Saturday, March 28, 2020

Newly-Made High Quality Controllers For Vintage Consoles

When you see new controllers being sold for your retro video game systems in your local retro video game store and in many online stores, they are typically of the atgames, Tomee, Cirka, Retro-bit, Gamerz-Tek or Hyperkin quality, which is essentially no-quality.  When you buy these controllers, expect cheap plastic, stiff or rattling buttons, thin and short wires, useless turbo options and terrible D-pads.  Occasionally one can find quality products that go above and beyond and try to compete or exceed the quality of original, first-party controllers.  Let's take a look at some of the respectable options for your classic consoles.


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Financial Problems Solved In All Your Worth (Monday Musings 75)

I've read a lot of personal finance books over the years, and Warren and Tiyagi's All Your Worth is undoubtedly the best one. Warren and Tiyagi's (W&T) book was written for the average American who lives paycheck to paycheck. When our car breaks, or any unforeseen emergency such as hospital bills occur, we're thrown in for a loop, and then barely struggling to pay crushing high interest credit card debts as a result.

Indeed, other personal finance books I've read are for those who are already doing well and they suggest how to increase your retirement funds. Or even worse, books that report you can do extremely well if you rely on royalties instead of salaries. I'm sorry, but how many of us can be a Stephen King or a member of the Beatles? Other books would discuss coupon clipping (who has the time?) and laud people who cook their eggs while their dishwasher is running, to save on electricity.

All Your Worth discusses the above issues, and W&T are not exaggerating at all about the other finance books, since I've read them myself as noted above. The other encouraging thing about their book is that they're very empathetic as to why you're struggling financially.

They explain that Americans today are struggling paycheck to paycheck in depth, as opposed to in the past. Back then, credit cards aren't handed out like candy, so you can't overspend, and you can only rely on cash. If there's no cash in your wallet, you can't buy.

Further, back in the day, you can't overspend on auto loans and mortgages if you don't have enough income and cash down. Banks wouldn't allow you to buy too much house or car, unlike today. So Americans today can easily overextend themselves by buying too much and living beyond their means, inadvertently.

After empathizing and acknowledging why Americans are struggling today, they then go into the basic tenants of why their plan works, using the analogy of having a balanced diet.

You don't want to be so strict with your diet (i.e the penny pinching route) because you may binge on doughnuts due to deprivation, or if you have very strong-will, you don't want to be miserable for the rest of your life. Nor should you expect to lose weight or be healthy if you eat whatever you want, calories and poor nutrition be damned (i.e. spending all your money on wants, and neglecting crucial bills and savings).

Therefore, W&T's balanced formula is simple:
  1. 50% of your after tax salary should go to must-haves (mortage, rent, utilities, food), things that you will continue to pay for even if you lose your job.
  2. 20% goes to savings (that includes money paying off credit card bills, retirement, emergency fund).
  3. A whopping 30% goes to whatever you want, whether it's something lofty like giving to charities, or superficial such as cat figurines.
They explain why this formula works, because if you're laid-off, you're entitled to unemployment income which is 50% of your paycheck, though I believe the US government is trying to get rid of this "entitlement" (this should be a basic right especially as you paid into unemployment benefits, per the mission of the US's "pursuit of happiness"). Because your basic necessities are 50%, your unemployment can cover until you find work.

W&T recommend that you pay for things that you want in cash because of the physical reminder (it's amazing how much you can rack up using credit cards). Therefore, if you find you can spend $100/week on whatever you want, you will bring the $100 with you.

The cash only plan worked when I used the book about 5 years ago. I recall wanting a Godiva chocolate shake but since it was at the end of the week, I only had $3 left in wallet, so I had to wait until next week to get the shake. When next week arrived, I no longer had this craving, and spent the money on something else that I wanted.

By carrying cash in that way, it prevents you from going over your budget, making sure that your must-haves and savings are intact. Because you're sticking to the formula as described, you will never have to worry about money again! Of course, financial situation changes, and W&T cover emergency scenarios in their book.

However, most Americans won't have financial emergencies on a weekly basis (i.e. that's why we have the cliche of the daily grind where nothing ever changes), so most of the time, you'll find financial peace following this balanced formula. Further, in the savings portion of the book, you will put aside for emergencies to mitigate any issues that may arise.

W&T include worksheets where you plug in the formula and see how close you are to a balanced budget. If you're not within the 50% of must-haves, they troubleshoot in the book, which goes beyond the scope of this review. If you fall outside the 50%, the book can help you be in balance.

