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October 26th, 2006, 19:00 Posted By: wraggster
Sexy, huh? Here's the PLAYSTATION TV. That's upper case for a PS3 demo kiosk, which will begin flooding Japan. Unlike the previous monolith, which only showed clips, this new version has demos, game videos, a photo slideshow and music. Players can select what they desire by toggling through the PS3's Cross Media Bar. Trial games include Devil May Cry 4, Power Smash 3, Gran Turismo HD and Ridge Racer 7. Sony plans to put 1,000 of these kiosks around Japan by the year's end—if anything, just to taught those unable to buy one.
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October 26th, 2006, 18:51 Posted By: wraggster
Via IGN
Despite a release set for less than a month from now, numerous questions linger about the PlayStation 3. In the latest issue of Famitsu, Sony's Izumi Kawanishi, the guy in charge of the development of both the PS3 and the PSP hardware, cleared up a few of our concerns and also hinted at big things to come in the future.
The biggest revelation from Kawanishi concerns the connectivity options Sony has planned for the PSP and PS3. It's already known that you'll be able to use your PSP as a remote viewer for your PS3's media content. At launch, the two systems will have to be within direct ad-hoc connection range of one-another, but following launch, Sony plans to extend the functionality across the internet.
Kawanishi revealed to Famitsu that Sony's plans go beyond just media viewing, though. In the future, Sony hopes to allow players to play PS3 games remotely via the PSP. While Kawanishi didn't get into specifics, we imagine the PSP being used just to display game footage sent to it by the PS3 and send back controller data input by the player.
This type of connectivity has apparently been on the cards for some time. Kawanishi noted that he had such a system in mind when making the PSP's aspect ratio identical to that of high definition televisions, 16x9.
In other parts of the interview, Kawanishi tackled a few lingering issues.
First up, a caveat to PSP connectivity. The Famitsu article warns that you'll be able to use the PSP as a remote media player only if you purchase the 60 Gig PS3 model, which has Wi-Fi built in. It's unclear if the same functionality can be achieved by connecting your 20 Gig model to a USB Wi-Fi socket or by hooking it up directly to a wireless router. We'll be sure and run some tests once (if?) we get a system at launch.
Kawanishi also commented on region free software. This feature, which has been confirmed by various Sony reps in the past, is indeed a reality. "It's often been the case that past game systems would have a region code system, and would not play overseas games," explained Kawanishi. "However, PlayStation 3 game software does not have this region code. In other words, if you can get your hands on overseas software, you can play as is. There are exceptions, however, so SCE does not make guarantees about operation."
Finally, some details on how you'll be updating your PS3's system software. Kawanishi revealed that, in addition to updating via the internet, Sony plans on letting users update via flash memory (presumably by downloading update files to a memory card) and via game and media software. These two latter options sound similar to Sony's current policy of forced PSP system software updates.
So that clears up three lingering questions about the PS3. We count exactly 997 remaining.
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October 26th, 2006, 18:45 Posted By: splodger15
For those totally clueless and/or entirely new to the scene, ChaosZero has returned with some new “noob-friendly” installer packages for the latest 2.71 Special Edition firmware. Although it’s as simple as copying files to the correct location on your memory stick, this method is even easier — you cannot mess this up! Download whichever installer package you desire, connect your PSP to an available USB port, and run the executable. Of course some additional goodies are included with each…
SE-A to SE-B Update
Self explanatory.
SE-B New User Build
Straight install 2.71 SE-B with DevHook (2.71).
SE-B FULL Build:
Upgrade from SE-A to SE-B
Install 2.71 SE-B with DevHook (2.71)
Install 2.71 SE-B with DevHook (1.50) GUI Mod and 2.71 Firmware (In SE-A, this played games 2.71’s DevHook wouldn’t)
Just SE-B, no DevHook
Just DevHook (2.71), no SE-B
Install RECOVERY Folder for downgrading to 1.50.
SE-B LITE Build:
Upgrade from SE-A to SE-B
Install 2.71 SE-B with DevHook (2.71)
Install RECOVERY Folder for downgrading to 1.50.
Notes:
Game menu freezing error:
you MUST have a GAME folder and a GAME150 folder…
Then you can boot Recovery Mode, enter Configuration, Change “Game folder homebrew” to 1.50 kernel and exit.
