Tuesday, March 3, 2009

Sony Psp Downloads Possibilities Including Psp Video Tutorial

Writen by Lee McKenzie

If you ever loved the Sony Playstation consoles, then your definitely going to love the Sony PSP. With its portability and data storage capability Sony have really outdone themselves when it comes to the portable gaming experience. With features that include being able to play UMD music, movies and games and surf the world wide web, who wouldn't be eager to get their hands on one? As many people know these are the key points that the PSP has sold on. BUT! did you know you can also install games directly onto the memory sticks that come with it without the need for the UMD disk that the game was originally on? What a lot of people don't know about the PSP is that there are limitless possibilities to what you can make it do. Heck I've even seen someone use their PSP as a remote control. Possible because of its wireless setup and it's vulnerability to hackers.

There are numerous amounts of hacks available that can really transform your PSP into an extremely useful tool. If you look hard enough there is so much information on the net about the PSP hacks mainly tools and tutorials that can help you gain more from your PSP. The only problem you may have is with downloading content for your PSP. Sure there are a lot of download sites out there but they usually don't have what you looking for or are so complicated it makes your browsing process a nightmare. And even if you've downloaded the content there's no real way to know how to install it without having to search the net again for tutorials. However, there are sites out there that make this easy for you and you only have to do a quick search on any search engine to find them. Websites like this are a breeze to download content from because they have millions of files, tutorials and even have technical support areas in case you really get stuck. These sites usually come with a fee to begin using their content and are well worth the money. Everything you need for downloading is compiled into one website. Frustration is no longer a problem. If you really feel the need to expand your PSP experience having a look at some of these sites will really get you excited.

But for the beginners, here's a tutorial I compiled myself that describes how to put video onto your PSP. To see this tutorial visit the website: www.pspconnectonline.com Hopefully your eyes have been opened to the Sony PSP's amazing capability. So what are you waiting for get out there and start downloading.

Sudoku For Children Teach Them Early

Writen by Kathleen Frassrand

Teaching a child how to solve sudoku is more than just teaching them a new game. Sudoku is all about logic. Start early with your children. Allow their brains to learn logic, for it is indeed a learned skill. I firmly believe that children who learn logic early in life will excel in logic later. They will have a head start, and the logic section of their brains will develop more fully.

Now, that being said, how do you teach a child sudoku? The first step is to choose and easy puzzle. Start them with a 4x4 grid. You will need to make sure they understand the different between rows, columns, and mini-grids.

Once they understand these three components, you can begin to show them the logic. Start by locating a row that only needs one number. This should be easy in a 4x4 grid. Your child should be able to easily figure out which number is missing.

Work together on rows, then move on to columns. Again, look for columns that are only missing one number. Once your child has mastered working with rows and columns, you can work with mini-grids.

The second step is to work on rows, columns, and mini-grids that are missing two numbers. This is an important step. This is where logic really comes into play. If a row is missing a 5 and a 6, then show your child WHY a 5 must go in this spot, and a 6 must go in the other.

Also, it is important to note that when your child states that a number "must go here", it is your job to ask why. They may be guessing, and you won't know until they start guessing wrong. A child must understand the rules of sudoku in order to apply them, and it is your job to teach those rules in a methodical manner.

Once your child can routinely do a 4x4 grid, move on to a 6x6. For quite some time, you will need to stay with your child and show them where to go next. I recommend that you show your child which row or column to work on next (or which number to look for).

Before long, your child will be able to successfully complete a 6x6 with no help from you at all. That is when you move to a 9x9, and then on to harder solving techniques.

The most important thing you can do is START!

Good luck, and enjoy this special time with your child.

Ms. Frassrand is an avid Sudoku player who also loves spending time with her children. For more sudoku information, please visit http://sudoku.info-for-you-online.com

Monday, March 2, 2009

Alien Species Design And Organic Success Models

Writen by Lance Winslow

Have you ever considered what alien species might look like? Some of us have and many of our thoughts perhaps are based on those things we see on the silver screen in Hollywood. Indeed the Sci Fi authors, screen writers, graphic artists and illustrators of the present and recent past periods have gripped movie goes and captured our imaginations. But how accurate are these depictions; I mean are they viable considering some of the tight parameters necessary for life on other planets. Living on the surface of the planet or in an ocean of H20 leaves a species with lots of options indeed.

For instance let us consider here on Earth the incredible diversity of living organisms both on land and in our water oceans. Some of the creatures we have on Earth could certainly pass for our ideas of alien creatures. However on a Planet with seas of Methane life would be much different and on a planet with an atmosphere of CO2, the species would not be soft shell like skin and bones, but perhaps hard shell like lobsters, beetles and such?