Does this plan work though? For the average Millenial income of 24K (after tax total is around 21K), it seems to only work if you live with your parents and pay minimal or better yet, no rent. Perhaps paying rent by doing all the chores in the house. I included $300/month for college loans, which is the average Millenial debt. Please see the Millenial worksheet here for details

However, if you make the average American salary of the alleged 50K (after tax is around 31K per tax calculator), this book works, as long as you don't buy too much house or car.  You have enough savings, and your wants are $37/week, though it's not a balanced formula. The average 1 BR apartment nationwide is $1000/month. Please see the Avg US Salary worksheet here for details.

On the average American salary, if you live on your own, you can spend $37/week on whatever you want, as opposed to around $126 if you're a Millenial living with your parents (pay no or minimal rent). Even with the average American salary, you will NOT be in a balanced formula range, unless you live with parents.

In other words, I was 100% right that even on average American salary, you should NOT be ashamed about living with your parents as discussed here (pats myself on back). Even though I conflated Millenial income as the average American income, you'll still struggle living on your own on the average 50K gross tax income because of the imbalance skewing towards the majority of your income going to must-haves.

Therefore, I'm very worried for the vast Americans who are living on minimal wage. I can't think of any places where rent is zero, correct me if I'm wrong. The only answer is to live with family, a loved one and leverage at least a two person salary.

In fact, the last resort scenario, W&T recommended having a trusted person move in with you so you can share the costs of rent/mortgage!

As for food, since a lot of the food we buy are convenient (and hence more costly) and we sometimes splurge on junk food, W&T recommend that you put aside cash for food, so you can see how much you should spend, along with your fun money.

W&T do take into our fears of what if we run out of money at the end of the week, and there's no food for the next day or so until the next week cycle. They recommend that you sock away (pun intended) $50 in your sock drawer to be used in those situations, and to replace that $50 as soon as you can. If you notice that you're running out on food, you will soon make sure that you don't spend that food money on fun.

Because you're limited to a set amount for your wants, W&T go into the psychology of money, and making you think exactly what you want to buy with this limited amount, so that you can make a purchase that has meaning to you and provide maximum joy, as opposed to emotional spending. These include buying things to "impress others" that usually doesn't make you particularly happy, buying other people's love, paying the entire restaurant bill to look generous, spending to feel better because you're depressed, and so forth. They have a self-test that you can take to determine if you're an emotional spender on p. 125. 
I find these self-tests extremely helpful as it helps you to hone in where your vulnerabilities are in specific, concrete ways.

An extreme case I can think of is you buy a Rolex watch as that "is" impressive", come to find out you have contact dermatitis and exacerbates your carpal tunnel, so it goes into sock drawer. But you could've spent that money on something you truly enjoy such as (for us gamers at least) a highly anticipated game title. In other words, spend the money on something that you truly want, not out of emotional spending.

After doing the worksheets, and you find that you're within range, W&T then go into what to spend on your savings for the future. If you're in the balance, you have 20% to spend on savings. The first step is to save up $1000 for emergencies.

The next step is to pay off your debts as they sap your potential cash flow for the future. Imagine being debt-free, this is a future of freedom! 

W&T suggest that you look into how you got into debt in the first place, so in the future, you won't get stuck back in crippling debt. They include a self-test to see where your debt comes from on pp.139 to 140. Once you hone in on where you collected debt, you know what not to do the next time around.

Next is to write down a list of all your debts. If you have credit card debt of average 18%, it makes sense to drain your savings and liquidate your accounts except your retirement accounts due to tax penalties. The rationale is that your money in savings is only accruing 1% or less so by putting it towards credit card, you're in effect making 17% (credit card rate - interest you would've made in savings account).

In terms of debt, the first priority is to spend it on any back-payments on rent or mortgage (you need a roof over your head), car (you don't want your car repossessed) and child support (you don't want to end up in court). Once you clear that out, they recommend paying off the debt that bothers you the most.

For me, although it makes more sense to pay off the larger debt with higher interest rate than paying off the smaller debt with lower interest rate, paying off the smaller debt is psychologically freeing. You cross that debt off your list and you have a sense of relief since you're no longer beholden to that company.

Let's say that the small debt costs $20/month. Once you pay off that small debt, I then take that $20 that I otherwise would spend on that debt to the new debt that I want to tackle.  If this new debt costs $100/month and I complete that out, I now have $120/month free to put it toward the next debt. You can see how this snow-balls and you eventually pay off all your debts. 

After paying off all your debts, the next step is to create a security fund which is equal to your must-have expenses x 6 months in case you lose your job.

