注明出自UCDChina.com,谢谢。

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Animal Rights?

Posted: 08 Jan 2008 07:11 AM CST

Calligram_2002 Do animals deserve the protection of moral rights? The question is highly contentious, but an examination of the issues will reveal a situation far simpler than it is usually presented.

The subject of animal rights is not a new one. As early as 6th century B.C., the Greek philosopher and mathematician Pythagoras advocated respect for animals – he believed in the transmigration of souls, and therefore had objections of a similar kind to those that many Buddhists hold, and for similar reasons. However, in order to get to the root of the issue it is not necessary to review thousands of years of philosophy; it is sufficient to examine the modern case for animal rights.

Although by no means the start of modern animal rights, Peter Singer’s Animal Liberation (published in 1975) is widely considered to be the essential text of the animal rights movement. In this book, Singer puts forward arguments based on Utilitarian principles and centring upon a presumed duty to prevent suffering. Singer makes direct analogies with the women’s liberation movement, and extends these to their logical limit, suggesting that if the denial of rights to women was sexism, the denial of rights to animals was speciesism (a term coined by psychologist Richard Ryder a few years previous).

The contrary view, typified by the philosopher Roger Scruton, argues that since only humans have duties, only humans can have rights. That is, since animals cannot enter into a social contract or make moral choices, it is not possible for them to uphold an agreement of any kind, and thus any claim that animals can hold moral rights is inherently flawed. This leads to the animal welfare position, which holds that there is nothing inherently wrong with people using animals for food, entertainment or research, although there is an assumed obligation to minimise any suffering.

Given the situation we face in modern moral philosophy, exemplified by the problem of relative ethics whereby every individual may derive their ethics from entirely different principles, Singer’s position inevitably collapses. His attempt at arguing for animal rights makes a variety of assumptions (including depending upon Utilitarianism for his conclusion) that other individuals are under no obligation to accept. Since the foundations of his premise can be rejected, his entire argument fails.

However, Scruton’s opposing viewpoint is also flawed, albeit less seriously. Scruton assumes that because animals cannot enter into a social contract they cannot acquire rights. However, this forgets an important aspect of the process of determining rights: we acquire our rights from our agreements to provide such rights. Thus, while Scruton is correct to say that animals cannot acquire rights on their own, there is no reason at all that they cannot acquire rights the same way that humans do – by an agreement made by humans.

Human rights as we understand them today only exist because of promises made by humans to each other in legal documents such as the United Nations’ 1948 advisory declaration, commonly called the Universal Declaration of Human Rights (although the claim to universality is far from valid), which became international law in 1976 after a sufficient number of nations had ratified it. It follows, therefore, that animals can acquire rights – if humans agree to grant them.

Thus it is not a question of whether animals have rights – that is something we as the language-empowered species on our planet must decide among ourselves – but which rights, if any, we are willing to ascribe to animals. The stepping point to this is the question of whether animals can be considered property, since clearly while this is the case any discussion of rights is beside the point. Challenges to the legal status quo on this subject are perhaps only a few years away, although the huge number of commercial interests which depend upon the property-status of animals will make this a very difficult river to ford.

What complicates this matter enormously is that much as with systems of ethics, each individual has their own personal attitude towards animals. Some people are animal lovers who want to extend rights to all species; some people feel sympathy for the more charismatic animals such as elephants, whales and pandas, but think nothing of eating meat; still others have a close relationship with just one other species (particularly dogs or cats) and feel powerfully about protecting that one species but are neutral in the case of other species.

An example of this latter case can be found by examining the question of onychectomy, a surgical operation which removes the claws of household cats, a practice only common in the United States, and considered both cruel and unnecessary by most animal welfare organisations. This issue is as inflammatory among cat lovers as abortion is among pro-life advocates; many such people outside the US believe that anyone who would perform this operation on their cat does not deserve to have a cat, and the internet contains evocative polemics against declawing eerily reminiscent of anti-abortion propaganda. Such is the strength of emotion that can be evoked in an individual when an animal rights issue touches a raw nerve.

The net result is a vast panoply of opinions and positions on animal rights, most of which are narrow in terms of the species about which concern is afforded, and many of which are callow in their assessment of the scope of the problems at hand or the substantive issues to be addressed. Some viewpoints even seem to margin on the insane, such as the views of a vegan I once met who advocated the total extinction of dairy cattle in preference to continued farming. The closest to a point of agreement is perhaps on the subject of spaying and neutering: more than 25 million cats and dogs are euthanized each year in the United States alone as a result of pet overpopulation.

We have already seen how Kant’s categorical imperative presents a yardstick for judging ethics, and how in Kant’s view we have a duty of mutual respect which in turn leads to the possibility of communal autonomy – a world in which we work to accommodate each other’s needs in a “merely possible realm of ends”. I believe the Kantian yardstick can be extended to cover the animal rights issue. Just as we may work together to accommodate each other’s ends (goals) in general, so we can work together to accommodate each other’s ends in the specific, such as in the context of animal rights. Animal rights in this view are thus incorporated into the general ethical framework, since an individual’s position with regards to animals (whether to specific species, or to all animals) forms part of the end they wish to be represented in communal autonomy.

(Kant’s view on animal welfare, incidentally, followed that of Thomas Aquinas in believing that we should not be cruel to animals simply as insurance that cruel habits do not carry over into our treatment of other human beings).

I suspect there will eventually be an international treaty of some kind that will provide some basic animal rights, but it’s time is not now, nor is likely to be found in the near future. Before we can adequately address animal rights it is necessary to finish the process of securing human rights. According to a 2004 Amnesty International report, only five countries did not commit significant human rights offences in 2003 - the Netherlands, Norway, Denmark, Iceland and Costa Rica. Improving this abysmal situation means ensuring that countries which have already agreed to international human rights statutes (such as the United States and China) cease their violations of these agreements, while simultaneously negotiating with countries that have objections to the Universal Declaration of Human Rights (including some 57 Islamic states) for new statutes that provide at least some degree of rights-protection for individuals everywhere in the world. We will probably not achieve a genuinely universal declaration of human rights any time soon, but a collection of separate agreements tailored to reflect cultural variation would suffice for the time being.

In the meantime, animal rights activists are free to use campaigns of persuasion or civil disobedience to advance their cause, but should be cautious that they do not hinder their goals by overstepping the mark. All attempts to force one’s values upon others, whatever values they might be, are detrimental to the process of gaining acceptance for those values – when animal liberation activists seem to value animals above people, they immeasurably damage their cause. A case for the respect of animals cannot be built upon the disrespect of people. Any animal rights that might be asserted originate in the protections that individual humans collectively agree to apply; in this struggle, the necessary first step is mutual respect between people. Only from such a position might some kind of animal liberation have any hope of success. 

The opening image is Calligram by Philip Taaffe, which I found here. As ever, no copyright infringement is intended and I will take the image down if asked.

Take-Two Acquires Mafia II Developer

Posted: 08 Jan 2008 05:03 AM CST

Officials from publisher Take-Two Interactive have announced that the company has acquired Czech based developer Illusion Softworks, best known for the Hidden & Dangerous and Mafia franchises. The developer, which will be renamed as 2K Czech, is already working on Mafia II for Take-Two. Established in 1997, Illusion Softworks has two studios in Brno and Prague in the Czech Republic, with a total of around 200 employees. The two Hidden & Dangerous titles and the ...

Blu-ray Discs To Include PSP Support

Posted: 08 Jan 2008 04:49 AM CST

Sony officials have confirmed plans to allow certain Blu-ray movie discs to upload a version of the movie or television show to the PSP, in order to watch a version of the same content without any additional cost. Speaking to consumer website PC World at the International Consumer Electronics Show (CES) 2008, Sony Pictures Home Entertainment president David Bishop demonstrated the new feature by uploading a specially formatted version of Blu-ray movie Men in Black ...

More Brain Training Back On Top Of UK Charts

Posted: 08 Jan 2008 04:20 AM CST

After being knocked off the number one spot last week, following its Christmas week triumph, Nintendo's More Brain Training (aka Brain Age 2) is back at the top of the UK individual format charts. With no significant new titles due for several weeks, the charts continue to be dominated by existing games, with the Xbox 360 version of Call of Duty 4 holding on at number two, the original Brain Training at number three and ...

CES: Cross Media Execs On Building Better Game Crossover Success

Posted: 08 Jan 2008 04:41 AM CST

As games cross over into other entertainment spheres -- music, TV, mobile, "advertainment" and more -- the industry finds itself invested with a new power, and confronted with a new slate of considerations. At the 2008 CES in Las Vegas, an array of entertainment and gaming veterans put heads together to consider the rise of film tie-ins, the evolution of game storytelling, the music game boom, and where this collision-course convergence might be headed next. ...

State Of Korea: Webzen's Yoon Talks UE3 Language Barrier

Posted: 08 Jan 2008 05:23 AM CST

With the rise of microtransactions and MapleStory, South Korean gaming has been growing in respect and relevance in the west. There's a lot to learn from this rich, constantly evolving market, which grew up along lines so different from the U.S., Japan and Europe that it's difficult to compare -- and compete with. To that end, Gamasutra has compiled five complete interviews with a variety of members of top companies in the market, conducted principally ...

Road To The IGF: Synaesthete's Collaborative Fusion

Posted: 08 Jan 2008 05:42 AM CST

Continuing Gamasutra's 'Road to the IGF' feature, we talk to Zach Aikman, Joseph Tkach, Andrew Maneri and William Towns of DigiPen Institute of Technology about their IGF 2008 Excellence in Visual Art finalist Synaesthete. The freely downloadable student game, which is also a Student Showcase winner for the 2008 Independent Games Festival, is a music-driven, arcade-style shooter that aims to synthesize the senses through its integration of light and sound. What kind of background do ...

Horrible Haruhi Figurine [Hot Tears Of Shame]

Posted: 08 Jan 2008 07:40 AM CST

2008Jan08040117_1038.jpg Jaw meet floor. This shockingly bad figurine of popular anime/manga/game character Haruhi Suzumiya has gotten the face right (very important!), but those joins are hideous. Sure, it's supposed to be a posable toy, but couldn't they have tried to raise the bar above freakazoid. This looks like those posable wooden statues for sketching with a Haruhi head stuck on it. So sad.
Fugly Haruhi [AmiAmi via Danny Choo]


Iwata Wants Increased Wi-Fi Capabilities For DS [Nintendo]

Posted: 08 Jan 2008 07:20 AM CST

dstrain.jpgNintendo aren't sitting on their collective asses with this DS and its inherent wi-fi capabilities. Speaking with Japanese news site Asahi, Nintendo boss Satoru Iwata says he'd like to expand the device's non-gaming capabilities. Like how? Like say you've got your DS, you get off at a train stop and don't know where you are. He'd like you to be able to whip out your handheld, download a map, get your bearings and turn geographical adversity into triumph. Sounds great to us, but we also know any such service would launch in Japan and stay in Japan.
任天堂社長「ゲームの敵だったお母さんが買ってくれれば」[Asahi, via DS Fanboy]


Wii Promoting Internet In Japan [Clip]

Posted: 08 Jan 2008 07:00 AM CST

Remember when we brought news that Japanese telecom company NTT was getting its Wii on? NTT is offering a cut-rate broadband sign up deal that provides online access as well as on-site set-up for Wii users. Here's the first fresh of that NTT/Nintendo marriage, complete with online SSBB battles, eggs and actress Masami Nagasawa. An online provider using the Wii to promote the internet. The irony.

"Iron Chef" Game Announced [Iron Chef]

Posted: 08 Jan 2008 06:30 AM CST

ironchef.jpgTRUE STORY: When the Wii Remote was first shown off, the first thing I thought of was an Iron Chef game. It seemed like the perfect way to both make me very happy and make anyone who made it millions of dollars. Fast forward to 2008, and here we have an Iron Chef game! For the Wii! Except...it's for some bullshit reality TV show that's not really Iron Chef. No no no no no NO. You can put any mug on the cover you like, if there's no Takeshi Kaga, there's no Iron Chef. This has now officially overtaken Sega Superstars Tennis as the most soul-crushing game announcement in recorded history.
United Media Licensing [via Go Nintendo]


"game" via 柠檬杀手 in Google Reader

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Jan 9, 2008, 11:30:25 AM1/9/08
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Oh Crap!!!

Posted: 09 Jan 2008 10:01 AM CST

Go ahead, pinch yourself.  Now Pinch yourself a little harder.  Now pinch yourself really hard, hard enough that it bleeds a little, because that's how hard you'll have to pinch yourself to realize you're not dreaming.

Now, before I get into making the actual announcement that I have publisher for my new RPG-Adventure game and production has begun, I have a little story to tell you all.

Actually I don't.  I tried really hard to think of one, even making one up from all sorts of made up stuff, but I couldn't think of anything.  So why don't we have a little quiet time and you can make something up in your head.

(pause)

Yeah, see, it's hard isn't it.  That's why game designers are paid millions and millions and millions and millions of dollars to ply their craft.

I am super excited and proud to announce that the Canada based Hothead Games will be publishing my strange little episodic RPG-Adventure game called DeathSpank: Episode One: Orphans of Justice.

I started working on this game four years ago and was turned down by just about everyone that had a business card with "publisher" printed on it.  A couple of years ago Clayton Kauzlaric and I start doing the short-lived (mostly because we're lazy) Grumpy Gamer comics and created the DeathSpank character and I thought, hey, he's a lot more fun than the main character I had before, so we started messing around with story ideas and fleshing him and his world out.

I roughed out a game design for the first episode and started pitching it around and a funny thing happened.  Everyone hated it.  But the weird thing is the more publishers that turned it down, the more convinced I became that this was a great idea.  Every rejection fueled me with excitement and the knowledge that I was right.  Nothing says innovation and creativity like armed security showing up to escort you out of the building while saying "Let's not have any trouble".

At the point I thought I'd talked to just about every publisher and began dusting off old Mafia connections, I hooked up with the guys at Hothead Games to consult on the Penny Arcade Game.   After our first Penny Arcade meeting I knew there was something different about them.  They had this aura of "I get it" and weren't afraid of things that were different, and as the Penny Arcade game shows, were eager to push boundaries.

I ran back to America and called up Clayton and said "Pinch yourself.  Now Pinch yourself a little harder."  He replied "It's fucking three in the morning, who the hell is this!"

Now things were moving like a 18-wheeler with a cut break-line, so I called up Tim Schafer and said "Loan me a desk, I have a game to design!" and I proceeded to crank out what can only be called the perfect melding of a Monkey Island style adventure game with the wicked RPG game play of Diablo.  Clayton and I got together and banged the kicks out, slapped some meat on the characters and tightened up our story and world, and damn it, we had a design you could cook an egg on.

The more I talked to the fine people at Hothead about the deal, the more I liked what I was seeing in them.  They had that spark of independence, a lot of experience and were all mighty fun people to boot, so I decided to move to Canada and go work for them as their Creative Director as well as leading the DeathSpank project.

Pinch me.

ELSPA meets with MP Brazier to discuss ratingclassification

Posted: 09 Jan 2008 10:13 AM CST

Paul Jackson, director general of the ELSPA, recentlymet with Julian Braizer MP to discuss his Private MembersBill.

Russell Carroll on Understanding the Casual Gamer

Posted: 09 Jan 2008 10:22 AM CST

Russell Carroll, marketing director for gaming portal and developer Reflexive, as well as the editor-in-chief of indie game review site GameTunnel.com, has an article up on Gamasutra on casual gaming:

Russell Carroll on Understanding the Casual Gamer

In it, he points out how the stereotypes and generalizations fail to hit their mark, and how casual gamers place different values (or benefits) on their games than your typical core gamer. And apparently, how being embarrassed about buying Wiis for themselves isn't stopping them from standing in line before a store opens to get their hands on one.

Did you enjoy this article? Be sure and check out past articles and the comments HERE.


Rampant Games: Games With Personality!


Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1

大宝带你读软文

Posted: 09 Jan 2008 09:34 AM CST

07年, 似乎就是马云和史玉柱的软文年, 在中文互联网的各个角落, 都可以看到有关二人的各种形态的软文. 其实, 我不鄙视软文, 也不鄙视枪手, 但是, 我比较鄙视的是"不够职业水准"的枪手. 所谓的够不够职业水准, 只要看看文章中一些作者的细节评论就可略知一二了.

07年, 阿里和巨人都上了市, 而进入08年, 马云似乎选择了蛰伏, 已经比较少的接受媒体采访, 甚至连央视的"赢在中国"的评委都没有再继续作, 留下了一个孤独的史玉柱. 老实说, 尽管俞敏洪也赚了点钱, 但是, 我觉得他远没有马云够份量来给全国这么多的创业者提供什么所谓的创业指导, 新东方在管理方面本来就乱得很又何谈在创业方面被称作老师? 即使是它上了市, 那也是被逼规范, 文人心态向生意人心态的转变, 并不是那么轻松就可以完成, 特别是, 俞敏洪他一个人的转变还简单点, 而他整个管理团队的这种转变可能就难上加难了.

有人说, 你如何判断一篇文章是不是软文? 我只能说: 没有标准! 自我感觉而已. 不管是正面的, 反面的文章, 你都可以视为软文, 区别仅仅在于有些出自自己之手, 有些出自他人之手, 不管这篇文章的作者是谁, 说话的人又是谁, 共同点在于: 都能获取更高的曝光率. 作脑白金时的小报投递, 放在互联网世界里, 理所应当就会变成这样的软文, 于史玉柱来说, 按这样的方式来操作, 再顺手不过了.

你瞧, 这里又有一篇史玉柱的"软文"了: 史玉柱吃透了中国人的人性

OK, 我想, 所有网游的从业者甚至非网游的很多从业者, 都不会反对这句话, 确实, 他把人性看得很透, 与我们大家不同的是, 我们大家可能也看到了很多黑暗处, 但出于脸面也好, 出于善良也好,  我们不愿去利用这种黑暗, 而他可以. 而其实, 我想, 他所采用的方式, 于其他的很多创业者, 也并不见得少用, 只是, 他用得更彻底, 也更狡猾而已. 而我认为, 所有站在一个旁观者的角度去评论这些所谓的道义问题, 都只是站着说话不腰疼而已, 企业不是你作的, 员工不是你带的, 你当然可以说得这么轻松. 只要不违法, 就没有什么可说的.

上面的这篇文章写得还算专业, 其中的不少观点, 也是我们认识到的:

引文1: "人都有惰性。如果领军人物不能身先士卒一刻接一刻地提出新问题,单凭技术人员,不会一个接一个地去攀援那无尽头的山峰。对技术人员,那是一份工,而不是他 们生命的全部意义。对史玉柱,就不同了。对完美的追求,是他的生命。在企业迟疑不决时,需要领军人物的一个“是”或“不是”,坚定地向着更高的目标走。"

没错, 很多的时候, 我们需要的, 就是这么简单: 告诉我们"是"或"不是", 不需要理由, 因为你是决策者. 这一点, 不仅决策者要清楚, 团队成员更要清楚, 不要作无谓的浪费时间的无休止的扯淡, 越早确定越好.

引文2: "中国公司的头号问题,不是技术,不是战略,不是模式,不是体制,而是忽视了客户的心智。"

心智是什么? 是用户需求, 这一点, 大家都明白. 而其实, 很多人只看到了第一层次的需求, 没有更深刻的去挖掘过用户最根本的需求是什么? 如果明白了用户最根本的需求, 在作很多决策时就会非常果断, 而不会犹豫不决. 玩网游最根本的需求是什么? 我认为, 当然是消除无聊, 空虚以及寂寞.

引文3: "玩家每分钟遇到的问题,都是游戏本身要解决的。这种问题,老板冲在第一线,还是靠听汇报来决策,是完全不同的两回事"

非常正确!!! 如果一个老板想要干预研发, 那么, 他就必须首先自己要去接触玩家, 去体验游戏, 没有这些, 那些干预都是危险的, 也是盲目的, 请不要跟我谈你的所谓的多少年的资深游戏经历, 放在这里, 没有用! 完全没有用!  中国互联网发展这么快, 玩家的口味变化如此之快, 你却一味使用以前的所谓经验来应付这些需求, 你自己想想: 可行吗? 换言之, 作产品研发的, 如果不是老板本人, 而是其他人, 那这个人也必须深刻研究玩家需求, 接触玩家, 体验游戏, 否则, 没戏.

当然, 与很多软文相似的, 这篇文章里, 也有一些内容写得比较"枪"的, "不够职业水准的", 举例如下:

引文1: "他的方式很奇特:找玩家聊天。据说,史玉柱坚持在开发这款游戏的过程中与2000个玩家聊天,每人至少2小时。按2小时计算,2000个人,就是4000个小时。一天按10个小时算的话,也要聊天400天。这是多么浩大的工程!"

直觉告诉我, 在这2000个玩家的事上, 史玉柱可能带有一定的水份, 而且, 跟玩家聊天的时间计算方式也不是这么计算的, 想想QQ刚出来时, 我们加的那些好友就知道了, 加好友聊天, 根本不是这样"串行计算时间"的, 可以同时跟多个人单对单的聊天. 而如果是在一个聊天室内, 那又是可以同时跟很多人聊天的. 所以, 我把2000这个数字, 当作是古汉语中的"虚数", 表示"很多"的意思, 并不表示确切的就是这些数字. 当然, 我绝对相信史玉柱本人一定作了很多的玩家聊天, 调研了很多需求, 但我不信他真的作到了认真从2000个玩家那里去调研需求. 从这个数字的计算方式, 最终得到需要400多天这样的推理结果, 显然, 我觉得作者很不够专业.

引文2: "但是史玉柱毕竟在日本、韩国和美国等网游列强的夹击下闯出了一条生路,书写了一个崭新篇章。"

显然, 写这句话的这个人, 不是网游业内人, 甚至, 可能也算不上一个比较资深的玩家. 国内现在的网游圈, 早已不是国外网游占主导的时代! 同时, 不论是阿里巴巴, 还是百度, 亦或是巨人, 都在向无数的中国创业者传递一个利好消息: 只要专注中国国内用户的需求以及中国社会的现实生产力状况, 国内的公司干掉国外的公司是有非常大把握的! 以后, 国内的网游只会越作越好, 国外的网游将会越来越难以进入中国市场. 毕竟, 中国人绝大多数还是喜欢玩自己熟悉的文化背景下的游戏, 更为重要的, 只有中国人才会更了解中国人. 可以这么说: 正是因为这些中国公司的成功, 才给了我们更大的勇气和信心去直面国外的同行竞争者, 我相信, 在这块土地上, 只要我们努力, 不太上皇, 不文人气, 以市场为主导, 选择和寻找最有利的战场和环境, 就绝不会输!

Gearbox Pledges $50,000 In SMU Guildhall Support

Posted: 09 Jan 2008 02:20 AM CST

Gearbox Software (Brothers In Arms: Hell's Highway, Borderlands) has pledged nearly $50,000 in scholarship and support to help establish the Fellows Scholarship program at The Guildhall, a specialized graduate school for game development, at Southern Methodist University. The Plano, Texas-based video game developer has also said it will donate an audio lab to the graduate school and provide professional mentors for the students during their 17 months of study. Randy Pitchford, Gearbox CEO and president, ...

2008 Independent Games Summit Announces Full Schedule

Posted: 09 Jan 2008 01:48 PM CST

The organizers of the 2008 Independent Games Summit have announced the full schedule for the February 2008 GDC event, with several new speakers confirmed and the January 16th early-bird deadline approaching. Some of the major talks include a keynote from Jon Mak (Everyday Shooter) and Kellee Santiago (fl0w), alongside postmortems of N+ and Schizoid and talks from notable creators at Introversion, WayForward, Q-Games, and more. The 2008 Independent Games Summit (operated by CMP, as is ...

Frontier's Braben Talks XBLA, PSN Crowding, Solutions

Posted: 09 Jan 2008 05:40 AM CST

As part of an in-depth new Gamasutra interview discussing his upcoming title The Outsider, Frontier's David Braben (Elite) has been discussing the console download services, hinting that the company may be supporting XBLA or PSN and expressing hope the services don't get "crowded with rubbish." While the rest of Braben's interview discusses his announced and previous projects, with the developer addressing directly the controversy of his "out of context" comments that BioShock's gameplay was "not ...

Critical Reception: Microsoft/Blueside's Kingdom Under Fire: Circle of Doom

Posted: 09 Jan 2008 05:18 AM CST

This week's edition of the regular Critical Reception column examines online reaction to Kingdom Under Fire: Circle of Doom, a revamped take on Microsoft's action-RPG series that critics say is alternately "archaic" yet "appealing." Though Kingdom Under Fire and its sequel Kingdom Under Fire: Heroes found popularity on the original Xbox thanks to their unique gameplay that blended real-time strategy elements with Dynasty Warriors-styled brawling, Circle of Doom marks a significant departure for the series. ...

