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วันศุกร์ที่ 3 เมษายน พ.ศ. 2552

แจกเกมส์ Computer Bus Driver

Bus Driver is a bus driving sim for the PC, offering up a variety of bus action such as a school bus, prison bus, city bus, and double-decker!
Genre: Simulation
Release Date: Mar 22, 2007
Players: 1 Player

In Bus Driver, your job is to transport passengers around an attractive and realistic city. You must drive to a timetable on a planned route, whilst obeying traffic rules, and taking care not to upset or injure your passengers. This makes Bus Driver unlike any other driving game - the experience of driving a bus is very different from blazing through a racing circuit.

Features
tackle all kinds of weather conditions, day and night
find your way around in a large city with several quarters
handle the responsibility of collecting children for school
transport a basketball team to opponents' stadium
drive a prison bus under tight security conditions
make sure the city transportation system is perfectly on time

Minimum system requirements
CPU: 1GHz Pentium III or equivalent*
RAM: 256MB*
Video Card: OpenGL 1.3 compatible 32MB AGP with hardware T&L*
Hard Disk: 300MB free space*
Operating System: Windows 98/ME/2000/XP/Vista with DirectX 9 installed
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แจกเกมส์ Computer Port Royale2


Port Royale 2 might focus more on building shipping cartels than sea battles and swordplay, but its brilliantly realized design is more than just number crunching.
Screen Shot
Publisher: Ascaron Entertainment GmbH
Developer: Ascaron Ent. GmbH
Genre: Historic Real-Time Strategy
Release Date: Sep 13, 2004
ESRB: TEEN
ESRB Descriptors: Alcohol Reference, Mild Violence

All the attention being paid toward the imminent release of the remake of Sid Meier's classic Pirates! is doing a disservice to another game set on the rolling waters of the Caribbean. Ascaron Entertainment's Port Royale 2 might focus more on shipping cartels than on sea battles and swordplay, but its brilliantly realized gameplay is more than just number crunching. Buccaneers, tropical locales, and piracy on the high seas are fully realized in Port Royale 2, and the intricate real-time design is geared to win over even those who aren't fans of economic simulations.
Accessibility is the biggest reason for this broad-based appeal. Unlike the first Port Royale, which dumped you into the deep end without even a tutorial, eight starter scenarios here cover every aspect of building a shipping career amid the feuding English, French, Spanish, and Dutch Caribbean colonies in the 16th and 17th centuries. Starting at the lowly rank of ship's boy, you soon trade goods, set up convoys with around a half-dozen different types of vessel from sloops to galleons, build businesses in towns, construct settlements of your own, stage sea battles, and even track Blackbeard for the governor of Havana. These scenarios practically form a game unto themselves. Most of these scenarios take well over an hour to complete, so by the time you're finished with them you'll be thoroughly prepared for the free play campaign (the game's only other mode of play).
Ease of use is further enhanced by the superb interface. Ships are maneuvered by right-clicking on a destination. Journeys can be accelerated by holding down the space bar to turn up time acceleration. Right-clicking on ports of call after arrival brings up the trading window, and this is where you buy and sell goods on a chart that shows prices and uses a color scheme to indicate the availability of goods. Yes, it's still a spreadsheet, but don't let that scare you--it's the most user-friendly spreadsheet we've ever seen in an economic sim.
Left-clicking on a town while you have a ship in port brings up a view of the settlement's buildings, which control most other game functions. Head to the shipyards to purchase ships, visit the governor's mansion to check on missions, drop into the inn for some gambling or to recruit a captain or pirate crew, and wander into the council building to hobnob with the upper crust. All activities and events are tracked in a log. Aside from a couple of miscues regarding minutiae like button size and location, the interface is a snap to learn.
The elegant trading engine at the heart of Port Royale 2 is complementary. You deal in 19 different goods, ranging from foodstuffs to building materials to finished items. Each of the 60 towns spread across the Mid-Atlantic and Caribbean, from Charleston in the north to Georgetown in the south, specializes in five products. The 48 colonial towns produce two essential goods like grain and fruit, two raw materials like sugar and cotton, and one processed item like coffee or tobacco. The 12 governor and viceroy towns produce essential goods and finished goods like meat and garments. These towns are also on European shipping lines, so luxury imports such as spices, wine, and tools can be found there. A handy map provided with the manual shows each town's products, regional specialties, and the colonial power spheres of influence.
Supply and demand rules everything. You buy low in a town where items are common and sell high in a town where they are not. You can make a killing moving coffee beans out of Venezuela, tobacco out of Cuba, and dyes out of Nassau. There are lucrative trading opportunities all over. Also, icons under needy towns alert you to what goods are scarce. Have a hold full of hemp? Scan the map and see which town is the most desperate to, um, make some rope. Such easily obtainable information makes it easy to get absorbed in the game for hours, going from port to port looking for the best deals and watching your bank account grow. It's incredibly addictive trying to figure out the most economical ways of setting up trade routes, largely because there are so many towns and so many possibilities.


