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The Ctrl-V thread
 

offline DaggerHappy from Australia on 2005-10-23 04:55 [#01758281]
Points: 662 Status: Lurker



John says:
should i be taking getting my ass smacked by girls who are
strangers as a good thing?
BARGHZARD!!! Zombie Worm . D-Scape (radioactive snail / new
songdo) V7 says:
yeah


 

offline grandma on 2005-10-23 05:08 [#01758286]
Points: 94 Status: Regular



i'd stay away from farm animals


 

offline tridenti from Milano (Italy) on 2005-10-23 05:33 [#01758296]
Points: 14653 Status: Lurker



October 21, 2005 - There was no escaping the buzz that
Capcom's Resident Evil 4 generated earlier this year when it
launched on Nintendo's GameCube. Shortly before it hit
stores, Capcom announced PS2 owners would be able to enjoy a
ported and somewhat expanded version later in the year.
Skeptics hissed. Fanboys guffawed. And even this reviewer
cynically questioned, "How can it be done so quickly?"
Nobody doubted Capcom's talents.

It was just the opposite, in fact; gamers abroad issued
"wows" along with similar awestruck statements when it
launched on the GameCube with the backing of incredible
technical feats and fresh gameplay. However, it seemed so
fine-tuned that the port to PS2 was surmised an effort
recoup development costs and sell copies of the breakthrough
game to Sony's much larger install base. It's unusual that a
publisher successfully ports high-tech exclusives to
different hardware -- let alone with any gameplay additions.
And can you really fault the skepticism? After all, at one
point game director Shinji Mikami himself said he'd cut his
head off if it was ported to another system; he had his
doubts too.
Good news: Mikami-san's head still remains firmly attached
to his body and the Resident Evil 4 port has been
masterfully executed. It's technically one of the best PS2
titles to date, even sporting progressive scan and true
widescreen (unlike the letterboxed GCN). More importantly
than that, thanks to the incredible gameplay and
PS2-exclusive additions it's also one of the best PS2
titles, period. If you haven't had the opportunity to play
it yet, read on and find out about the eye-opening
experience that awaits you. For those who have, you'll
definitely want to complete mission "Separate Ways," which
you unlock only after completing the main mission, which is
a meaty 20-plus hour experience.


 

offline tridenti from Milano (Italy) on 2005-10-23 05:35 [#01758297]
Points: 14653 Status: Lurker



In Separate Ways, you play as agent Ada Wong, whose
adventure parallels the one you just completed as Leon
Kennedy; left with a lot of questions about the conspiracies
at hand, you'll want to turn the pages of Separate Ways to
get some answers.

Horror Survives
Capcom is widely considered the pioneer of the survival
horror genre, as it struck nerves worldwide when the
original Resident Evil hit on PlayStation. But, it's also no
secret that the formula grew tired after several sequels and
spin-offs. With Resident Evil 4, Capcom set out to shatter
even its own expectations. It took nearly half a decade and
a lot of experiments -- one of which was transformed into
the Devil May Cry franchise. This dedication has paid off
with RE4. It truly delivers next-generation gameplay --
right now -- and it redefines what developers are capable of
not only in survival horror or shooters, but action games in
general.
The days of zombies dragging their feet are gone. So are
those of primitive aiming mechanics and prerendered
backgrounds which, as beautiful as they were, ultimately
made it frustrating to view the action in the world. Those
out-of-sight cheap scares are history, now replaced by
heart-thumping action and hordes of intelligent A.I.-driven
enemies. Just play the opening level of RE4. We dare you.
Only moments after beginning, Capcom thrusts you into a
high-stress environment with dozens upon dozens of
villagers, equipped with pitchforks, knives, hatchets, and a
severe hatred of your presence. Oh, and haven't you heard
about the chainsaw man? The roaring sound of his gas-powered
weapon is enough to make your blood curdle. If it doesn't,
you will at least vocally yelp as you attempt to evade him,
meanwhile managing the total, seemingly never-ending chaos
of an angry mob.



 

offline tridenti from Milano (Italy) on 2005-10-23 05:36 [#01758299]
Points: 14653 Status: Lurker



This is very much the point of RE4, and why we adore it so
much. It produces a lasting sense of fear in you. Sure,
there are still some shockers, but the bigger thrill is born
out the total immersion you experience in the environments.
The detail is so far beyond what most developers have been
capable of -- no matter what console or PC you've owned.
Enemies will come smashing through doors. The same doors you
can shoot through, repeatedly breaking down piece by piece.
How about you kick the door open into them, sending them
flying? No, or maybe it's better to push a table in front of
the door to block it, buying you more time. You have to
think when you play Resident Evil 4.

