Archive for January 21st, 2008

21
Jan
08

party.jpg

Hi Readers.

~Game Sprite~ selebrate its 3rd successful month on online and ~Game Sprite~ hit over 6000 hits . thankou vrey much for your support and we wish your support continuously.

readers. we are now going to release new Forum for ~Game Sprite~. we think it will be help to all ~Game Sprite~ readers to shear their knowledge and have fun. please checkout this link.

http://gamesprite.ipbfree.com/

go to forum and register as user and have fun . we wish to identify some game lovers and make them joint in to our team.  moderation of forum done by mr.Bio(bioman ~Game Sprite~ Team Member)

21
Jan
08

SunAge

Publisher: Lighthouse Interactive

Developer: Vertex4

Category: Strategy

Release Dates

Intl – 11/30/2007

Digital Download – 11/29/2007

N Amer – 01/09/2008

Official Game Website

SunAge is the modern day answer for RTS fans who want the best possible overview on their troops, while trying to outsmart opponents in frantic battles where strategies and tactics are more important than ever. If you are a core real-time strategy gamer, SunAge is for you!

Earth is a desolate wasteland destroyed by the radiation and heat of the sun. Humankind, known as the Dome Confederacy, have been forced to retreat into shielded cities enduring constant attacks by the Raak-zun cult; a sect of religious outcasts who live outside the dome. An age long war has ensued as both races battle for the limited resources of the dying planet. Amidst the havoc, the gateway to a bold new planet is unlocked. Hope is on the horizon, but this mecca is teeming with lethal Sentinel drones who will not hesitate to annihilate any life form that gets in their way.

  • 3 distinct races – Human, Raak-zun and Sentinel- each with their own units, buildings, technology advantages and disadvantages.
  • Alternate modes for all units, dual functionality for greater tactical depth.
  • Exploit weaknesses in the enemies network while strengthening your own connection lines
  • Formations: Intuitive formation handling and superior overview in battles
  • Campaign: 24 map single player campaign with strong storyline.
  • Multiplayer: Old skool multiplayer with focus on gathering 4 kinds of resources and outsmarting the opponent in battle.
  • Command queuing: Command your units to prone, build or attack where you want them and when you want them to do so.
  • Indirect Intelligent Targeting (IIT): order your units to focus on pre-selected targets.

Hardware Requirements

Windows Me, Windows 2000, or Windows XP, Windows Vista 1.2 GHz Intel Pentium III or equivalent AMD Athlon processor 512 MB RAM 4x CD-ROM/DVD-ROM drive 1 GB free hard disk space 128 MB 3D accelerated video card

21
Jan
08

Rail Simulator

Publisher: EA Games

Developer: Kuju Entertainment

Category: Simulation

Release Dates

Intl – 10/15/2007

N Amer – 01/16/2008

Official Game Website

Rail Simulator will offer the opportunity for players to take charge of steam, diesel and electric trains on real routes in the UK and Germany. Challenging and fun gameplay will even enable players to design their own ideal journey routes. Rail Simulator will become the gold standard rail simulation title and will fully support the creation of add-on third party content.

Rail Simulator is the next step in railway simulation. It allows the player to take on the role of a train driver and guide a number of contemporary and historical trains through several meticulously recreated routes in the UK, Germany and United States.

The player is made responsible for everything involved in getting an electric, diesel or steam train started and to keep it rolling; from observing the track signals and keeping within the speed limits, to keeping an eye on the steam pressure and making sure to remain on track through treacherous winding routes.

The game offers unprecedented graphics and attention to detail for the genre, with the trains realistically modeled down to individual, fully functional, gauges, buttons and levers. Rail Simulator also incorporates a full physics simulation, as well as having accurate signaling systems throughout all the routes.

21
Jan
08

Chris Sawyer

Chris Sawyer  is a Scottish computer game developer who is best-known for designing and programming RollerCoaster Tycoon, RollerCoaster Tycoon 2, and Transport Tycoon. He entered the games industry in 1983, writing games in Z80 machine code on the Memotech MTX home computer, and then the Amstrad CPC series home computer. Some of these were published by Ariolasoft, Sepulcri Scelerati and Ziggurat. The former was a rare instance of a game being accepted by a publisher when it was already nearing completion. From 1988 to 1993, Chris Sawyer worked on PC conversions of Amiga games and was involved in many projects, including Virus, Campaign, Birds of Prey, Dino Dini’s Goal, and Frontier: Elite II. He also contributed to Elite Plus for the IBM PC.