Min System Requirements:Windows 98SE, ME, 2000 or
XPPentium III (or compatible) 700 MHz
CPU128 MB RAM for Windows 98SE/ME
256 MB RAM for Windows 2000/XP
700 MB free HDD Space
DirectX8 3D Graphics card with 32 MB RAM
DirectX Sound card
Internal 4 speed CDROM drive
DirectX 9 installed


Recommended System
SpecsWindows 2000 or XP
Pentium IV (or compatible) 1.6 GHz CPU or higher
512 MB RAM
700 MB free HDD Space
DirectX9 3D Graphic card with 64 MB RAM
DirectX9 Sound card
DirectX 9 installed


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part1 , part2 , part3 , part4 , part5 , part6

แจกเกมส์ Computer Theme Hospital


Developer(s):Bullfrog Productions
Publisher(s):Electronic Arts
Release date(s):1997
Genre(s):Economic simulation
Mode(s):Single player, Multiplayer
Rating(s):ESRB: E (Everyone)ELSPA: 3+OFLC: G
Platform(s):PC (MS-DOS, Windows), PlayStation
Media:1 CD-ROM

The game is set in a hospital, and requires the player to build an environment which will attract patients with different complaints, illnesses, emergencies, and diseases. The game has a somewhat dark sense of humor, which is similar to that of Theme Park in many ways. The player has no direct control over the patients that wander the hospital, although gameplay largely centers on influencing their actions in one way or another. The player does, however, have the ability to pick up any staff member in the building and move them to a different area (to speed up their movement from place to place) and to expel any patients from the hospital (if they are being a nuisance or causing rowdiness).
Each level consists of an empty hospital to plan and design, with set goals in the fields of financial attainment, patients cured, percent of patients cured, and hospital value. Holding negative funds or allowing sufficient patients to die will bring about losing requirements. When the goals have been met the player has the option to move on to a new, more elaborate hospital with tougher winning conditions and more diseases present. The final level in the game, 'Battenburg' consists of an enormous, yet somewhat awkward, hospital with all the diseases and rooms in the game present, all disasters frequent and very high winning requirements.

System requirements :
Pentium 75MHz processor,
8MB RAM (16MB if played on Windows XP),
1MB graphics card,
55MB hard drive space

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แจกเกมส์ Computer School Tycoon