Only after that you can make a GAME and a GAME271 folder.
Game menu responding slow at times:
Whenever you do an update to the ISO folder (add, delete, change files, first SE-B execution), a little delay will occur when entering in memory stick games. While the ISO folder is not changed, this won’t happen.
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October 26th, 2006, 18:36 Posted By: wraggster
Phil Harrison, Sony's president of worldwide studios, has apologised for the severe delay to the launch of PlayStation 3 in Europe, but reckons that the March release can still be a positive thing.
Harrison has also revealed that the decision to hold back Europe's induction into the PS3 club was only made "literally a few days before we made the announcement," suggesting Sony did everything it could to avoid letting us down.
"We are better to do a launch in two markets, rather than do a diluted launch in all three," Harrison states. Sony "couldn't predict the quantities [of a critical component]" and so "did the analysis and had to make the decision to delay Europe".
In an interview with gaming mag PSM3, Harrison explains that with only one language in Japan, and three in the US, it was easier to focus on those areas. Harrison also proclaimed, "I'm really sorry that we had to delay the launch".
Finally, PSM3's grilling brought up a confirmation of Sony's online plans: "As we've said before, it's free. Video chat, voice chat, text chat, web browsing, friend lists - all of that will be free," Harrison stresses, adding that "[Sony's] strategy is to deliver multiplayer gaming free of charge". Although he also mentioned that we may see World of Warcraft-style MMOs that "will require additional fees".
For more from super-tall spokesmouth Phil Harrison, click your way over to PSM3's official blog. Or for the full info-packed interview session pick up issue 81 of PSM3, on sale today for £3.99, which also includes reviews for Canis Canem Edit, Vice City Stories, Splinter Cell Double Agent and Scarface - plus 10 things you've never seen in Lego Star Wars II - and loads more.
Still majorly pissed over the Lik Sang incident - wraggster
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October 26th, 2006, 18:30 Posted By: wraggster
The uncovering of songs in a game's soundtrack is hardly newsworthy--unless it's for an installment of Guitar Hero. The rock-god simulator from RedOctane and Activision is getting a new incarnation on the PlayStation 2 early next month and the Xbox 360 next year.
Guitar Hero II is already chock-full of rockin' tunes from big-name bands like Danzig, Wolfmother, Van Halen, Rage Against the Machine, and more, but it appears a heap of cultish bands will also be included in the game.
On the Guitar Hero forums, a camera-happy retail employee snapped some pictures of all the songs available for purchase in the in-game store. While there aren't any bands that have mainstream success in the lot, there are several bands that have a devoted following.
The most eyebrow-raising inclusion is the theme song of Trogdor the Burninator--better known as a character from the popular Web comic Homestar Runner. Also on the list is Dethklok (from Adult Swim's Metalocalypse) and Buckethead--best known as the guitar god who plays with an empty bucket of fried chicken on his head.
Artist--Song
The Acro-brats--Laughtrack
All That Remains--Six
The Amazing Royal Crowns--Mr. Fix-It
Anarchy Club--Collide
Bang Camaro--Push Push (Lady Lightning)
Breaking Wheel (formerly known as Artillery)--One For The Road
Brian Kahanek--Gemini
Buckethead--Jordan
Count Zero--Radium Eyes
Dethklok--Thunder Horse
Drist--Arterial Black
Every Time I Die--The New Black
Freezepop--Less Talk More Rokk
Honest Bob and the Factory-to-Dealer Incentives--Soy Bomb
The Last Vegas--Raw Dog
Made in Mexico--Yes We Can
Megasus--Red Lottery
The Neighborhoods--Parasite
Shadows Fall--The Light That Blinds
Strong Bad (of Homestar Runner)--Trogdor
That Handsome Devil--Elephant Bones
Vagiant--FTK
Valient Thorr--Fall of Pangea
Voivod--X-Stream
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October 26th, 2006, 18:30 Posted By: wraggster
Akitoshi Kawazu took over as producer on Final Fantasy XII in August 2005 after the original producer and director, Yasumi Matsuno, had to leave the project due to health problems. One of the original founders of the hugely successful Final Fantasy RPG series, in 1988 Kawazu moved on to create the SaGa series. He's also currently working as executive producer for the up-coming code-named Final Fantasy Chronicles: The Crystal Bearers for the Nintendo Wii and Final Fantasy Crystal Chronicles: Ring of Fates for the Nintendo DS.