Recently in an online think tank this subject was brought up and a fellow think tanker Marv, had considered what he believed could be universal rules which would apply to species living in the realm throughout out Universe. His ideas were predicated on "survivability and adaptability" and he came up with a few thoughts of what species would be the most successful and their basic make up specifically; "Bi-lateral symmetry, Carbon based, Endo-skeletal, at least bi-sexual and ability to exploit the environment to some degree."

Indeed many of these thoughts do make sense and on the subject of an "Intelligent Alien Species" he had this to say on the matter and stated;

"The ability to deliberately manufacture and manipulate fine things like tools to manufacture other tools is necessary to achieve a culture worthy of the label "intelligent."

Of course all this would be predicated on the type of environment available on the planet although these are interesting ideas and concepts of what alien life may look like on other planets. Perhaps you have such thought on these things and if not, perhaps you might consider all this in 2006.

Lance Winslow

Role Playing Games Builders Guide 8

Writen by Dustin Schwerman

The Challenge: Above all other things, a role playing game is just that—a game. And games, beyond everything else, are supposed to be fun. Where RPGs are concerned, there are a number of things that increase the entertaining value of the game. Random chance, cunning strategy, detailed character development, and so on.

But even to a group who likes die rolling, having to roll three different types of checks for every action and compare the results will get very boring very fast. Even to a strategic group, five minutes of prep work for every combat turn is excessive. Even for descriptive players, not every little action warrants a paragraph worth of detail. And to players who care less about these parts of the game, such factors will quickly leech all the fun from game play. As such, you must consider the eighth challenge of building a versatile role playing game: the challenge of promoting simplicity.

Although players like to have opportunities to use their favorite rules and styles, they should be able to do so quickly and efficiently, and with plenty of accessible support from the game rules. Players who like to come up with their own descriptions for what their characters are doing should still be able to look at their character sheets and know exactly what their characters can do. Players who like to strategize should be able to pick out their strategies swiftly and efficiently, and while they might occasionally spend significant time deliberating over a particularly crucial action, they should have easy and yet effective staples to fall back on in a staple battle. Players who like die rolls should be able to get to the die rolling faster; they shouldn't be forced to roll check after check for individual actions.

The Risk: It's easy to devise rules for a situation, and not even that difficult to come up with a detailed combination rule to handle multiple similar situations. If you have five different measures of character ability—lets say physical power, reaction time, stealth, magic, and items—you could very easily incorporate plenty of rules to emphasize die rolling, description, strategy, or whatever other aspect of the game you wanted to emphasize. And you could probably do so in a balanced manner, simply by making each one useful for every action in its own way.

And the result would be disastrous. Would players roll a check for each attribute? Or maybe they roll a single check and add up modifiers gained from all five attributes? To maintain character value, each attribute would have to apply its modifier in a different way, indicating more calculation than die rolling. Forgetting checks, would the player have to describe how it uses each attribute in the action? How much description would be necessary? Do this, and every player will be coming up with an entire paragraph to describe every action—and it would have to, or else it's taking a penalty due to not having as many bonuses. Does each attribute give a bonus? Now players have to remember five possible bonuses for every action.

Again, a balanced role playing game is good, but it still has to be fun. While these rules, abilities, and options are nice to have, there has to be a balancing factor. If players don't have a reason not to use every option they have available, every encounter becomes the battle of sumo bonuses. However, where choices are required, the danger comes about that each action could take excessive time as the player runs through (and tries to remember) the abilities it has, the advantages of combining certain ones, and the results of using such combinations in the given situation.

However, as with most of these challenges, focusing too much on simplicity is no help to a role playing game. Too much simplification means that there is little character variety. Take the same attribute example from above, and simplify it to what seems a happy medium. The player can choose one attribute when performing an action (incorporating it into its description, if the group has a descriptive style), and it gets a bonus on its action dependent on how high the attribute is, modified based on the attribute's merit in the situation. This seems ideal; there is potential for description and strategy, a direct correlation between stats and action success, and very little time required to get to the check and then on with the game.

The only problem is that there are really only five available character types. There is no real point in focusing on two or more attributes. It may sometimes seem so, since such a focus has a better chance of getting a situational bonus, but the fact is that one very high score is probably more useful than two medium scores. The players might be able to describe each character's actions differently, which is a good way to create stylistic customization, but there is only scant possibility for valuable statistical customization. Worse still, regardless of what your choice is, the stats are the same. Although situation may change bonuses, for a standard-fare action, choosing strength is no different from choosing speed.

Clearly, this example is an extreme—as a half-page role playing game, it just about has to be!—but it provides a necessary warning. Oversimplification can be just as bad as complexity.