Now that you have a solid savings, you want to create a retirement fund and/or set aside savings for home, college for the kids, and so forth.

Sign up for a retirement plan at work; I tend to like the Retirement Funds because it does the diversification for you automatically. Barring that, you can set up your own IRA (Individual Retirement Account). I like the Vanguard Retirement Fund 2035 (or whatever year you're going to retire) as it balances your portfolio to stocks (more aggressive) to bonds (more conservative) as you get older. This is actually automated, so the expense ratio (how much they take out) is a mere 0.14% fee. It costs $3000 to set one up.

I was pleasantly surprised because during my residency and fellowship, I had 10% of my paycheck taken out toward the Vanguard Retirement Fund 2035, so I didn't miss this money, and yet I ended up with a small nest egg due to profits (i.e. well below a million that would be considered a nest egg, but a handsome amount).

The last chapters of this book cover issues that occur when you're in a relationship and how to deal with conflicts. The next chapter is how to go about the right way to buy a home. And the last chapter is about bankruptcy and getting back on your feet. In other words, the book is very comprehensive and indeed gives you a solid lifetime money plan.

I would borrow this book from the library, do the worksheets and take notes on the troubleshooting parts of the chapter. It helps to use an Excel-like spreadsheet as it can quickly recalculate the numbers for you - the example worksheet links that I included above, can be a basic template for you to follow.

Conclusion: If you make 31K after tax income or less, it's highly advised that you live with someone whom you can trust to leverage a two-person salary to live comfortably, as per All Your Worth.

Once you notice that you CAN live within these book's guidelines (i.e. you no longer have to worry about basic necessities or having financial stress, and you live in a safe environment), you can then move to working on Happiness as described in The How of Happiness!

Terrorist Takedown 3 Free Download

Terrorist Takedown 3 Free Download

Terrorist Takedown 3 Free Download PC Game setup in single direct link for Windows. It is an amazing shooting game.

Terrorist Takedown 3 PC Game 2019 Overview



Terrorist Takedown 3. A Delta Force team is sent to Mexico to stop a terrorist organization. Members of the organization are working on a new chemical weapon and they want a ransom from the local government. Use modern fire arms and special Ops technics allowing to quickly and efficiently locate and eliminate the enemy

Technical Specifications of This Release.

  • Game Version :
  • Interface Language: Russian
  • Audio Language : Russian
  • Uploader / Re packer Group:
  • Game File Name : Terrorist_Takedown_3.iso
  • Game Download Size : 949 MB
  • MD5SUM : 78ea4686781adb50b60c6e2e25da3909

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Friday, March 20, 2020

Game 361: Planet's Edge (1992)

Note that the game's title screen does not technically exclude the possibility of returning from this point.
         
Planet's Edge
United States
New World Computing (developer and publisher)
Released 1991 for DOS, 1993 for FM Towns and PC-98
Date Started: 5 March 2020
           
Because it took me so long to get Planet's Edge up and running, I had time to do more background research first--the kind of thing that I usually save for the "Summary and Rating" entry. I learned from Wikipedia that the game grew out of a desire to merge the boardgame Star Fleet Battles with an RPG. I learned from an RPG Codex interview that the developers wanted to put "Might and Magic in space." Nowhere did the authors report a direct influence from any other game, so it was a surprise when I fired it up and found myself looking at . . . Starflight. It has the same type of base where you enter different buildings to accomplish similar tasks, the same type of ship with commands arranged by "station," the same approach to galactic exploration, the same variety of weird alien races to meet, and the same take on combat. Sure, it does some things differently, but the core of the game was clearly cribbed from Starflight. Was it so hard for the developers just to admit "we wanted our own version of Starflight"?
    
There is some confusion about a couple of elements in the header. First, the title. My policy is that a game's "official" title is the best two out of three on the manual cover, box cover, and in-game title screen. If all three conflict, I go with the in-game title screen. In the case of Planet's Edge, the box includes a subtitle (The Point of No Return) that both the manual and in-game screen lack. Second, a while back, commenter shankao made a case for the game being released in 1992 instead of the official copyright date (and MobyGames date) of 1991. His argument is based on the fact that no reviews appeared for the game until comparatively late in 1992. I didn't find any conclusive evidence, but I decided to accept shankao's argument and move the game to 1992.
                 
Judging by the animate intro, the backstory is "some guy escapes a cruiser by shooting a guard and stealing a ship."
              