While not all environments are widely open, most of them
include a pretty big range of options. It may include
dropping a boulder on an opponent or firing at a cart filled
with explosives, which will subsequently roll down into the
hordes, setting them aflame. Some of this comes way of
context sensitive moments where you tap the X-button to
trigger something, but plenty of it is just smart thinking.
But wait, there's more. Leon now has access to an impressive
range of weapons. You earn treasures along the way, sell
them off, and over time you will be granted the option to
buy better weapons (and sometimes differently styled
weapons). Still more, you can upgrade them over a series of
levels. Max them out and you'll be granted special top-end
weapons.
When does it end? It's hard to say. Resident Evil 4 is one
of those rare experiences that hooks you in and doesn't let
go. This variety in gameplay mechanics, weaponry, and even
environments gives gamers almost everything they want and
more. You won't find yourself wondering why you've been
forced to repeatedly backtrack through areas, experience the
same weather over and over or play "stages" that are
stereotypically disconnected just to look different. No,
instead RE4's world is an expansive one that you will travel
across as if it were one.


 

offline tridenti from Milano (Italy) on 2005-10-23 05:37 [#01758301]
Points: 14653 Status: Lurker



You'll see dilapidated farming towns, towering castles,
lava-filled sub-terrain, rundown factories, frozen
warehouses, and so much more. From one place to the next,
your jaw drops. Combined with the surprisingly serious story
that Capcom has crafted, it's hard to convince yourself to
put down the controller. This, too, is a new precedent for
the series, which has often been backed by less than
spectacular stories with out of context puzzles. Unpolished
dialogue like, "I am the master of unlocking," is not
something you'll hear in Resident Evil 4. There are also
serious twists in the story. If you haven't spoiled what
it's all about yet, you'll be in for some shocking
realizations when the plot first reveals itself.
Going back to talk of puzzles, they indeed still play a part
in the franchise. Relax. They're actually quite fitting, and
sometimes downright cerebral. We won't ruin any, but you'll
have to trust us. They help pace out the heart-crushing
effect that fending off enemies has on your body. More than
this, your goal in Resident Evil 4 is to save the
President's daughter, Ashley. Gameplay is further broken up
into stretches where you must lead her around, telling her
to wait at your command (simply press R2) or hop in a trash
dumpster to stay safe while you flash grenade and snipe
oncoming enemies. This change in pace and style really
doesn't feel forced either. Sure, you'll be glad to be rid
of Ashley at points, not having to worry about her, but when
you do have that responsibility you'll experience some
intense gameplay moments. You've probably heard or seen the
scenario which has robed enemies stealing Ashely off while
you attempt to snipe them. Let us tell you, it plays every
bit as good as it sounds.



 

offline tridenti from Milano (Italy) on 2005-10-23 05:38 [#01758302]
Points: 14653 Status: Lurker



Having said all this, somehow still we have not covered all
the highpoints RE4 has to offer. The game is painted with
cinematic moments. In each chapter, there always seems to be
a few grandiose battles that stand out, like being holed up
in a house as stream after stream of enemies pour in through
the doors and windows. But you haven't seen anything until
you've seen the bosses. Capcom's been making videogames more
than long enough to know that no action game is complete
without huge boss battles.

As it turns out, huge is poor descriptor. Something like
behemoth is better, but the best we can really come up with
is unbelievable. RE4 bosses are extravagantly designed, to
the point you can barely fathom how it's still running via
the game engine. They are also clever, multi-tiered with a
huge range of attacks. Just when you think you've got one
thing figured out about them, they seem to come up with
something new to surprise you. The environment also plays a
big role how you strategize against them. Quite simply,
they're a lot of fun and you'll be amazed as Capcom tops
itself again and again as you venture from one grandiose
boss to the next. The well advertised lake monster and Lord
of the Rings inspired El Gigante ogre are but only a taste
of what you'll square off against.
There's simply too much to put into words. This survival
horror, which has truly redefined the genre, is all about
its subtleties. Capcom has achieved an incredible amount of
realism with this title. It's not completely perfect, but if
you've been reading closely, it's packed with gameplay worth
raving for. There is only a small list of things that might
warrant some feelings of frustration.