GameSpot sat down for a chat with Kawazu during his whirlwind visit to the UK.
GameSpot: Was it difficult to take over a project partway through?
Akitoshi Kawazu: Yeah, it definitely was difficult. While it's not at all unusual to help out on a number of different projects, to come in at a producer level role and oversee things was definitely something that was hard to do. That having been said, the original directors that were there from the beginning of the game, Ito-san and Minagawa-san, did a great job and since I only had to oversee the general flow of the project, and they were there doing such a wonderful job--that did make my job a lot easier.
GS: Can you take us through the high and the low points of the project?
AK: It's probably something that's true of a lot of projects in general, not just Final Fantasy XII, at the early stages of the project of course everyone's raring to go, and everyone's excited about what they're going to be working on. Then as time passes, you start to fall into a routine and it starts to become more of a daily grind and up until the point where you have an actual playable version of the game that you can see, people's motivation starts to fall off quite a bit.
You can even hear people blame each other, you know it's your fault that we haven't got this done yet, or it's your fault that we haven't got that done yet... But once you actually get that first [playable code] and you can touch it and play it and see the fruits of your labor, then from that point on the motivation really starts to pick back up again, which is really useful in getting through that last push because the very end stages of a game are very difficult. But because you can start playing it and realize that it's actually turning into a good game, that gives you the extra bit of motivation to cross the finish line.
GS: Was there any point where the project seemed like it had just got too much, where you were overwhelmed and worried that you wouldn't be able to finish it?
AK: Certainly, since the project was very long, there were times when just about everyone couldn't really see the end in sight, and so part of my role as producer is to go in there and say well, as long as you work on your area and do the things that we need you to do, then we will be able to finish and see it through to the end.
GS: How did working on Final Fantasy compare to working on SaGa games?
AK: Well, coming in as a producer halfway through, the biggest difference really between FFXII and working on the SaGa titles is as a producer my role is very much to make sure that the project as a whole is going smoothly and everything that needs to be done is getting done. On the SaGa titles, where I was a director, I was much more involved with the game itself, working on the systems of the game and the gameplay and all of those details, but in the producer role I'm really just overseeing the project in general so there are other people there that are working on the game itself.
GS: Do you feel more attached to a project when you are the director?
AK: Certainly as a game creator myself, I'm very interested in seeing my own things show up in the game. But as a producer for FFXII, I was very careful not to let that happen--I didn't want my own likes and dislikes to show up in this game, I was there to make sure that the people making the game were able to get the things that they wanted to see into the game. So, there is that difference.
GS: Is there anything extra in the European version of FFXII?
AK: From a feature perspective the biggest addition to the overseas versions is of course the 16:9 screen support. As for scenes, there was one scene that was added because for ratings issues in Japan we couldn't have the scene there and get the rating that we wanted, and that's been restored for the European and North American versions. And there were also several scenes that were added because we didn't have time to finish them up for the Japanese version, so with the additional time we had during the localization period we were able to add those in.
GS: Can you tell us about the contents of the scene that you originally cut to get a lower rating in Japan?
AK: It's a scene where Penelo, who has been kidnapped by some characters in the game, and at the time right before the Japanese release there were various incidents in the real world which...basically there were some similarities there that would have made it a difficult thing to release at the lower age rating that we wanted.
GS: Why did you make the decision to move away from the turn-based systems of previous Final Fantasy games to a real-time system?
AK: The real driving design philosophy behind the game is to have players exploring a world, and so in the same way that walking around a town you see people standing around, we wanted there to be the same experience if you're going through a desert and you see monsters roaming the desert you know and walking about as they naturally would and so since that was the type of gameplay that they wanted to provide to the players, a real-time battle system that got rid of random encounters seemed to be the way to go.
GS: What do you personally think of the general shift away from turn-based gameplay in RPGs?