Planet's Edge is set in 2045. Humanity has colonized the Moon and has seeded Earth's orbit with various space stations, satellites, and other craft. The denizens of these orbiting habitats become humanity's only survivors when the rest of the planet is sucked into a "space-time warp." The warp is the result of an electro-magnetic burst fired from an extraterrestrial craft, although it is unknown whether it was accidental or deliberate (a Chinese space station had disobeyed U.N. orders and fired missiles at the craft just before the event). Either way, Earth's gravitational influence somehow remains, keeping the Moon and satellites in orbit.
             
The Luna Base commander gives orders.
            
Commander Mason Polk of Luna Base takes charge of humanity's remnant. Without Earth's resources, the base will run out of food and life support within a few years, so time is crucial. From the crashed alien spaceship, scientists recover the device that caused the disaster. They call it the "Centauri Device" and identify eight parts that they need to reconstruct it and possibly reverse its effects: a N.I.C.T.U. (but no K.L.A.A.T.U. or B.A.R.A.D.A.), an Algocam, a K-Beam, a Harmonic Resonator, a Mass Converter, a Gravitic Compressor, Krupp Shields, and Algiebian Crystals. How they came up with these names is left a bit vague. A ship dubbed the Ulysses is commissioned to scour the galaxy for these items and otherwise try to find out why the extraterrestrial ship visited and destroyed Earth. It's a little unclear how we suddenly have the ability to travel outside our solar system, or given that we have said ability, why there's a time limit on survival at Luna Base.
           
I wonder if K-beams glitter in the dark.
         
Gameplay begins at Luna Base, where the player can visit the shipyards (build and modify ships), the warehouse (offload cargo), the crew quarters (view and clone crewmembers), the research lab (check on progress with the Centauri Device), and the launchpad (head out into the universe). The items that you can build for your ship or characters depend on the resources that you bring back from other places--resources such as organics, heavy metals, alien isotopes, and rare elements.
           
Luna Base and its various buildings.
         
The crew consists of four fixed characters. The pilot is William Robert Dean from Tulsa, Oklahoma. Osai Lin Tsakafuchi from Tokyo is the ship's physician and chief scientist. Engineering duties are handled by Nelson T. Ngatadatu of Babaishanda, New Gwelo (a fictional place, but "Gwelo" is a place name in Zimbabwe). The combat specialist (both ground and flight) is Katya A. Mershova from Muntenia, Romania. Each character occupies one of the ship's four stations, some doing double duty if anyone dies. Each character has fixed attributes in body, intelligence, agility, and luck, as well as fixed skills like "Leadership," "Light Weapons," "First Aid," and "Computers." I don't know whether these attributes or skills are capable of developing, but I don't see any sign that they are. 
             
Attributes for my engineer.
         
Each character has a personal inventory, drawn from the supplies on Luna Base or found in the galaxy. The first thing I did was give them all flak jackets and weapons.

I found the ship modification process confusing enough that I decided to save it for later and just blasted off in the default ship. Once in space, commands are organized among four "consoles": navigation, weapons, engineering, and science. For instance, to communicate with another ship, you select the "Weapons" console (counterintuitively) and then "Communicate." To heal crewmembers, you select "Science" and then "Heal Crew." There are far less than 26 commands, so I don't understand why each couldn't have its own key. However, Planet's Edge does a little better than previous games using this structure by at least allowing you to hit single keys on the submenus rather than arrowing through them. Also, a few very common commands like Navigation | Starmap and Navigation | Enter Orbit can be called from the main view with individual keys, without having to go into the stations first.
           
I couldn't make heads or tails of this screen.
           
Moving around is a combination of elements seen in Starflight and Star Control II. As you fly away from a planet, the map's scale changes to show a larger area. As you enter a star system, it changes to show a smaller area. When you've locked onto a planet, you O)rbit it, at which point you can S)can it for information or B)eam down if it's appropriate. (There's no landing craft, just a transporter.) Making things a little difficult is that the planets continually whiz around their stars, unrealistically fast, so it's tough to identify which ones you've already approached.
          
Note how the navigator turns and looks at me while waiting for my order.
       
I guess the player is kind of an invisible "fifth" crewmember. I base this on the fact that, according to his mission directives, he's expressly forbidden to beam down with the rest of the crew. Also, when you're activating the consoles in the ship, each of the crewmembers turns and looks at you, as if you're sitting in a central chair. Despite this, you don't get to name yourself or anything.

