Monster Trucks[WII][PAL][MULTI5]


Monster Trucks[WII][PAL][MULTI5]

Description
Truck racing game where you have to destroy giant environment and your rivals.

System :PAL
Language : MULTI5 (Spa , Eng , Ita , Fre , Ger)
Size : 885 Mb 

Direct Download

Filegag
Code:
 http://hidemylink.org/12091891152VnqhmDD.php
Sharpfile
Code:
 http://hidemylink.org/120918912062HpLCv2.php
Uploaded
Code:
 http://hidemylink.org/12091891221oxIyhOT.php
ryushare
Code:
 http://hidemylink.org/12091891236uR791LM.php

Cars Race o Rama[WII][PAL][MULTI5]


Cars Race o Rama[WII][PAL][MULTI5]
Description
In the Cars Race-O-Rama video game, players get to race against new characters either by themselves or with a friend, through action-packed tracks to win the Race-O-Rama trophy as their own personalized Lightning McQueen. Join Lightning McQueen in Radiator Springs as he prepares his academy of student racers for the Race-O-Rama competition.

System :PAL
Language : MULTI5 (Spa , Eng , Ita , Fre , Ger)
Size : 3.26 Gb

Direct Download

Uploaded
Code:
 http://hidemylink.org/120909183128h6q21WdjTwvDpmCo.php
Filegag
Code:
 http://hidemylink.org/120909183211ts2vEHk94bj7bsRc.php
Turboblt
Code:
 http://hidemylink.org/120909183226f23F35Xnj6o4vWCP.php
Rapldgator
Code:
 http://hidemylink.org/120909183239T2uBmb8w5BNrT026.php

Akalabeth: World of Doom


The game's box cover
Akalabeth: World of Doom
Akalabeth: World of Doom ( /əˈkæləbɛθ/) is a role-playing video game that had a limited release in 1979 and was then published by California Pacific Computer Company for the Apple II in 1980. Richard Garriott designed the game as a hobbyist project, which is now recognized as one of the earliest known examples of a role-playing video game and as a predecessor of the Ultima series of games that started Garriott's career.

History

The game was made by then-teenaged Garriott in the BASIC programming language for the Apple II while living with his parents and attending High School in the Houston, Texas suburbs.

 Begun first as a school project during his Junior year using the school's mainframe system and Apple II computer, as well as another Apple II bought for him by his father, the game continually evolved over several years under the working title D&D with the help of his friends and regular Dungeons & Dragons partners who acted as play-testers. Development of the game began soon after his initial encounter with Apple computers in the summer of 1979. When the game reached version D&D28b later that year (where "28b" refers to the revision), he demoed the game - now renamed to Akalabeth - for his boss at Clear Lake City, Texas-area ComputerLand, who suggested he sell the game to the store's clientele. 

Garriott consented and briefly packaged and distributed the game inside Ziploc bags, along with a cover drawn by his mother, within the store, selling less than a dozen copies. His boss secretly sent the sixteenth copy to California Pacific Computer Company, who proved interested enough to contact Garriott about purchasing the rights and publishing the game. Garriott flew to California with his parents and signed a contract with California Pacific to give them the publishing rights. He would receive $5 for each copy of his game sold. The game ended up selling 30,000 copies, netting Garriott $150,000. California Pacific went bankrupt not long after the release of his next game, Ultima.

In creating Akalabeth, Garriott was primarily inspired by Dungeons & Dragons, for which he held weekly sessions in his parents' house while in High School;[2] and the works of J. R. R. Tolkien, which he received from an in-law of his brother. The name derives from Tolkien's Akallabêth, part of The Silmarillion; though the game is not based on Tolkien's story. Also, while not explicitly stated, Akalabeth is seen as the first game of the Ultima series, a very popular and influential series of role-playing video games. It was, therefore, included as part of the 1998 Ultima Collection where it officially picked up the nickname Ultima 0. The version in the Collection added CGA colors and MIDI. It ran on DOS, making it the first official port of the game to any system other than the Apple II, though an unofficial, fan-made PC version had circulated on the Internet since late 1995.