The Solution: Of all the challenges I've dealt with in the creation of QoTR, simplicity may be the hardest I've faced. I'm still not entirely sure I've overcome it. My preference system offers a lot of abilities, and playtesting has shown that a battle between two high-level characters can drag on for quite some time. However, I've managed to make some headway against this difficulty.

The best tactic I've used is keeping things optional. Description is always optional, and the check system keeps generally to one check per action, so there is no difficulty there. Strategy is the trick, so the first thing I did was make sure that every preference has a nice, easy-to-use ability that that help out directly but decisively in combat.

Next, many abilities don't add new bonuses as much as they make it easier or more efficient to obtain existing ones. The majority of abilities in QoTR either make things easier to use or offer a different option rather than a bonus. Most bonuses also carry a corresponding cost, so at the very least players don't have to spend several minutes plotting out every action.

I have one sure-fire way to simplify combat. It requires players to put in a bit of extra effort on character creation, and honestly, some html experience is nice, but I have the character sheets set up to auto-update on power gains. Players can go into the sheet and use the variables given to add their abilities and strategies into the quicky combat options provided. Once they do so, they can simply select from their preset tactics, allowing quick strategy. This doesn't prevent them from designing an elaborate action piecemeal if the situation warrants, but can cut down significantly on time spent during standard battles.

Simplicity is an important aspect of a role playing game. If players have to jump through hoops to perform their actions, it quickly cuts down on fun. However, oversimplifying leads to stagnation. Keep different game factors optional, and give players as much accessible support as possible so they can perform their actions quickly and keep the game going at an exciting speed.

Copyright © 2006 Dustin Schwerman.

Dustin Schwerman has been playing RPGs for over a decade, using an analytical approach to critically evaluate the game systems (and so to create the most powerful characters he could get away with). He used the extensive experience gained doing so to create his own game, Quests of the Realm. QoTR focuses on unlimited character customization, relying on its author's understanding to detect and counter game-breaking power plays. Though balanced, QoTR still allows players to create highly effective characters and run them through heroic story lines. To contact Dustin, read more of his writings, or learn more about Quests of the Realm, visit his web site, Quellian-dyrae.

Sunday, March 1, 2009

The Doubling Cube

Writen by Levente Galambosi

In backgammon the doubling cube is used to increase the stakes during the game. The doubling cube is a relatively new addition to backgammon but it elevates the game to a new level in terms of strategy. It is important that you know the concept and strategy elements related to the doubling cube because it might be your key to great success.

Using the doubling cube

You normally play backgammon in Match play, i.e. the winner is the player who first reaches a predetermined number of points. Every game is worth one point in the beginning of the game, so in a normal win the winner gets one point.

So, every straigth game win is worth one point in the beginning of the game. At certain point during the game a player can offer the doubling cube to the opponent. If the opponent accepts the cube it is turned on the board so that number 2 is facing upwards and the game now is worth two points. The next doubling can be initiated only by the player who accepted the doubling before. If he decides to double and the opponent accepts the cube will now show 4 and the game is worth four points, etc.

Should a player to whom the doubling is offered feel that he is a real underdog in the game, he can resign. Resigning means the end of the game and the winner gets as many points as the game was worth before the doubling cube was offered to the opponent.

The doubling cube has the numbers 2, 4, 8, 16, 32 and 64 on its six sides. In theory the players could be doubling also beyond the 64 to 128, 256, etc. but experienced players don't normally accept doublings beyond 4.

Beavers and other rules

Beaver is an optional, but commonly used rule with the doubling cube. It means that the player to whom the doubling was offered can immediately re-double to 4 and keep doubling cube in his possession! This may occur if a player has made a bad judgement of the situation and e.g. prematurely offered the doubling cube to the opponent. The opponent, however, sees the bad judgement and punishes the opponent of it by re-doubling (beaver). A little later he might offer a doubling to 8 if the situation allows, in which case the opponent might want to resign with a 4-point loss..

The Crawford rule is another optional rule that states that if either player gets to one point of winning the match (say the situation is 8-6 in a nine point match) the next game is played without the doubling cube. If the match is still not over after the game the doubling cube is again in use. This rule aims at giving value to the player being one point from victory but at the same time doesn't eliminate the chances of winning for the player behind in points.

Single win, gammon and backgammon

In backgammon a single win is worth one point, a gammon 2 points and a backgammon 3 points. This is multiplied by the number shown on the doubling cube. In other words if a player scored a gammon win and the doubling cube had been used once he scores 2 x 2 = 4 points.

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Backgammon is experiencing a comeback after nearly three decades of low profile. WinningBackgammon.info is a website targeted at beginners and intermediate backgammon players, offering online backgammon tips and backgammon strategy articles.