Microsoft Ponders Potential Blu-Ray Support

Posted: 09 Jan 2008 04:43 AM CST

Following several days of rampant speculation regarding the so-called format wars between the HD DVD and Blu-ray disc formats, Microsoft has admitted that the company will consider a Blu-ray add-on if the technology becomes a clear market leader in the future. Although Microsoft has always backed Toshiba's HD DVD format, releasing a HD DVD drive add-on for the Xbox 360, the format was dealt a blow at CES when Warner Bros. announced it would move ...

FIFA 08 Is Best Selling Game Of 2007 In UK

Posted: 09 Jan 2008 04:26 AM CST

Regular UK chart compiler Chart-Track have revealed the top ten selling video games of 2007 in the UK, with Electronic Arts' soccer simulation FIFA 08 beating out competition from Nintendo's two Brain Training games and Konami's Pro Evolution Soccer 2008. The list of top ten selling titles are based on the combined format charts, where multiple SKUs of the same game, across all different formats, are combined into the same position. This naturally gives precedent ...

Super Robot Wars Tops Final Japanese Chart Of 2007

Posted: 09 Jan 2008 04:11 AM CST

Delayed by the substantial Japanese New Year holidays, Media Create has revealed details of the software top thirty for the week ending December 30th. Traditionally one of the busiest weeks of the year in Japan, a total of five games sold over 100,000 units. The top seller of the week was new entry Super Robot Taisen Original Generation Gaiden, the latest in the long running series of tactical role-playing games. Unlike the core series, which ...

Opinion: Reflexive's Carroll On Understanding The Casual Gamer

Posted: 09 Jan 2008 05:50 AM CST

[Continuing a new casual game-specific monthly column, Reflexive's director of marketing Russell Carroll (Wik, Ricochet) looks at how developers can identify and meet the needs of an ever widening audience of casual gamers, asserting that the key is to understand why they play.] On Black Friday, I headed to the local GameStop, arriving about 30 minutes before opening. I was intent on scoring the newly released Zelda version of the DS, and figured that with ...

Next-Gen Narrative: The David Braben Interview

Posted: 09 Jan 2008 11:00 AM CST

David Braben co-developed the seminal Elite, and his UK-based company Frontier Developments (Thrillville) is working on The Outsider, an espionage title intended to advance the art of game narrative. How? Gamasutra finds out within...

疯了, 都疯了

Posted: 09 Jan 2008 07:59 AM CST

难得有一次, 公司的集体活动能引来这么多人的同时关注, 而且, 童叟无欺, 老少皆宜.

我们组有好几个兄弟(好像只有兄弟)参加了比赛, 老实说, 我觉得唱得都还不错, 据说今天晚上小春唱得非常棒, 好像是目前为止的最高得分, 可惜没听到.

按说, 正值年底, 正是疯狂加班的"好时候", 但因为我们组有几位兄弟也参赛了, 所以比赛时程序的兄弟们去了一大半, 空空如野的办公室里仅剩可怜的老大BK还在快乐的"体验"新飞, 呵呵.

赛场上, 无论唱得好与不好的, 照样都能获得掌声, 获得鼓励, 重在参与嘛, 我想, 另一点, 同样重要的, 台下所有的观众同事也在找着机会一发紧张工作的压力, 所以, 呐喊声, 吹哨声, 鼓掌声此起彼伏, 那阵势也不输于超女快男了.

很棒的活动, 让大家在春节前还可以HAPPY一下, 赞一个. :)

2008 GDC Reveals Sid Meier Q& A, Dille on Transmedia

Posted: 09 Jan 2008 05:15 AM CST

As part of his latest Director's Cut post, GDC 2008 executive director Jamil Moledina has revealed a new Q& A presentation featuring Choice Award winner Sid Meier and LucasArts vet Noah Falstein and a Sims Studio session focusing on emerging gamer types. In addition, other newly announced talks include game and television writer Flint Dille on the transmedia experience, and an interdisciplinary programming and design talk from Sony Pictures Imageworks on their most recent assault ...

CES: Casual Execs On The Future Of 'Short Session' Play

Posted: 09 Jan 2008 04:56 AM CST

What's the next great platform in gaming, and what role will casual games play? At the 2008 CES, Sierra Online president Ed Zobrist, David Laux, global executive for IBM games and interactive entertainment, Qualcomm gaming group senior product manager Son Ton, Glu Mobile marketing vice president Justin Kubiak, Matt Turetsky, VP of mobile and new platform games at RealNetworks, and WildTangent CEO Alex St. John discussed these issues in a panel moderated by Intel Capital ...

MCM Expo expands games presence for 2008

Posted: 09 Jan 2008 08:00 AM CST

The London MCM Expo has announced the dates for itstwo events this year, and will be welcoming an expanded videogamespresence to the show floor.

陋室铭-我的2007

Posted: 09 Jan 2008 07:51 AM CST

陋室铭

-我的2007

在一间四壁漏风的陋室里,寒风吹过。。。
老王抽着一根便宜的白沙烟,抱着一杯咖啡,陷入沉思中

2007年一晃眼就过去了,在很多人眼里,俺是一个失败者,感受了一年的人情冷暖
从著名大公司耀眼的职业经理人,变成了不知名小公司的创始人

以前一些趋之若鹜的人,现在爱搭不理,或者敷衍了事
倒是一些人,保持了真诚和友好的联络

因为很多人对成功的定义,就是能到越大的公司,混到越大的职务,那就是成功
按照这个定义,俺肯定是失败者,那么俺也就认可自己是个失败者

所以俺非常感谢2007年,让俺静下心来,让俺更加看明白了这个世界的人性
人性,就像商业社会的股票,你涨了,无数人追涨,你跌了,无数人杀跌

老王这只股2007年阴跌不止,估计不少人已经不断减仓割肉,
忙着买新的大黑马大牛股去了

欲立大成功,必经大失败,2007年我还不够失败
即便不成功,我心已成熟,2008年我要竭尽全力

自从进了游戏行业,俺从来没有想过要赚多少钱,
从来不找老板要求加薪,从来不因为工资高低而跳槽

至今住着租来的陋室,四处漏风,却不以为意
至今无房无车,粗茶淡饭,喝粥吃菜,却感到非常满足

记得以前亲戚送一条大中华,自己只抽了2包,其余全部分给同事,好东西要大家分享
记得以前从不舍得买好烟好酒,平时只抽白沙,但是送给朋友的都是好烟好酒
记得以前请朋友吃饭都是酒楼饭店,大鱼大肉,自己只舍得在家煮粥炒青菜,吃的心满意足。

对别人大方,对自己小气
对物质生活无所欲求,只是为了一个遥远的梦想活着

历经俺2007年一年的思考,总结了几点失败者心得:

1、世间所谓的成功和失败定义都不对,有钱不代表成功,没钱不代表失败,自己快乐才是成功者
俺现在的心态,远远比在某易时快乐无数倍,那就证明俺比以前成功

2、没有人能够逃脱钟摆原理,人生经历高点,自然要经历低点,然后冲向下一个高点
大多数人最终失败,大多是因为绝望而放弃了努力,其实光明之后是黑暗,黑暗之后是光明

3、人一定要经历大失败,此时不离不弃的朋友才是真友谊,这样才能大成功
就像史玉柱、马云,在他们人生最低点,只有不到50万资金,1-2年没有发工资都不离不弃的伙伴
最终共同努力,一起创造了商业奇迹

4、只有经历最困苦最失败的人生,才会珍惜友谊,珍惜伙伴,分享财富
这世间有很多幸运儿,成功的太容易,所以不珍惜

5、如果有人给你更高的报酬,或者更适合你的岗位,你觉得他就是你的伯乐时,或许恰恰是相反的,
史玉柱、马云和他们的团队伙伴能够不计报酬在一起艰苦10年,只有这样的团队才能无敌于天下


以上,草于2008年1月9日,逻辑有点混乱,计划隔日修订


别人眼中的失败者,自己眼中的成功者
                                     老王

The Top-Selling Games In Britain For 2007 Were... [Sales Charts]

Posted: 09 Jan 2008 06:30 AM CST

britflags.jpgChartTrack have broken with standard practise and sent out actual figures for some game sales! And not just figures, but figures for the entire year! Once you've recovered from the shock with a lie down and a stiff drink, read on to see the ten top-selling games in the UK for 2007. Warning: BioShock, Mass Effect and Mario Galaxy do not feature.

1) FIFA 08 (1,391,435)
2) Dr Kawashima's Brain Training (1,016,558)
3) Call Of Duty 4: Modern Warfare (935,044)
4) PES 2008 (787,382)
5) More Brain Training From Dr Kawashima (760,225)
6) Halo 3 (735,176)
7) The Simpsons Game (734,595)
8) Wii Play (688,002)
9) Assassin's Creed (670,286)
10) WWE Smackdown VS Raw 2008 (563,121)

Nice to see some real numbers for once! Pity they then went and rolled multi-format games into one, which tends to skew the data somewhat.

The top 10 UK games of 2007 [CVG]


Stream Your Mac Stuff To Your PS3 [Playstation 3]

Posted: 09 Jan 2008 05:30 AM CST

macps3.jpgHey there PS3-owning Mac users! Come on in from the file-sharing cold and make yourself comfortable. Thanks to NullRiver, who have already got Macs and 360s talking, your Mac will soon be able to stream your music and movies to your PS3. And not just stream, but do nifty things like show your iTunes album art and stream an iPhoto slideshow to your shiny big HDTV. Download link's below if you're at all interested.
[Official Site]


"game" via 柠檬杀手 in Google Reader

unread,
Jan 10, 2008, 11:49:20 AM1/10/08
to cngame...@googlegroups.com

戰他妹S!基情無限!

Posted: 10 Jan 2008 08:55 AM CST

 94.9:600:450:150:112:2008-01-10-00.jpg:left:0:0::
↑攪基不違法,S乃就從了吾輩&#21543;……=v=/

草稿&#25890;太多了……自爆or爆SEED。

BASARA小説越來越歡樂了〜XD,可惜青椒充了炮灰……
T-T親愛的ANIKI,乃怎&#20040;就狠心直接X掉青椒&#21602;!
為了很黄很暴力的世界,乃應該先【&#21537;&#8212;&#8212;】後殺!!!

小10和政宗太歡樂了〜小10就是個&#22902;媽!!!
“他?女人?好奇怪的組合。”
↑笑噴了XD。
果然有基情有歡樂的游戲才是好作品!

消失

Posted: 10 Jan 2008 10:03 AM CST

以下是一篇小说的片断,提纲,素材,whatever
 
王莒有一位表弟,名叫李於。李於的名字来源于他所出生的一座小村庄,於湾。在王莒小的时候,下雨天去外婆家,都会踩的一身烂泥。所以,直到了解到表弟的真名前,他一直都认为,於湾的於,是淤泥的淤。什么是真正的淤泥,对于小时候的王莒来说,两次印象深刻的时候,也都在於湾老家。一次是跟表弟去大塘旁边玩,脱了鞋在塘泥里走来走去,表弟提醒他,不要陷进去,踩一个洞马上拔出来。当然了,就算陷进去,也最多不过没过小腿肚子而已。还有一次是大舅家的鱼塘抓鱼,水全部排干,王莒也和大人们一起下塘捉鱼,滚了一身烂泥。
 
那时候的於湾,和乡里的集市之间,只有土路相连,王莒家住在集上的供销社大院里,过年过节,他常常跟爸爸妈妈一起坐三轮车到会鹏村,然后下来,步走到於湾。统统不过七八里的路程。会鹏和集上之间的石子路路况奇差,十几分钟的路程颠簸的人每每要从座位上窜起来。一路上路过江郢,孙阳等自然村,王莒外公和外婆家的亲戚,很多都分布在这些村子里。偶尔,他也会去这些母亲的亲戚家里参加一些婚礼,葬礼等红白喜事。石子路两旁常年都是一排排稀稀拉拉的被折断的树苗,他们几乎都是集上中学和附近村级小学的学生,在每年植树节的时候,种下的。直到1996年之后,情况才有所有改善,每一段距离的绿化树苗,都制定了负责人看管。所以,等到2000年春节,王莒在集上中学看书的时候,会鹏到集上的路边,已经是绿树成荫,煞为壮观。
 
从一开始,王莒就把於湾看成是自己的老家,无论是从几里地外的集上(无非就是邮局,供销社所在的一条土路大街)回来,还是从市郊的新家回来,无论是从几千里外的工作单位回来,还是从几万里外的出差地回来,总有老家等着他。他也总是认为,於湾大塘的夕阳风光,回村小路边田野里的稻草人,都会一直留在那里,永恒的,用一种不变的情怀,任他归故里,任他抛却一切成人后的烦恼,走在村头的田埂间……
 
然而,小小的於湾村,并没有逃过中国乡村的变化大潮,在下塘捉鱼差不多二十年后,王莒回外婆家,发现往昔的一切都已经消失。如果说土路变成石子路,沥青路,还只是一种进步;如果说,土房变成洋楼还只是一种提升;如果一切只是这么简单,乡村还是乡村,故土也还是故土。但实际情况却使得他大吃一惊,石子路转眼间变成了八车道的水泥路,熟悉的自然村成批的消失,人们都被赶走,整个乡都被进行大规模的改建,所有的农田,除了风景区内的,都将变成学校基地。独门独户,世世代代临墙隔壁的人们,最终都会回迁到集中建设的居民楼中。
 
王莒想,在将来的新城区里,会不会有一条所谓的於弯路呢?而大塘,大概也要变成房地商趋之若鹜的湖边开发区了。於湾在地理意义上即将消失,让王莒感到很难受。也许他应该去一个蛮荒的世界,在那里开山劈田,为自己的子孙后代打造新的一片故土。

独家预告

Posted: 10 Jan 2008 10:19 AM CST

 
  也可以说是计划,因此不能保证最终百分之百会实施,可能会打点折扣,这是我目前无法预计的。

  计划就是:

  一、重新设计网站,全部推倒重来,包括博客、论坛,还有域名。三月结束前会有结果。

  二、以一个全新的、2.0的我来面对2008年开始的近未来。

  三、加大研究“游戏学(Gameology)”的力度。可能会完全改变目前的“状态”。

  四、进入全新升级过的生活轨道。

说是预告,其实都是写给我自己看的,是预告我自己。人生每一个阶段都要有目标,以上的计划,就是实现现阶段目标的准备工作。

2008年1月11日

 

游戏业界历史上的今天(1.11)

Posted: 10 Jan 2008 09:58 AM CST

 
游戏业界历史上的今天(1.11)
首先向1.11过生日的玩家朋友道一声生日快乐!
下面让我们一起来回顾一下游戏业界历史上的今天吧

今天虽说还是比较冷清,不过有着“生化危机4”的捧场,那就足够了


1991.1.11
追踪H.Q(TAITO/GB)
    街机名作的GB移植版。主要的内容依然是尽快追上盗贼的车辆并将之撞毁以便缉拿。虽然GB屏幕的显示能力有限,但是游戏中那种紧张刺激的感觉还是得到了很好的再现,是GB上难得的赛车游戏佳作。
经典度:5
推荐度:5
下载:http://emumax.uuu9.com/download/2006/200612/19857.shtml
 

1992.1.11
太阳的勇者(IREM/FC)
    根据同名动画改编的纵版射击游戏。玩家可以在游戏中随时选择战车或者是机器人等机体来作战,这是比较少见的。各种机体的火力都不一样,也有特别机体才能获得的特别道具。游戏的节奏比较缓慢,整体难度不高,内容以及画面表现等方面相比稍早推出的GB版要丰富一些。
经典度:4
推荐度:5
下载:http://emumax.uuu9.com/download/2006/200604/13245.shtml



大冒险岛(HUDSON/SFC)
    由于之前抵制FDS磁碟机系统、全力支持PC-E的背叛行为,HUDSON不仅完全失去了FC时代的优待,还在软件的发行上受到了严格限制。本作是其第一个SFC游戏,却只能等到1992年才能上市。游戏中玩家依然操作高桥名人,依然有着滑板、石斧等经典的道具,在SFC的机能支持下,无论是背景画面还是角色描绘都大大的进化了,武器也更加丰富多彩。同时游戏的难度相对低了许多,这一点也令很多老玩家感到不满,认为是该系列得一个退步。
经典度:6
推荐度:6
下载:http://emumax.uuu9.com/download/2005/200501/6063.shtml


2005.1.11
大逃亡 黑色星期一(SCE/PS2)
    出自SCE自身的GTA式作品,前作的素质算是相当的出色,因此这款续作的呼声很高,而其目标也是要赶超GTA。游戏发生在面积25平方英里的伦敦市,新增了了17个地标性建筑物,还包括了泰晤士河和地铁系统。故事从一起银行劫案开始,三位主角因为不同的原因被卷入这场警匪大战。主线流程一共有22个任务,还包括了大量的分支以及多种结局。不过游戏的总体水平相比前作并没有什么提升,敌人的AI更是低的可以,制作组在剧本方面下的功夫似乎要比在系统方面更多。本作最终全球累计销量为167万,仅有前作的一半。
经典度:5
推荐度:6
下载:
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生化危机4(CAPCOM/GC)
    这部作品可以算是猪头生平期待时间最久、期待度最高的游戏了。从2000年就宣布开发,预定2002年在PS2推出并且还有可能跨平台,后来演变成了PS2的“鬼泣”,再到2001年9月GC发售前夕惊天的独占消息,直到“生化危机0”推出之前有名的新作五连发才第一次露出了庐山真面目,始祖病毒的发源地、里昂、污染、暴走等字样,空旷高耸的欧式走廊与凄冷的月光,类似黑雾的蠕虫敌人,给人无限的遐想。接下来又是GC的不断失利和网络版生化危机登场PS2,2003年E3展上惊鸿一现的开发片段让我们看到了那个拿着钩子的黑影,以及风吹动的窗帘和里昂呼出的白气等惊人的细节画面,全3D的图像竟然能够做到这样的程度,令人无法不垂涎三尺。之后作品又开始了潜水,当时很多玩家都估计游戏可能会像2代那样再次大换血。
    事实果然如此,2004年初拉斯维加斯的发布会上,全新的画面公布了,全3D任意转换的视点,越肩视角的战斗模式,敌人不再是僵尸,而是拥有智慧的村民,庞大的巨人,拯救总统女儿,伞公司不复存在,等等等等,都预示着系列发展进入了全新的阶段。游戏的素质可谓是不负众望,发售后获得了一致的好评,被誉为是一次完美的革命。GAMESPOT给出9.6分评价,在全部GC游戏中仅次于“银河战士PRIME”。其战斗模式发展成为了当今的流行方式,敌人超高的AI,系列最长的流程,对应480P以及16:9的图像效果,毫无冷场的节奏,一切都显示出制作者的诚意。游戏的全球累计销量是166万,超过了GC版“生化危机”以及“生化危机0”,而美版突破百万的成绩也凌驾于后来的PS2版之上。
    这里特别要提及,美版是所有版本中暴力程度最高的,爆头之后尸体不会像日版那样头部依然完好,里昂的各种死法也十足的血腥。美版附送的雨伞也是相当别致,那款电锯手柄更是令人毛骨悚然。当然,系列的老玩家也许会对游戏由于开放式场景和高度对抗的激烈节奏导致以往的恐怖压抑感觉大减而不满,此外在剧情方面游戏也明显显得单薄,但这些只能算是白璧微瑕。唉,今天说不完了,等到日版的发售日,猪头还要继续说。呵呵。
经典度:10
推荐度:9
下载:

 
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明日话题预告:MARVEL对CAPCOM,世嘉拉力2006

转点东西,外加评价。

Posted: 10 Jan 2008 09:21 AM CST

帥哥微笑------陽光        醜男微笑------猥瑣
帥哥對女孩微笑------竊喜     醜男對女孩微笑------变态
帥哥留鬚------性格不羈      醜男留鬚------邋遢,不修邊幅
帥哥搭訕------開心昭告天下    醜男搭訕------報警!
帥哥看書------斯文        醜男看書------書呆子
帥哥做運動------活力       醜男做運動------減肥
帥哥睡著了------可愛       醜男睡著了------懶惰
帥哥口甜舌滑------風趣      醜男口甜舌滑------流氓
帥哥一言不發------冷酷      醜男一言不發------自閉
帥哥對女士禮讓------風度     醜男對女士禮讓------不安好心眼
帥哥耍溫柔------體貼       醜男耍溫柔------娘娘腔
帥哥裝豪邁------男人味      醜男裝豪邁------粗漢一名
帥哥的頭髮被風吹起------瀟灑   醜男的頭髮被風吹起-----頭皮屑別飄過來!
帥哥放了個屁…………………       一定是旁邊那個醜男放的!!!!!!

反正这世界没什么公正可言了,嘴都长在女人脸上,爱怎么说怎么说。

更正一下:不是帅哥和丑男的关系,是喜欢和不喜欢的关系。为什么喜欢,原因很多。

有些人是很现实的,有些人则是很虚无和幻想的。没有哪种正确,所以也就没有哪种错误。

为什么男人不能自己把握命运,却要女人来审判?

各种征友网站的东西,几乎等于不能看,看了就是来气。

最要命的是,现在的女人又要求男人有风度、脾气好、长得帅,还要求男人有钱,事业有成,还要求男人有时间陪她哄她,就这么着,整天还闹着男女不平等,女人没地位……

 

Gamer Tries to Build Nuclear Reactor in Home, Feds Not Happy [Crime]

Posted: 10 Jan 2008 09:00 AM CST

15017939_240X180.jpg

A Texas man, described in television reports as a gamer and out-of-work computer whiz who redesigns video games, received an early morning call from the FBI and Nuclear Regulatory Commission after word got out that he was trying to build a small nuclear reactor in his house.

The feds were alerted after the man blogged that he had some uranium and that the background radiation in his home had doubled.



The man is an out-of-work computer whiz who redesigns video games. He said he started studying physics around the eighth grade. He said he is a science buff who is fascinated by nuclear reactions and radiation.

"These things are in your tap water, you know, in the dirt," he said. "You could hold a Geiger counter up to a banana and get a count off of it."

He said he has always been curious about how things work and likes to do his own experiments.

The man decided to create a small-scale nuclear reaction in the same room he plays his video games as his latest experiment.

"People do it in universities all the time," he said. "It's just not usual that somebody does it outside of a university."

After a brief inspection of his contraption the feds left the man alone, taking his experiment at his parent's request.

Rockwall Man Tries To Build Nuclear Reactor In Home [NBC 5, via Game Politics]


Japan's Parking Space Gestapo [Night Note]

Posted: 10 Jan 2008 08:40 AM CST

To: Crecente
From: Bashcraft
RE: Somewhere Winnie the Pooh is Weeping

So sometime last year, Japan introduced new, strict parking legislation that included the creation of meter maids. They're not usually meter maids here, but old men in green uniforms on bicycles. Their job: find illegally parked cars and give them tickets. This group is run by a semi-private company. Their job: make money.

Steets in big cities like Osaka and Tokyo can get narrow. Sometimes it's hard to drive down them. Compound illegally parked cars, and it can be impossible at times. For that, yes, I am glad the government is cracking down. But, it's not just people blocking roads or people double parking. It's anyone who is parking in a non-designated parking space.

For example, today Mrs. Bashcraft took Mini-Bash to his friend's house. She stayed there and chatted with the kid's mother. The friend lives in a residential area, surrounded by houses. Mrs. Bashcraft parked in front of the kid's house. There wasn't a yellow line, a fire hydrant or a No Parking sign. What's more, she wasn't even blocking the driveway. Just parked in front of the house like people do. When she came out of the kid's house, there it was: a parking ticket.

The mother felt so guilty. She called the police, who said that Mrs. Bashcraft was parked illegally, because she wasn't parked in a parking lot or designated parking space. (Designated parking spaces are the ones you own or rent. You must have one to purchase a car in Japan. It's the law.) There was nothing they could do. The mother feels really bad and has offered to pay the ticket, but of course we'll pay it. Next time, wife and kid are going to take the subway to the kid's house. And the point of owning a car in Japan is...?