 

offline tridenti from Milano (Italy) on 2005-10-23 05:39 [#01758303]
Points: 14653 Status: Lurker



For example, the weapon switching system is archaically
still bound to the case system from previous Evils. It
becomes tedious in the heat of battle when all you want to
do is tap something like the L2-trigger or D-pad to choose
your weapon. It's a true flaw, but one that thankfully
doesn't spoil the experience. Similarly, movement is still
somewhat a half-breed of D-pad movement and real analog. You
don't have the option of using a dual analog setup, where
you move towards the camera point or strafe. Despite the use
of the right analog as a limited camera, you are forced to
do things like spin around 180 degrees by tapping down and
pressing Square or Circle at the same time. These gripes
are, however, dwarfed by the amazing gameplay that is
available to you. You will get used to these admittedly
antiquated design choices, and soon after the immersion of
the world will overpower any thoughts you might have had
about modern control styles.
Tailored for PlayStation 2
Resident Evil 4 offered up absolutely stunning visuals on
GameCube. While skeptics may have chattered it couldn't be
pulled off on the PlayStation 2, they will now find
themselves eating their words. Well, mostly. The beautiful
art direction of RE4 is kept intact, and while there have
been sacrifices on the PS2, they are minor -- just like any
other indiscretions in the game. Textures have been dumbed
down and lighting, a relatively big player, is not quite as
impressive.



 

offline tridenti from Milano (Italy) on 2005-10-23 05:40 [#01758305]
Points: 14653 Status: Lurker



However, the framerate, even in the true widescreen mode
with progressive scan on, is almost always 30 (although
certain heavy effect areas will stutter). Capcom, who is no
stranger to PS2, really stretched its resources, which makes
RE4 one of the prettiest to hit the console yet.
There are signs of porting, it's true; for example, high
contrast areas where light and dark plays off of each other
are slightly less moody. This is only apparent to those that
played it on GameCube, however. And to that point, this
title is still breathtaking. It's very rare to see a game
with such masterful art implementation, which is important
to consider as it is often the very reason you can't wait to
see the next area.
Beyond the technical feats, Ada's new Separate Ways mission
is a real treat for gamers. Only after dedicating some
serious time to the main mission and beating it will you
unlock it, but once you do you open the way to learn more
about the story than any GameCube RE4 player could have.
Furthermore, there's even a custom-made new area that Capcom
created just for RE4, making the mission more than just a
simple sidequest through the same areas. The execution and
presentation of this mission is quite detailed. As Ada,
you'll have access to a more advanced stash of moves (like a
grappling hook) and weapons, and you'll even have objectives
that take place in the same time and space as Leon's. In the
opening chapter, for example, you'll actually hear the
chainsaw man chasing him down in the distance, and you'll
find out exactly why those villagers clear town after the
church bell rings. Interested? We thought so. It's a fine
addition and reward for dedicated players.



 

offline tridenti from Milano (Italy) on 2005-10-23 05:41 [#01758306]
Points: 14653 Status: Lurker



Closing Comments
Resident Evil 4 shocked me in so many ways when it launched
on GameCube, and it continues to do so with this PlayStation
2 edition. Capcom has truly given it tender loving care. The
lengthy development time has transformed the title into a
true masterpiece that really makes you appreciate the level
of detail that can be achieved in videogames. Things like
shooting the weapons out of the hands of enemies, or perhaps
even in mid-air is a rarely seen level of depth. And so even
as I went back and played RE4 on PS2, I felt so drawn into
the world it was hard to take a break from the action. This
is what Resident Evil 4 is all about, and if you haven't
played it yet you absolutely must. It's easily one of the
top 10 PlayStation 2 games you can lay your hands on. For
me, it's probably one of my top 10 games of all-time.
There's so much to enjoy, and even though PS2's visuals
aren't quite as good as they were on GCN, my jaw still drops
at the art design and how immersive the worlds are.

You have to play this game. If you haven't, stop hesitating
and do it. And don't go getting distracted, because the
worlds just keep changing and wowing you. The idea of the
"village" is but a fraction of what RE4 has to offer. If you
have played it on GCN, well, whether you buy it or rent it,
you'll want to play Separate Ways. It provides a great
amount of closure on the conspiracies that you only get a
glimpse of during Leon's quest.

This is easily deserving of our editor's choice award. Any
difference in scores between PS2 and GameCube is simply a
matter of reviewer preference as well as the minor porting
setbacks and stiff competition on PS2. Nonetheless, still a
must-have title.