A map accompanying the game shows Earth's solar system ("Sol") at the center of a galaxy occupying coordinates from -64 to 64 on two axes. Sol is the point of convergence of eight "sectors" which grow outwards from the center like irregular pie wedges: Alnasl, Ankaq, Zaurak, Alhena, Algieba, Caroli, Izar, and Kornephoros. (Most of these are actual stars). There are a handful of systems at the fringes of the map that occupy no sector. It's not really clear at the outset of the game whether the sector designations are geographic or political. Either way, note that the names of the missing parts suggest that we'll find one part per sector.

I had a few false starts as I got used to navigation. Alpha Centauri is so close that it's easy to blow past it on your way out of the solar system. I got killed three times in a row by hostile aliens who either attacked immediately or demanded cargo I didn't have. I haven't even begun to figure out ship combat. Since you can't save in space, I kept restarting on Luna Base and having to try again.
            
Meanwhile, my crew is saying, "Oh my god! It's an alien!"
           
On the fourth try, I took things more slowly and explored the solar system before leaving it, although it appears you cannot land on any of its planets (which makes sense).
       
Mars can be scanned but not visited.
        
I then carefully made my way to Centauri. The first planet, Centauri Prime, was too inhospitable to land. The second wasn't a planet but an "alien outpost." When I scanned it for information, the computer called it the "Omegan Outpost" and said that it was a "contact point for observers who were assisting with the failed Centauri Drive experiment." I guess we know all these things because of data recovered from the crashed alien ship.
            
Orbiting Centauri Prime. It's a nice looking planet, but we can't do anything there. I was hoping we'd meet Londo.
        
The four expendable crewmembers beamed down and were immediately attacked by robots firing laser guns. Combat in the game is turn-based and like nothing that New World has developed before. It is perhaps most like Ultima VI, occurring within the main exploration window and using a targeting cursor to attack particular enemies. In fact, once combat was over, I found that regular exploration was also a lot like Ultima VI. As the leader moves, the other characters kind of organize themselves around him or her. You can switch between lead characters with the number keys (although there's no "solo mode") and do other common things like L)ook, T)alk to NPCs, and do a variety of things with inventory items. You can't manipulate the environment to the same extent as Ultima VI, and (annoyingly) you can't move on the diagonal, but nonetheless, by including this level of ground exploration and combat, New World has definitely gone a step beyond Starflight and Star Control II, even if the rest of the game seems similar.
          
Combat with robots in the outpost.
              
A door led from the surface of the planet to the interior of the "welcome station," where a friendly message invited us to browse various newscasts. As we moved from room to room, we faced several more combats, and I had to use medpacks (which we found strewn around the area) several times. We also found some better armor than we were wearing (kevlar) and some extra weapons.
           
A character inventory.
         
We ran into an android who somewhat explained the situation: the station had been attacked by unknown aggressors who stole "various tactical data about the sectors." Another android offered that the disappearance of Earth was "a tragic accident" and he encouraged us to continue our quest to find the various pieces of the Centauri Device. He specifically recommended going to Algieba Sector since "there's a part that is named after one of that sector's stars, after all."
             
But . . . Earth scientists named that part! They don't know where it really comes from!
            
Beneath a plaque labeled "Sector Izar," we saw an image of a spacecraft that looks a lot like the extraterrestrial ship that visited Earth. A recorded message was saying that "something is malfunctioning with the drive" and "the experiment may have been sabotaged." The overwhelming suggestion is that Earth's disappearance was an accident, but we still don't know what the aliens were trying to accomplish.

There were a couple of alien newscasts to watch. One suggested some kind of war developing in Sector Caroli. Another reported on a "white hole"--a kind of space volcano--forming in Sector Zaurak. Unforutnately, they were just text; they didn't show anything, so we couldn't see what type of alien they were talking about.
    
I was happy to find that you can save while on "away missions" and that you can turn off the relentless soundtrack with ALT-M. The rest of the sound effects are okay, except that when you view inventory, there's an annoying and unnecessary "ding" as you move from one inventory item to another. Scrolling through a lot of them sounds like you're demanding a bride and groom to kiss. On the positive side, every item seems to have a unique description, which I always think is cool.
            
I confess I don't understand this, though. Wouldn't the adjustment have to be on every cartridge?
        