Need For Speed Most Wanted The Most Wanted Game Of The Year

Writen by Coenraad De Beer

Most Need For Speed fans will know what I'm talking about when I refer to the most wanted game of 2005. The Need For Speed franchise has been reborn with the release of Need For Speed Most Wanted (NFSMW) on the 15th of November this year in the U.S. Fans could not stop talking about all the fantastic features of this game and the Internet was swarmed with headlines about this great title. But what is the buzz all about? What makes this title so exceptional? Take a quick tour with me and you will find out.

The main attraction of Need For Speed Most Wanted, is the return of the high speed, police chases that was introduced in the very first instalment of the series and perfected in Need For Speed: Hot Pursuit. But the police chases is far more complicated that fans had become accustomed to in previous versions of the game. The cops are much more aggressive, more skilled and better equipped. Don't think you can tune your ride to be the fastest and beat the police with speed, they have some serious stuff under the hood and skilled drivers behind the wheel.

Damage models also make a return. You can completely destroy a cop's car while your own car can only be damaged visually by means of broken windows and damaged paint. Almost everything in the free roaming world can be destroyed and used to your advantage during a cop chase. Drive through a gas station, or remove the pillars of a shop's roof and see what happens to the cops. The traffic models have also been improved and they are still as annoying as in all the other Need For Speed titles, but the game will not be so much fun without this annoyance factor. The surrounding world detail has also received huge attention. HDRR (High Dynamic Range Rendering) pushes the graphics to new heights and that is one of the main reasons why the game plays off during the day and not at night like in the Underground series.

The speed-breaker is a nice innovation of EA to help players control their cars during the high-speed chases. The speed-breaker is much like the bullet-time feature of games like Max Payne and Total Overdose. One thing that may disappoint fans is the fact that the customisation of the cars is much more limited than in the Underground series. You can only modify your spoiler, hood, roof scoops and window tinting. You can purchase complete body kits that will adjust your muffler tips, headlights, etc. automatically to fit in with the specific kit you chose. You can still paint your car, add vinyls, put decals on your ride and paint your rims (but not your brake callipers). Painting your car and changing its visual appearance is vital to your success in the game. This will help you evade the cops by bringing your heat level down after each visual upgrade, or change you make to your ride.

All your performance upgrades are still available in the game and you unlock more powerful upgrades as you progress through the game. The only limitation with performance upgrades is that you no longer can choose the brands of your parts, they are pre-selected with each upgrade. EA also dropped the fairly complicated tuning of Underground 2 and brought back the simple slider tuning that was introduced in earlier titles. You only move the relevant slider to the left or right to modify your car's handling, steering speed, height, acceleration, down-force, top speed, braking, turbo and nitrous booster. This should be welcomed by gamers because they are no longer frustrated by hours complicated tuning to get the most out of their rides. The emphasis of this game is becoming the most notorious street racer and that is why EA shifted from the tuner theme to the cop-chase theme.

There are over 30 cars to choose from, including tuners, street-cars, muscle cars, sport models and exotics. Each and every car can be tuned and upgraded for maximum performance. You will find that cash is a limited resource and you need to upgrade and buy strategically. You also get the chance to win your rival's car by winning his pink slip after each challenge. But before you can challenge a blacklist member you first need to achieve a number of race wins and milestones to build respect among the racers and prove you are worthy of racing against them.

The music continues the Underground attitude, but the high-speed cop-chases introduce a brand new innovation: interactive music. The interactive music gives the game a cinematic feel. The closer the cops get, the more dramatic the music becomes. When you evade the cops the music reaches a climax but returns to a dramatic tone as soon as a cop spots you again. The changes in music are very accurate and EA has done a great job in creating the right atmosphere during these lightning-speed chases.

There are so many other great features in this game, but mentioning them all in one article is just not practical. Need For Speed Most Wanted is a blend of all the great features of previous titles and more. Great graphics, a great storyline with great actors like Josie Maran, great music and great cars. All these factors make the game the Most Wanted game of the year.

Born on 27 February 1982 in small town called Lichtenburg in the North West (Formerly known as Transvaal) province of South Africa. He graduated High school in 2000 and started doing computer programming on his own for 2 years using the C++ programming language. In 2003 he started a career in Accounting and he is currently studying BCompt at the University of South Africa.

The author is a very dedicated person in whatever he takes on in life and believes that success only comes from hard work and believing in your own abilities, the abilities God gave to you.

Coenraad is the Webmaster of LIAFIN. Pay them a visit and see what they have in store for you. LIAFIN - Your one stop Online Shop http://www.liafin.co.za

You can also visit his homepage at http://www.cplusplusgenius.wagoo2.com