What you missed last night
Utada Hikaru bites DS
Simple 2000
No more Aibo
It was server strain that killed XBL
Porn studio aims to please PS3 owners
McWhert playing with Darth


Baseball Star Retiring To Work On A (Wait For It) MMO [Mmo]

Posted: 10 Jan 2008 08:20 AM CST

schilling.jpgVeteran baseball star Curt Schilling is nearing the end of his career. Unlike other baseball stars, however, he won't be retiring to a life of broadcasting, coaching and/or Senate steroid inquiries. No, he's going to retire at the end of next season to work on Copernicus, an MMO currently in development at Schilling's own 38 Studios. And he's not fucking around:

This is my life after baseball. After baseball, I will do nothing except be a father, husband, and run this company.
While Copernicus (a working title) will be occupying his time for the next few years, Schilling also stated he'd love to be "intimately involved in making a baseball game...I will be a part of a company doing a sports game". You can't say the man does not have a plan.
Star pitcher trading baseballs for video games [CNN] [Image]


Beautiful Katamari Rolls Onto PAL Next Month [Xbox 360]

Posted: 10 Jan 2008 08:00 AM CST

Beautiful_katamari_cover.jpg PAL players! Well, European Xbox 360 owners! Beautiful Katamari is *finally* rolling onto at least European PAL machines this February. We imagine Australia as well. If you've never played a Katamari game, might be worth checking it out. If you have, well. You've already played it, but better.
Katamari Coming [CVG]


HD DVD Exclusive Transformers Running on PS3 [How To]

Posted: 10 Jan 2008 07:40 AM CST

080104_02.jpg Haven't tried this, but apparently a Japanese gamer was able to rip HD DVD exclusive, burn it on Blu-ray and get it running on a PS3. What was used:
• HD DVD drive
• Copy of Transformers HD DVD
• Drive for Blu-ray disc writing
• BD-R/RE disc
• HD DVD rip shareware "AnyDVD HD"
• EVO file demu freeware software "EVOdemus"
• TS file demux/remux freeware software "TSremux"
• BD lighting software "Ulead Burn.Now" (BD drive bundle)

Hit the jump for the four step procedure:

1. With AnyDVD HD, rip a EVO file of the HD DVD Transformers
2. Using EVOdemux and rebuild, the necessary image and voice are selected
3. Convert EVO file into BDMV form with TSremux.
4. Burn onto BD-RE with Ulead Burn.Now

Once again, we haven't tried this, so we're not sure if it works or not (or even if these directions are correct). This fella was apparently able to get it on Blu-ray — though, he wasn't able to get subtitles transferred over. Let us know if you are able to do this successfully.
Transformers on Blu-ray PS3 [Pocket News via Hobby Blog]


Australian Virtual Console Getting Random Japanese Games [Virtual Console]

Posted: 10 Jan 2008 07:20 AM CST

doremi.jpgFor some reason known only to themselves, Nintendo are releasing two...unique titles on the Australian Virtual Console. The two games, which were classified on January 7, have never been seen on our fair shores, and a betting man would put good money on you never having seen them, either. The first one's Smash Ping Pong, a Famicom port of Konami's Ping Pong arcade game. The other one's *breath* Do Re Mi Fantasy: Milon no Dokidoki Daibouken, the SNES sequel to Milon's Secret Castle. Could Nintendo be planning another Japan-only Virtual Console love-in similar to last year's "Hanabi Festival"? We can only hope.
Office of Film & Literature Classification [via Wii Fanboy]


'Til DS Do Us Part [Japan]

Posted: 10 Jan 2008 07:00 AM CST

dscoupletokyo.jpg Wind breakers to keep warm, check. Hiking boots for climbing mountains, check. Backpacks for carrying stuff, check. DSes with earphones to ignore one's better half, check. The Tokyo Times spotted this on a Tokyo train, telling us that this couple "never spoke to each other the whole time they were on the train." They didn't have to. With coordination like that, they can read each other's minds. Either that, or they're in Pictochat.
Touching Tokyo [Tokyo Times]


We Are Fans Of This Okami...Yes. [Okami]

Posted: 10 Jan 2008 06:30 AM CST

okamifan1.jpg Gotsta love a multifunctional device. As you've probably already sorted out, this is an Okami fan. On both sides, fantastic Okami art. On the handle, a delicate, detailed finish. And in our hearts, a deep sense of longing, because we've never seen something that could keep us so cool in both the literal and metaphorical sense of the word. And yes, we'd be totally cool fanning one of these. We'd bat our eyelids and everything.

okamifan2.jpg Random Stuff Lying Around the Office [Capcom]


On Adults Day, Buy Adult Games, Become Adult [Sex]

Posted: 10 Jan 2008 06:00 AM CST

2008-01-10-406.jpg Every year, the second Monday of January is "Coming of Age Day." People turning 20 years old that year get together and celebrate. When one reaches the age 20 in Japan, he or she is finally considered an adult. Being an adult means being able to do adult things like voting, drinking, smoking and buying adult PC games.

To celebrate (and initiate), the Akihabara Sofmap is running a special "Adult Time" campaign from January 12nd ~ 14th. Those who purchase new adult video games over ¥5,000 (US$46) will be entered in a raffle which offers prizes like a hug pillow covers, music CD and saucy illustrations. The kicker? This campaign poster says, "Grown-ups, buy an adult game and enter full adulthood."
Adult Hood [Akiba Blog]


Halo & Transformers, Together At Last [Halo]

Posted: 10 Jan 2008 05:30 AM CST

haloformer.jpgHalo and Transformers? Together? Works with me. The whole Star Wars/Transformers thing already killed my sense of canonical authenticity, anyway. Which - strangely enough - is exactly what this custom Master Chief Transformer is: a custom-modded Star Wars Transformer, based on the existing Commander Cody/Turbo Tank figure. Which means it loses a lot of points for not transforming into a Warthog, Mongoose or other Halo-affiliated vehicle, but still scrapes by because, well. It's a Halo Transformer.
Custom Halo Transformer [Siliconera]


Microsoft To Buy Logitech? [Rumor]

Posted: 10 Jan 2008 05:15 AM CST

rockbiter.jpgThere's loud whispers in the business community that Logitech, makers of (among other things) fine console and PC gaming peripherals, are about to be bought out by Microsoft. Neither side will comment publicly on the rumours, however one trader has offered this brilliant quote:

Supposedly, Microsoft is supposed to be taking over Logitech, offering 48 francs a share. Then the mouse-maker would be worth around 10 billion francs.
Looks like somebody's got a bad case of the sposdas.
Logitech shares surge on talk of Microsoft bid [Reuters]


A Smart Article On Something Everyone Knows [Girls On Gaming]

Posted: 10 Jan 2008 05:00 AM CST

girlsgaminglancashireimage.jpeg Yes, yes. Women play video games, we know, we know, blah, blah, blah. As obviously insulting and simplistic as the Lancashire Telegraph's article "Girls Discover Joys of Gaming" could be, it's actually not. It's got nice quotes like this from a "game-her" (geddit?):


As soon as I've got the kids' tea sorted I go on the computer. It's a bit of me' time and a good way to relax. I play on it rather than watch TV and I suppose it's like a hobby.

The kids ask Can I have a go mum?' and I say No, this is mum's game.' I suppose I like that it's like visiting a different world. It's escapism.

There's also numbers like this: According to an online poll, 81 percent of women in England's North West are gamers. Take note everyone — not that girls play video games (durr), but this is how you write about it.
Girls Discover Joys of Gaming [Lancashire Telegraph via VH1]


Simple 2000: The Japanese Hardware Chart [Sales]

Posted: 10 Jan 2008 04:40 AM CST

mchw_sales_011008.jpgHardware sales. From Japan. You know how this works, right? The Nintendo DS obscenely outsells everything and the Xbox 360 picks up the tail end. It's essentially the same story for the last week of 2007, as hardware data from Media Create has finally come about for the end of last year. One interesting aspect, though, is the ass kicking the PSP gave the Wii that week, which may have been driven by Star Ocean and Haruhi sales. Somehow, though, that doesn't sound quite right. Maybe folks just love the PSP and multimedia options. Let's give it up for multimedia, people!

  • Nintendo DS Lite - 218,876
  • PSP - 161,370
  • Wii - 152,209
  • PlayStation 3 - 52,706
  • PlayStation 2 - 25,569
  • Xbox 360 - 8,304

Media Create Weekly Sales


This Mouse Pad Is So Big It's Ridiculous [PC]

Posted: 10 Jan 2008 04:30 AM CST

giantpad.jpgI don't know about you, but when I play shooters on my PC, I don't gently run my mouse across the limited confines of my mouse pad like some lily-livered pussy. I hurl the bastard. Which makes me feel better about myself, but also hinders my performance somewhat. Hence my interest in this, a new mousepad from Ratscar. At 35.4 x 17.7 inches (almost 10x the size of a normal pad) it's utterly impractical, and at $40 it's waaay out of my price bracket for a mousepad, but...it'd be nice to have the option to hurl both your mouse and your keyboard (and scanner, and printer, and morning coffee) all off the same pad, wouldn't it?
giant mouse pad offers tons of surface area [technabob]


TGS 2008 Dates Announced [Japan]

Posted: 10 Jan 2008 04:00 AM CST

tgs0041.jpg While some of us are still recovering from last year's Tokyo Game Show, that doesn't mean it's too early to announce the dates for this year's. TGS 2008 will be October 9th, 10th, 11th and 12th. For those unable to count, that means that, yes, TGS will once again be four days long. The first two days will be business days. Big difference, TGS 2007 was in late September. Good, because it won't be so friggin' humid.

Pro Tip: For those without press passes, go on Sunday at around 4pm. Last year, it was a ghost town!
TGS Dates [Famitsu]


"game" via 柠檬杀手 in Google Reader

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koei继续作料理

Posted: 11 Jan 2008 08:24 AM CST

2007年1月份,koei曾经开了一个发表会宣布了nds的一个料理软件( http://blog.sina.com.cn/u/4938f71b010008tr ),待遇颇为隆重,不过结局比较悲惨,发售首周只在排行榜上排名29位( http://blog.sina.com.cn/s/blog_4938f71b01000cfv.html ),之后更是不知所踪。
 
以为koei从此接受教训了,没想到最近koei居然又公布了一款做点心的软件,名字叫《かんたん!たのしい! お菓子ナビDS》。
 
guozi_1_1.jpgguozi_1_1.jpgguozi_1_1.jpgguozi_1_1.jpgguozi_1_1.jpgguozi_1_1.jpgguozi_1_1.jpgguozi_1_1.jpg
 
本作预定2008年3月中旬发售,定价3990日元。
 
说实话,如今日本nds上的“非游戏”软件的热潮已经有下滑的势头了,2007年圣诞周的销量榜上基本看不到那些曾经威风八面的nds“非游戏”软件了( http://blog.sina.com.cn/s/blog_4938f71b01007zob.html ),取而代之的是nds上传统的游戏类型大显身手——也许真的是热潮已经过去,也许是Wii接过“非游戏”软件的这根棒。不管如何,还在nds上制作“非游戏”软件的厂商,比如现在的koei,不知道是能不能赶上末班车呢?

Patapost Friday: Pata-strategy

Posted: 11 Jan 2008 10:18 AM CST

Feliz Happy New Years to everyone and welcome back! It’s been a few moons since we’ve had a good Patapon update - - and we’ve all been previously introduced - - so lets just skip the formalities and jump straight into what you’re really here for: juicy tidbits on the Patapons, their quest and formidable feats that will be required of them to reach Earthend.

As many of you already know, there was a special holiday card making the rounds … and many first impressions started to pop up. One thing that caught our attention was how surprised some people were at the depth of gameplay and customizability, and that’s without taking into account the topography of Patapolis and surrounding lands - - it’s something fierce. Each mission will require special attention on troop formation, be it for hunting, or fighting huge monsters, or hijacking Zigoton WMDs - - it’s hard out here for a Patapon.

Patapon 4

Hunting missions are the easiest way to collect the different items (sticks, alloys, ka-ching) needed to create more Patapons. While the first few missions will just require you to understand the “advance” and “attack” commands more advanced hunting missions will have you mixing up your tactics and strategy as you to read the wind, shift troop formation and even protect yourself against some of your prey (Pata-snap!).

Patapon 2

While hunting will get you some nifty elements, the real loot comes from defeating the different monster bosses - - and by the time you reach the first one you’ll have mastered the “defense” command - - so make sure to use it in conjunction with “advance” and “attack”! Surviving the battle with two or three Patapons will get you to the next level, but having a great attack strategy to dominate will score you some really spiffy-pon bonus items! Each different boss will have a specific weakness, so don’t be pata-bummed if you’re troops get the 300 treatment the first time around. Re-adjust your troop formation, beef up your troops and go at it again.

Patapon 5

And of course, no military experience could do without some good old fashion commandeering. Poor Zigotons never knew what hit them as you take over their catapult use it to conquer their fort! Mu-ha-ha-ha-pon-ha-pon.

That’s about it for today folks… next Friday we’ll go for a star studded tour of Patapolis, stopping by the homes of Patapon’s rich and famous citizens… see you then!

读《修改代码的艺术》

Posted: 11 Jan 2008 09:55 AM CST

     摘要: 有关《修改代码的艺术》的一些理解  阅读全文

LOGOS 2008-01-11 23:55 发表评论

Uwe Boll's Dungeon Siege Unleashed [Movies]

Posted: 11 Jan 2008 09:20 AM CST

dungeonseige.jpgThe Montreal Film Journal raves about In The Name Of The King: A Dungeon Siege Tale: "Fuck "The Lord Of The Rings", this is how it's done!" Of course the reviewer then goes on to explain that he is lying, but for one, shining moment you can almost imagine Uwe Boll getting the tiniest bit of a stiffy. His latest film opens today in theaters across North America, and from the reviews I have read so far it almost sounds worth going to see just how amazingly terrible it is. My personal favorite so far comes from Rick Groen of the Globe and Mail, who took a sort of liveblogging approach to the review.

7:15 p.m. Flick finally starts. Appear to be in a medieval castle. The bedroom. Naked Ray Liotta spoons naked Leelee Sobieski. Close-up of Ray. Looks like he just jetted first-class into Middle Ages. Straight from Goodfellas. That's some Witness Protection Program.
Oh screw it, I'm going. I'll let you know how it turns out if I don't die laughing.


Perfect Shot, Wii Remote Pistol Controller [Clips]

Posted: 11 Jan 2008 09:00 AM CST

I have no idea how it feels, but Nyko's Perfect Shot for the Wii remote certainly looks kick ass. My only issue is that I tend to forget about controllers that I have tucked away in elaborate cases, like the one still sitting dormant in my Guitar Hero controller.


On Using Chopsticks [Night Note]

Posted: 11 Jan 2008 08:40 AM CST

To: Crecente
From: Ashcraft
RE: Shudder

Congrats. You did it. You wrote what must be the most disgusting Day Note ever. Well done!

One thing that bothers many foreigners living in Japan is when Japanese folks compliment them on being able to use chopsticks. Many foreigners find this condescending! Since a lot of Westerners now begin using chopsticks from a young age. Me, I don't give a shit. Whatever.

I've been using chopsticks everyday for a gazillion years now, but I've recently noticed that I can't. Or rather, it's becoming increasingly difficult. After a long day of typing, the last thing I want to do is manipulate two pieces of wood with my fingers. Then again, using a spoon would be hard too. So, I forge ahead, hand cramps and all. Hope it's not the onset of arthritis...

The amazing thing is that children in Asia start using them really early. Mostly they just use them to shovel food into their mouths, and not use them "properly" but still. My sympathies!

What you missed last night


Nintendo Cross-Stitch Just Misses Christmas [Art]

Posted: 11 Jan 2008 08:20 AM CST

stitched.jpgAnd what a shame that is! With their cute little pixel cross-stitching and quaint little frames, these would have been the perfect stocking stuffers. Instead they're now just going to be...shelf...sitters. Or a birthday preset for that special someone who would appreciate such a thing, but hasn't been desensitized by almost every single other piece of gaming art doing Mario and Mega Man. If they have, might want to opt for the old dude from Zelda.
More sprite stitches...[Sprite Stitch, via Boing-Boing]


Real Drums Modded for Rock Band [Coolness]

Posted: 11 Jan 2008 08:00 AM CST

Rockband%20061.jpg For DIYer "Buzz" Dawson, those Rock Band drum pads couldn't take a rockstar beating. So designed and constructed a new drum set using, well, an honest to goodness Gibraltar drum rack and a steel drum pedal. Plus, he even added an LCD monitor to the rack so the drummer can keep time. There's even a sheet of Lexan polycarbonate to protect the LCD from flying drumsticks. The drums themselves were wired and padded with foam. If that wasn't cool enough, the set will be available for public play at the Orlando Science Museum in Florida from January 18-21. Rock on!
Drum Kit [Otronicon, Thanks Ryan!]


Sponsors Thanks [Sponsors]

Posted: 11 Jan 2008 07:40 AM CST

It's music time! And boy oh boy do we love music. Shame though we've never gotten proper piano lessons. We wish we could bang out more than just noise. Hark, Sponsors! Thank goodness they have musical talent. Thank goodness we have Sponsors! This week Kotaku was kept in tune by Amazon Anywhere, Atari, Subaru, TiVo, Toshiba and Zune. Like the sound of that!

Interested in advertising with Kotaku? Click here to find out how.


McFarlane Halo Figures, Series 2 [Gallery]

Posted: 11 Jan 2008 07:20 AM CST

bruteheader.jpgNo mincing little one or two-figure update here. No, this is the entirety of McFarlane's second series of Halo 3 figures, and contains a number of first-time sculpts. Sure, we get another Master Chief, and more Spartans, and the Arbiter, who we've already seen, but joining them are a ton of new faces. Like an Orbital Drop Shock Trooper. And a Brute Stalker. And a Drone. And a Spartan in the much-fancied recon armour. These aren't due for another few months (June), but you can check out shots of each below. Press release with full info (weapons, articulation, etc) is after the jump.

January 10, 2008 Copyright 2008 TMP International, Inc.

In a licensing agreement with Microsoft, McFarlane Toys is producing action figures based on the video game series Halo®. Last few week we dazzled you with photos of the Arbiter (see it here). Now we're proud to bring you the Series 2 Master Chief, Spartans, ODST Soldier and Brute Stalker.

MASTER CHIEF
Thought to be the last surviving SPARTAN soldier, Master Chief possesses a unique trait that has made him both a hero and symbol of hope in the eyes of humanity, and a "demon" in the minds of his enemies. That trait? A rare combination of skill and luck that has seen him through many battles, including the destruction of two HALO installations.

Now, with the Covenant forces edging ever closer to their hallowed, and cataclysmic "final journey," it once again falls upon the Chief's mighty shoulders to take the fight to his enemies.

McFarlane Toys' Master Chief's weapons can attach to his leg and back, and also feature:

* 18 points of articulation
* 2 weapons, interchangeable between figures
* Removable helmet, chest and shoulder armor
* Weapon storage capability on back and right thigh

SPARTAN
There are fighters, and then there are soldiers. There are warriors, and then there are SPARTANS. The elite of the elite, humanity's greatest fighting force - and greatest weapon against the hated armies of the Covenant. The unique men and women, hand-picked at a young age to take place in the clandestine SPARTAN program were transformed through science and trained for one thing - victory.

Armor Variations:
EOD, Scout, ODST, Mark VI, EVA, CQB

* 18 points of articulation
* 2 weapons, interchangeable between figures
* Interchangeable helmet, chest and shoulder armor
* Weapon storage capability on back and right thigh

Color variations:
CQB Red - Available at all retailers
EVA White - Available at specialty stores only
Scout Tan - Available at all retailers
EOD Olive - Available at all retailers
ODST Cyan - Wal-Mart Exclusive
EOD Blue- Wal-Mart Exclusive
EVA Brown - Toys 'R' Us Exclusive
ODST Steel - GameStop Exclusive
Mark VI Gold - Transworld Exclusive

ODST
Orbital Drop Shock Troopers (ODST) are an elite branch of the United Nations Space Command (UNSC) special forces. Comprised of an all-volunteer fighting force of some of the bravest men the UNSC has to offer, the ODST have served valiantly in many campaigns against the Covenant, including engagements on three separate HALO installations.

* 18 points of articulation
* Weapon: Battle rifle

BRUTE STALKER
Be mindful of your surroundings, for one never knows when one is being hunted. Invisible to all but the keenest of eyes, Brute Stalkers use light-bending technology known as active camouflage to approach their prey undetected, before unleashing destruction upon their unsuspecting enemies.

* 15 points of articulation
* Weapon storage on back
* Weapon: Spike rifle and carbine

DRONE
Another weapon in the mighty Covenant arsenal, Drones (or "buggers") are insect-like warriors that attack in swarms -- the buzzing static of their wings offering the only warning of their approach. Drones are dangerous opponents in any battle, as their ability to fly offers them many angles from which to attack, and their erratic flight patterns make for difficult targets.

* 12 points of articulation
* Wings fold up and down
* Weapon: Plasma pistol

ARBITER
Though considered a high commander of the Elites, the Arbiter lost his honor among the Prophets when he failed to protect the first HALO. Disillusioned by the reason behind the Covenant's war against humanity, the Arbiter leads the Elites when they align with the UNSC.

This former foe to Master Chief is ready to finish the fight with the Spartan soldier against the Covenant forces, and the continued threat of the Flood.

* Weapons: Energy sword and carbine rifle
* 18 points of articulation
* Weapon storage capability: On leg and back

Read about McFarlane Toys' licensing agreement with Microsoft to produce Halo® action figures here.

Note: Photos or the Drone figure will be available right here on SPAWN.com as soon as they become available.

Halo Series 2 figures are scheduled to be in stores June 2008.


用环境来讲故事III

Posted: 11 Jan 2008 08:05 AM CST

原作者:Don Carson
译者是自GAMASUTRA的链接上看到这篇文章的
链接地址如下:
 
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
译文在原文之后,烦点击进去阅读):
 
 Environmental Storytelling Part III: Lessons Learned in the Virtual World
(Page 1/3)
Next arrow

In the spring of 2000 I had the opportunity to write a two-part article for Gamasutra.com, regarding game companies benefiting from the lessons learned in the theme park industry for the designs of their 3D virtual worlds. The articles had a favorable response from a large community of game designers, who had been formulating similar philosophies for their own 3D projects.

Another result of the article was a call I received from a then startup company in Menlo Park, CA, called There, Inc. It was intending to tackle a project that would allow me to practice the very design philosophies I was preaching. This began a four year odyssey that would allow me to test every design principle I had outlined, as we endeavored to plan everything from continent-sized landmasses to virtual T-shirt graphics.

 

 

以下省略
 
-------------------------
以下译文
 
点击图片放大
 
 
 
 

用环境来讲故事II

Posted: 11 Jan 2008 08:01 AM CST

原作者:Don Carson
译者是自GAMASUTRA的链接上看到这篇文章的
链接地址如下:
 
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
译文在原文之后,烦点击进去阅读):
 

Environmental Storytelling, Part II :
Bringing Theme Park Environment
Design Techniques to the Virtual World

In the article "Environmental Storytelling Part I," I discussed the similarities and differences between the world of 3D computer games and that of theme parks such as Disneyland. In Part II, I would like to talk about some specific techniques used by the designers of physical "real world" spaces and how they might be used in the creation of immersive virtual environments.

 
 
 
 
 

 

以下省略
 
-------------------------
以下译文
 
点击图片放大
 
 

用环境来讲故事I

Posted: 11 Jan 2008 07:50 AM CST

原作者:Don Carson
译者是自GAMASUTRA的链接上看到这篇文章的
链接地址如下:
 
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
译文在原文之后,烦点击进去阅读):
 
 

Environmental Storytelling :
Creating Immersive 3D Worlds Using Lessons
Learned from the Theme Park Industry

Contents

Introduction

The Importance of Story

Remember, This is a Theatre

Advantages
of Computer Environments Over Theme Parks

For the past 15 years I have worked as a designer for many theme park, computer gaming, and software companies. In every project I undertake, I am faced with the same challenge, "How do I draw my audience into my imagined world and make them want to stay?" Whether it's a 100 million dollar Disney ride, a 3D shooter, or a kid's entertainment title, it is my objective to tell a story through the experience of traveling through a real, or imagined physical space. Unlike a linear movie, my audience will have choices along their journey. They will have to make decisions based on their relationship to the virtual world I have created, as well as their everyday knowledge of the physical world. Most important of all, their experience is going to be a "spatial" one.