In the final room we explored, an android gave us a key that would unlock the various "android heads" strewn around the base. There were eight heads, each offering information on one or more of the galaxy's eight sectors. Some of them were explicit about the technology and military level of these sectors, I guess suggesting a rough order of exploration. From lowest to highest, these are:
               
  • Sector Algieba, where the Algiebian Empire has a low level of technology. This is the second explicit suggestion to go there first.
  • Sector Zaurak, ruled by the "Rana Collective," which controls the resources and means of production and thus has kept development at a minimum.
  • Sector Kornephoros, settled by refugees fleeing oppressive governments in Sectors Izar and Ankaq. Their technology is mostly good, but inconsistent because it is based on scavenging.
  • Sector Caroli. The android says that at the end of something called the Grand Survey, Sector Caroli was reserved for "recreation and housing for lower tech societies." There, I'll find Oortizam Labs and the Life Gallery. The only native species is the Eldarin.
  • Sector Alhena has no government. Two races called the Evian and the Scroe are in a war for its resources, while a race called the Dhoven tries to negotiate. It is a mix of mid- and high-tech ships and weapons.
  • Sector Ankaq, ruled by a planet called Shadowside, has a high level of technology.
          
The android head's rundown on Ankaq.
        
  • Sector Izar is where Centauri and the station itself are located. The android warns against penetrating further into the sector because the OMEGA (unsure whether this is the race or the name of an organization) is capable of easily destroying everyone but the Ominar.
  • Sector Alnasl, ruled by the Ominar. Lately, they have been reporting bouts of insanity and mass violence, and other races are advised to keep away. "These developments," the head noted, "may well be connected to the disaster of the Sol Experiment."
            
If this really is an exploration order, it's too bad that the developers included it instead of encouraging the more open-exploration approach of both Starflight and Star Control II, not to mention previous New World games. Thus, I decided to defy it by heading direclty for Alnasl, one of the farthest stars in Sector Alnasl. I made it there with no problem, but when I arrived, a scaled alien told me that I was in violation of some "space conducts mandate" and refused to allow me to contact the single space station orbiting the star. I never figured out how this resolved because I had to take a break to reconcile my bank statement with Quicken, and Quicken decided it needed to update and took over my screen with its request for administrative rights, and whatever I did to make my DOSBox sessions survive such screen changes was undone when I restored the default configuration to play Planet's Edge. (In its default configuration, DOSBox always crashes for me any time anything causes a major screen change, including unplugging or plugging in an extra monitor, opening or clsoing the laptop, and getting a demand for administrative privileges.) Thus, when I reloaded, I was back on the Centauri outpost. I guess this is a good place to end for now.
        
If I'm "irrelevant," why don't you let me land?
         
So far, it's a decent game that evokes the best of Starflight and Star Control II, although I suspect the alien interactions are going to be less interesting and I worry that the blatantly suggeted exploration order will be essentially required. I also think it's too bad that New World, which has a lot of experience in more traditional RPGs, didn't bring more of their mechanics to character development and space combat. But it's early. We'll see how it goes.

*****

Time so far: 3 hours

Thursday, March 19, 2020

Learning Java 2020 - CoderProg

Learning Java 2020

Download IGI 2 Covert Strike Highly Compressed For Pc

Download IGI 2 Covert Strike Highly Compressed For Pc

IGI 2 Covert Strike Full Review

Welcome to IGI 2 Covert Strike is one of the best Shooting game especially for shooting lovers that has been developed by Innerloop published by Codemasters.This game was released on March 3,2003.


Screenshot



IGI 2 Covert Strike System Requirements

Following are the minimum system requirements of IGI 2.
  • Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
  • CPU: Pentium 4 1.4GHz
  • RAM: 512 MB
  • Hard Disk Space: 2 GB




CX 2690, Pengo!

This episode is all about the very cute Sega arcade game Pengo, as ported by Atari. Not by GCC, which is surprising for this time period. I hope that you enjoy the episode. Next up is Crackpots by Activision. If you have any thoughts on Crackpots, please get them to me at 2600gamebygame@gmail.com by 6 PM EST on 5 February.

Thank you for your patience, and for listening.

Pengo on Random Terrain
Pengo on Atari Protos
Pengo on KLOV
Mark Hahn interview by Scott Stilphen
Mark Hahn's web site
Andrew Fuchs' web site
Courtney Granner on San Jose State web site (features some artwork)
1984 Atari dealer catalog on Atarimania
Jim's hack of 2600 Pengo with Popcorn!
Pengo arcade soundtrack on Youtube
No Swear Gamer 299 - Pengo
Arcade USA - Pengo minisode
Atari 5200 Super Community Podcast - Pengo
Memory Machine Podcast - Christmas Menagerie
Gen X Grown Up Podcast

Monday, March 16, 2020

Press Release: Dress For Critical Success In LudoCherry's Geeky Clothing Line

Dress For Critical Success in LudoCherry's Geeky Clothing Line
With shirts and skirts now available in five "subtle but geeky" patterns inspired by tabletop games, LudoCherry will let you wear your love for board games on your sleeve - no matter where you are.