Sawyer’s first management simulation game, Transport Tycoon, was released through Microprose in 1994 and became a classic of the modern tycoon computer games. A year later he improved and extended the game, giving it the title Transport Tycoon Deluxe. Sawyer immediately sought to create a sequel. However, while still working on the basic game engine, Sawyer developed an interest in roller coasters, and changed the project into what would become RollerCoaster Tycoon, originally called White Knuckle before release. [1] After creating RollerCoaster Tycoon, he resumed work on the sequel for Transport Tycoon but again postponed it to create RollerCoaster Tycoon 2. He completed the Transport Tycoon sequel for and released it as Chris Sawyer’s Locomotion in 2004.

Games Credited

RollerCoaster Tycoon 3: Soaked! (2005), Atari Europe S.A.S.U.
RollerCoaster Tycoon 3: Wild! (2005), Atari, Inc.
Chris Sawyer’s Locomotion (2004), Atari, Inc.
RollerCoaster Tycoon 3 (2004), Atari do Brasil Ltda.
RollerCoaster Tycoon 2 (2002), Infogrames, Inc.
RollerCoaster Tycoon: Loopy Landscapes (2000), Hasbro Interactive, Inc.
RollerCoaster Tycoon (1999), Hasbro Interactive, Inc., MicroProse Software, Inc.
RollerCoaster Tycoon: Corkscrew Follies (1999), Hasbro Interactive, Inc.
Frontier: First Encounters (1995), GameTek, Inc.
Transport Tycoon Deluxe (1995), MicroProse Software, Inc.
Transport Tycoon World Editor (1995), MicroProse Software, Inc.
Dino Dini’s Soccer (1994), Virgin Interactive Entertainment (Europe) Ltd.
Transport Tycoon (1994), MicroProse Software, Inc.
Frontier: Elite II (1993), GameTek, Inc., Konami, Inc.
Goal! (1993), Virgin Games, Ltd.
Birds of Prey (1992), Electronic Arts, Inc.
Campaign (1992), Empire Software
Elite Plus (1991), Microplay Software
Conqueror (1990), Rainbow Arts Software GmbH
Xenomorph (1990), Pandora
Revenge of Defender (1989), Epyx, Inc.
Virus (1988), Firebird Software Ltd.

21
Jan
08

Jordan Mechner

Jordan Mechner is a game programmer, game designer, and movie director. Mechner was born in New York City and graduated from Yale University in 1985.

Mechner’s first hit game was Karateka (1984), written while he was still an undergraduate. Prince of Persia, released in 1989, was noted for its fluid animation of human figures. Both titles were published by Brøderbund. For the animations used in Prince of Persia, Mechner spent days studying videos and photographs of his brother David running and jumping and meticulously replicated the actions in the game.

In 1993, he formed Smoking Car Productions, an entertainment software development group based in San Francisco, to create The Last Express. While critically acclaimed, the game failed commercially, and Smoking Car Productions closed.

In 2003, Ubisoft released the fourth installment of the Prince of Persia saga, Prince of Persia: The Sands of Time, on which Mechner collaborated as writer and game designer. He was involved in name only with the fifth installment, Prince of Persia: Warrior Within, which was a sequel to Prince of Persia: The Sands of Time. The third and final chapter in the Sands of Time trilogy, Prince of Persia: The Two Thrones, was released in December 2005.

In regard to Prince of Persia: Warrior Within, Mechner was quoted in the December 2005 issue of Wired Magazine as saying: “I’m not a fan of the artistic direction, or the violence that earned it an M rating. The story, character, dialog, voice acting, and visual style were not to my taste.”

Mechner today divides his time between writing screenplays and designing video games. He also wrote and directed two award-winning documentaries, Waiting for Dark and Chavez Ravine: A Los Angeles Story.
Games Credited

Prince of Persia Classic (2007), Ubisoft Entertainment SA
Prince of Persia: The Sands of Time (2003), Ubisoft Entertainment SA
Prince of Persia: The Sands of Time (2003), Ubisoft Entertainment SA
Prince of Persia 3D (1999), Mattel Interactive
The Last Express (1997), Brøderbund Software, Inc.
4D Prince of Persia (1994),
Prince of Persia 2: The Shadow & The Flame (1993), Brøderbund Software, Inc.
D/Generation (1991), Mindscape, Inc.
Prince of Persia (1989), Brøderbund Software, Inc.
Karateka (1984), Brøderbund Software, Inc.




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