 

 

以下省略
 
-------------------------
以下译文
 
点击图片放大
 
 

《模拟人生嘉年华之城市公寓》(Sims Carnival SnapCity )破解版和修正版[Bin]

Posted: 11 Jan 2008 07:34 AM CST

《模拟人生嘉年华之城市公寓》(Sims Carnival SnapCity )破解版和修正版[Bin]
游戏译名: 模拟人生嘉年华之城市公寓
英文名称: Sims Carnival SnapCity
游戏制作: Electronic Arts
游戏发行: Electronic Arts
游戏类型: Virtual Life
游戏语言: 英语
做源服务器Razorback 3.0 or 3.1,开机时间5.00AM--16.00PM
游戏安装序列号:
A5D5-9C7W-H72A-AH72-ERLD
AT22-MPB5-BQAE-EBQA-JRLD
AS77-N8DQ-5PAG-A5PA-LRLD
AXMM-7A4V-FTA7-UFTA-BRLD
2H44-ZNHP-LT2M-SLT2-RRLD
实际上,R组和V组的两个版本都可以正常游戏,选择自己支持的小组下载吧! ;)
【游戏简介】(选自本论坛(ali213)荣誉会员AABALL的发布帖)
《模拟人生》製作小组为你献上这款独特的益智及城市建设模拟游戏《城市公寓》。堆积从天而降、五颜六色的积木,尽可能拼凑出最棒的城市!在两种有趣的模式里,建置工业区、商业区和住宅区:担任新城市的管理者,在「剧情模式」下的25个独特区域里,重建城市并促进繁荣;或者,在「创意模式」下打造你梦想中的城市。在你奋力从自然灾害、人为祸害、甚至外星人攻击之下拯救城市的同时,将可获得永无止境的乐趣!
产品特色
.担任市长,达成「剧情模式」中25座独特城市的目标。
.在无结局的「创意模式」中,考验你的技巧,打造你梦想中的城市。
.透过两百多种建筑物和可解开物件,随心所欲地打造你的城市。
.迷人的模拟游戏内容,带来变化不断的挑战,你得应付交通、交互作用的建筑物效果,以及自然和其他灾害。
【游戏截图】




NFO from RELOADED
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████ ▀▀▀████▄▄▄▄▄░░ ▀▀▀▀▀ nERv ▐████████▓▓▀ █ ▐▓▓████▀▀▀
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The Sims Carnival SnapCity (c) EA

01/2008 :..... RELEASE.DATE .. PROTECTION .......: Securom
1 :.......... DISC(S) .. GAME.TYPE ........: Simulation

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▀▀ ▀ ▀ ▀ ▀▀▀▀ ▀ ▀ ▀ ▀▀ ▀▀

From the creators of The Sims comes a unique city-building simulation game
with a puzzle twist. Drop the falling, color-coded blocks into place to
assemble the best possible city! Build industrial, commercial, and
residential neighborhoods in two fun modes! As a new city mayor, rebuild
and improve your city in Story modeТs 25 unique neighborhoods. You can
also build the city of your dreams in Creativity mode. The fun never stops
as you save your city from natural disasters, man-made catastrophes, even
out-of-this-world alien attacks.


▀ ▄▀▀▄ ▄▀ ▓▄▄ ▄▀▀▄ ▓ ▓ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀
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▀ ▀ ▀▀ ▀▀▀ ▀ ▀▀▀ ▀▀▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀
1. Unrar.
2. Burn or mount with Daemon-tools.
3. Install the game, use the keygen located in the Crack dir on the CD
or use one of the following serials:

A5D5-9C7W-H72A-AH72-ERLD
AT22-MPB5-BQAE-EBQA-JRLD
AS77-N8DQ-5PAG-A5PA-LRLD
AXMM-7A4V-FTA7-UFTA-BRLD
2H44-ZNHP-LT2M-SLT2-RRLD

4. Copy over the cracked exe from the Crack dir on the CD to your
installation directory.
5. Play the game.

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▀▀ █ ▀▀ ▀▀ ▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀
" Now hiring Talented Crackers and system coders "
NFO from VITALITY
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▐▌ ▄▀ ▄▄▓▓▄▓▓▓▓▓▄ ▓ ▄▓▓▓▓▓▓▓▓▓▓▓▓▓▌ ▐▓▀ ▐▓▓▓▓▓▓▓▓▓▄▄▄▓▓▀▓▓▓▓▄ ▀▄ ▐▌
▄▀ ▄ ▄▓▓▓▀▀▀▀▀▀▀▀▀▌ ░ ▐▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▄▀░ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▓▓▓▓▄░▓▄▀▄
▄▄▀ ▄▌▐▓▀ The Sims Carnival SnapCity (c) Electronic Arts ▀▀▓▌░▓▌ ▀▄
▓▀ ▄▓▀ █▌ █ ▐▓▄ ▓
▌ ▄██▀ ▓ Protection ...: SecuROM 7.35.0006 ▓ ▀██▄░
▐█▓▌ ▒ ▒ ▐▓█▌
█▄▀▓▓▄ ░ Date .........: Januari 2761 Number of Discs .........: 1 ░ ▄▓▓▀▄
█▓▓▄▄▀▀ ▀▀▄▄▓▓
▓▒░ ▄▄▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒░ GAME NOTES ░▓▓▓▓▓▄▄ ░▒
▒░▄▓▓▓▀▀▀▀▀▀▀ ▀▀▀▀▀▓▓▓▄░
░▐▓▀ ▀▓▌
█▌ ░ ░ ▐█
█ ▒ From the creators of The Sims comes a unique city- ▒ █
█ ▓ building simulation game with a puzzle twist. Place ▓ █
█ █ falling, color-coded blocks to assemble the best possible █ █
█ █ city! Build industrial, commercial and residential █ █
█ █ neighborhoods in two fun modes: as a new city mayor, █ █
█ █ rebuild and improve your city over Story ModeТs 25 unique █ █
█ █ neighborhoods, or build the city of your dreams in █ █
█ █ Creativity mode. The fun never stops as you save your city █ █
█ █ from natural disasters, man-made catastrophes, even out- █ █
█ ▓ of-this-world alien attacks! ▓ █
▓ ▒ ▒ ▓
▒ ░ ░ ▒
░ ▄▄▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒░ PROPER NOTES ░▒▓▓▓▓▄▄ ░
▄▓▓▓▀▀▀▀▀▀▀ ▀▀▀▓▓▓▄
▐▓▀ ▀▓▌
█▌ ░ ░ ▐█
█ ▒ The RLD crack still uses the SecuROM protection. Instead ▒ █
█ ▓ of rebuilding the game code, they add the VM at the end of ▓ █
█ █ the executable. This cheap method results into decreased █ █
█ █ performance. As stated before by other groups, protections █ █
█ █ should be removed entirely. We bring you a complete game █ █
█ █ code rebuilt crack. █ █
█ █ █ █
█ █ Quotes from Sonic.Heroes.PROPER-RELOADED █ █
█ █ █ █
█ █ " Whoops, too difficult to crack? Too bad boys, leave the █ █
█ █ real cracking to the pros. If people want uncracked and █ █
█ █ emulated games they can download clonecd's. So there you █ █
█ █ have it, accept no cheap substitues. " █ █
█ █ █ █
█ █ We are the reaction to your actions. So don't act like a █ █
█ ▓ pussy by trying to sceneban us because you cannot beat us. ▓ █
▓ ▒ ▒ ▓
▒ ░ ░ ▒
░ ▄▄▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒░ INSTALL NOTES ░▒▓▓▓▓▄▄ ░
▄▓▓▓▀▀▀▀▀▀▀ ▀▀▀▓▓▓▄
▐▓▀ ▀▓▌
█▌ ░ ░ ▐█
█ ▒ ~ Unpack ▒ █
█ ▓ ~ Burn or mount ▓ █
█ █ ~ Install █ █
█ █ ~ Use the keygen from the ViTALiTY folder █ █
█ █ ~ Copy the crack from the ViTALiTY folder █ █
█ █ ~ Rot in heaven █ █
█ █ █ █
█ █ ▄ █ █
█ █ ▄ ▄ ▄ ▄▄▄ ▄▓▌ ▄█░▀▓▓▄ █ █
█ █▌ ▄███▄ ▄▓▌▄▓▓▓▄ ▄███▄▐███ ▀ ▄██▓ ▀▀ ▄ ▐█ █
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This posting includes an audio/video/photo media file: Download Now

Nintendo and Sony Sued For Controller Patent Violation

Posted: 11 Jan 2008 04:37 AM CST

A Pennsylvania company called Copper Innovations Group has filed a suit in United States District Court for the Western District of Pennsylvania against both Nintendo and Sony, alleging that the companies' control devices infringe on a patent. According to consumer news outlet GameSpot, Copper Innovations filed a patent in January of 1996 for a "Hand Held Computer Input Apparatus and Method," a method by which hardware identification numbers are assigned to device transmissions as a ...

The China Angle: The Year of the Addicted Gaming Rat

Posted: 11 Jan 2008 05:54 AM CST

[As former China Angle column author Shang Koo embarks on a new project for 2008, Gamasutra's column will now be written by eCitySky director of strategy Frank Yu. Yu was formerly Microsoft's Asia-region Xbox business manager, and led the first China game team for Microsoft Casual Games.] So what can we expect in 2008 for the Chinese game industry according to the Chinese Zodiac? "The Rat year is a year of plenty, bringing opportunity and ...

Nintendo Flexes Its Muscles: Takes entire Japanese Chart

Posted: 11 Jan 2008 08:42 AM CST

30453542.jpg


So much for Nintendo losing its dominance in Japan, seen as almost inevitable back in November. Nintendo took
all ten positions in the latest Media Create charts, which looks something like this:

1 3 Mario Party DS Nintendo DS 196,000
2 2 Wii Fit Nintendo Wii 127,000
3 6 Wii Sports Nintendo Wii 118,000
4 4 Final Fantasy IV Square Enix DS 91,000
5 10 Super Mario Galaxy Nintendo Wii 82,000
6 11 Hajimete no Wii Nintendo Wii 78,000
7 9 Dragon Quest IV: Michibikareshi Monotachi Square Enix DS 78,000
8 8 Layton Kyouju to Akuma no Hako Level-5 DS 76,000
9 12 Mario & Sonic at Bejing Olympics Nintendo Wii 75,000
10 13 Mario Party 8 Nintendo Wii 66,000

Man, people love them some Mario Party. My sister adores the series, I haven't played even one of them! Also
remember that Wii Sports isn't a pack-in game in Japan: Wii Play is what they get with the machine.

It's also nice to see Final Fantasy back on the Japanese charts, as well as Mario and Sonic.

Read. See full article.

Related Entries:

Nintendo Themed WWE Video - 15 June 2006

Nintendo still tops in Japan - 11 June 2007

Mario Party DS: Jetzt wird wieder gefeiert! - 29 September 2007

What&apos;s Zeppo Playing This Weekend? He&apos;s Cruis&apos;n for a bruisin&apos;... - 01 December 2007




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Top Ten Worst Movies of all Time

Posted: 11 Jan 2008 09:06 AM CST

10) Pirates of the Caribbean: At Worlds End
9)  Pirates of the Caribbean: At Worlds End
8)  Pirates of the Caribbean: At Worlds End
7)  Pirates of the Caribbean: At Worlds End
6)  Pirates of the Caribbean: At Worlds End
5)  Pirates of the Caribbean: At Worlds End
4)  Pirates of the Caribbean: At Worlds End
3)  Pirates of the Caribbean: At Worlds End
2)  Pirates of the Caribbean: At Worlds End
1)  Pirates of the Caribbean: At Worlds End

Taito's Fujita Reveals Cooking Mama Success, Plans

Posted: 11 Jan 2008 05:31 AM CST

As part of an in-depth Gamasutra interview posted today, Taito's U.S. representative Keiji Fujita has been discussing the success of the company's Cooking Mama franchise, which he reveals has now sold over 2 million copies worldwide. The game, which is published by Majesco in North America and 505 Game Street in Europe, was developed and published in Japan by Taito, the seminal Space Invaders developer. Fujita, who particularly organizes Taito's cellphone game plans in North ...

NCsoft Cancels Spacetime MMO, Layoffs Result

Posted: 11 Jan 2008 05:31 AM CST

Austin-based startup MMO developer Spacetime Studios has revealed on its website that its agreement with NCSoft to publish its primary space-based PC MMO project, Blackstar, has been canceled. The company has revealed the first concrete Blackstar details on its site, but has now confirmed the studio will not be entering production "in the immediate future." As a result, the company says Spacetime was forced to lay off 12 members of its staff. The official statement ...

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Four New Free Games

Posted: 12 Jan 2008 08:56 AM CST

Of course, when I say new, I mean new to me. New to me means, generally, a bit off the radar in the Free Software game community. So, with the post title qualified, let's start...

Top10 is a realistic kart racing game for Windows and Linux. It reminds me of Karting Race, which is fairly inevitable since they are both kart racing simulations, but Top10 is GPL (yay!) whereas Karting Race is freeware (not-so-yay!) so it already has that going for it over Karting Race. (See, I believe that being open source is a significant strength for a freely-available game.) It's quite playable already although still undergoing heavy development. Less words, more video:

Opposite Lock is a racing game for J2ME platforms, originally written for mobile phones. The author has released the engine under a GPL license with 3 free tracks, and is planning to release the game tools including a tile-based track editor, as open source too, and eventually his game tracks under a CC license. It looks like a really fun game, is a complete game, and could be great for the GP2X or maybe OLPC or similar platforms. It's a bit like the original MarioKart but with cars. See the video:

Thanks to Andrew for bringing that one up in the forums.

Teewars is a cute 2D deathmatch game. It's a bit of a cross between something like Quake and Metal Blob Solid. It's very similar in scope to the Liero-style of game, an open source version being OpenLieroX. It looks full of potential although it's probably going to be multiplayer only. However, there is a caveat. It's under a rather strange open source license.

How am I doing? That's 3 so far. I've got one more. OpenClou! is an effort to keep the genre of the burglary simulations alive. It's 3D, it's open source, beyond that and the following video, and the obvious ethical debate on whether we should promote or glorify theft, I can't really say much more!

That's it for today. Very video laden! :-)

100 Ways To Be More Productive

Posted: 12 Jan 2008 08:42 AM CST

Every once in a while I heard people saying how busy they are, and how little time they have. There are busy managers, producers, leaders, entrepreneurs, workers. Everybody seems to be busy. I compiled a list of 100 items that can help you get more productive hours. Check this long list, and perhaps you’ll get some ideas on how to become more productive.

#1 - Less is more
Don’t get more and more work. Don’t think that you can finish “one more task” when you’ve already behind your deadline. Just pick the tasks that you really need to do, and don’t try to do more than it’s possible.

#2 - Desktop wallpaper
Get yourself a motivating wallpaper - something that reminds you what you should be doing.

#3 - Use pen & paper
I’ve never encountered a “blue screen” and never lost anything because pen & paper would stop functioning (well, once my dog eat some concepts but I assure you that doesn’t happen often). Use them more in your work.

#4 - Get rid of fancy, pocket sized, high-technology toys that are labeled to “save your time”
There’s some features fancy gadgets have that I don’t like much. Fancy gadgets jam, get lost, require skills, have too tiny buttons to name but a few things. Get rid of them. Any pocket-sized thing that has more colors than 2 (black and white preferrably) is probably a high-tech gadget you won’t need.

#5 - Watch television after finishing something
No tasks done, no watching television. That’s the rule of thumb that will save you more time than you need.

#6 - Outsource your email
Not perhaps the greatest idea for everybody, but you can save time by screening somebody to get through useless mail you get. Your assistant can also help you on routine tasks, thus saving your time for more productive matters. In today’s global world you can get yourself a virtual assistant to help you out.

#7 - Get proper spam protection
Junk mail eats your time. Certainly you can spend couple of bucks to get a good spam protection. Think it as a very good investments.

#8 - Remember what Treebeard the ent said
Treebeard said to the little hobbits: “Don’t be hasty”. That should be your motto too in case you plan to get something done.

#9 - Don’t do things half-way
If you intend to finish tasks, don’t think the right way to do that is to do “little bit everything”.

#10 - Don’t postpone decision making
I’ve seen too many people worrying making a bad decision. They think that they might make a mistake if they decide. Here’s the news: yeh, that might happen - so what? Just decide something, and if it doesn’t work out then you are free to decide something else in the future.

#11 - Don’t keep asking “Am I making the most of my time right now?”
You shouldn’t worry about that sort to stuff if you follow the next tip.

#12 - Use the new way to prioritize your work
It’s quite common that people prioritize their work by using letters “A-E” depending how important tasks are. Some use “1-5″ (or “green/yellow/red”) priorities. My suggestion is: don’t do that. Instead, compile a list. The topmost item is your first priority. When that’s done, move to the item next on the list. This will force you to see what’s the most important task right now.

#13 - breaks, breaks, breaks!
Go out if possible - fresh air is something you don’t breath inside buildings.

#14 - No coffee breaks
Skip the coffee, and teach your body to survive without this modern day drug.

#15 - Lock the room where you work
Keep dogs, rats, children and other family members away from your home office, that helps you stay focused on your work without interruptions. Improve the efficiency by listening to music loud enough.

Notice: You still need to ensure there’s somebody to watch what the kids do. After all, you don’t want to end your day and notice that your home has burned, do you?

#16 - Now as I think, that previous tip works also at typical offices too
Locking your co-workers from wasting your time sounds even better idea, don’t you agree?

#17 - Vacation!
After locking your family out you need to show that you still want to spend time with them too. A vacation is a great tool for that, not to mention you get to charge your batteries.

#18 - Let people call twice before answering
Most of the calls are time wasters anyway, right? If people have really important stuff to tell, I’m sure they can call you again.

Ignore this tip if the caller is a customer.

#19 - Just say no
Most people accept anything by default. Stop being responsible for everything and just say no. There’s no need to be rude, and make sure you look like somebody who does only the work that’s necessary. The goal is to do the work that’s important.

Combine this with the previous tip and you’ve reached a heck of a level in productivity.

#20 - Keep whiners far away
Whiners and complainers are such a disease that they can bring down any team’s motivation. Don’t let yourself be dragged into conversation with complainers.

#21 - Put a deadline
Deadlines aren’t the answer to every solution, but sometimes they might work very well. Try setting some deadlines for yourself and see how they work for you.

#22 - The beer reward (K18)
After completing some major milestone, reward yourself with something you enjoy. Anything from ice cream to beer is fine (kids should use pizza or soda instead).

#23 - Remember limits
The previous beer reward doesn’t mean you have a case of beer with you every time you go to work… but you can drink that one bottle after beating the tough deadline that you finished well.

#24 - Just do it
That’s where the bottom line eventually is: at some point you simply have to do those important tasks that help you get where you want. There’s really no shortcuts.

#25 - Guard the time on meetings
Somebody has to be the timekeeper, so it might be as well you. Make sure meetings start and end on time. If there’s not enough time, make sure you have less issues to discuss the next time.

#26 - Take the “Ultimate test on How Organized Are You”
It takes just a few seconds to finish and will tell if you need to get organized to save time.

#27 - Don’t launch your Internet browser before midday
That will save you half of the day to actually do something useful.

#28 - stop using Mac
Everybody knows that Mac (and Leopard) is something where you wait to see beautiful applications running slowly. Truly productive people use PC where speed is the essence, that’s something we all know.

#29 - Stop being so offended if somebody insults you using Mac
If you keep taking flame baits, then you really must realize it just wastes everybody’s time.

Remark: Please see also tip #98

#30 - Start outdoor activities
Walking outdoors, jogging, running - all these are good activities that help get you in better shape. Good health means more productive hours.

#31 - Test working only 4 hours per day
Try this for one week, and you’ll immediately see how you simply have to boost your productivity. Suddenly you might get anything from 25-50% more work done, yet spending less hours. Try it for one week, or just for couple of days to see how well this tactic can work.

#32 - Stop finding clues for motivation
If you aren’t motivated to work, then you aren’t doing the right work. Start doing more stuff that are naturally fun to do. Soon you’ll notice that you don’t need to do much to motivate yourself, now the motivation comes from inside.

#33 - Money rewards
Bonuses might work in some cases. Not perhaps long-term, but at least for shot term. Instead of buying that nice new television you’ve dreamed of, you could make it so that it’s a gift for you if you find ways to work more productive hours.

#34 - Don’t bring work to home
Keep your hours in around 40 (or less, see tip #31) and don’t bring more work to your home. If you think you have too big workload, then use the tip #19.

#35 - Do more than asked
The least motivated employees do the absolute minimum that’s required, and spend rest of their time whining. If that’s the case then you should get yourself busy schedule, and then do even more than what’s asked. This doesn’t mean that you should still do more hours than others (see the previous tip), it simply means that you do more productive hours - and cut the chit chat.

#36 - Stop doing annual performance reviews if…
… all you do is blame others and point where they did something wrong. If there’s one thing to learn from the dogs, it’s the fact that dogs do anything for treats - and same goes with people too.

#37 - Kill 80% of your RSS feeds
The 80% of your current RSS feeds are just waste of time. Get rid of them (or put them in such place where you cannot find them), and keep the top 20%.

#38 - Stop reading news
They are timewasters, and really won’t bring much to you. When was the last time you heard something useful from a news site?

#39 - Okay, you can keep reading one or two news sites
For some people news sites can be beneficial, but often they don’t boost your productivity. It’s okay to have one or two news sites, but make sure you have a clear idea and a good reason why you are reading those sites (”Because I’m used to reading them” is not a good reason.)

#40 - Begin with the End in Mind
This one I learned from the book The 7 Habits of Highly Effective People. Think about how you will feel after the work is done, and you can become more productive.

#41 - Stop watching sports
That’s something where you can put countless of hours. Wake up people. Golf is something where adult people hit tiny ball around a field, and get paid well. Is watching that really most productive ways to use your time?

#42 - Stop wasting other people’s time
Do unto others as you would expect they should do unto you. Stop wasting other people’s time by bothering them all the time. That way they’ll stop wasting you.

Maybe.

#43 - Be on time
The habit of being late from meetings (yes, it’s a habit you develop - along with the talent to come up with the excuses why you were late) is killer for everybody else. Being late from meetings means less time for efficient working as a group - and adds up towards the end of the day.

#44 - Don’t postpone small (and important) tasks
If some people ask you to do something that takes 1 minute your time (or 30 seconds or 3 minutes, or something very little) then don’t postpone doing that task. It takes more time to put that task on your future todo list than it is to do right now.

#45 - Get a faster Internet connection
If you spend couple of more bucks than you are currently paying for your Internet, then the sites you visit load faster. Your emails load faster. Your RSS feeds load faster. If Internet plays a big role in your work, then why not get a decent connection?

#46 - Don’t launch instant messaging software until end of the day
Or you can rest assured that people will try to keep you from doing any work.

#47 - Stop playing online games
As fun as they can be, they really don’t bring any productive hours.

#48 - Same goes with the online videos too
Like previous tip, online videos can waste lots of your time.

#49 - Get yourself an MP3 player
Getting an MP3 player and listening to information products (music doesn’t count) can help you learn something while doing some routine tasks (anything from cleaning your desktop to doing the dishes). Don’t go overboard with this though. The point is to listen audio when you are doing something simple tasks that require very little of your attention.

#50 - Reduce stress
Stress doesn’t bring you more productive hours, quite on the contrary. Meditate, relax, read a book about Zen and take it little easier.

#51 - Focus on the completed tasks
Don’t worry if you have a big list of tasks to do. The list won’t get any smaller by worrying. Instead, concentrate the completed tasks and think how much you’ve already achieved.

#52 - Take naps
If you can take a nap that lasts 30 minutes around 3 pm, you can bring more efficient hours in one day. Experiment what times and length of nap fits for you. For some people 15 minutes (or 45 minutes) can be a better choice.

#53 - Get rid of tasks you won’t do
There might be tasks that aren’t useful anymore, so get rid of them. Eliminate them from your task list right away.

#54 - Break your tasks into manageable action items
Some people schedule tasks such as “create a new product” or “write a book”. These should be listed as goals or objectives, not specific tasks. Make sure your tasks are small enough that you always have a clear idea about what to do.

#55 - Stop doubling or tripling your work estimates
Some people think that tasks are never done on time. Some people suggest to add 100% more buffer to your estimates. I recommend splitting the task into a smaller one. Doubling your estimates suggests that you are taking really wild guesses on how something goes - and might lead to planning to much work.

#56 - Plan (some of) your work outdoors
Best ideas don’t come in front of your computer screen. Go out, take your note pad with you and plan your work there.

#57 - Learn to type faster
Fast typers get more stuff written on computer.

#58 - Stop planning (at some point)
At some point you gotta stop planning and start doing. Planners are the worst procrastinators.

#59 - Start planning (if you’ve never done it before)
The previous tip applies if you are a guy who gets lots of ideas, but lack execution. Some people might benefit if only they would plan more of their work. Spending some time to plan your work is fine, but at some point you need to remember tip #58

#60 - Read less (useless stuff)
People who enjoy reading a lot might not realize how much time they are spending reading “strategical information” that has no practical use. If you think that reading seven hundred different productivity guides will make you more productive, think again. Just pick couple of good books and read less useless stuff.

#61 - Buy a proper computer
Spending an extra $500 or $1000 for a machine that is supposed to be fast every day is money well spent. Spend little more to get faster CPU and more memory. It will speed up loading times, and save your time.

Plus, you get to play nicer video games.

#62 - Don’t let the curiosity kill the cat
Okay, there are some interesting links you just have to click, but let’s face it. If you go to some stupid website just for curiosity, chances are you will waste your time.

Stop that.