AK: I think it is fair to say that in general you do see more real-time type of games these days than the more traditional random-encounters style. As to the games that we're making, though, basically depending on what particular experience we want to provide, if we think that a game system with random encounters is more appropriate then that’s something that we will continue to make. And similarly if the experience that we want to give the player would be better suited with a real-time encounter system then that's what we will continue to do, too.
GS: Can you tell us about the license board and how the thinking came about for that?
AK: The battle director, Ito-san, wanted a system that gave the player a lot of freedom to develop characters how they wanted to but at the same time keep it from becoming overly complicated, so by putting it into a board layout and giving the player a visual cue to see which direction they were developing a character in, he felt he was able to strike a good balance between the freedom. That is something he likes to give the players in their development and also complements ability, which is very important as well.
GS: Why is it going to take so long to get to Europe?
AK: The main reason is it's just that there are so many different languages that they need to localize it for, and if they were coming from a standpoint where well, we can release the UK version first because the English is already done, then yeah, it might be possible to release it a little bit sooner, but they really want to release it simultaneously over here, so...
GS: Did the budget for the game ever get out of control?
AK: Well, any Final Fantasy title is of course going to have a rather large budget so for whoever the producer is, there's certainly a lot of pressure associated with that, and basically all you can do at that point is really hope and pray that the final product turns out well.
GS: What is the average time it would take a player to complete the game?
AK: If they don't go too far off the beaten path away from the story, maybe about 70 hours.
GS: Can you tell us a little about the DS and the Wii Final Fantasy Chronicles projects?
AK: We'll have a release coming out for the Crystal Chronicles for the Wii soon, but in the mean time, of course Final Fantasy Crystal Chronicles for the GameCube was kind of an experiment in multi-player gaming for the Final Fantasy series and the version of the game we're working on for the Wii is again looking to provide a game experience that we haven't been able to in the past in the series, something approaching a real-time kind of gaming.
GS: Can you tell us anything about Final Fantasy XIII?
AK: No. (Laughs)
GS: Do you have a message for fans of the series who have been waiting to play Final Fantasy XII?
AK: We're sorry that it has taken as long as it has to get the game out and to you, but we hope when you get your hands on it and see the sheer volume of material that's in the game and the quality of the game itself, that you'll feel it was worth the wait.
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October 26th, 2006, 18:27 Posted By: wraggster
The official release date in the UK has been broken again by retailers this week, which put Bully and Pro Evolution Soccer 6 out onto store shelves two days ahead of schedule. Last week, Sega brought the official release date of Football Manager 2007 forward to October 18, after "certain retail outlets" had chosen to ignore the embargo and put the game out on sale early.
This week, both Canis Canem Edit (also known as Bully) and PES6 are already on sale at high street retailers and online stores throughout the UK. Konami spokespersons pointed the finger at family store Woolworths, where it claims the games were deliberately put on sale today, October 25.
They told GameSpot: "This Friday is one of the busiest days on record for new releases, one of which is PES6. We understand that Woolworths, reacting to street date-breaking during recent weeks have instructed their stores to sell this week's major new releases from today (Wednesday)."
The situation could escalate into retail and chart chaos, Konami warned. "This is not something we condone," said the reps. "It leads to anarchy in the market, and some retailers who do not yet have stock or are unable to react quick enough will be disadvantaged."
A spokesperson for Woolworths commented that the company had simply been reacting to other retailers who had already put the games on sale, though he refused to name names. He said, "Woolworths is reacting to what it has seen in the market over the past two weeks."
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October 26th, 2006, 18:05 Posted By: wraggster
Sony's Phil Harrison says he has no regrets at all about not including rumble functionality in the PlayStation 3 SIXAXIS controller. But is he bothered about the overuse of capital letters?
"Not at all," he told Eurogamer's Rob Fahey recently, although to be fair he was talking about whether Sony has had any second thoughts about ditching rumble. "I think that the next generation interfaces that can be created built on SIXAXIS motion sensitivity give tremendous gameplay benefits that far outweigh a reactive vibration function.
"The vibration function is the game sending a single channel of feedback to the player - six axis of input puts the player in control in a much richer, deeper way. So, game design can go in much more interesting directions as a result of that than from receiving a single input from the game itself."