IGN's Ratings for Resident Evil 4 (PS2)


 

offline obara from Utrecht on 2005-10-23 05:58 [#01758313]
Points: 19368 Status: Lurker



4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
55P 09P 01N 06 02P 16P 18P 18P 19P 19P 02 01 01 01 14 14P 1
1N 04 04P 03N
13P 07P 18P 18 49P 49P 53P 49P 25P 16P 16HN 17P 17P 44N 44
34P 34N 34
20P 18 32HN 46P 34 30 17$N 31 44P
26P 34P 33$N 49N 46P 32 46N
35 50 47H 46P
50P 48$
58N


 

offline obara from Utrecht on 2005-10-23 05:59 [#01758314]
Points: 19368 Status: Lurker



4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
55P 09 01N 06 02 16N 19 19 19N 19 02 01 01 01 14 14 11N 04
04 03N
13P 07 18 18 49 49N 49 49 26P 16 16N 16 17 44N 44 34 34N 3
4
20 18 32N 46 35 30 31 31 44
26P 34 47 48N 46 46 46N
35 50
50
58N


 

offline obara from Utrecht on 2005-10-23 06:00 [#01758315]
Points: 19368 Status: Lurker



4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
36 12 14 11 12 08 08 08 08 08 02 02 02 02 06 06 06 02 02 08
32 35 23 25 23 23 23 23 23 14 14 14 12 21 21 22 22 22 25
52 47 35 38 38 38 38 38 39 26 26 26 22 36 36 42 42 46 48
59 47 53 53 53 53 53 54 38 38 38 36 51 51
59 50 50 50 41z
51


 

offline Dozer on 2005-10-23 17:40 [#01758844]
Points: 1234 Status: Regular



While putting up flyers for the International Chiptune
Resistance show at The Tank this coming Saturday, Nullsleep
and Bit Shifter were approached by two plainclothes police
officers, arrested, handcuffed, informed that "a cleaner New
York is a safer New York," and taken to the NYPD 9th
Precinct police station for processing and a nice stay in
the NYPD's luxurious high-security accommodations. Stripped
of belts and shoelaces (to prevent suicide by hanging), the
police missed Bit Shifter's camera/web-phone, allowing
exploitation of some irresistible photo-op moments, as well
as a unique opportunity to set Bit Shifter's AIM away
message to "I'm in jail."


 

offline Rostasky from United States on 2005-10-23 18:30 [#01758912]
Points: 1572 Status: Lurker



Frank handed us each a drink and I nervously downed mine and
continued to look around. I watched, getting hotter by the
moment, as I saw a gladiator eating a dominatrix while she
fingered the nun sprawled next to her and bucked her hips up
against his mouth as she came. I was breathing fast and
shallow as I felt the glass taken from my fingers and
another replace it. I downed this drink as fast as the first
one, trying to cool down. Frank leaned close in, asking me
again if I wanted to go back upstairs. I looked at Teddy
smiling knowingly at me and said, 'No sir, if it pleases you
to stay here, then I want to stay.'



 

offline giginger from Milky Beans (United Kingdom) on 2005-10-24 01:48 [#01759059]
Points: 26322 Status: Regular | Show recordbag



which is hidden for what reason?


 

offline Ceri JC from Jefferson City (United States) on 2005-10-24 01:48 [#01759060]
Points: 23533 Status: Moderator | Show recordbag



Copyofcre8dbDRA.sql


 

offline Gwely Mernans from 23rd century entertainment (Canada) on 2005-10-24 01:54 [#01759062]
Points: 9856 Status: Lurker



refractions in the plastic pulse says:
get a hold of sheila?
Had a blast at the WCMA's!!!! says:
I didn't call her yet


 

offline obara from Utrecht on 2005-10-24 06:07 [#01759173]
Points: 19368 Status: Lurker



It was pressed on clear vinyl, packaged in a clear sleeve,
with a clear plastic lyric insert. The black X-ray of a fist
on the cover graphically illustrates the hard core music
contained in the grooves, an amalgamation of electronics,
rock, tape edits, acoustic guitars, musique concrete, and
industrial angst. The level of imagination is staggering,
the concept is totally unique and it's fun to listen to as
well.


 

offline evolume from seattle (United States) on 2005-10-24 13:11 [#01759623]
Points: 10965 Status: Regular



it gives me a warm vibrating feeling all through your
guttywut


 

offline Dozer on 2005-10-24 13:22 [#01759642]
Points: 1234 Status: Regular



DATES :

OCTOBRE:
01 - Strasbourg – festival Ososphere
07 – Grenoble – festival Rocktambules
08 – Aubagne (13) - Les Escales – Festival Cinema
14 – Paris - RADIO NOVA – Nuits Zébrées – La Scène
14 – Paris – Limelight
15 - Lyon - Ninkasi Kafé
21 – Nancy Jazz Pulsations – Hublot et after au magic
Mirrors
27 - Paris – Nouveau Casino
28 – ST-Brieuc - Cité Rap
29 – Sannois (95) - EMB