#63 - Do more what’s important
Some people are busy doing as many things as possible. These guys are after a quantity. Doing lots of tasks that doesn’t get you to your goal is waste of time. Instead of doing more tasks, try do few - but important tasks.

#64 - Let go
Control. People want control. Some people want control so badly that they just need to do everything by themselves. Learning to delegate some tasks (and remembering tip #19 too) goes a long way.

#65 - Don’t buy cheap
I could have named this “don’t buy crap”, but I decided to use the word cheap. Let’s face it. If you are using your computer most of your working hours, then wouldn’t it make sense to buy decent hardware and software? Buy a proper printer that doesn’t jam papers. Get some good software, and don’t always go just what’s the cheapest option. Cheap and quality won’t often meet.

#66 - Think what’s useful for you
If you’ve read this far without breaks… then I really recommend you stop now for a few seconds. Is reading this list really something you can apply right away? Does these tips bring you any value? If you’ve got this far without getting anything, then I think it’s better stop reading. If you found the info valuable, then feel free to go on - or print this page for later use.

#67 - Avoid micro-managing
Some team leads have the tendency to micro manage their team members. Giving guidance is okay, watching every action not. Micromanaging means there’s at least one too many doing the task.

#68 - Say less
Say less, but with a meaning. There are people in meetings who seem to make sure their voice gets heard. What if you’d take the approach that you think before you say something. Not everything you are going to suggest is relevant, so you might as well say less.

#70 - Work from home
If possible, do some work from home. This can give you extra 30 minutes every day, that would otherwise be spent on getting to the workplace.

#71 - Plan your transportation
If you must go to your workplace, then consider alternatives for your current transportation. Perhaps a bus or a bicycle could be faster option that whatever you are currently using.

#72 - Don’t take long breaks
30 minutes or 60 minutes long breaks can easily kill productive hours. Have breaks, but don’t let them slip longer than necessary. Sometimes 5 or 15 minute breaks can be sufficient.

#73 - Make sure the room temperature is for humans
When it’s freezing cold, your fingers won’t work. When it’s too darn hot, your brain won’t work.

#74 - Automate routine work
If you have some routine work that you need to do every day, then you might want to consider automating those tasks.

#75 - Stop wasting time posting at irrelevant forums
Seriously, do you really have time to get as many posts as possible in irrelevant discussion forums? Go to places that give you something, and stop visiting some forums.

#76 - Learn to read faster
Skimming, checking only the index, skipping paragraphs. All these can save hours for you.

#77 - Ask for help
Some people are too stubborn to ask for help. You know what, sometimes asking might be worth it. After all, do you want to be stubborn or get things done? Don’t be afraid to ask help if you get stuck.

#78 - Set a process for doing stuff
There are certain routines, certain tasks that need can benefit from having a strict process they go through. For example, let’s suppose your team members are always asking you for help. Instead of making a habit telling everybody to ask you first, perhaps you could get people to (1) first check out the manuals, (2) then consult team leads and (3) after that consult you in case there’s a problem with the project.

#79 - The laziest people need to work hard
It’s quite tricky, but I’ve noticed that if you want to be really lazy - you gotta start working hard. If you want to be lazy and lie on your sofa when you want, you really need to start working hard now. Working hard now is like putting money in the bank: it pays interest. If you work hard now, you won’t need to work that hard later. If you are lazy now, rest assured you need to work for long.

#80 - Get automated 3rd newsletter system
I’ve seen entrepreneurs trying to set up their own newsletter sending systems. They spend ages finding proper solutions, when they could spend a few bucks and get a reliable third party system like aweber or YMLP. No point wasting time programming something that can be so easily purchased.

#81 - Walk faster
Instead of walking slow, you can think about walking faster. If you save 5 minutes per day by walking bit faster, you would be saving 30 hours in one year.

Don’t try this if you drive a car. That just gets you speeding tickets and a big hospital bill.

#82 - You get what you choose to get
Let’s face it. If you have lots of stuff piling on your desktop - that’s because you’ve made such decisions in the past that created your current situation. If you are busy, then the only place to look is to a mirror. The good news is that since you created the current situation, you are free to create a new future where your workload is lighter and you have more time to do what’s important.

#83 - Buy a notepad
Instead of having thousand and one post-it notes, get yourself a notepad where you start putting important stuff. File in your computer hard drive is okay, but then you have the problem that you might not always have the computer at hand. Just make sure you don’t scatter all your todo notes all over your home or work. Put them in proper place where you can actually find them when needed.

#84 - Write things down
It consumes your energy if there are things that bug you. If there’s something “you need to remember”, then simply write it down. That way it stays on your notepad and your energy won’t be needed to remember the task.

#85 - Deal with the the ugly tasks first
There might be some tasks that might not be the most important for reaching your goals, but consume your energy just by existing. If there are some things you worry daily, then it impacts your productivity. It’s better to do these ugly tasks before they consume you too much. By getting these ugly tasks completed, you’ll get more energy to do other tasks.

#86 - Schedule for surprises
It’s easy to fill your calendar 100% with all kinds of tasks. Then something additional tasks come and mess up the week. To avoid this risk, consider leaving some breathing room in your calendar. You can always take additional tasks if time permits.

#87 - Focus in the results
Some people think that there are specific action steps that one must take to finish certain tasks. Some people pay too much attention on how something is done when in reality they should focus on the outcome. After all, who cares how cell phones work as long as you can make calls.

#88 - Daily and weekly focus
It’s easy to do two hours this, two hours that and two hours something else. One could think that it doesn’t matter if they do three different things, and spend 2 hours per day for three days. In reality, more will be achieved if each task gets 6 hours per day. Changing your attention from task to task daily (or sometimes even weekly - or monthly) has an overhead.

#89 - Make it simple
Complexity can waste your time. If finding your task is complex, you’ll lose time. If your todo list isn’t easily telling you what you need to do, it’s time lost.

#90 - Toilet is your friend
They are great places to read books. Sure, you need to make sure that the book pages don’t get dirty and all that but overall they make a great peaceful place to learn.

Besides, you never get into trouble even if you run out of toilet paper when you have a 300 pages long book with you…

#91 - Answer this question: where you want to go?
It’s pretty hard to get anywhere if you don’t even know where you want to go. Answering to this simple question will help you become more productive than ever: make it really clear you know where you are aiming.

#92 - Don’t get too excited
Getting a spike of motivation and doing something super productive for one week is not going to help you. Instead of trying to be fast runner you should become a long distance runner. You might go little slower, but that’s the way to get somewhere far. Fast runners get tired after 100 meters, and you are aiming for 10 miles.

#93 - Let your idea rest for a week
There are people who get excited (see tip #92) for something and then week later they don’t feel like motivated to continue. To solve this problem, resist the urge to start your fancy idea for one week. After the week is over - check out how motivated you are and think how good the idea feels now. If it still feels good, feel free to proceed.

#94 - Think “only these few steps to go”
If you are near the end, then a fine way to motivate yourself is to remind that there’s only very little work left - and you are almost there. Just think about this and remind yourself that the work is done in no time if you put your mind to it.

#95 - Learn, learn, learn
Some people go forward without thinking what they did in the past. If you stop and reflect a bit what you did last year or last month, you might get some ideas to boost your productivity in the future. Take some time to learn from the past, that will give you more productive hours in the future.

#96 - Just give it a go
Sometimes you might fear what might happen when you try something new. You might worry whether it turns out well or like you planned. Here’s the thing: just give it a go. Some people can come up with lots of excuses, and never try anything. Just try something new, and if it doesn’t work out - at least you’ve learned what isn’t working and are free to try something else.

#97 - Backup
Some people believe that making backups is an overhead, and requires too much effort. Well, do you have any idea how much effort it requires to get everything back if your computer hard drive crashes and wipes out everything you’ve got there?

#98 - Use what works for you
Apple users: I was really just kidding there on tip #28. The key is to use the tools that work for you. There are different people. Others prefer Mac, others prefer PC. Use what fits your needs.

#99 - Don’t use the force, Luke
There was once a time period where use of force was essential to survive. That was when the cave men existed. Today, the rules have changed a bit. If you try to force your own way - you are really just digging yourself a deep hole. A better idea is to be flexible and adapt in situations. Soft way can sometimes get people to work more effectively, so forget Star Wars.

#100 - Stop reading lists like these
You might be thinking that “now you have got some great tips”, but that does little good if you continue hunting more and more tips. The tips #24, #32 and #91 contain everything that you really need.

Feel free to give your own tips at the community forums.

If you liked this entry, feel free to visit GameProducer.net to read more similar articles.

播放器SKIN制作〜BASARA ver.

Posted: 12 Jan 2008 07:37 AM CST


做个千千静听的SKIN,謝謝群里的人教吾輩用那“バカ”軟件……
SKIN下載:
http://pickup.mofile.com/4854154279613863
4854154279613863 提取文件

千千靜听軟件:
http://wwwcnc.ttplayer.com/down.php?t=3

游戏米果倒闭 拖欠款项预计超过1000万

Posted: 12 Jan 2008 03:33 AM CST

from多玩新宇   提起上海游戏米果,熟悉游戏行业的朋友都会不由自主想起那一桩桩由其引发的知名事件。曾经的身份证曝光案件历经长时间的审理,最终以大宝一方的胜诉而暂告段落。而高...

XFire Debate January 24th

Posted: 12 Jan 2008 02:39 AM CST

Looks like I'm on the indie games panel along with some other familiar names on January 24th. You can take a look here:

Xfire Debate Club Presents: The State of Independent Games

Considering some of the others on the panel, I expect to be the least valuable contributor of useful info of the bunch. But it sounds like it's going to be a very interesting time!

Did you enjoy this article? Be sure and check out past articles and the comments HERE.


Rampant Games: Games With Personality!


Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1

《蜂蜜与四叶草》日剧版让我有点失望

Posted: 12 Jan 2008 02:34 AM CST

 
  本季日剧里有一部《蜂蜜与四叶草》,我昨天看了一下,感觉有点失望。之前我看过动画版,一共两季,我觉得动画片比真人版好看多了,在此推荐。

  日剧的演员没选好,看起来很不顺眼。真山一点气质也没的,居然派一个小册老来演,竹本和森田也很差,森田演得没感觉。山田嘛太难看了,难怪真山不接受她。叶久美的演员是我看好的成海璃子,可惜她演错类型了,演得像不食人间烟火似的。

(more…)

华商网记者:华南虎事件也许一直让中国蒙羞

Posted: 12 Jan 2008 01:24 AM CST

转载自:http://county.aweb.com.cn/2008/1/11/48020080111102360.html

2008年01月11日10:06 华商网

  我有时候很难理解,一些人对一个新闻事件的持续关注,对于我来说,事不关己的事情也只是看看而已,并不会过多的去追究,因为真理与我无关。其实这次也是一样的,我之所以这么热衷去镇坪采访,是因为我忽然就觉得中国社会变得复杂了,因为一张真假难辨的华南虎照片。

  周正龙心理素质绝对首屈一指

  11月15日晚,我初到镇坪,见到了镇坪县林业局的一些官员,我没有谈一句工作的事情,但是就从那天晚上正式介入了华南虎照的调查。16日早上,我们去见了周正龙,第一印象不记得了,觉得跟其他农民没有什么区别,不过就是有一些狡猾,可能媒体记者见多了吧。当日下午,在我们吃完午饭的时候,华南虎年画出来了,这样才使我们正式进入事件核心。

  华商网进入华南虎事件,以我发文声讨傅德志为标志,以华南虎年画事件在一线的采访而成为高潮时期。当天下午,我们一行去采访了镇坪县林业局局长覃大鹏、周正龙的小舅子谢坤全、以及周正龙本人,于是,得出一个结论——华南虎照片为假可能较大。 当日晚,我正在写稿子的时候,镇坪县全县停电,造成了许多媒体都发不了稿,我借用笔记本一个多小时的电量,点蜡烛写完了全稿,就这样抢得独家首发,再加上华商网论坛的强大舆论支持,华商网也因此成为华南虎事件的核心媒体。 也就是在那天晚上,周正龙情绪失控,对我们报社的记者说了很多不该说的话,例如“去帮我报警,让公安局的来抓我”“我是个罪人”这样的话,但也就是因为突然停电,报社的记者没有能打通周正龙的心理防线,功亏一篑。 第二天,周正龙突然就变得很镇静了。作为一个没读过书的农民,我真的很佩服他,他的心理素质绝对首屈一指,这可能也就是这次事件为什么要选择他的最主要原因!

  这就是中国社会的真实缩影

  以后每天,我都会最少上山两次,去看他,得到一些信息发回后方,成为即时的网络滚动新闻,华商网也因前线消息源的准确、快速而备受关注。我的电话被打爆了两次,最后我告诉编辑部不要再给别人说我的手机,才略有好转。但也就是因为太多的和镇坪官员、周正龙的接触,让我身心俱疲,每一个没到过现场的人不会体会到这种感觉:当你在一个很小的地方,碰到的人全给你说谎话,而你明明知道他说的是假的,还得给他陪笑脸,这是一种什么样的生存状态啊! 当然,这就是中国社会的真实缩影。报社一位30多岁的老记者说:“回来了一定要看心理医生”,我知道他并不是在开玩笑,事实上有许多记者都对我说情绪有点不太正常,记者也是人,不是钢铁,当一个人每天都在思索着同一件事情,而这件事情又错综复杂,没有一个人值得相信的时候,这种情况就出现了。

  11月23日,我在核实周正龙有没有报警的时候,一下子就到了崩溃的边缘。周正龙开始不承认报警,但随后又承认了,去问公安局,公安局恨不得指天发誓绝对没有报警。而我随后从内部得到的消息,周正龙确实是报警了,于是我又去公安局找到了接待周正龙报警的警官,他竟还是否定周正龙报警,言辞之恳切,我甚至都快以为是真的了。而这时,省林业厅官员关克,在得知公安局否认后,竟然对记者说“我去帮你协调(肯定报警)”,我都疯了,关克说报警了周正龙否认,周正龙承认了公安局又否认,而他们本应处在同一链条上。关克的表态显然说明了他是在利用我们,而我们却要受人摆布,于是我们打算当天返回西安。

  老虎是不是真的?

  回来了和在一线时一样,大家都在问我一个问题:老虎是不是真的?根据“年画”的产生,假如周正龙拿不出更有力的证据的话,可以肯定虎照是假的。根据对镇坪县多位村民及老猎人的采访,没有老虎的可能性也占到了90%以上(因为近20年来,并没有人真正见过老虎,这一点与镇坪县林业局所提的报告严重不符)。于是就牵扯到一个问题,假如虎照是假的,那么谁在造假? 如果这种可能性存在,我们得出的一致结论是:已经出现的这些人物,都不是整个事件的核心,真正的黑手还藏在幕后,一个高智商的造假者。年画事件出来后,这个阵营显然是乱了阵脚,得不到指示的周正龙差点崩溃,但就在第二天,他显然是已经得到了消息才恢复的如此镇静;11月20日,仍然处在年画事件的笼罩下,周正龙开始借上山寻虎避风头,但就在舆论越来越大,连中央媒体都开始声讨他的时候,他本来打算进山去给侄子订婚,却很意外地没有去,他接见所有媒体的记者,说同一句话:“我拍的照片100%是真的。”他为什么要传达这样的信息,他为什么不离开镇坪,原因很简单,镇坪县对他现在才是最安全的地方!11月21日,陕西省政府开始插手此事,但省林业厅仍然力排众议,发表通告坚信“虎照”是真的,并表示“通过刑侦手段调查华南虎年画造假”!

  5、6年前就有卖的年画怎么可能造假?

  5、6年前就有卖的年画怎么可能造假?我在22日凌晨2点开始电话采访年画生产厂家——浙江义乌厂老板骆光临,他显然是被惊呆了…… 正如一位网友所说:“某些机关官员,拿政府的公信力,而且是拿陕西人的脸面开了一个天大的玩笑,然而,谁都拿它没办法,于是才有了“造假集团”在社会舆论面前的全面反攻。”而我知道这些的那天,正是我的生日,我当时心里很乱,对一个政府行为、这个社会彻底的失望。 反攻开始于21日周正龙报警,这是一着高明的棋子。因为假如浙江义乌年画厂报警,那么浙江警方将介入事件调查,陕西的保护力就完全失去了效力,而如今,周正龙反咬一口,将来不管怎么样,镇坪县乃至陕西警方都拥有对事件调查的绝对权力,也同样式周正龙报警,开始动摇一部分“打虎派”的决心,造假者明知理亏怎么可能自己报警?然而事实就是这样。 24日,陕西省林业厅又派副厅长朱巨龙前往探访周正龙,再次确认陕西省林业厅的判断是准确无误的。

  全国人民一片质疑声而政府巍然不动,谁奈它何

  于是,全国媒体都遭遇了一个困境,这就是全国人民一片质疑声而政府巍然不动,谁奈它何? 我有时候,觉得周正龙很可怜,他是一个小人物,可能只是因为一点钱,而背负了这么大的一个包袱,事件的最后,他还有可能是唯一的受害者。站在周正龙家门口,寒风袭来,彻骨生寒。历史会记住这一刻吗?无可置疑,这是21世纪初中国社会的一个典型事件,这个事件背后,隐藏了这个时代的诚信缺失和人们的焦虑。 人,究竟值不值得相信?! 从镇坪回来的时候,在安康,我们约到了一位“打虎”的政府官员。我们聊了很久,他对我们重申了他的一个态度:“我不能告诉你们什么,但是我能给你们一个底线,照片肯定是假的。”而他本人,也在打压下悄然隐居安康,有家难回。 我们现在能做的,只是坚持。在外媒已经表现出质疑的声音之时,《人民日报》、央视《社会调查》、《今日说法》以及众多的媒体期待着政府高层的介入,期待着真相大白于天下!因为若不是这样,这个事件也许就这样一直让中国蒙羞。真相会有大白于天下的一天吗?我不知道。我只知道,总有一天,历史会给这个事件划上一个圆满的句号。(华商网 刘斌)

Europe Gets Surprisingly Great PS3 Bundle [Playstation 3]

Posted: 12 Jan 2008 12:30 AM CST

eurobundle.jpgSCEE have announced a new PS3 bundle for the European market (bear with us, for the moment we've only got UK pricing). While a standalone 40GB PS3 will at the moment set you back £299, for £350 (or $685 currently-weak American dollars) you can get a "Pick N Mix" bundle, which contains 40GB PS3 and two games. And no, not two rubbish games, either! You get to choose from a list, which while including stinkers like Genji, Formula 1, Lair, and previous bundle stars MotorStorm and Resistance, also includes SingStar (the expensive one, with included mics), Ratchet & Clank, Folklore, Warhawk and, best of all, 2007 NQGOTY Uncharted. Two top-shelf first-party titles for 50 quid? Expect this bundle to go down very well when it's launched on January 18.
Sony launches new bargain PS3 bundle [MCV]


A Week In Comments [Hyper Multi-tap]

Posted: 12 Jan 2008 12:00 AM CST

Ban Kids From Games Til They're Seven?
Comment by: deathbunny


My dad started playing chess and Avalon hill wargames with me as early as he thought I could understand them. I like that I have an understanding of history and strange things like principles of sailing (napoleonic naval warfare game 4tw!) from playing them. Plus my dad and I are really close.

If I'd been parked in front of mario, I wouldn't have learned much. I mean that sincerely. Mario, as cute and fun as it is, just teaches you how to play mario.

The kidn of game I'd sit a kid down in front of is Sid Meier's Pirates. It's not just a straight-up historical simulation with tedium and cumbersome nerdstitics like bore size and formations--but you'd get that there was a conflict in the carribbean between the colonial powers... that the dutch used to be a big deal... that royalty wasn't completely hereditary--it could be bestowed... names and purposes of different vessels... that the winds in the carribbean blow mainly from east to west... that there was alot of gold being mined and stolen from mexico... names of islands and places that still exist today... etc etc.

Content is important. What you should never *ever* do is park a kid in front of a final fantasy or an MMO. They need to spend the time while they're still sponges for information sucking up all the cool things that are out there. They can decide to become sedentary later when they're in college.


The Price of Making a Real Gundam
Comment by: Chef


Stomping the cars of the unbelievers: Priceless

Optimus Keyboard, Sexy, Slimey
Comment by: 2K Ghede
Nominated by: geekgrrl


Mmm, keyboard.

...?!

Great, now I want a keyboard sandwich, because you have associated it with one of the five food groups. (grease, sugar, starch, fat, and taurine.)


Now David Jaffe Wants A One-Console Future
Comment by: Fnor
Nominated by: DaiMacculate


Television is a terrible analogy. The television is designed to do one thing: display a broadcasted video/audio signal. A games console is designed to do so much more: control interactively, give interactive audio and video feedback, and now a host of other things. If he wants the TV analogy, let's do that.

Why do we need more than one broadcast station? That one station would be able to get many different types and quality of shows from independent houses, why must we have all these networks competing for our attention?

Why do we need more than one operating system? I mean, the OS isn't all that important, since we just want the overlying software, right? And having one company in control of the OS would never, ever affect the quality of the software that runs on top of it, naturally.

Would having one unified platform make Jaffe's life easier? Sure. But the point of the industry (or any industry, for that matter) is not to make the producer's life any easier. It's around to give us, the consumer, the best value, and the best way to ensure that is healthy competition. Not just between individual software developers, but because of the way we use hardware to play video games, between the consoles themselves. Without competition on that front, would we have XBox Live? Or the Wii? I doubt it.

So shove it, Jaffe, and get back to work. We're the bosses, and rival formats in a competitive market help us get what we want. What you want? Not so important.


The Moral Cost of Video Games
Comment by: Krytha
Nominated by: edb87


Don't you even consider that when you jump on that Goomba, you're jumping on a real, live mushroom who only has an angry face on because he has a mortgage to pay, kids to feed, and the traffic on the way to this goddamn barren rock with a blackhole in the middle was hell - and thus his dreams are crushed as you pry that golden coin from his soft fungal interior to sate your eternal, unnatural hunger for shiny things?!


Call of Duty 4's Moral Issues
Comment by: WreckTheLaw
Nominated by: Witz


Sent him this, and figured you would all appreciate it too:

Ralph,

I just read your January 8th article, "A virtual history lesson or just a shoot-'em-up?" and was moved to write you a quick (hopefully) email on the subject matter you've touched here. My name is Austin Walker, I'm a 22 year old self avowed hardcore gamer. In 2003 I co-founded Hofstra University Gamers, and currently live with two former members of that club in northern New Jersey, where video games are an integral part of our daily routine (even if our jobs limit the amount of time we get to play.) I'm liberal enough to choose "very liberal" on my Facebook profile, and maybe it was all those Philosophy classes I took in college, but I'm with you on this whole Iraq War thing - it is unjust, unethical, unfair to people on both sides of the conflict, and needs to stop. So, those things said, I feel like I've established myself as familiar with the topics at hand here.

The week before New Year's I found a few days off and my roommate's copy of Call of Duty 4 (CoD4.) I played through it at a breakneck pace, beating it in two game sessions. The guys at Infinity Ward (the developer of the game) had something here - the game was cinematic, something that the Tom Clancy Series (Rainbow Six, and GRAW) often eschewed in favor of "realism." The opening couple levels ('F.N.G.' and 'Crew Expendable' - a training mission and an assault on a quickly sinking ship, carrying nuclear weapons) of CoD4 were equivalent to a summer action blockbuster (starring Colin Farell as Soap?)

However, with the actual opening credit scene ('Coup'), I got the hunch that Infinity Ward - or at least someone there - might have decided to use this game as more than just a virtual history lesson or a shoot 'em up. Much like critically acclaimed (and a personal favorite of the year) Bioshock, CoD4 had begun to use the medium's unique strengths and methods to deliver an experience not duplicatable on film, the stage, or in anything but the most detailed "choose your own adventure" novel. The player is given control of an ousted ruler of the nameless Middle Eastern country that CoD4 takes place in during the last few minutes of his life. You are unable to look a full 360 degrees around, limiting your field of vision (and your sense of safety) as you are jammed in the back of a car and hauled off to your public execution. You are unable to move, try as you might, as two of the game's leading antagonists end your life. There is something very powerful here, something beyond war propaganda. These scenes act as an argument against war, or at least displaying how terrifying such a thing really is. And it isn't the last time that CoD4 handles these issues.

Later in the game you take control of a U.S. Marine, searching for the man who executed the country's former leader and attempting to take back the country's capital from the newly installed 'insurgents." Much of this is reminiscent of films like Black Hawk Down in their narrative and their realism. The missions 'The Bog' and 'Shock and Awe' (borrowing its name from the military tactic of rapid dominance that was used at the beginning of Iraqi Freedom and in other conflicts), are again standard war film fare for the most part. But under a critical eye it's clear that what we are being shown is the exact sort of situation that our own military brass (and certain political figures) would never want us to see: Our men out gunned, out numbered, under supplied, and unable to receive additional support because we simply didn't account for this sort of war. 'The Bog' is one of the game's earliest stumbling points for most players - it simply isn't very easy to defend a tank from all sides in an open, overgrown courtyard with tons of cover (and none of it for you.) 'The Bog' acts as a strong metaphor for this war we're in.