The obvious retort to which is surely Sony could just have included both? Immersion, which makes rumble and force feedback technology, has said they reckon it's pretty easy. "I think the caveat to that statement always has to be based on the fact that when we make a pad, we're making maybe 150, 200 million of them," Harrison explains. "So it has to be done at a price, and it has to be done at a volume that fits our production requirements. I think the decision that we’ve made to build in the SIXAXIS functionality, and Bluetooth wireless, and great battery life, and all the other functionality that comes with it, far outweighs the chatter that we’re getting on vibration. And, it's incredibly light! Just pick it up!"
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October 26th, 2006, 18:04 Posted By: wraggster
Sony has been talking a bit more openly in Japan about what it plans to do with downloadable content around the PS3 launch.
According to IGN, Sony in Japan has revealed that Blast Factor will be one of the first e-Distribution (Live Arcade-style) games released, along with some sort of weird daily information service starring Sony mascot Toro the cat, which will be available for free.
With those out at launch, there will also be demos of flOw, Lemmings, formerly PSP-based puzzle game Kazuo, and a Sony Europe puzzle game about exploding blocks (called, for now, "Puzzle") - with full versions of those games due to be released online by the end of this year.
Japanese gamers logging into the PlayStation Store will also be able to download a game of future-best-PS3-game-ever Ridge Racer 7 on launch day.
And for those of you wondering about those PSone games that you'll be able to download on your PS3 and then copy and play on the PSP, Sony's said that there'll be quite a few out in late November, including Resident Evil Director's Cut, Bishi Bashi Special, Arc the Lad, Hot Shots Golf 2, Silent Bomber, Mr. Driller and Tekken 2 - with around ten following each month thereafter.
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October 26th, 2006, 17:51 Posted By: wraggster
Still wet from the great media cistern, we've got four (yes four) new screenshots from upcoming movie tie-in game Flushed Away (Flushed Away is the latest flick by Aardman, the animation studio behind Wallace and Gromit).
The game features an array of mutliplayer and single-player modes, the latter allowing you to customise your character and go on a romp through the sewers of our fine capital.
You can find Flushed Away on PS2, DS, GBA and GameCube on November 24.
Screens Here
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October 26th, 2006, 17:43 Posted By: wraggster
Look! Extremely tall chaps running around, dribbling basketballs and performing crazy slam-dunks! It's not entirely clear whether EA's new NBA Live 07 footage - PS3 version - is in-game or just in-engine, but whatever the case you can be guaranteed that the title will be damned realistic in both visual terms and in its representation of the sport. It's probably enough to make B-Ball fans squirt a small drop of wee into their underpants in excitement.
We've yet to get a sniff of an official UK release date for NBA Live 07 on PS3, but we imagine it'll launch with the console next year.
Trailer Here
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October 26th, 2006, 17:42 Posted By: wraggster
We posted the first details on the next generation of EA's urban hip hop 'em up last week but a further 14 shots of the PS3 version has now surfaced.
In a perfect world new details would have surfaced too, as little is known about Def Jam: Icon. But it's not a perfect world so you'll just have to do with a load of new shots for the time being.
Icon's currently scheduled for a March launch next year alongside PS3 in Europe.
Screens Here
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October 26th, 2006, 15:39 Posted By: TCLCloud
Loco Roco Halloween and Moto GP have both been released today.
Moto Gp was working on 2.80
LocoRoco is playable on v2.71
Download Both Commercial Demos and Give Feedback Via Comments
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October 26th, 2006, 12:55 Posted By: happy_mak
The official emulator titles for November have been announced (in japan). There are 9 in all going to be available from later part of November. Well 9 is a small number. I had perceived a big library available right at the start actually !!!
These will be available on the Playstation Store under the section "Game Archives"
BIO HAZARD DIRECTOR'S CUT (Resident Evil to the west)
Konami Antiques MSX Collection Vol.1
Konami Antiques MSX Collection Vol.2
BishiBashi Special
JumpingFlash!
Everyones Golf 2
Silent Bomber
Tekken 2
Mister Driller
And yes it will require the latest firmware..so i guess most of you will keep themselves out or so?
digg it
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October 26th, 2006, 10:26 Posted By: splodger15
Tweak your firmware a bit further with the new release of eiffel56’s 2.71 SE firmware customization tool.