NOVEMBRE :
05 – Festival Roots Dans La Vallée
08 – Paris Les Halles – showcase Forum Fnac
10 – Orleans – Bassmassive@Astrolabe
12 – Paris – Triptyque - Soirée Chiennes Hifi
16 – Paris - RATP Urban Lab
17 – Paris - Glazart
18 - Le Mans – festival Be Bop
19 – Le Mans – festival Be Bop
23 - Paris – Rex Club

DECEMBRE:
02 – Beauvais – Festival Cyclotheque@l’Ouvre Boîte
03 – Paris – L’Alimentation Generale
15 – Lorient – Cabaret Nova
10 – Transmusicales de Rennes – Grand Hall 9
17 – Albi - Winter Festival
24 - Chine - Pekin



 

offline epohs from )C: on 2005-10-24 13:33 [#01759659]
Points: 17620 Status: Lurker



Andy Milonakis


 

offline uzim on 2005-10-24 13:53 [#01759699]
Points: 17716 Status: Lurker



marionnettiste


 

offline giginger from Milky Beans (United Kingdom) on 2005-10-24 13:59 [#01759704]
Points: 26322 Status: Regular | Show recordbag




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Sortable.create('testlist',{ghosting:true,constraint:false}
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offline 010101 from Vancouver (Canada) on 2005-10-24 15:47 [#01759852]
Points: 7669 Status: Regular



Dear Jane,

I know the counsellor said we shouldn't contact each other
during our "cooling off" period, but I couldn't wait
anymore. The day you left, I swore I'd never talk to you
again. But that was just the wounded little boy in me
talking. Still, I never wanted to be the first one to make
contact. In my fantasies, it was always you who would come
crawling back to me. I guess my pride needed that. But now I
see that my pride has cost me a lot of things. I'm tired of
pretending I don't miss you. I don't care about looking bad
anymore. I don't care who makes the first move as long as
one of us does.

Maybe it's time we let our hearts speak as loudly as our
hurt. And this is what my heart says "There's no one like
you, Jane." I look for you in the eyes and breasts of every
woman I see, but they're not you. They're not even close.
Two weeks ago, I met this girl at Flamingos and brought her
home with me. I don't say this to hurt you, but just to
illustrate the depth of my desperation.

She was young, maybe 19; with one of those perfect bodies
that only youth and maybe a childhood spent ice-skating can
give you. I mean, just a perfect body. Tits like you
wouldn't believe and an bottom that just wouldn't quit.
Every man's dream, right? But as I sat on the couch being
blown by this stunner, I thought, look at the stuff we've
made important in our lives. It's all so superficial.

What does a perfect body mean? Does it make her better in
bed? Well, in this case, yes, but you see what I'm getting
at. Does it make her a better person? Does she have a better
heart than my moderately attractive Jane? I doubt it. And
I'm never really thought of that before.

I don't know, maybe I'm just growing up a little. Later,
after I've tossed her about a half a pint of throat yogurt,
I found myself thinking, "Why do I feel so drained and
empty?" It wasn't just her flawless technique or her slutty,
shameless hunger, but something else. Some nagging feeling
of loss. Why did it feel so incomplete? An


 

offline tridenti from Milano (Italy) on 2005-11-03 08:29 [#01768713]
Points: 14653 Status: Lurker



Boards of Canada’s first album, Music Has the Right To
Children, was my entry into beat-driven electronic music.
Having cut my teeth on the thorny but rewarding complexities
of Stockhausen, Berio and Xenakis, it was refreshing to soak
up BOC’s surrealistically sunny vibe, an ordered miasma of
scenically rhythmic ambiances where the innocently familiar
and the mildly alien regularly switched places, creating a
universe that was never too unfriendly and often achingly
beautiful. Melody was a primary component of the Scottish
duo’s allure; they managed to spin out tunes that sat just
above any background harmony, the two elements joining
forces at key moments of stunning clarity. Geogaddi
continued the trend, and that disc’s major distinction lay
in the heavier background material that so often surged to
the fore, still never eclipsing any of the disturbingly
otherworldly melodic musings.

On The Campfire Headphase, their third full-length, melody
has all but evaporated. We are left with the underpinnings
of a Boards of Canada disc, the intricately woven tapestry
of sound that has always supported the trademark “phat
beetz.” If the sonic stew that remains morphed, ebbed and
flowed as on previous efforts, this new aesthetic might have
worked nicely; unfortunately, it happens far too rarely.
This might result, in part, from the inclusion of readily
identifiable guitar tropes, sometimes altered but often
nakedly “authentic.” On “Satellite Anthem Icarus,”
some six-string hero or other handles both melody and
rhythm, lending a certain dominant monochromaticism to
whatever else ensues. The same is true of “Chromakey
Dreamcoat,” and the minor sample manipulations do not
generate enough interest to carry the track.