Metaphors aside, the end of 'Shock and Awe' is about as powerful as anti-war a message you can get in an FPS. After a long battle, you manage to rescue a downed pilot from a wrecked helicopter, and carry her onto yours. As you begin to fly away, the city behind you explodes the way we've only seen in documentaries and the aforementioned Hollywood blockbuster. A nuclear bomb detonates, and over the next three or so minutes, you (again) live out the last few moments of a man's life. Your helicopter crashes, and you crawl out, then limp and stumble about as buildings literally crumble away in the aftereffect of the bomb. The screen goes white, and a character that I as a player barely cared about was suddenly martyred for the cause of ending nuclear proliferation. No one who is a reasoning being who played this section of the game could've come away with "nuclear weapons are great." Maybe they came away with "I want revenge on the bad guys," but what I believe that Infinity Ward wanted here was simple: "this - doing this to anyone, anywhere, ever - is not a good thing."

There is a final moment that I wish to acknowledge, and it is the same one that you do so (albeit for perhaps the opposite reason.) "There's even a part of the game reminiscent of the infamous "luckiest truck driver in Baghdad" news conferences. You're in a bomber looking down with night-vision goggles at helpless victims scrambling on the ground below - an X-button push away from oblivion," you write. And you're right - this is what happens in the mission 'Death from Above', but I feel you may have left out some very important things about the context of this mission, and perhaps even misunderstood what the point of it was.

The mission prior to 'Death from Above' is called 'Hunted.' In it you, as "Soap", are trapped behind enemy lines. Again, this is one of the most difficult missions in the game, as moving just a little slow or arrive just a little late will cause a stir, sending up alarms and causing a full compliment of enemy troops on you. Eventually that happens anyway. The level is as down and dirty a video game can be. It is stressful, it is tense. This is what Infinity Ward must think of ground, infantry warfare - this is the best they could boil the fear, the intensity, the frustration of being in a place you have no desire to be, into a 30 minute or so section of a video game. And you get to the end of the level, a small village, and finally you get your air support.

And then you play as the air support. It is cold, it is clean, it is somehow non-organic. You shoot down at little white blobs of men and trucks and houses. You're told early on to shoot anything that isn't flashing - the good guys have beacons that make them flash - and anything that isn't the village's Church, where your targets are streaming out of. To anyone watching it is nearly indistinguishable from that "luckiest truck driver in Baghdad" video, and others like it. Running the game side by side with similar footage yields frightening results. As you shoot down - using a caliber of ammunition far larger than necessary - the voices in your ear (the pilot, spotter, and other military personnel) call out your shots calmly. "There's a runner.... There he goes. Bam, you got him." "There's three of them over there. Adjust 34 degrees. Take 'em out." "Wow, you were within two feet of that one. Good shot." These are the voices of men who might be shooting paper targets, not ending human lives. As the level ends one of them laughs: "This is gonna make for one hell of a highlight reel!"

If you thought for a second that this was an endorsement of military action, then I don't know what to say. Maybe it was because you were only watching not playing. Maybe if you were playing you would've felt the uneasiness, the guilt, of shooting these polygons and textures on your screen. There is something eerie about what happens here. Something antithetical to much of the game's cinematic, "bad ass" feel - this is subtle and quiet and jarring in a way scene's in Schindler's List are, or the sometimes sparse, disconnected chapters of The Grapes of Wrath are. Except, again, Infinity Ward is playing on the medium. You pull the trigger; you have to if you want to beat the game. And even though you would know this, I'd bet you'd regret firing, and be put off kilter by the tone and words of those in the gunship with you. This is an indictment of what Hannah Arendt called the banality of evil in its fullest, in a way that only a video game could provide. You become (just as you did in Bioshock) the man who keeps the trains running on time.

This game is rated M for Mature due to its "blood and gore, intense violence, and strong language." Let me submit to you that it is rated M for Mature in the same way that last year's Scorcese masterpiece The Departed was rated R for Restricted. There's plenty of technical reasons why it was rated that (mostly for the same reasons that CoD4 was rated Mature, but also for sexual content), but even if you remove those things, even if you lower the intensity and frequency of the cursing and the violence and the nudity down to a PG-13 level, The Departed is a movie for mature people. As a consumer and a critic I'm willing to accept that Call of Duty 4 is a game for mature people in the same way. That without the context of the world we live in, CoD4 is "just a shoot 'em up." But with maturity comes the ability to place CoD4 in our world, just as we can place The Departed (or for that matter Hamlet, which The Departed shares many of its core themes with) in it.

I'm not sure if your son and his cousin's had the worldview necessary to "get it." Hell, I'm not sure a lot of the game's community "got it." In fact, I'm not even certain that some of the game's developers got it - after all, the game after 'Death from Above' returns to its cinematic glory, and never really touches on these issues again (despite being a masterpiece of single player FPS action.) My advice to you Ralph is to pick up the controller yourself, play through it. I think you'll "get it" the same way I did.

Want to nominate comments? Send to tips any insightful or funny comments you read from other commenters. (Read: NOT YOURSELF). Be sure to include the post's URL, the commenter's page, the actual comment and your commenter page.

Also know: Dip into tool territory and we'll ban yer ass. And quick!


Left 4 Dead Coming In "Late Summer" [Left 4 Dead]

Posted: 11 Jan 2008 11:30 PM CST

zombies.jpgAh, summer. When you frolic in the fields, whisper sweet nothings in your summer girl's ear and...play the stuffing out of Valve's upcoming co-op zombie shooter Left 4 Dead. Speaking with Shacknews, the company confirmed the title - whose devs Turtle Rock have just been absorved into Valve's Combine - will be shipping to the PC and 360 in "late summer". We're collectively holding our breaths for this game, which will no doubt cause us many a sleepless night with its mix of running, screaming, more running, shooting and relentless hordes of the living dead.
Left 4 Dead Rising in Late Summer [Shacknews]


Disney Want Magic Kingdom DS Maps? [Rumor]

Posted: 11 Jan 2008 11:00 PM CST

200609041635000.jpg Rumor has it that Disney is considering using the DS as a platform to run park maps. So, the DS would be an interactive map and guests could click on certain areas of the park, check wait times, etc. A limited trial is expected in the next few months. This isn't the first time Disney has brought DSes into the park: Back in summer 2007, guests could access customized content from the Magic Kingdom's Pirates of the Caribbean. If this is true, we're sure this will go over big in Japan, where everyone has a DS and everyone likes Disney. Well, not everyone.
DSes Used? [WDW News via DS Fanboy] [Pic]


Nintendo Power Reveals Sonic Chronicles, BioWare's Hedgehog RPG [Sonic Rpg]

Posted: 11 Jan 2008 10:40 PM CST

nintendo_power_sonic_rpg.jpgThe latest issue of Nintendo Power features a cover story and 7-page feature on BioWare's role playing game for the Nintendo DS that stars Sega's Sonic the Hedgehog. Titled Sonic Chronicles: The Dark Brotherhood, the portable RPG is said to be a stylus-controlled affair a la The Legend of Zelda: Phantom Hourglass by NeoGAF member giggas, who already has a copy of the mag and is responsible for the scan of the cover.

According to details from the newest issue of Nintendo Power, the game has a hand-drawn watercolor style. Each member in your party—which can total four of the eleven available characters—will have special abilities (we're betting the farm on Sonic being fast). Battles are turn-based and attacks are said to follow an Elite Beat Agents model.

There's more to read at the message board post linked below.

Bioware's Sonic Chronicles: The Dark Brotherhood in new NP [NeoGAF]


Bionic Commando's Swing Mechanic Explained [Clips]

Posted: 11 Jan 2008 10:20 PM CST


This isn't Prince of Persia. It's not Assassin's Creed, either. No, if you want to pull off some crazy-ass moves in Bionic Commando, you're not going to get a generous "auto-aim" system helping your acrobatics. You're going to have to do all the hard work yourself, by literally aiming the claw in mid-air. Sounds hard, but you'll be all the prouder when you get your act together and get those hot dogs flying through the air with the greatest of ease.


<b>XNA</b> Game Studio 2已发布

Posted: 15 Dec 2007 08:25 AM CST

XNA Game Studio最近发布了针对Visual Studio 2005的第二个版本。

没有不可能,ACT大作<b>galgame</b>化

Posted: 08 Jan 2008 10:16 AM CST

被称为“最难的正统动作游戏”的魔界村,galgame化不可能? 否也! 阿瑟的第五次闯魔界村就由我来谱写! 「一番難しいACTゲ」の魔界村をgalgame化無理? 否! アーサーの五番目は俺の手を!

<b>独立游戏</b>:用心赢得玩家尊敬- 人民网

Posted: 21 Dec 2007 01:38 AM CST

人民网独立游戏:用心赢得玩家尊敬人民网- 2007年12月20日还有像CS、 帝国时代的血战城堡模式游戏,这些制作优秀的MOD从面市到现在已经有好几个年头了。它们之所以能在这个喜新厌旧的时代存活下来,并且受到无数玩家的青睐,从另一个侧面体现了独立游戏...

2007年游戏业界点点滴滴回顾

Posted: 07 Jan 2008 03:30 AM CST

《光晕3》刚刚强势登场,开发商Bungie Studios就和发行商微软说了拜拜,脱离后者管制成为一家独立游戏开发商。分手之后双方仍然藕断丝连,在很多方面保持着联系,但自立起来的Bungie可以自由开发属于自己的项目了,甚至可以进军其他主机平台和PC。 ...

Will Work With Microsoft If There's "Merit" [Square Enix]

Posted: 11 Jan 2008 10:00 PM CST

love.gif Poor Microsoft. Square Enix just *might* throw you a bone. If you are nice and there is "merit." Yes, merit. Things are only slightly better for the PS3, which Square is finding "challenging." For the Wii and the DS? Nothing but love. Over at NeoGAF, forum member farnham translated an interview with Square Enix boss Yoichi Wada. Highlights include:


If there is a merit cooperating with Microsoft we will do this. We might give some projects to separate studios and make games for the X360. The main platforms for Square Enix are the Nintendo platforms and the PS3. The lion-share of the developers and our infrastructure as well as our capital is for NDS, Wii and PS3, and this is not going to change... We are astonished by Wii's success and the Nintendo dominance. We thought that the PS3 and the Wii will coexist due to the difference between both strategies, but in the end the users will decide which platform we develop on. The SCE platforms at this point are a bit of a challenge... We think we can do much on the Wii. I talked to Iwata to exploit many possibilities and cheer him on.

What's with all the Microsoft hate, Square?
Wada Interview [NeoGAF via Go Nintendo]


Wal-Mart cancels too-good-to-be-true Super ... [Super Smash Bros. Brawl]

Posted: 11 Jan 2008 09:30 PM CST

rollback_lol.jpgWal-Mart cancels too-good-to-be-true Super Smash Bros. Brawl pre-orders. As many of you have noted via comment or e-mail to our tips mailbox, the massive retailer won't make good on $19.62 pre-purchases of Super Smash Bros. Brawl for Wii, with Wal-Mart sending cancellation notices via e-mail to cheap ass gamers. Those who attempted to capitalize on the pricing flub will get nothing and like it. Oh, I'm sure they'll get SSBB eventually, they'll just have to fork over fifty bucks.


PS3s Now Made For Half The Price [Playstation 3]

Posted: 11 Jan 2008 09:20 PM CST

kaz.jpgYeah, a lot's been made of the PS3 losing Sony money. As impressive a machine as it is, it costs a ton to manufacture, and the more Sony sell, the more money they're losing. Or are they? We know the 40GB model was - at least partly - an exercise in cost-cutting on Sony's part, and now we've got an idea on just how much they've cut. A BusinessWeek report on the recent Blu-Ray news claims a PS3 now costs Sony $400 to manufacture, which while still being a lot, is down from the $800 they were costing at launch. Those are some handy savings. As a result, Japanese analysts predict the machine may actually start breaking even in...late 2009, which is a little later than Kaz was hoping.
Sony's Blu-Ray Breakthrough [BusinessWeek]


"game" via 柠檬杀手 in Google Reader

unread,
Jan 13, 2008, 11:10:26 AM1/13/08
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冬季新番与2008的一个夜晚

Posted: 13 Jan 2008 09:15 AM CST

坐在电脑屏幕前准备输入一月新番收看感想时,窗外细雨朦胧,店长不禁想起早前在客栈店内暂居的柔弱住户。

那是个让人忍不住想扯开胸前领带结的躁闷傍晚。明明已是深冬,亚热带海洋性气候却依旧折磨着小镇。街上干枯的凤凰树不再发出摇曳声,取而代之的是漂浮在空中的厌倦乌云。店长呼出吸入着夹杂烟尘的潮湿空气,忧郁的趴在桌上整理2007年留下的陈年老账。空无一人的客栈大堂,秒针划过表盘的声音,算不清的餐巾纸进货费……逐渐沉浸在睡魔演奏的动听交响乐中的他的鼻尖距离笔尖只有三公分。就在周公客气曰“轮到你走了……”的霎那,客栈旋转门上清爽的铃声突然响起。

她独自闯了进来,环视店内一周之后与站在曲尺形大柜台后方奋力抗击瞌睡虫的他交换视线。不知是不是他半梦半醒的贫血凝视吓破了她的胆,她露出一脸仿如付账时发现自己缺钱的不知所措,随之后退一步,左手搭在门把上,右手举起行李欲遮住面部。

“请问有什么需要,女士?”店长决定抢在她意识到入住客栈是个坏主意前混淆她的思维。

“……”

尽管他对自己忽悠顾客的技术没有任何信心,她似乎轻易的被说服了。那位女士,或者说女生,稍稍松了一口气,放开把手转身朝柜台走来。这回店长才观察清楚——肩上斜挎着一个类似邮递员使用的囊包,标志性的镶红目十字架在胸前摇摆,手中紧握着黑亮的Amati皮包,在过膝裙下隐约闪现的白色尾巴尖……她不是传说中的东姬欣梵吗,网络红人跑来这间名不见经传的小店干什么?

“请问……”

“先生……可否行行好让我在这里暂住一宿。”

这回轮到店长惊慌失措了,网络上原作党的连日声讨他并非没有听到,但欣梵不至于沦落到这个地步吧?既然旅客没摊开自己的姓名,店长也不打算贸然追问。何况他的私心告诉他下一句话应该是“没问题!要住多久?”

然而店长见鬼的“理智大脑”似乎有另一种高见:

“东姬欣梵啊东姬欣梵,你一脸无辜的站在我面前有什么用?原作党的金字招牌愣大一块,它的支部像索尔兹伯里平原上的巨石们一样耸立在论坛博客群聊话题里,就算你有Tor的穿墙技能,来到这片黄土地上还不是被他们打压?”

是的,2008年东姬欣梵的低俗演出让人心烦,但她远不及那些恨不得制作组齐齐将动画变成原作有声读物的原作党党员的大呼小叫——噢我的人物被他们画崩了,噢我的剧情被他们改乱了,噢我的挚爱被他们践踏了。同学们,你可以选择罢看。望着东姬欣梵脸上难以掩盖的泪痕,店长真心希望新番里充斥着原创剧情。既然在画面上得不到超越原作的快感,难道变成原作复制品又能让观众欣慰了吗?至少他不会快乐。

“正好也有空房,你就去这间吧。”良心发现的他将钥匙交给了她。

“……谢谢。”

不用谢,客栈本来就是个来去自由的歇脚地。店长本想这样回答,无奈舌头莫明的僵硬起来。

最佳火狐UI设计

注意:谨慎考虑阅读本文。“比没钱的制作组更糟糕的只能是没创意的制作组。”在这种意志占上风的时刻,我的客观性比Firefox身上的衣服更少。(惯例使用Moonphase的日文名称,fansubwiki/wikipedia的英文名称,对新番声优表有兴趣的参见此文,要研究OPED的看这片。)

(more…)

SCEA Talks Possible LBP PSP, Portable's Future [Clips]

Posted: 13 Jan 2008 08:22 AM CST


Mike McWhertor sat down with John Koller, senior marketing manager for the Playstation Portable, at CES and extracted a lot of interesting information out of him. This GameTrailer video gives Koller a chance to pitch why he thinks 2008 is going to be the year of the PSP. Hmm, why does that sound familiar.

I do think the handheld is having quite a resurgence, though I hope that Sony continues to concentrate more on the games and less on the peripherals for the device.


黑武士和尤达大师加入《刀魂4》

Posted: 13 Jan 2008 08:05 AM CST

这个消息是在1月10日namco官方新闻稿宣布的,不过那时候没有注意到,现在补发一下吧。
 
namco宣布:著名电影《星球大战》里的著名角色黑武士(达斯·维达)和尤达大师都会加入该公司的格斗游戏《刀魂4》(Soul Calibur IV),其中黑武士加入的是ps3版,尤达大师加入的是xbox360版。
 
sc4star1.jpgsc4star1.jpg
 
在之前的跨平台《刀魂2》,namco也曾经在三个版本中加入了不同的人物,其中ngc版《刀魂2》中加入了任天堂“塞尔达传说”系列的林克尤其引人注目。而这次《刀魂4》故技重施,居然找到了在全球都有很大数量fans群的“星球大战”合作,实在是很有创意的举动。虽然“星球大战”的科幻世界观和“刀魂”系列中世纪世界观不太相合,但黑武士和尤达大师都是用光剑,加入“刀魂”这个系列倒也未尝不可。
 
sc4star1.jpgsc4star1.jpg
 
“星球大战”的相关游戏也出过不少,这样的合作不但能促进《刀魂4》的销量,相信也有助于“星球大战”在游戏领域的品牌打造,应该算是双赢。

nds《mario和sonic在北京奥运会》封面

Posted: 13 Jan 2008 07:40 AM CST

nds《mario和sonic在北京奥运会》预定1月17日在日本发售,也没有几天时间了。
 
mariosonic.jpg
 
这个游戏的Wii版于2007年11月22日在日本发售,首日只卖出了1.5万份( http://blog.sina.com.cn/s/blog_4938f71b01000f0k.html ),没想到现在的累计销量已经在45万份左右( http://blog.sina.com.cn/s/blog_4938f71b0100849f.html ),大概是因为圣诞和新年时期的助力。
 
虽然nds在日本的普及量比Wii大多了,“地利”和“人和”是有了,但nds版却缺少了Wii版那样的“天时”,前景如何难以捉摸。
 
mariosonic.jpgmariosonic.jpgmariosonic.jpgmariosonic.jpgmariosonic.jpgmariosonic.jpg
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000a7v
mario和sonic在北京奥运会
http://blog.sina.com.cn/u/4938f71b01000cnj
Wii/nds《mario和sonic在北京奥运会》游戏图片
http://blog.sina.com.cn/u/4938f71b01000dgj
Wii/nds《mario和sonic在北京奥运会》官网
http://blog.sina.com.cn/u/4938f71b01000dla
Wii《mario和sonic在北京奥运会》新视频
http://blog.sina.com.cn/u/4938f71b01000e27
Wii《mario和sonic在北京奥运会》CG动画
http://blog.sina.com.cn/u/4938f71b01000eew
Wii《mario和sonic在北京奥运会》宣传视频
http://blog.sina.com.cn/s/blog_4938f71b01000egc.html
Wii《mario和sonic在北京奥运会》宣传视频2
http://blog.sina.com.cn/s/blog_4938f71b01000enx.html
Wii《mario和sonic在北京奥运会》宣传视频3
http://blog.sina.com.cn/s/blog_4938f71b01000euq.html
Wii《mario和sonic在北京奥运会》玩后小感
http://blog.sina.com.cn/s/blog_4938f71b01000evl.html
nds《mario和sonic在北京奥运会》新画面

游戏业界历史上的今天(1.14)(下)

Posted: 13 Jan 2008 08:46 AM CST

 1993.1.14
怒之铁拳2死斗者之镇魂歌(SEGA/MD)
    本作不仅是MD上最优秀的清版打斗游戏,在所有的同类作品中也可以算作是顶级。游戏中玩家要使用AXEL和BLAZE去营救被Mr.X组织绑架的ADON,他们的新同伴包括ADON的弟弟SAMMY和壮汉MAX。相比前作,游戏的进步实在是太大了:角色比例大大增加,描绘十分细致,追加了新的前冲技、必杀技、投技、跳跃攻击,打击判定极其精准,尤为值得一提的就是游戏在不同难度下敌人数量以及AI的提升,MANIAC难度下许多敌人都会变得穷凶极恶,而且普通敌人就有数排血,其刺激程度和对操作手法的要求在同类游戏中无有比肩者。游戏中同屏出现大量大体积角色的场面不要说是PC-E,就算是SFC也完全办不到。关卡长度、流程节奏感和音效都令人无可挑剔,BOSS战时也会出现大量的喽啰给人很强的满足感(这一点正是续作所缺乏的)。猪头一直都在想,如果能够把3代的招数用在本作中,那该多好。游戏唯一的不足就是音乐的表现远没有前作那么令人震撼。
经典度:8
推荐度:9
下载:http://emumax.uuu9.com/download/2004/200412/5473.shtml





1994.1.14
龙虎之拳(SAURUS/MD)
    SNK的对战游戏,通常MD版推出时间都要晚于SFC版,而在格斗的感觉方面则要更加流畅一些,本作也不例外。游戏虽然取消了街机版的画面放缩视觉效果,但在操作方面由于可以对应MD的六键手柄,因而大大改善了原作中以按键时间区分轻重攻击而带来的延迟感,有着更加正统的格斗手感。当然,SNK早期对战游戏在系统方面的缺陷并不会因此而有所改变,如果拿这个作品的手感去与MD版“街霸”系列相比,那是不公正的。
经典度:5
推荐度:4
下载:http://emumax.uuu9.com/download/2004/200412/5453.shtml



1997.1.14
天外魔境 第四默示录(HUDSON/SS)
    HUDSON的代表性作品系列,原本是PC-E系列主机的专利,由于PC-FX的低迷,3代的计划被迫搁浅,HUDSON也因此转投到了昔日宿敌世嘉的阵营。这款“第四默示录”在标题中就着重强调了“IV”字样,暗示这是系列的正统续作。游戏使用了2张光碟,舞台设在美洲大陆,主角雷神与同伴们在阿拉斯加、新奥尔良、拉斯维加斯等地转战十二使徒,其间配有大量的精美动画,并且几乎全部的对话都有配音,关智一、樱井智等著名声优的加盟使本作的演出阵容非常豪华。本作的主题曲相当出色,从来对RPG不屑一顾的猪头也在看过了片头动画之后产生了一试的欲望,日本的动画制作真是有一套。联想到SS的“格兰蒂亚”、“樱大战”等作品都能有全程的配音,而PS上包括FF8、“龙骑士传说”等作品也没有配音,看来SS的音源系统和CD机能确实是优秀啊,当然音质不及PS也是事实。本作的销量是26万。
经典度:7
推荐度:7
下载:
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1999.1.14
斗龙传说(KAMATA&PARTNERS/SS)
    SS正式宣布停产之后,猪头对于该主机上每一款新推出的游戏都觉得十分珍贵,本作作为一款街机移植的新作自然不会例外。游戏有些类似1998年夏SS上另一款2D对战“阿斯特拉超级巨星”,角色全部都是浮空作战,不同的是本作中角色都是乘骑飞龙进行战斗的,而且画面是3D多边形构成。玩家可以利用飞龙使出各种必杀技,并且拥有使用次数有限的特殊攻击模式,一旦被打下飞龙,就会处于非常危险的境地。由于是ST-V主板移植,所以游戏的完成度很高,某种程度上也弥补了TAITO最终没有推出SS版“超能力大战”的遗憾。
经典度:4

推荐度:6
下载:


极度深寒(SAMMY/PS)
    得到特种部队野战教官参与监修的AVG作品。游戏方式比较类似“生化危机2”,玩家需要在一幢大楼内营救人质,同时还可以选择一名由电脑控制的帮手。游戏的画面比较干净,流程设置也比较专业,可以使用手枪、冲锋枪、霰弹枪、手雷、闪光弹等多种武器。如果是在SS上,可以算是一款上乘佳作。不过PS在那个时期推出的大量的同类作品,其中包括SUNSOFT的“快刀”、FROM SOFTWARE的“回声之夜”等,品质大都不俗,但实际销量以及影响都很一般,真正能够形成气候的,除了CAPCOM自己的“恐龙危机”外,也只有KONAMI的“寂静岭”了。

经典度:5
推荐度:6
下载:


战国TURB(NEC/DC)
    DC公布之初就亮相的作品之一。由于NEC与世嘉的关系颇为密切,即使在1999年也依然为SS制作了不少的作品,因此本作能够在DC初期登场不足为奇,这也是DC上第一款RPG。游戏由“宠物蛋”的插画家负责人设,讲述了一位因飞船失事而流落到动物星球的少女为了帮助猫国解决困难而加入战斗,凭借其本身远远超出本地居民的智慧与能力,可以在战斗中指挥12名角色的行动。游戏画面着力强调了DC的多边形绘图机能,不过较为低龄的角色和简单故事使其没有达到预期的效果。

经典度:4
推荐度:5
下载:





明日话题预告:伤感影集、星球大战 罗格中队

游戏业界历史上的今天(1.14)(上)

Posted: 13 Jan 2008 08:44 AM CST

游戏业界历史上的今天(1.14)
首先向1.14过生日的玩家朋友道一声生日快乐!
下面让我们一起来回顾一下游戏业界历史上的今天吧

1月份首次有10个以上作品出现,今天的日子看来不错,但是猪头就惨了

1984.1.14
网球(任天堂/FC)
    FC上第一个网球题材的游戏。难能可贵的就是本作中已经包含了网球游戏迄今为止的几乎全部标准设定:普通击球与挑高球两个按键,单打与双打两种模式,分数规则,击球的角度与时机,裁判,难度选择等等,可以说是一个范本。本作中球会打到球员的身上这一设定即使在后来的“VR网球”中都没有见到。游戏获得了156万的销量,这是迄今为止同类作品的最高峰,全球累计为217万。此外关于本作中的裁判究竟是不是马里奥的问题,据宫本茂本人的说法是:NO。
经典度:6
推荐度:4
下载:http://emumax.uuu9.com/download/2006/200604/13276.shtml



1987.1.14
塞尔达传说2林克冒险(任天堂/FDS)
    这是“塞尔达传说”系列中唯一带有序号标志的作品,同时也是该系列中唯一的横向卷轴作品,算的是一部异类。故事发生在前作的一年后,林克为阻止魔王加农多罗夫的复活并拯救沉睡的塞尔达公主而再次踏上了冒险的旅程。本作中引入了经验值概念,升级时可以自由增加攻击力、魔法和体力三项数值,不过比较奇怪的是如果GAME OVER或者存档中断后再继续,三项能力值就会自动降低到之前最低的那一项,这大大限制了玩家自由发挥的空间。游戏的流程以及迷宫设计水准依旧相当高,虽然纯横向平台式卷轴的进行方式令熟悉前作的玩家有些不习惯,但无论是销量还是口碑都完全达到了名作续集应有的风范:FAMICOM通信的评分是9分,游戏的销量是161万,全球累计438万。
经典度:7
推荐度:7
下载:http://emumax.uuu9.com/download/2006/200604/13623.shtml



1988.1.14
KONAMI世界(KONAMI/FC)
    FC主机上的传世名作。游戏巧妙的把“七宝奇谋”、“大盗五卫门”、“月风魔传”、“恶魔城”、“金刚2”等6部作品的版面进行了一次大串演,玩家要操作主角在6个版面中救出6位同伴,之后就可以进入“兵蜂”以及“沙罗曼蛇”的射击版面,来到最终BOSS所在地。其一大特色就是途中可以随时换人,并且背景音乐也会随之改变成该角色所在作品的经典音乐,令人非常感动。游戏支持双人同时进行,可以将同伴顶在头上的设计有着很强的合作感,各角色的特别能力也设计得很到位,男女主角可以飞行,五卫门可以开启宝箱,西蒙可以远距攻击,月风魔可以砍开石块,麦奇可以钻过矮墙,大金刚攻击力超高,摩艾防御力一流,等等,玩完游戏之后依然会让人觉得意犹未尽。猪头对这部作品非常的喜爱,当初在游戏店里那盘卡带被老板的电烙铁不慎烫出了一道焦痕,猪头自己都觉得心疼不已。可惜本作的续集有失水准,之后就再也没有出现过续作。
经典度:8
推荐度:8
下载:http://emumax.uuu9.com/download/2006/200604/13402.shtml



1989.1.14
义警(IREM/PC-E)
    街机版推出于1988年3月,游戏讲述黑帮组织SKINHEADS绑架了主角的女友MADONNA,主角要依靠自己的拳脚功夫来除暴救美。游戏的角色造型、场景设计远远超过了4年前的“功夫大师”(也就是移植到FC版的“成龙踢馆”),尤其值得一提的就是游戏的音效,拳脚命中的声音非常扎实,极具力度感,而BOSS会发出“嘿!哥们”的挑衅声更是给人十足的流氓感觉(其实说的是“HEY!COME ON”)。此外,本作是IREM为数很少的没有使用M系列主板的街机作品,印象中只有“迷宫岛”使用了与本作相同的主板。PC-E版移植之前,世嘉的8位主机SMS已经推出过移植版,不过如同“幻想空间”、“R-TYPE”等作品一样,PC-E版的推出无疑是显示PC-E才是8位主机的最强者。在SMS版中生涩的操作感到了PC-E版可谓是焕然一新,拳脚出招的流畅度尤其是双截棍的舞动速度远远超过了SMS版,配合PC-E的连发功能可以使不少的BOSS完全没有还手之力。而图像和音乐方面更是达到了几乎与街机版不相上下的程度,只有拳脚命中的音效力度不及街机版。值得一提的是由于本作的游戏方式与“成龙踢馆”非常相似,所以曾一度被称为“成龙踢馆2”。实际上二者并非是续作关系,真正的“成龙踢馆2”是IREM在1991年9月推出的FC原创作品。
经典度:5
推荐度:5
下载:http://emumax.uuu9.com/download/2006/200609/16454.shtml



魔星战记(TAITO/FDS)
    当年热衷于收集游戏攻关秘诀一类早期书刊的玩家,应该记得“魔星战记”这个名字,猪头就是那时就知道这是一款超级射击游戏,不过却并不很清楚到底是不是FC的作品,因为按照描述的内容来看,是完全够资格作为街机的大型作品的。当然事实确实如此。本作描述哈雷慧星第31次接近地球时,轨道发生突变,越来越逼近地球,并且其中隐藏着许多异形对人类飞船发动攻击,玩家便要操纵最尖端的战机去迎击异形。FDS版是当时唯一的移植版本(后来才发售了GG版),基本上除了角色比例变小之外,火力系统以及关卡设计都得到了很好的保留,是该系统上少有的纵版射击大作。不过FDS磁碟机系统当时在国内是几乎见不到的,因此本作也如同“迷宫寺院”、“赤色要塞”、“金牌玛莉”等磁碟机专用游戏一样,是被盗版厂商从磁碟文件导出而制作成卡带版的。此类卡带的ROM至今也极为罕见。
经典度:5
推荐度:6
下载:http://emumax.uuu9.com/download/2006/200604/13594.shtml



1992.1.14
超级幻想空间(SUNSOFT/MD)
    “幻想空间”原本就是世嘉自己的街机名作,但是在FC、PC-E甚至是SMS、GG都相继推出移植版之后,MD版却迟迟不见动静,直到最后终于推出的时候,玩家们却发现制作方居然是FC版的SUNSOFT而不是世嘉!这实在是有点讽刺意味。好在游戏本身的素质还算不错,在保留原来的宝物购买系统和带有惯性的独特操作性之外,增加了诱导弹等新的武器和道具,画面描绘也更加细致漂亮,已经超越了当年的街机版本身。而游戏中的背景音乐也包括了原版和调整版两种风格,不愧是超级版。
经典度:5
推荐度:6
下载:http://emumax.uuu9.com/download/2005/200507/7625.shtml


也许, 世界本就如此

Posted: 13 Jan 2008 07:59 AM CST

宋鸿兵的<<货币战争>>买回来已经有些日子了, 但一直没有开始看, 瞅着周末的两天空闲时间, 安静的从头开始读, 对于其中内容的感慨, 只有两个字: "震撼"!

就象书中的一个评论这样说的: 书籍的内容, 印证了很多我们原本就存在的猜想, 但我们又不希望世界真是这样的, 不希望我们绝大多数人的命运被极少数一部分人玩弄于股掌.

以前, 我们觉得, 美国是老大, 而在美国, 精英阶层是老大. 但我们大多数人可能都没有想过, 即使在美国, 总统也不是老大, 只要不符合那一部分人的利益, 也有可能随时被刺杀. 我们可能也从不敢想过, 这个世界的命运, 其实, 只掌握在最多不超过10个人的一个集团手中.

我们原本以为, 世界银行是全世界的活雷锋, 到处送钱接济穷苦国家; 我们原本以为, 国际货币基金组织是一颗定心丸, 哪里有火场就会扑向哪里; 我们原本以为, 社会发展自有其自身规律. 而读过此书后, 我们才知道, 这个世界上可能存在着一个总导演, 不仅导演着总统选举, 也导演着国家与国家之间的战争与和平.

老实说, 虽然已大致读完了这本书, 但, 我对书中描述的内容还是持怀疑态度, 尽管他在描述欧美世界各项重大历史事件时的逻辑是如此清晰, 似乎无懈可击. 书中所述内容, 大多数都是以人口述为主, 而缺乏确凿的证据, 而也许, 重大史实的真相, 大多数原本就是不会有确凿证据的.

而其实, 也许, 世界本就如此. 只是, 原来我们以为是这部分人掌握了世界, 而事实上, 可能是另一部分人掌握了世界, 总之, 这个世界, 总是需要一小部分人来掌握的. 区别仅仅在于, 事实上的掌控者, 并不是我们想像中的人而已. 无论他们再怎么追逐利润, 首先, 总要让这些平头老百姓有了利润他才可能来搜刮吧? 弱肉强食, 向来是生存的必然法则, 作为自然者生灵之一的人类, 注定也无法避免.

无论如何, 这本书让我们有了另一个视角. 我们曾经, 乃至现在, 都在近乎疯狂的追逐经济全球化, 更多的只看到了全球化带来的机遇, 繁荣和财富, 而同时, 全球化也带给我们更大的风险, 这种风险, 是我们以前所根本不敢想像的. 相比暴力殖民而言, 金融殖民, 是一种更加让人不易察觉的方式, 让人毛骨悚然.

我还是希望世界是美好的, 我还是希望书中所述不存在, 让我们残存一些希望继续走下去.

下面是摘自作者博客一位此书读者的评论:

自从rothschild家族控制英格兰国家银行后,近代世界300年的历史基本上是由这个家族及其联盟财团创造的,包括控制欧洲金融市场,支持英法战争,引导并发动了美国南北战争,刺杀美国总统,渗透美国民选政府高层,成立美联储,参与第一次世界大战,支持美国、英国政府参加第二次世界大战,创建以色列国等,导致苏联解体,中东战争、伊拉克战争等等。
如果书中介绍的一切属实,那么在这种情况下,一直以来的疑惑:
俾斯麦为什么要警惕“第六帝国”?
希特勒为什么灭绝犹太人?
林肯、肯尼迪总统为什么会被刺杀?
布什政府为什么热衷于发动战争?
美国为什么要大力支撑犹太人建国?
马克思为什么称“第六帝国”为资本主义的明珠,并且指出垄断、大托拉斯是经济危机的罪恶之源?
中国政府为什么有限度的开放金融市场?
美国为什么会是最大的债务国?
一切的一切,似乎全部柳暗花明,水落石出了,感谢本书作者让我醍醐灌顶。
原来,崇尚民主、自由的美国人民也只是少利超级利益集团手里的绵羊,只不过这些羊儿吃的草料相对丰盛一些罢了。
在欧洲,超级“金权”战胜了“王权”。
在美国,超级“金权”用100多年的时间最终战胜了“民权”。


[NetShowBT][最新汉化游戏][霸王之地狱重生游侠左贤王中文版][CN][DVD] (大小:2.84G 人气:55 下载:65 完成:- 种子:1)

Posted: 13 Jan 2008 08:14 AM CST

发布简介:POverlord.Raising.Hell.Chinese.Repack-NETSHOW霸王之地狱重生游侠左贤王中文版/ P< />P【游戏封面】游戏名称:霸王之地狱重生游侠左贤王中文版英文名称:Overlord Raising Hell Chinese游戏制作:Triumph Studios&&&&& 游戏 发行:Codemasters&&&&&&&&&&&&amp ;&&&&&&&&&&&&&&& & 游戏语种:英文游戏类型:动作冒险&&&&&&&&am p;&&&&&&&&&&&&&&&amp ; 游侠0day信息网:http://0day.ali213.net/jump.asp?id=5239所属讨论区:(电玩� 浦�多平台大 ...
下载地址:http://gamebt.ali213.net/download-spot-1-452.html

[NetShowBT][Universe at War Earth Assault][宇宙战争之地球突袭战游侠原创简体中文版][DVD] (大小:3.77G 人气:54 下载:38 完成:- 种子:1)

Posted: 13 Jan 2008 08:14 AM CST

发布简介:DIV class=t_msgfont id=message17609052【游戏封面】IMG onmousewheel="ret urn imgzoom(this);" onmouseover="if(this.widthscreen.width*0.7) {t his.resized=true; this.width=screen.width*0.7; this.style.cursor=hand; this. alt=Click here to open new windowCTRL+Mouse wheel to zoom in/out;}" onc lick="if(!this.resized) {return true;} else {window.open(this.src);}&qu ot; alt="" src="http://image.com.com/gamespot/images/2003/all /boxshots2/938138_84498.jpg" onload="if(this.widthscreen.width*0.7 ) {this.resized=true; this.width=screen.width*0.7; this.alt=Click here to op en new windowCTRL+Mouse wheel to zoom in/out;}" border=0中文名称:宇宙� 秸厍蛲幌接⑽拿疲篣niverse at War Earth Assault&&游戏制作:Pe troglyph游戏发行:SEGA游戏语种:英语游戏类型:Sci-Fi Real-Time Strategy官方� 罚篈 ef="http://www.sega.com/gamesite/universeatwar/" target=_bl ankhttp://www.sega.com/gamesite/universeatwar//A所属讨论区:(即时战略游戏专 区)A ef="http://game.ali213.net/forum-262-1.html" target=_blankht tp://game.ali213.net/forum-262-1.html/ABBT链接:[url][/url]I/I&g ...
下载地址:http://gamebt.ali213.net/download-spot-1-451.html

nds《口袋妖怪ranger2》

Posted: 13 Jan 2008 07:06 AM CST

nds《口袋妖怪ranger2》公布,并且发售日也决定了:3月20日。
 
pokemonranger201.jpg
pokemonranger201.jpg
pokemonranger201.jpg
 
前作英文版玩了一下,似乎是一个解谜要素比较多的动作游戏,抓怪兽的时候要用笔在nds下屏幕猛划,也比较伤屏幕啊。前作在日本累计卖出了65万左右( http://blog.sina.com.cn/u/4938f71b010008m7 ),虽然远不如正传的500万,但也能排名年度17位了,所以续作推出也是理所当然。
 
pokemonranger201.jpg
pokemonranger201.jpg
 
任天堂最擅长推出马里奥和口袋妖怪的外传作品了,看看这几年有多少这两个品牌的外传就知道了。

sce亚洲总裁安田哲彦说

Posted: 13 Jan 2008 05:51 AM CST

在某杂志上看到的,sce亚洲总裁安田哲彦说:“我们认为在目前的亚洲市场上,我们没有任何真正的竞争对手。例如我可以告诉你,光是在中国内地生产的我们的产品(包括ps2、ps3、psp等),每年就超过四千万台,但目前媒体上我们总是看到的报道都是说,哪个主机目前销售了多少多少,并以此作为市场竞争输赢的数据,而这个报道又会影响到软件开发商去决定在哪台主机上推出自己的软件。实际上这个数据中都有很大的水分,以日本市场为例,我们所公布的数据都只是在日本市场销售的数据,对于其他亚洲地区销售的数据没有包含在内,而可能其他厂商就把整个亚洲市场销售的数据都当作日本市场销售的数据,这样很容易给消费者和软件开发商造成一些误导。目前根据我们自己调研的结果,我们的产品在市场上还是有着相当大的优势。”
 
以日本市场的现状来看,安田哲彦说的“其他厂商”应该不是微软,毕竟xbox360在日本市场的普及量还不至于让安田哲彦特意说这些话,那么这里说的应该就是任天堂了。难道任天堂真的“把整个亚洲市场销售的数据都当作日本市场销售的数据”?我只知道mc或者fami通统计的日本周销量榜都是只统计日本游戏店的实际销量,应该不会跑去韩国或者中国统计。
 
当然,安田哲彦说这些话的用意也是可以理解的吧。
 
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[转载]摄影的哲学思考

Posted: 13 Jan 2008 06:44 AM CST

  图象(image)是具有深刻意义的平面。在多数情况下,图象能凸显某种「外在世界」(out there)事物的意义。图象可藉由将外在世界抽象化,将空间与时间组成的四度空间减化为平面二度空间,将我们想象力无法企及的东西翻译出来。将外在世界的时空抽象化为平面,并且将这项抽象重新投射回外在世界的具体能力,或者可称为「想象力」。这种能力可以制作与解读图象,将现象编制成二度空间的象征符号,然后将这一类的符号译码。

  图象的意义散布在它的平面上,可能看一眼就可捕捉到,不过如此获致的意义可能是肤浅的。如果我们想获得较有深度的意义,必须使我们的视线行经图象平面各处,才能重建被抽象化了的空间。眼光巡游一个图象平面的行为,是「扫瞄」(scanning)。我们扫瞄的眼睛形成的路径错综复杂,因为它是由图象结构与我们观察图象的意图这二者所形成的。扫瞄过程所揭露的图象意义是二种意图合成的:其一是图象本身所宣示的意图,其二是观看者自己的意图。因此图象不同于数字这种一对一地指涉对象的符号复合体,它是一种可因接受者之不同而使被指涉对象有不同意含的符号综合体;所以图象者提供观看者诠释的空间。扫瞄的视线巡游图象平面时,会一个接一个地攫取图象构成元素时间关联性也因此建立起来。扫瞄的视线可能会回到一个已经看过的构成元素,而因此将「之前」转变为「之后」,这种由扫瞄重新建立的时间向度也因此成为一种永恒的回返。视线可能再三回到相同的图象构成元素,而将那个元素当作图象的中心意义建立起来;扫瞄建立了图象中各个构成元素有意义的关联性。扫瞄过程重建的时间向度即在于这些有意义的关联性,在于一项元素赋予另一项元素意义,并且回头从所有其它的元素接受到它自己的意义。

  这种从图象中重建的时间-空间特质,简直像魔术一样,一切事务能重复自身,也参与意涵(context)的建构。魔术世界与历史直线式世界在结构上是不同的。历史直线式世界里,一切事物从来不会重复发生,一切事物都是「因」(causes)造成的「果」(effects),并且会成为往后的果的因。譬如,在历史世界里,日出是鸡啼的因,而在魔术世界里,日出就是鸡啼、鸡啼即是日出。图象具有魔术般的意义。

  要解读图象,必须考虑图象的魔术特性。将图象当做「冻结的事件」(frozen
events)解读是错误的。相反的,图象是将事件变为情境(situations)的一种翻译;图象以场景(scenes)取代事件。图象的魔术力量源于其平面结构,因此其先天的辩证性和内在矛盾对立,必须从图象的魔术特性观点加以理解。

  图象是居于人与世界之间的中介物。人「存在」(ek-sists),意即他与世界之间没有直接的桥梁。图象是用来将世界译介成人可以触及和可以想象的东西;但是即使图象起了这种作用,图象仍然将自己横亘在人与世界之间。图象原本应该是地图,变成银幕。图象不但没有将世界呈现给人类,反而以自身取代世界而使重新呈现(re-present)的是图象,其僭越的程度有如人活着是为了配合他制造的图象。他不再解读图象,而是将未经解读的图象再往「外在」世界投射。世界变成类似图象的东西,成为场景和情境的关系。图象的作用如此倒置的状态,可以称为「偶像崇拜」(idolatry),我们现在还正目睹这种情况是如何发生的:无所不在的技术性图象已经神乎其技地将「实在界」(reality)重新架构成图象形式的电影分镜剧本。这涉及到人的一种善忘心理习惯。人忘记他制造图象是为了寻找他在世界上的道路;而到头来他努力在图象中寻找他的道路。他不再解读他自己的图象,而是活在图象的作用中。图象制作者的想象已经变成了(图象接受者的)幻觉。

  这种由图象居中中介的内在辩证,受到重视,可谓由来已久。公元前二千年时,人类已和他的图象疏离了。有些人因而设法召回图象背后的原本意图,他们企图摧毁那道银幕以便重新开启通往世界的道路。他们的方法是将图象的构成元素从其平面撕下来再加以联结。他们发明线形书写符号,如此一来,将魔术的圆圈型时间转变为历史的直线型时间的符码。他们创造「历史意识」(historical consciousness)与符合「历史」这个词汇适切意义的历史。从那时起,历史意识就被赋予同魔术意识斗争的使命,我们可以在犹太教先知、某些希腊哲学家,特别是柏拉图(Plato)身上,看到这种对抗图象的使命感。
  写作与图象、历史意识与魔术意识的斗争,在历史上历历可见。书写发明的时候,一种新的能力出现了:「概念化」(conceptualization)。这种能力能够从平面抽绎出言辞,能够制作和解读文章。概念性思考比图象性思考更来得抽象,因为前者将现象界里除了线条以外的时空向度都加以抽离。人类发明文字书写后进一步脱离世界。文章并不等于世界,而是要代表他们所撕碎的图象。解读文章,就是要找出文章所指涉的是什么图象。文章的目的在于解释图象,在于将图象的构成元素和意思转化为概念。文章是在图象之后设立的符码,即是超越图象的符码(meta-codes of images)。

  文章与图象的斗争所提出的问题是文章与图象的关联性,这是历史的中心问题。这个问题在中世纪的形式是基督教以经文的忠实性对抗异教徒的偶像崇拜的斗争。到了现代,这个问题的形式是以文字性的科学,对抗想象出来的意识型态的斗争,这是一个辩证式的斗争。基督教教义对抗异教思想时,吸收了图象,而使自己逐渐成为异教。这种辩证关系的解释如下:虽然文章解释图象是企图透过解释将图象赶走,但是图象回过头来为文章做图解,以便将文章的意义译介成人能够想象的东西。虽然以概念性思考分析魔术性思考,是为了将之消灭掉,魔术性思考渗透到概念性思考中以便想象其概念。在这种辩证过程中,概念性思考与魔术性思考互相补强:文章变得更有想象力,图象也变得更加概念化。这个过程一直进行到在科学性质文章中能找到最高程度的想象,而在计算机制作的图象中,也可以找到最高程度的概念化时,这个顶点才停止。原来的符码阶层组织(hierarchy)也因此好象从背面被推翻,文章原本是超越图象的符码,至此也能以图象做为超越符码。

  不过,这种辩证过程具有更多的内容。书写和图象同样是中介物,因此也服膺相同的内在辩证关系。写作不仅和图象相矛盾,本身更处在一种内在矛盾下的两难状态,写作的目的,是居中中介人和他的图象,解释图象。此时文章会将自身横亘在人和图象之间:文章不但没有将世界变成人能掌握的透明度,反而将世界隐蔽起来。这种情况发生时,人再也无法解读他的文章,或是重新筑起他们想表达的意念。文章变得令人无从想象,人活着成为他的文章的作用之一。一种「文章崇拜」(textolatry)出现了,它宛如偶像崇拜一般,充满幻觉。文章崇拜的实例之一是正统的基督教思想和马克思主义:未经解读的文章被投射到「外在」世界,人按照他的文章的作用来体验、了解和评估世界。文章的无从想象有一个绝妙的实例见于科学性质的论述:科学宇宙(科学文章的意义的总和)甚至是人不应该加以想象的。当我们想象科学的宇宙的某种事物时,就会成为不适当的符码译解过程下的受害者:想要想象相对论方程式的意义的人,根本不知道那些式子说些什么。既然分析到最后所有的概念都是观念(且不论逻辑分析上如何定义「观念」),科学宇宙是一个「空无」(empty)的宇宙。

  文章崇拜在十九世纪达到危机阶段。从最严格的意义来看,这是历史的末日。在这种严格意义下,历史是将图象转化为概念的持续译解,是对图象的持续解释,是持续不断地将魔术破解,是持续不断地概念化。一旦文章再也不可想象时,也就没东西可以被解释,历史也告终止。

  正是在这个危机阶段,十九世纪技术性图象被发明出来:为了使文章再度容许人的想象,再赋予文章魔力,从而克服历史的危机。

<b>GALGAME</b> OP 青空の見える丘

Posted: 13 Jan 2008 01:23 AM CST

GALGAME OP 青空の見える丘.