Just when you thought you'd been the tycoon of everything, along comes School Tycoon. The game puts you in charge of a school's operations, so you must make concessions between the school's budget and the students' education. It's rather simple for a tycoon game, and there are some noticeable bugs that can be frustrating. However, the game's simplicity does work well to create an entertaining strategy gaming experience, as long as you're not looking for a hardcore number-crunching game.
Right from the start, you know School Tycoon is going to be lighthearted. The introduction cinematic is amusing to watch because it features a stressed-out, bumbling principal who boils over the edge and tells you to run the school. You apparently take him up on the offer, so you can either solve 24 challenges or build a school from the ground up in a sandbox mode. The challenge mode is divided into eight beginner, eight intermediate, and eight difficult scenarios where you'll have to do everything from merely getting 30 students into your school to earning $100,000 within a certain time frame. The beginner challenges will only take you about an hour to finish in total, while even one difficult challenge can take you several hours to solve. If you want to start from scratch, you can play the instant action mode. This sandbox mode has no objectives, so you can just build and build to your heart's content.
You can construct all sorts of classrooms, from those used for mathematics to those used for English. There are about 10 different subjects that your students can learn. You start off with a small, portable classroom that will seat just a few students. Later on, you can build medium and then deluxe versions of classrooms for each subject, and these upgraded classrooms can house more students and can better educate them. However, academics aren't the only part of a student's life because he or she also needs to keep fit. You'll first build a basic gymnasium and field, but soon you'll unlock other athletic structures, like tennis courts, basketball courts, and football fields.
You do have to hire teachers for each of these buildings or else your students won't learn a thing. A teacher has three traits: fun, strict, and skill. The first will affect students' morale; the second will affect students' levels of discipline; and the third will affect students' academic and athletic abilities. Teachers' wages are based on how high these three traits are. You'll need to hire low-quality teachers at the start of your career because you won't be able to afford better ones. You'll notice that the teachers' salaries represent the highest cost of your school. But once you have a solid foundation, you can start to hire more-expensive teachers. If you don't like the selection of teachers available, you can just close the menu and reopen it to get a new set of teachers to choose from. It may be a simple way to approach the situation, but at least you won't be stuck with someone you don't want. Your school is ranked on several averages, including the three listed above. Better teachers are the best way to influence your scores.
Students will quickly get bored with your school, unless you provide them with a nice environment and good entertainment. You can pretty up your campus with trees, shrubbery, statues, and pathways, and you actually have a wide assortment of each to choose from, so even you won't get bored easily. You do have to maintain these frills though, because each item will degrade over time and may even catch on fire. Maintenance crews repair buildings, janitors sweep pathways, and landscapers keep trees healthy. They incur an extra cost though, because they are hired help. You also can--and should--build entertainment structures, like arcades, halfpipes, and miniature golf courses, to keep your students active outside of class. Both landscapes and entertainment will drive up your student body's morale and will keep students enrolled.
You want to keep your students enrolled because, presumably, they affect your income. Part of the game's simplicity results from its budget. You can see your costs, but you never see where income is derived from. The manual is no help either. You have no idea if your new pizza joint is providing you with income from lunch sales. (It would be nice to be able to charge a little more per slice to give you a slight income boost in a pinch.) The budget also seems to change often, so even though it says you will earn $2,000, you may actually earn less if a student happens to leave right before the next cycle. The charts also aren't very detailed, so don't expect any rewarding information beyond simple line charts.
There are several issues in the game that can get frustrating. First, when you reload a saved game, everything is reset. You can no longer track stats from your earlier play session. What's even more detrimental is that somehow your budget gets wacky. You can save the game with $5,000 in the bank, but when you load it, you'll find yourself $3,000 in debt. It becomes a real problem when you can't earn enough to get yourself in the black after three days. The game will declare you bankrupt, and then it's game over. Also, the game's disasters tend to strike with frightening frequency. Even one disaster can get you fired. For instance, just by losing all your decorations, your students may end up leaving. You can't save often and load to avoid these disasters because of the aforementioned problem, so you really must leave your game session up to fate. You also can't put out fires, so an outbreak of them can also spell your doom.
School Tycoon doesn't have cutting-edge graphics or sound, but it is a pleasant game to play. The environments and buildings are bright and colorful. You can easily design your school so that nothing is even close to repetitive. There are a wide variety of students, so you also won't see dozens of clones being taught in your classrooms. You can rotate and zoom in to get different views of your campus, if you need to see something from a different angle. You also won't get bored from the music or sounds. There are appropriate classroom sounds, from bells to friends chatting after bumping into each other.
It's easy to just roll one's eyes at the thought of another tycoon game, but it's not fair to dismiss School Tycoon for its name. It may not be the most complex tycoon game in existence, and it may have some unfortunate bugs, but its various gameplay elements work. There is a fair amount of micromanagement required in choosing the right teachers and constructing the right buildings, but it doesn't reach a point that makes the game unbearable. So if you're looking for a management game that won't overwhelm you with details and spreadsheets, School Tycoon should be right up your alley.