 

offline tridenti from Milano (Italy) on 2005-11-03 08:30 [#01768714]
Points: 14653 Status: Lurker



“Dayvan Cowboy,” however, is a jaw-dropping indication
of what The Campfire Headphase might have offered if
innovation was placed front and center. Commenced by a huge
slow but clean mass of guitar shoegazery, the track swells
and intensifies; a well-placed tambourine thwacks and
jangles, accentuating and offsetting simple melodies in the
manner of Spaceman III or Ride at their best. The rhythm
fades and disappears, followed by a chorus build and
jump-cut to even cleaner and “straighter” guitar
contemplations before the rhythm kicks back in again with
distorted vengeance, never repetitious for more than a few
seconds. This is not the BOC I’d come to know, but a more
powerful beast aware of a broader historical and sonic
perspective.

“Dayvan Cowboy” is almost worth the price of admission,
but it makes the remainder of the album seem derivatively
“New Age.” It’s the only five minutes out of 62 where
the group becomes more, or other, than they have been, and
the transformation is revelatory and contextually
disheartening. Often beautiful but almost never more than
superficially engaging, the rest of the disc rehashes the
mellow dream-time orchestrations of BOC’s past while
adding nothing to its legacy, and the only switch that
occurs is when vague interest is replaced by somnolence.


 

offline bob from Nottingham (United Kingdom) on 2005-11-03 08:31 [#01768715]
Points: 4669 Status: Lurker



xxxxxxxxxxxxxxxxxxxx



 

offline obara from Utrecht on 2005-11-06 11:06 [#01771353]
Points: 19368 Status: Lurker



boom box boom box boom box im starting to make customized
ones soon as pos fully intend to shite upon the all the
electrical manufacturers with my design,,all wooden
casing,all the sound inputs/outputs u could possible dream
of,8 band eq,100watts power subs mids trebles,built in wall
chargable battery+mains,pop out switches and target lites
like on decks,md cd internal storage and i pod cradle,
power
output with voltage selecter/changeable heads tuff handles
and strap rain proof and allmost unbreakable. ive just got
sick of the fact all the modern ghetto blasters are a load
of crap and the 80s ones are" retro "and selling for a
fortune still with a unsatifactory volume to em. solution
combine my sound and carpentry skills with a frends
electronic genious and boom box for the year 2006 xlt will
be the first to see one and ill be offering one as a
prize,hope you dont c this as jus hype PEACE



 

offline tridenti from Milano (Italy) on 2005-11-06 11:10 [#01771356]
Points: 14653 Status: Lurker



News: Resident Evil DS Special Pack!
Posted by Tphi - Nov 6th 2005 11:26

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

Head inside to see what Japanese gamers will be getting if
they buy the upcoming Resident Evil: Deadly Silence special
pack. Luck so-and-sos...

Not only do Japanese gamers get the game before anyone else,
they also get a special pack to go with it! Inside,
alongside a copy of the game, they'll find a limited edition
case, a custom DS thumb/wriststrap complete with S.T.A.R.S.
logo, and a special binder, whatever that'll look like.

Importers, if you're interested, get your orders in now!

Source: DS-x2

[More on Resident Evil : Deadly Silence]
-----------------------------------------------------------
---------------------

Want to comment on this news? Join the discussion here



 

offline ToXikFB on 2005-11-06 11:11 [#01771359]
Points: 4414 Status: Lurker



no.


 

offline Fah from Netherlands, The on 2005-11-06 11:14 [#01771362]
Points: 6428 Status: Regular



http://www.yomirecords.com/music/Fah/1.mp3


 

offline tridenti from Milano (Italy) on 2005-11-06 11:15 [#01771364]
Points: 14653 Status: Lurker





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big from mumuland (Netherlands, The) on 2004-02-24 04:22
[#01086515]
Points: 12438 Status: Regular | Show recordbag


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offline obara from Utrecht on 2005-11-06 11:20 [#01771366]
Points: 19368 Status: Lurker



Lost in the mind of a Lunatic

11/6/2005 9:40:00 AM

i want to stick penut butter in your butt and lick it out.


 

offline Dozer on 2005-11-06 13:01 [#01771443]
Points: 1234 Status: Regular



Bending and hacking are just new names to describe the
urge to customise technology, an urge which is arguably as
old as technology itself. Some people will never think to
use a piece of technology for any purpose other than the
manufacturers intended one. For others, their first thought
on encountering a new piece of technology is ,’What else
can I make this thing do?’