终于玩上《HALO2》

Posted: 13 Jan 2008 02:55 AM CST

 
  BT下了整整两天,终于可以玩《HALO2》了。当年玩《HALO》的时候我就觉得这个游戏做得很好,所以从那以后便一直在期待续作。因为没有XBOX和XBOX360,所以只能等PC版了。但是PC版配置要求颇高,我台式机连Vista都跑得够呛,何况这款only for Vista的《HALO2》呢。所以直到有了FZ-25,我才有机会可以玩到它。

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STREET FIGHTER!有愛回歸T^T

Posted: 12 Jan 2008 11:42 PM CST


“中国拳!日本脚!掏蛋功!”(最后這個汗……)
“美国黄毛!日本浪子!蘇聯大膀!中国小女丑〜!”(最后這個&#22247;rz)
很小的時候就跟哥哥打黄&#21345;上的街霸,
那個時候不分三七二十一就萌上春麗〜
以至于聽到“登登&#30634;等等登登&#30634;登登等登”就跟著瞎&#21756;&#21756;。
懷念&#21834;〜!!!

剛看了官方的主頁,這回GAYCOM的還原度很高,已公布的3D畫面滿足度120%。
沒哈可説的,筒子們,準備戰&#21543;〜XD!

2007年游戏产业总结之二:2007年公测游戏一览表

Posted: 12 Jan 2008 10:29 PM CST

 

2007年公测游戏一览表
游戏名称 游戏类型 制作公司 运营公司 公测时间
黄易群侠传 角色扮演 (台湾省)中华网龙 (上海)悠游网 2007-2-1 
魔界 角色扮演 (上海)金酷软件 (上海)鸿利数码 2007-2-12
天下贰 角色扮演 (广州)网易 (广州)网易 2007-3-1 
彩虹岛 休闲 (韩国)Actoz (上海)盛大网络 2007-3-18 
九洲英雄Online 角色扮演 (北京)龙图智库 (北京)游龙在线 2007-3-27 
侠义道Ⅱ 角色扮演 (成都)梦工厂 (北京)tom游戏世界 2007-3-28 
决战——复兴篇 角色扮演 (韩国)Wizgate (北京)乐显世纪 2007-4-5 
大话战国 角色扮演 (广州)网游数码 (北京)千橡互动 2007-4-5 
富甲西游 休闲 (广州)网易 (广州)网易 2007-4-10 
灵游记 角色扮演 (韩国)NNG (北京)联众 2007-4-18 
奇迹世界 角色扮演 (韩国)Webzen (上海)第九城市 2007-4-18 
天龙八部 角色扮演 (北京)搜狐 (北京)搜狐 2007-5-9 
天机Online 角色扮演 (杭州)渡口科技 (杭州)渡口科技 2007-5-15 
布鲁布鲁卡卡 休闲 (北京)亿噢网络 (北京)道道通 2007-5-17 
盛大动感DJ 音乐舞蹈 (韩国)Pentavision (上海)盛大网络 2007-5-19 
诛仙 角色扮演 (北京)完美时空 (北京)完美时空 2007-5-28 
机战 角色扮演 (福州)天晴数码 (福州)网龙(中国)  2007-06.13
特种部队  射击 (韩国)Dragonfly (上海)光通通信 2007.06.20
超级跑跑 休闲 (韩国)Rhaon  (上海)盛大网络 2007.06.27
飘流幻境 角色扮演 (台湾省)中华网龙 (北京)中广网 2007-6-29 
童年Online 角色扮演 (杭州)海之童 (杭州)海之童 2007-6-29 
QQ三国 角色扮演 (深圳)腾讯 (深圳)腾讯 2007-6-29 
舞街区 音乐舞蹈 (苏州)蜗牛电子 (上海)游戏蜗牛 2007-7-4 
机甲世纪 角色扮演 (苏州)蜗牛电子 (上海)游戏蜗牛 2007-7-11 
踢踢球 体育 (上海)TOSE  (上海)天纵网络 2007-7-26 
抗战Online(原抗日Online) 角色扮演 (深圳)宝德网络 (深圳)宝德网络 2007-8-4 
突袭Online 射击 (韩国)GameHi (上海)神州奥美 2007-8-8 
江湖Online 角色扮演 (北京)八八信息 (北京)八八信息 2007-8-10 
大话西游3 角色扮演 (广州)网易 (广州)网易 2007-8-15 
雄霸天下 角色扮演 (成都)锦天科技 (成都)锦天科技 2007-8-22 
无厘头快快 休闲 (上海)百海信息  (上海)百海信息  2007-8-28 
劲舞世界 音乐舞蹈 (韩国)HanbitSoft (上海)尚禾互动 2007-9-13 
天上人间 角色扮演 (上海)摩力游 (上海)摩力游 2007-9-14 
春秋Q传 角色扮演 (北京)金山软件 (北京)金山软件 2007-9-20 
光之国度 角色扮演 (韩国)Aragon Networks (上海)光通通信 2007-9-20 
壮志凌云 射击 (韩国)Masang Soft (上海)易当网络 2007-9-20 
梦想世界 角色扮演 (广州)金山多益 (广州)金山多益 2007-9-27 
新蜀山剑侠Online 角色扮演 (台湾省)中华网龙 (北京)中广网 2007-9-28 
英雄Ⅱ(原英雄Online) 角色扮演 (韩国)Mgame (天津)风云网络 2007-9-29 
时空之泪 角色扮演 (武汉)盛科网络 (武汉)盛科网络 2007-10-12 
炮炮火枪手 休闲 (韩国)Nexon (上海)世纪天成 2007-10-17 
如来神掌Online 角色扮演 (上海)游戏米果 (上海)游戏米果 2007-10-18 
卓越之剑 角色扮演 (韩国)IMC Games  (上海)第九城市 2007-10-24 
光明与黑暗Online 角色扮演 (北京)保利盈通 (北京)保利盈通 2007-10-28 
欢乐君主(原君主) 角色扮演 (韩国)Joyon (北京)欢乐时空 2007-10-29 
大航海时代Online 策略 (日本)KOEI (北京)中荣巡游 2007-10-30 
光线飞车 竞速 (韩国)J2M (上海)久游网 2007-11-8 
战火——红色警戒 角色扮演 (北京)游诚时代 (北京)游诚时代 2007-11-16 
天翼之链 角色扮演 (韩国)SoftMax (上海)世纪天成 2007-11-18 
天黑请闭眼Online 休闲 (北京)联众 (北京)联众 2007-11-24 
纸客帝国 射击 (上海)麦格特尔 (上海)趣味第一 2007-12-13 
风火之旅 角色扮演 (北京)林果日盛 (上海)久游网 2007-12-19 
三国传奇 角色扮演 (杭州)天畅网络 (杭州)天畅网络 尚未
乱武天下 休闲 (北京)中娱在线 (上海)盛大网络 尚未
三国策Ⅳ 策略 (北京)皓宇互动 (北京)皓宇互动 未定
唯舞独尊 音乐舞蹈 (台湾省)鈊象电子 (北京)宏象网络 未定
天骄Ⅱ 角色扮演 (北京)目标软件 (北京)目标在线 未定
吞食天地Online 角色扮演 (台湾)中华网龙 (北京)游龙在线 未定
命运Ⅱ 射击 (韩国)JoyImpact (成都)欢乐数码 未定
彩虹冒险 角色扮演 (韩国)HanbitSoft (成都)欢乐数码 未定
天羽传奇 角色扮演 (杭州)渡口科技 (杭州)渡口科技 未定
奇迹 角色扮演 (韩国)Webzen (上海)第九城市 未定
宝宝总动员 休闲 (韩国)SONOKONG (上海)光通通信 未定
猛将Online 角色扮演 (上海)久游网 (上海)久游网 未定
功夫小子 休闲 (上海)盛大网络 (上海)盛大网络 未定
推推侠 休闲 (上海)盛大网络 (上海)盛大网络 未定
天地玄门/新天地玄门 角色扮演 (广州)微启软件 (上海)腾仁信息 未定
天之游侠 角色扮演 (上海)天图科技 (上海)天游软件 未定
荣誉之战Ⅰ——钢甲洪流 射击 (沈阳)冰锋网络 (沈阳)冰锋网络 未定

 

 

 

数据可能有部分不准确,但在一定程度上说明问题。

 

2007年游戏行业总结之一:确定停止运营或不再更新的网络游戏

Posted: 12 Jan 2008 10:14 PM CST

 

2007年已经过去,春节前对这一年略做总结。


游戏名称 游戏类型 开发公司 运营公司 停运时间
锤锤Online 休闲 (韩国)Neople (上海)掌上灵通 停止运营(2007)
3D西游 奇幻 (北京)唐人互动 (北京)唐人互动 未知
虫虫在线 休闲 (北京)朝华娱乐 (北京)朝华娱乐 停止运营(2007)
E块冒险 休闲 (深圳)聚梦资讯 (深圳)聚梦资讯 未知
东方传说Online 角色扮演   (台湾省)中华网龙 (北京)游龙在线 停止运营(2007)
三国豪侠传 休闲 (上海)盛大网络 (上海)盛大网络 停止运营(2007-11-23)
贪吃宝贝 休闲 (上海)幻城网络 (上海)久游网 停止运营(2007)
天外 角色扮演 (台湾省)雷爵资讯 (上海)第九城市 停止运营(2007-01-23)
天下无双 角色扮演 (台湾省)华义国际 (北京)金山软件 停止运营(2007)
童话 角色扮演 (台湾省)雷爵资讯 (北京)亚洲互动 未知
万王之王2 角色扮演 (台湾省)雷爵资讯 (北京)亚洲互动 停止运营(2007-03-20)
武林外史 角色扮演 (韩国)CR-Space (上海)盛大网络 停止运营(2007-03-20)
巨商 策略 (韩国)Joyon (北京)游戏橘子 停止运营(2007-09-28)
足球经理在线 策略 (瑞典)ManagerZone (福州)新大陆网络科技 停止运营(2007)
碰碰冰 休闲 (日本)世嘉 (上海)世嘉 停止运营(2007)
破坏地带 休闲 (日本)世嘉 (上海)世嘉 停止运营(2007-08-30)
噗呦噗呦 休闲 (日本)世嘉 (上海)世嘉 停止运营(2007-08-30)
渔乐圈 休闲 (日本)世嘉 (上海)世嘉 停止运营(2007-08-30)
信长之野望Online 策略 (日本)KOEI (北京)盛宣鸣 停止运营(2007-08-30)
神曲 角色扮演 (北京)朗金科技 (上海)软金网络 停止运营(2007-08-06)
树世界 角色扮演 (日本)Square Enix  (北京)史克威尔艾尼克斯(中国) 停止运营(2006-08-16)
机动战士敢达在线 策略 (日本)Bandai (北京)中视网元 停止运营(2007-06-15)
彩虹骑士 休闲 (日本)SEGA (上海)世嘉 停止运营(2007)
传世Online(原神曲) 角色扮演 (北京)朗金科技 (上海)软金游戏(原为亚讯通信) 停止运营(2007)
三毛欢乐派 休闲 (成都)斯普软件 未知 未知
骑士2.0 角色扮演 (韩国)Noah (北京)搜狐 停止运营(2007-11-07)

 

附:2007年国内暂时停止开发的网络游戏

游戏名称 游戏类型 开发公司
天启者 角色扮演 (北京)朗金软体
放逐之魂 角色扮演 (北京)紫虹尘暴
劲爆滑雪 体育 (北京)中娱在线
射雕三部曲Online 角色扮演 (台湾省)昱泉国际
最初幻想Online 角色扮演 (北京)新兴博通

David Braben on The Outsider and 'Next-Gen' Design [David Braben]

Posted: 12 Jan 2008 04:30 PM CST

theoutsiderscreen.jpg David Braben, who developed Elite and has recently been talking up his latest, the espionage-themed The Outsider (and giving backhanded compliments to games like Bioshock in the process). Gamasutra has an interesting interview up with Braben, talking about new paths for narrative design, what he and Frontier Developments are hoping to do with The Outsider, and what everyone in the industry is doing wrong:

We really need to move forward on story -- as one of the fronts. That's not the only front left ....

I had an argument with somebody that there were only four types of gameplay, and then out comes Populous. Okay, there are five, then. And usually, it's an excuse to plagiarize. We all take inspiration from other games, and that's fine. It's when we take inspiration and don't do any more. That's the sad thing. When you don't move it forward. And there's a danger. Some of the games that fortunately don't get much airtime don't necessarily do that. That's a missed opportunity. Especially these days, where we're making fewer games than we used to. We're essentially being trusted to use the opportunity to do something fantastic, and if we don't we should get slapped around -- which I'm sure we will do.

Well, now I'm curious to see if Braben and his team can actually deliver - talking about grand plans is one thing, putting them into practice (in a manner that actually works) is another. I'm all for improved narrative design, but plenty of developers have gone down the 'revolutionary' path only to fall flat on their face with a disappointed audience who was expecting more.

Next-Gen Narrative: The David Braben Interview [Gamasutra]


《宝石探秘最终收藏版》(Ultimate Jewel Quest Collection)[Bin]

Posted: 12 Jan 2008 11:30 AM CST

《宝石探秘最终收藏版》(Ultimate Jewel Quest Collection)[Bin]
游戏译名: 宝石探秘最终收藏版
英文名称: Ultimate Jewel Quest Collection
游戏制作: Activision
游戏发行: Activision
游戏类型: 休闲益智

游戏语言: 英语
做源服务器Razorback 3.0 or 3.1,开机时间5.00AM--16.00PM
【游戏简介】
宝石探秘(Jewel Quest)这是一款益智动脑游戏,游戏的规则非常简单,玩家只要利用鼠标,将同种类的三个以上方块凑在一起,便可以消除,再消除之后,每个方块的底图会变成金黄色,在游戏的时间限制之内,玩家必须把全部的方格都变成金黄色才能顺利关。这款游戏的难度可是相当高的哦,需要考验你的眼力、智力、还有最重要的耐力。游戏从1-1到5-10,打完后还有翻版,大大增加了可玩性。
此版本包括宝石探秘的1和2代,同时还有宝石探秘纸牌游戏的1和2代,另外还有很多线上休闲益智的小游戏。对于热爱休闲益智类游戏的朋友不容错过!
【游戏截图】




NFO
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▄▀▀ ░ ▄███▀▀ ░ ▀■▄▄■▀ ▀▀████▄▄▄■▀ ░ ▀▀███▄▄▄▄▄██▀ Eboy
▀▄▄■▀ ■▀▀ ▀▀▀▀▀▀
S K i D R O W
▄▀ -> T H E L E A D i N G F O R C E <- ▀▄
▀▄ ▄▀
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀ ▀ proudly presents ▀ ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
░ ███▓▓▓▓▓▒▒▒░░ Ultimate Jewel Quest Collection / Activision ░░▒▒▒▓▓▓▓█████ ░
▒▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▒
▓ ▓
▓ RELEASE DATE : 01-12-2008 PROTECTION : Not Protected ▓
▓ GAME TYPE : Puzzle DISKS : 1 CD ▓
░ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Release Notes: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ Ultimate Jewel Quest Collection, the solution to all your █ █
▒ █ puzzle needs! █ █
█ █ █ █
█ █ TREK THROUGH AFRICA IN THE RETURN OF THE ULTIMATIVE GEM █ █
█ █ MATCHING ADVENTURE! █ █
█ █ █ █
█ █ It's 1944, and Rupert Pack returns. Join him as he hunts his █ █
█ █ way across the wild African safari, explores the lost Zimbabwe █ █
█ █ ruins, and surveys the majestic Victoria Falls on one of the █ █
█ █ world's richest continents. Skillfully evade the menacing █ █
█ █ Sebastian Grenard while unearthing precious gems to ultimately █ █
█ █ escpae with the grand jewel board! █ █
█ █ █ █
█ █ TOTALLY ADDICTIVE MIND CONSUMING PUZZLE ACTION! █ █
█ █ █ █
█ █ Explore the ancient ruins of Mayan civilization while █ █
█ █ discovering hidden treasures and priceless artifacts. In this █ █
█ █ unique new take on the classic-style matching game, you must █ █
█ █ rearrange valuable relics to turn sand tiles into gold. When █ █
█ █ all of the tiles in a puzzle board are golden, you win! As you █ █
█ █ venture deeper into the jungle, you will encounter █ █
█ █ increasingly difficult puzzles containing secret twists, █ █
█ █ cursed items, and buried artifacts. Earn the respect of your █ █
█ █ fellow archaeologists and collect oodles of treasure and █ █
█ █ jewels! █ █
█ █ █ █
█ █ SOLITAIRE WITH A CHALLENGE TWIST! █ █
█ █ █ █
█ █ Jewel Quest Solitaire 2 is a brand new card-matching, █ █
█ █ jewel-swapping, mystery-solving adventure. Emma travels into █ █
█ █ the depths of Africa to find her missing husband, Jewel █ █
█ █ Quest's hero, Rupert. Play impressive layouts of soiltaire █ █
█ █ against rich, vibrant backgrounds. Play your cards wisely and █ █
█ █ earn jewels in the board to increase your score in jewel █ █
█ █ matching madness! █ █
█ █ █ █
█ █ FORTUNE AND GLORY ARE IN THE CARDS █ █
█ █ █ █
█ █ The creative minds behind Jewel Questо return with a Solitaire █ █
█ █ card game filled with riches and adventure. █ █
█ █ █ █
█ █ Play Tri-peaks Solitaire in a new way using jewel-themed card █ █
█ █ decks. Match card suits to earn pieces for the jewel board █ █
█ █ then turn the board's spaces to gold. Unearth buried cards, █ █
█ █ avoid cursed jewels, and solve the 114 card layouts on a South █ █
█ █ American jungle trek. Experience 684 possible card scenarios █ █
█ █ through an exciting new Jewel Questо story. █ █
█ █ █ █
█ █ Embark on your card playing adventure in Jewel Questо █ █
█ █ Solitaire. Riches and glory are in the cards! █ █
█ ░ █ ░
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▀█▌ Install Notes: ▀█▄ ░ █
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█ ▄█▀ █ ▓ █
▀▀▀ ░ █ 1. Unpack Release █ █
▒ █ 2. Mount/Burn Image █ █
█ █ 3. Install Game █ █
█ █ 4. Play the game █ █
█ ░ █ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Greetings: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ Salutes to our old Amiga friends from: █ █
▒ █ █ █
█ █ FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX █ █
█ █ DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY █ █
█ █ THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX █ █
█ █ █ █
█ █ Salutes to our new friends in: █ █
█ █ █ █
█ █ POSTMORTEM - FAIRLIGHT - RAZOR1911 - UNLEASHED - RELOADED █ █
█ █ BREWERS - SILENTGATE - NOGRP - ELECTRIC DRUGGIES - AVENGED █ █
█ █ CRYSTALMETH █ █
█▄░▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄█▄░
▀▀█▓▄ Logo and layout by: Eboy/SAE ▄▓█▀▀
▄▀▀▀■▄ ▐▓▓▌ Last updated 21/07/2007 by [XXX] ▐▓▓▌ ▄■▀▀▄
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▀ ▀

This posting includes an audio/video/photo media file: Download Now

《疯狂小鸡合集》(Crazy Chicken: License To Grill)[Bin]

Posted: 12 Jan 2008 02:23 PM CST

《疯狂小鸡合集》(Crazy Chicken: License To Grill)[Bin]
游戏译名: 疯狂小鸡合集
英文名称: Crazy Chicken: License To Grill
游戏制作: Focus Multimedia Ltd
游戏发行: Focus Multimedia Ltd
游戏类型: 综合休闲

游戏语言: 英语
做源服务器Razorback 3.0 or 3.1,开机时间5.00AM--16.00PM
【游戏介绍】
该游戏集《CRAZY CHICKEN APPROACHING》,《CRAZY CHICKEN KART 2》,《 Crazy Chicken X》和《 Crazy Chicken: The Good, The Egg and The Ugly 》四款小游戏为一身。
其中《CRAZY CHICKEN APPROACHING》是一款飞行射击游戏,《CRAZY CHICKEN KART 2》是一款赛车游戏,而 《Crazy Chicken X》一款射击的小游戏,最后《 Crazy Chicken: The Good, The Egg and The Ugly 》是一款冒险过关的游戏。
【游戏截图】


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░ ▀▄██▀▀ █▀ ▄█▓██▀ █▀ ░ █████▀▀▀ ▀ ░ ▐██▓█▌ ░ ▀██▄██▀ ░ ▓▀ ░ ▀█
▄▀▀ ░ ▄███▀▀ ░ ▀■▄▄■▀ ▀▀████▄▄▄■▀ ░ ▀▀███▄▄▄▄▄██▀ Eboy
▀▄▄■▀ ■▀▀ ▀▀▀▀▀▀
S K i D R O W
▄▀ -> T H E L E A D i N G F O R C E <- ▀▄
▀▄ ▄▀
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀ ▀ proudly presents ▀ ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
░ ███▓▓▓▓▓▒▒▒░░ License To Grill / Focus ░░▒▒▒▓▓▓▓▓█████ ░
▒▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▒
▓ ▓
▓ RELEASE DATE : 01-12-2008 PROTECTION : Not Protected ▓
▓ GAME TYPE : Action DISKS : 1 CD ▓
░ ░
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▀█▌ Release Notes: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ The ultimative package with 4 Crazy Chickens games packed in █ █
▒ █ one. Be ready to get licensed or grilled! █ █
█ █ █ █
█ █ CRAZY CHICKEN APPROACHING █ █
█ █ █ █
█ █ Save the skies from fearless robot assassins! █ █
█ █ Can you save the world from destruction by defeating an █ █
█ █ aggressive alien force? Battle your way through 17 levels of █ █
█ █ fast and furious shoot-em-up action, in a desperate attempt to █ █
█ █ reach the next checkpoint. Watch out for the robots in their █ █
█ █ flying machines û they mean business! █ █
█ █ █ █
█ █ CRAZY CHICKEN KART 2 █ █
█ █ █ █
█ █ Readyà..Steadyà.GO! █ █
█ █ Join Crazy Chicken and his friends as you race your way █ █
█ █ through 8 exhilarating 3D racetracks with explosive excitement █ █
█ █ around every corner. Drive your opponents off the road or █ █
█ █ collect powerful weapons that will stop them in their tracks! █ █
█ █ Are you good enough to win the championship and earn an even █ █
█ █ higher powered kart? █ █
█ █ █ █
█ █ CRAZY CHICKEN X █ █
█ █ █ █
█ █ The chicken hunt is on! █ █
█ █ Crazy chickens are on the loose and the only way to save your █ █
█ █ farm from destruction is to reach for your trusty shotgun! █ █
█ █ Shoot as many of pesky varmints as you can, but youÆre up █ █
█ █ against the clockàmaking the game an incredibly addictive █ █
█ █ experience! Will you be able to beat the high score and reach █ █
█ █ the bonus level? █ █
█ █ █ █
█ █ CRAZY CHICKEN - THE GOOD, THE EGG AND THE UGLY █ █
█ █ █ █
█ █ Skill and courage is needed to become a true treasure hunter. █ █
█ █ █ █
█ █ Search the dangerous jungle for gold and jewels across 21 █ █
█ █ exciting levels. Beware of hidden dangers, countless traps and █ █
█ █ a lethal legion of bad-tempered gorillas, aggressive crocs, █ █
█ █ wood spirits, temple guardians and even stranded aliens! This █ █
█ █ is classic ôjump and runö action for all platform game fans. █ █
█ █ █ █
█ █ Features: █ █
█ █ █ █
█ █ Action packed levels █ █
█ █ Hundreds of bonus points to collect █ █
█ █ Tons of weapons █ █
█ █ Varied levels of difficulty █ █
█ █ 2-player mode █ █
█ █ Tons of Puzzles and Hidden Tricks █ █
█ █ Loads of hidden extras █ █
█ █ Countless traps and obstacles █ █
█ █ █ █
█ ░ █ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Install Notes: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ 1. Unpack Release █ █
▒ █ 2. Mount/Burn Image █ █
█ █ 3. Install Game █ █
█ █ 4. Play the game █ █
█ ░ █ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Greetings: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ Salutes to our old Amiga friends from: █ █
▒ █ █ █
█ █ FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX █ █
█ █ DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY █ █
█ █ THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX █ █
█ █ █ █
█ █ Salutes to our new friends in: █ █
█ █ █ █
█ █ POSTMORTEM - FAIRLIGHT - RAZOR1911 - UNLEASHED - RELOADED █ █
█ █ BREWERS - SILENTGATE - NOGRP - ELECTRIC DRUGGIES - AVENGED █ █
█ █ CRYSTALMETH █ █
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▀▀█▓▄ Logo and layout by: Eboy/SAE ▄▓█▀▀
▄▀▀▀■▄ ▐▓▓▌ Last updated 21/07/2007 by [XXX] ▐▓▓▌ ▄■▀▀▄
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