March 9, 2020 - LudoCherry is a new kind of geeky clothing, created to reference iconic elements of tabletop games while blending in with your everyday wardrobe. Those polka dots? They're D20s! The floral design? Look closer and you can spot the hidden meeples! 

With their subtle references, LudoCherry's shirts and skirts are perfect for game night, the office, or anything in between.


After launching on Kickstarter onMarch 3rd, LudoCherry reached their goal of $25,000 AUD in just under 8 hours, and has now surpassed $75,000 and 310% funded. 

They have also added a fifth fabric design option, inspired by the mystery and madness of Lovecraftian horror. Look closely and amongst the swirling tentacles you'll see items vital to every aspiring investigator, including magnifying glasses, books, and of course some cryptic occult symbols...

The Star Elder Sign (Arcane Symbol) design © 2020 Chaosium Inc. Used with permission.

LudoCherry's clothing features include:
  • Five original fabric designs, with subtle gaming motifs inspired by your favourite games
  • Rock your favourite design as a button-up shirt, or a skirt (and yes, the skirt has pockets)!
  • Inclusive sizing range - S-4XL for the shirts, and 2-20 (US) for the skirts
  • Made from 100% cotton, for comfort and breathability
  • Ethically and sustainably manufactured
We had the opportunity to send early samples to some of our favourite personalities in the tabletop industry, and here's what just a few of them had to say:

Jamey Stegmaier, Stonemaier Games: "My favorite tabletop game-themed clothing provides a hearty wink at those in the know while simply looking and feeling like fashionable garments to everyone else. LudoCherry accomplishes those goals perfectly."

Rodney Smith, Watch It Played: "These patterns are a wink and a nod to the hobby, without hitting you over the head with it… and I love that!"

Mandi Hutchinson, The Dice Tower: "A skirt that has a vintage vibe and gamer flair. Who says fashion and gaming can't be comfortable and fun?"

LudoCherry's Kickstarter campaign is live until March 26, and can be found here: https://www.kickstarter.com/projects/markh110/ludocherry-stylish-tabletop-shirts-and-skirts?ref=66djt9

About the team
LudoCherry was created by Phoebe Wild when her love of vintage fashion and sewing accidentally collided with her lifelong board game addiction. Phoebe has over 5 years of experience working in the tabletop industry, including 2 years as a reviewer and 3 years working for board game publisher Bézier Games. In addition to LudoCherry, she currently works for Good Games Publishing as their marketing manager.

Mark Harris is the second half behind LudoCherry, managing the social media and logistics behind the project. Mark is a film Producer and Assistant Director, having produced award winning-films (including The Passage of Flick, the 2017 winner of the Gen Con Film Festival Ovid Award).
Did you like this press release?  Show your support: Support me on Patreon!Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.


Sunday, March 15, 2020

The Dark Pictures Anthology Man Of Medan HOODLUM Free Download

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The Dark Pictures Anthology is a series of stand-alone, branching cinematic horror games featuring a multiplayer mode.
In Man of Medan, five friends set sail on a holiday diving trip that soon changes into something much more sinister…
Embark on a horrific journey aboard a ghost ship.
Experience your terrifying story with a friend online or go for safety in numbers with up to five players offline
All playable characters can live or die. The choices you make will decide their fate.
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Mature Content Description
The developers describe the content like this:
The game contains scenes of violence and bad language. There is no sexual content or any reference of such behaviour.

Technical Specifications of This Release.

  • Game Version : Initial Release
  • Interface Language: English
  • Audio Language : English
  • Uploader / Re packer Group: Hoodlum
  • Game File Name : The_Dark_Pictures_Anthology_Man_of_Medan_HOODLUM.iso
  • Game Download Size : 36 GB
  • MD5SUM : 204331a6a2d0bc7b48e7ae3f2e353c8c

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* DirectX: Version 11
* Network: Broadband Internet connection
* Storage: 80 GB available space
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* Requires a 64-bit processor and operating system
* OS: Windows 10 64bit
* Processor: Intel Core i5- 8400 or AMD Ryzen 5 1600
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Thursday, March 5, 2020

Logo

When a company changes their logo, it's generally a group exercise in self pleasuring. It's rarely necessary. If you look at the Starbucks logo, the 1987 or 1992 logo is in color, a big transformation, but I personally wouldn't change my coffee drinking decisions based on any of their logos. As for 1971, I'm not sure what's more offensive nowadays, bare mermaid breasts or a black and white logo. And what in the hell is she holding? Are those her mermaid legs? What exactly does this imply?  Is this a coffee shop or a brothel? Sick bastards. Logos are ridiculous and nobody cares.