 

offline obara from Utrecht on 2005-11-06 13:10 [#01771448]
Points: 19368 Status: Lurker



He describes his wild, romantic electronic pop music as
"antique futurism", a "style orgy" that sounds like nothing
you’ve heard before.
Aliases: Jackson


 

offline Dozer on 2005-11-06 13:17 [#01771455]
Points: 1234 Status: Regular



Aujourd’hui c’est la journée nationale du baiser, si tu
envoies cette lettre à 10
personnes en 10 minutes ton amoureux t’embrassera!



 

offline vcxz from currently N.I. on 2005-11-07 14:12 [#01772261]
Points: 413 Status: Lurker



hmm.
http://www.salamifighting.com/


 

offline epohs from )C: on 2005-11-07 14:14 [#01772264]
Points: 17620 Status: Lurker



lymphocytes


 

offline tridenti from Milano (Italy) on 2005-11-07 14:18 [#01772267]
Points: 14653 Status: Lurker



I recently had the chance to spend some time with Tony
Hawk's American Sk8land (DS), Vicarious Visions' handheld
spinoff of Neversoft's Tony Hawk's American Wasteland (PS2,
Xbox, GCN, X360). I was also able to chat for a bit with
Vicarious Visions CEO Karthik Bala, who explained some of
the considerations and decisions that went into developing
the game for DS.
Traditionally, the handheld counterparts to Neversoft's
venerable skating franchise have been handled by Vicarious
Visions--and, like, the full console Tony Hawk games, once
they got the formula nailed down they didn't change it up
too much. Since Tony Hawk's Pro Skater 2 on Game Boy
Advance, each iteration of the series has seen another GBA
version living up to the high standard of quality set by the
original game (though Shaba Games also produced Tony Hawk's
Underground 2 Remix for PSP). That's not necessarily
changing this time around; Vicarious Visions is still
developing another GBA Tony Hawk title, but for Nintendo's
newer DS hardware, the studio went back to the drawing
board. Among other reasons, the game is particularly notable
for being the first third-party title to make use of the
upcoming Nintendo Wi-Fi Connection online service, and the
second overall after Mario Kart DS. Make sure to read onto
the second page of this preview for the most comprehensive
look at the online features of Tony Hawk's American Sk8land
you'll find in any preview."This is something of a departure
from our previous handheld [Tony Hawk titles]. We wanted a
new experience for DS from the ground up," said Bala. Early
on, the game divorced itself from the Tony Hawk's American
Wasteland name. From a fundamental gameplay perspective,
however, fans of the home console versions of Tony Hawk will
feel a lot more at home with American Sk8land than they
might with the GBA versions. The game is set in a full 3D
world, and plays like you'd expect a full Tony Hawk
experience to play. That said, the game does not quite
continue in the tradition of the last few Tony H


 

offline tridenti from Milano (Italy) on 2005-11-07 14:21 [#01772272]
Points: 14653 Status: Lurker



Tony Hawk's American Wasteland name. From a fundamental
gameplay perspective, however, fans of the home console
versions of Tony Hawk will feel a lot more at home with
American Sk8land than they might with the GBA versions. The
game is set in a full 3D world, and plays like you'd expect
a full Tony Hawk experience to play. That said, the game
does not quite continue in the tradition of the last few
Tony Hawk games, with their increasingly involved story
elements. Rather, the game very much harkens back to the
days of Tony Hawk's Pro Skaters 1-4. This is in part because
one design principle of Sk8land, reached after looking over
the series and at what players most enjoy, was in Bala's
words: "Never get off your skateboard."
To that end, the game is much more streamlined than its
current-day cousins. You can ride around talking to
everybody, picking up missions while working through the
levels, or you can simply choose from your list of goals. It
does exactly what a handheld title should do, which is what
the DS is rapidly becoming known for as a solid portable
gaming platform: the game is straightforward and accessible
enough that it can be picked up and put down quickly if time
is not permitting, but it is also deep enough to sustain
play for hours at a time. And believe me, I should know. I
was left alone with the game for a few hours, and I passed
up the opportunity to play the next game at the preview
event because I was still engrossed in Sk8land. Of course,
the next game was Shrek SuperSlam, but you get the point.
American Sk8land is rendered in a flat-shaded style that
allows a fully 3d world to run at a constant smooth 60
frames per second on DS hardware, while still looking very
attractive. As with many games using that visual technique,
the game looks much better in motion than it does in still
screenshots, which tend to emphasize jagged edges.