Change your font
Change your background images
Change your gameboot
Flash a custom menu
Disable/Enable Network Update
There are a few notes you should consider before moving forward:
Change your font/background images/gameboot:
Simply put the files (ltn0.pgf, gameboot.pmf, or 01.bmp…) into the root of your Memory Stick and start the Customizer. Choose a point from the menu, wait a short time and tadaaa.
Change the menu text:
Create a dump of Sony’s Firmware 2.50. Go to flash0/vsh/resource and copy the file topmenu_plugin.rco to your Memory Stick. Just edit the file with a hex-editor. Then start the Customizer and choose 4.
Disable/Enable Network Update:
Once you have started the Customizer pick point 5 or 6. NOTE: Don’t choose point 5 two times. It will disable your Network Update FOREVER. To bring it back, dump the original update_plugin.prx from Firmware 2.71, rename it to “dummy.prx” and put it in ms0:/PSP/GAME150/271c. Now choose point 5 and be happy
Although it’s been confirmed to work fine on both 2.71 SE-A and the new 2.71 SE-B, we cannot stress enough that you should use this application with caution; as with any tool writing to flash memory. Basically what we’re saying is: use at your own risk! Enjoy! 
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October 26th, 2006, 07:18 Posted By: Birdman2078

Sony is at it again, they have just released 2.82. Apparently the only change is a security update. Why did they do this? Well, maybe they found a flaw in 2.81, maybe there are some new files for the camera/GPS. Or maybe they are just trying to mess with our heads I can not see a reason for updating to this new firmware. There is no homebrew, no fun! Unless you have 2 PSPs or are just crazy, stay away!
Download
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October 26th, 2006, 03:34 Posted By: JKKDARK
Sega Announces Soundtrack to Full Auto 2: Battlelines
SEGA revealed today the official soundtrack list to their highly anticipated PlayStation 3 launch title Full Auto 2: Battlelines. Destruction matters in this next generation of high speed combat racing and the music does too! Developer Pseudo Interactive has implemented licensed music in a unique way for Full Auto 2: Battlelines. Each main rival that players battle against will have a dedicated song, and that song will become increasingly louder the closer players get to their rival.
Full Auto 2: Battlelines licensed soundtrack:
* We Are Scientists - Callbacks
* Stone Sour - 30 30 150
* The Exies - Slow Drain
* Megadeth - Symphony of Destruction
* Living End - Carry Me Home
* Methods of Mayhem - Crash
* Wolfmother - Colossal
* Sum 41 - No Reason
* The Used - Take It Away
* Stretch Arm Strong - The Hardest Part
* Strung Out - Analog
These fast action tracks can be sampled on the all-new product website that features streamed versions of all the songs, updated features and media sections, as well as information on the pre-order program. Gamers who act quickly and reserve this PlayStation 3 launch title from GameStop, Game Crazy, or Rhino Video Games will be given access to a premium in-game car and weapon as soon as the game releases. For more, cruise over to: www.sega.com/fullauto2
Full Auto 2: Battlelines is scheduled to ship on November 14, 2006.
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October 25th, 2006, 23:00 Posted By: wraggster
News/release from the underminer:
Well, there it is, finally. After 7 months of work the Underminer brings you Special Operations, a splinter cell clone. Please tell me what you think and I 'm always curious for what you've made with it. Make sure you read the readme for buttons and limitations.
I want to thank Romero126 and all of luaplayer forum for their advice.
Enjoy!
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October 25th, 2006, 22:54 Posted By: wraggster
Matt Kindt’s on-line Super Spy comics are updated weekly! Each story is self-contained but read as a whole, they fit together to create a larger world. A world that also ties in to Kindt’s critically acclaimed graphic novel 2 Sisters: A Super Spy Graphic Novel from Top Shelf. Check back every week for a new story that is guaranteed to feature spies, pen-guns, cyanide pills and duplicitous shenanigans.
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October 25th, 2006, 22:52 Posted By: wraggster
New Cars for 2007… Whether you’re just browsing, dreaming or ready to buy, you’ll find all the new exotics in this issue of Road & Track mobile. Plus Road & Track has been fortunate to have had a long-standing relationship with Alois Ruf and his company, Ruf Auto-mobile GmbH, which has recently been granted first-tier manufacturer status in Germany.
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