When I was told we needed to change our logo, my first concern was the circle jerk of pointless design and then cost. Clearly there's no financial benefit to the exercise. We've had the same logo for 15 years. Is it a good logo? It looks good. I like the colors. I like the knight. As for the design itself, I have to admit, it's a giant pain in the ass. Our original logo is terrible, practically speaking. It's an impediment to its very purpose.

The use of black means it looks great on screen with a white background, but it's problematic with other forms of media, which require a very light background. It's so difficult to use, we tend either not to use it at all, making the brand identity somewhat weak, or we reverse the colors to put it on a black background with the logo in white. We mutilate the logo to make it work. It's a problem. But is it worth fixing? Enter the business case.

When it came to staff shirts, we resorted to white embroidery on black shirts. originally I had white shirts with a full color logo, but those were loathed by everyone, and they were hard to keep clean. You may not know this but everything we sell sits in a dirty warehouse before getting to us and gets even dirtier as it sits on our shelves. Keeping a retail store clean is a major feat, as it starts dirty and only gets worse. White shirts were always getting stained and looking bad.

The black, embroidered shirts we currently use, with a boring plain white stitched logo, turned out to be incredibly expensive. Each shirt costs $70 with embroidery. They also need to be made in batches in various sizes, so we're almost always buying more than we need, in sizes we hope will be useful. Invariably, those sizes don't match our diverse staff. So over time, we've been stuck with a box of very expensive shirts in the wrong sizes. The cost of bad design turns out to be very high.




Our new shirt design features a full color patch that can be sewn onto a variety of shirts. We choose the shirt from the Work Wear store next door, grab a patch, and sew it on. No big batches of variable sized, expensive, embroidered, logo perverting shirts. Also, if I want one of my robust, tactical shirts from 5.11, I buy it in the right color and sew on the patch, something not available before. Total cost per shirt for employees will be $25 or so, with no waste.

Then there's the increased merchandising we tend to avoid with the old logo. We've already ordered new patches, pins, stickers, and more. We'll have hats and t-shirts eventually. These were difficult to design with the old logo requirements and they sold poorly.

Now let's get onto the minor controversy of our design choices. We spent about a month defining the needs of the new logo with half a dozen designers. We identified core requirements. It should maintain the design elements of the old logo: the knight, the horse, the lance, the direction it's all headed (very symbolic) and of course, a diamond. The logo needed to remain fairly simple. The name needed an updated font that was compact with the design. The previous font used long, horizontal text and has been nothing but trouble for 15 years. The color black is problematic. It goes with nothing but white. Those who use black in their logos hamstring themselves design wise, so we omitted that. In fact, I would probably pick a different store name without a color in the title if I were to do it over. I have few regrets, but "black" is one. Let's take a look at the new design:




I think it pops. Rather than black, we have a dark blue, which works much better and represents one of our colors. It's a darker blue than our original logo (which some say was purple, a color I love). The diamond color, away from black, represents a shift in store colors that came about with our big construction project, three years ago.



This orangish yellow is called Curry in Sherwin Williams colors, which is the color we painted our staircase. It's a color that matches our birch fixtures. It provides a pleasing blue and gold ambience, the colors of the local university, UC Berkeley. 



This shift in store colors came in a moment of crisis. The Curry color came from a decision I made with the architects when it was clear our paint color choices weren't working in practice. I was distracting myself at the time with another project, a used Jeep I was about to buy in Utah, because Utah was the closest location of a Jeep in this exact color I was smitten with. I had to have not only the features I was looking for, but it had to be in that color. It was clearly on my mind. Originally the Curry color was white, but when we painted it on on the staircase, it looked terrible.



So the color of the staircase and thus the logo got their color from a Jeep. The Jeep is in a Chrysler color called Amp'd. And thus our staircase became Amp'd, and our logo became Amp'd. And for the foreseeable future, we shall be Amp'd. Most people like the new logo, once they've accepted (or more often overlooked) the diamond isn't black. It's a tough ask, but if people can accept the Starbucks mermaid isn't holding up her legs suggestively any longer, I think this can be overlooked. Personally I love the direction of the logo. I especially love I won't be paying $70 each for a box of useless shirts.