 

offline tridenti from Milano (Italy) on 2005-11-07 14:22 [#01772274]
Points: 14653 Status: Lurker



I had a Tony 2 flashback when instinctively executing a
Kickflip to Indy, which has got to be the absolute slowest
trick of all time but which for some maddening reason is
solidly ingrained into my fingers' muscle memory. I couldn't
even tell you what the button combination is, I just know
it's responsible for innumerable lost points and hundreds of
wipeouts. All the skateboard tricks from the entire series
are present in the game, as well as the additions from
American Wasteland such as Natas Spins, Bert Slides, and
some new types of transfers. The game also features the
slow-motion Focus Mode found in Wasteland, used after
filling up your Focus Meter by completing combos. When in
focus mode, the game applies a well-executed motion blur
effect. The second screen has a variety of uses throughout
the game. Most of the time, it contains your level map, as
well as your current objectives. If you bail while in the
midst of a particularly high scoring combo, you'll go into
Freak Out! mode, during which the screen presents three
cylinders which quickly rise and fall. Tapping them all at
their peaks will allow you to save at least some of the
points you would have otherwise lost. Once you mess it up
once, you'll understand how it works. There's also an
interesting touch screen feature that makes special moves
(which are generally more difficult to remember than regular
tricks) more accessible to Tony newcomers. When your
character's special meter is full, icons will appear on the
touch screen corresponding to the various special moves
available to you at that moment, if any. Touching an icon
will execute that special move. Tony enthusiasts will
probably find little need for the feature, and of course
special moves can still be performed manually. The touch
screen is also used for the Create-A-Skater mode, long a
staple of the franchise. After configuring your skater's
clothing, haircut, and so on, you can draw your own pattern
to adorn your deck, and you can create a custom graffiti
tag.



 

offline tridenti from Milano (Italy) on 2005-11-07 14:24 [#01772275]
Points: 14653 Status: Lurker



The game's storyline itself is somewhat inspired by the 80s
punk setting of American Wasteland, but Sk8land puts much
more of a tongue-in-cheek spin on it. Bala explained the
aesthetic by comparing the game's story to cheesy 80s
cartoons--"You know how in the 80s, even Mr. T had his own
cartoon show?" Stylistically, the semi-animated
storyboard-like cutscenes are very similar to those of the
recent Ultimate Spider-Man (DS), also by Vicarious Visions,
though the artwork in this game is more evocative of cartoon
animation than the superhero comic book style. Like the
console game, Sk8land still has you building a skate park by
completing various missions, but this game's cutscenes are
filled with cameos from the huge roster of professional
skaters Tony Hawk games are known for, each of whom recorded
their own voiceovers for their in-game selves. Unlike
American Wasteland's fictional gang of rag-tag
counterculture skaters, the story in Sk8land is driven by
Tony Hawk himself, who "discovers" the player and employs
him to help rebuild an old indoor skate park that has fallen
into disrepair. Longtime Tony veterans will recognize the
arena as the classic Warehouse level from back in the day.
Though the only mission-based level I got to explore in much
depth was the first one, Bala was quick to note that "the
levels are just huge." The game makes use of streaming
technology to allow for larger levels than one would expect
on the DS. Unlike American Wasteland, which is set solely in
Los Angeles, Sk8land features locations from around the
state of California--again, more in line with the varied
environments of older Tony games. There's a Classic Mode
too, which is pure old-school Tony; you have a time limit
during which you must complete various goals--achieve high
scores, collect letters, and so on.



 

offline Drunken Mastah from OPPERKLASSESVIN!!! (Norway) on 2005-11-07 14:28 [#01772278]
Points: 35867 Status: Lurker | Followup to : #01772276 | Show recordbag



that's an answer and not a cut-n-paste job, right?

tridenti: did you have that copied before you entered the
thread, or did you have that copied for any other reason
than entering the thread?


 

offline epohs from )C: on 2005-11-07 14:29 [#01772279]
Points: 17620 Status: Lurker



lymphocytes


 

offline giginger from Milky Beans (United Kingdom) on 2005-11-07 14:30 [#01772280]
Points: 26322 Status: Regular | Followup to Drunken Mastah: #01772278 | Show recordbag



Yes. That's right. It's time to interrupt the thread once
again because someone didn't get the fucking IDEA!


 

offline Dozer on 2005-11-07 14:35 [#01772285]
Points: 1234 Status: Regular



http://www.nanoloop.com/hdr.html


 

offline plaidzebra from so long, xlt on 2005-11-07 14:40 [#01772287]
Points: 5678 Status: Lurker



unable to reach subject


 

offline tridenti from Milano (Italy) on 2005-11-07 14:41 [#01772288]
Points: 14653 Status: Lurker



600


 

offline giginger from Milky Beans (United Kingdom) on 2005-11-07 14:43 [#01772291]
Points: 26322 Status: Regular | Followup to tridenti: #01772288 | Show recordbag



Look, this just isn't working. I'm going to have to set
virginpusher on you.


 


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