In the original game, the last monster on the need-to-kill list is called "Balrog", exactly like the demonic monsters from The Lord of the Rings, and unlike the later name for the monster in the Ultima games, Balron.

Airheart

Airhead
Airheart
Airheart is a 1986 video game for the Apple II. It was designed and programmed by Dan Gorlin and published by Brøderbund. It requires an Apple IIe enhanced (or later) game to run, as it uses double hi-res graphics.

Development

Gorlin had great success with his first title, Choplifter, which he developed in about six months. This title, however, took about three years to develop. This is in large part because he also developed other games which he lost interest in and never completed and also because he did a lot of research and built a number of tools to help in game development.
Gorlin was unable to include all the features he planned. At one point, for example, he had tunnel and underwater levels working, but was unable to complete them due to time constraints. Tunnels and islands, in fact, were key elements of his original vision for the game, but had to be scrapped, being too ambitious for the time.
Gorlin and his team created the largest version of each sprite by hand and then used proprietary tools to create the about twenty smaller versions of the sprite. Storing these sprites in RAM, they were able to simulate scaling in realtime. Though the sprites used a lot of memory, it was the only method that satisfied Gorlin since he hated the low-polygon look of other contemporary games.

Gameplay

The name Airheart is the title the player aspires to earn. The user controls a jet-propelled flotation device. They must navigate their craft and fight robotic defenders. Spirit guardians instruct the player to collect certain items, such as a sword or a goblet. Gathering the items is a precursor to a final battle to free an infant boy prince.

Legacy

Airheart was a precursor to Gorlin's later game, Typhoon Thompson in Search for the Sea Child for 16-bit computers which is closer to what he originally envisioned for this game.

Adventureland (video game)


Adventureland Cover.png

Adventureland (video game)


Adventureland is a seminal work of interactive fiction. It is a computer game written by Scott Adams, and was not only the first text adventure game to be commercially published and sold for the then-new home computers, but was the first commercially available adventure game of any kind for use on personal computers.

Contents 

1 Description
2 Development
3 References
4 External links

Description

Gameplay involved moving between the various locations found within the game, collecting found objects (and often subsequently using them, generally in another location), and the solving of puzzles. Adventureland was a very characteristic, fantasy adventure, and the first in a series of twelve adventure games from Adams, and his company, Adventure International.
The game commands took the form of either simple, two-word, verb/noun phrases, such as "Climb Tree," or one-word commands, such as those used for player character movement, including north, south, east, west, up, and down. Although the game had a vocabulary of about 120 words, the parser only recognised the first three letters.] This meant that the parser occasionally identified a word incorrectly, but also that commands could be truncated, for example "lig lam" would be interpreted as "light lamp."

In order to complete the game, the adventurer had to collect the thirteen lost artifacts: A statue of Paul Bunyan's blue ox, Babe, the jeweled fruit, the golden fish, a dragon's egg, a golden net, a magic carpet, a diamond necklace, a diamond bracelet, a pot of rubies, the "royal honey", a crown, a magic mirror, and a "firestone."
The game was available on a number of platforms, including the Apple II series of computers, and various computers released by Atari, Commodore International, and Texas Instruments. A cut-down three treasure version entitled 'Adventure 0: Special Sampler' was also made available at a special low price
In 1982, Adventureland was re-released with graphics, thus enabling the player to view video representations of the scenery and objects to be found within the game.

Development

Adventureland, Adams's first program, is a slightly scaled-down, machine-language version of the “original” Adventure program.[6] Scott Adams would later convert Adventure itself for use with home computers.[7] The source code for Adventureland was published in Byte magazine in 1980, and the database format was subsequently used in other interpreters such as Brian Howarth's Mysterious Adventures series