System requirements:
Windows 98/ME/2000/XP
Processor: Pentium II 300
Memory: 32 MB
700 MB free hard disk space

System recommand
Windows 98/ME/2000/XP
Proccessor: Pentium III 800 MHz
Memory 128
700 MB free hard disk space

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part1 , part2 , part3 , part4 , part5 , part6 , part7 , part8

แจกเกมส์ Computer Prine Of Persia : The Samds of Time Complete


Publisher: Ubisoft
Developer: Ubisoft
Genre: Fantasy Action Adventure
Release Date: Nov 18, 2003
ESRB: TEEN
ESRB Descriptors: Blood, Suggestive Themes, Violence
Game Information
Connectivity: Handheld-Console Connectivity
Resolution: 480p
Sound: Dolby Pro Logic II
Number of Players: 1 Player
Technical Support
Visit Ubisoft web site at: http://www.ubisoft.com/

No previous experience with the Prince of Persia series is required to enjoy Prince of Persia: The Sands of Time. In fact, virtually nothing will bar you from being impressed by this extremely well-put-together action adventure game from the studio that brought you Splinter Cell and Rainbow Six 3. In stark contrast to Ubisoft Montreal's previous offerings, Prince of Persia is surprisingly easy, despite the incredible acts of skill and daring that the game's main character will routinely perform during the course of the game. As a result, this original, visually stunning game can be highly recommended to just about anyone.
Prince of Persia: The Sands of Time takes place in a mystical Middle Eastern setting, all bathed in soft, warm light and looking like something straight out of a storybook. You play as a young prince who possesses exceptional athletic and acrobatic skill. Early on in the game, the prince steals the dagger of time, a treasure from a rival nation, as a token for his father the king. When his nation's traitorous vizier compels the prince to use the dagger to unlock another treasure, a huge hourglass, everything goes wrong. The sands from the hourglass blow forth, enveloping the kingdom and turning its guardsmen and citizens into, for lack of a better way to describe it, "sand zombies." The prince, the vizier, and a young woman named Farah are among the only survivors. In the prince's efforts to undo his mistake, he'll join forces with Farah, seek out the hourglass, and confront the vizier. The game's story takes a backseat during most of the game, but it is bookended nicely and is framed as the prince's own retrospection. So, for instance, should the prince fall and die at a certain point during the game, you'll hear him say, as narrator, something like, "No, that's not how it happened." Not only is this an interesting technique, but it compels you to keep pressing on. You'll want to know exactly how his complicated ordeal will unravel. more>>
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แจกเกมส์ Computer Travelogue 360: Paris



Publisher: Big Fish Games
Developer: Big Fish Games

If you've ever dreamed of climbing the Eiffel Tower, taking a stroll through the Champs-Elysées, or breathing in the aroma of fresh baguettes from the local boulangerie, Travelogue 360: Paris is probably the closest you'll get to the City of Lights without actually buying a plane ticket.
In the latest title from Big Fish, you take on the role of a "Travelogue 360 Adventurer" on assignment in Paris, France, where your job is to tour the city, visit its most famous locations and gather souvenirs to be featured in an upcoming article in Travelogue 360 magazine.
The game's formula is based on the tradition of ever-popular hunt-and-peck titles like Mystery Case Files and Hidden Expedition: Titanic. For each location you visit, you're given a list of items scattered throughout the scenery that you'll need to find.
However, instead of limiting players to the confines of a single screen, Travelogue 360: Paris expands the game world into a panoramic 360-degree environment. You can look in any direction, including up and down, and even zoom in and out using the keyboard or mouse. The scenery rotates seamlessly, giving the impression that you're actually standing right in the middle of the location rather than looking at one piece of it from afar.
There are 22 different historic and beautiful locations in and around Paris to visit, from the Arc du Triomphe to the Church of Saint-Sulpice and Usse Castle. Each scene is rendered in impressive detail, made all the more impressive because the 360-degree approach allows so much more of the setting to appear.
Granted, navigating the 360-degree environments is a bit more difficult than the standard one-screen approach, but the game offers a tutorial to ease you into the new way of thinking. There's also a generous hint system in the form of radar-targeting that helps you zero in on the location of items. The radar can be used an unlimited number of times and doesn't drain time off the clock; however, it does take some time to recharge itself after each use.
During each game level, you'll take a tour around the city, stopping off at a handful of different sights along the way. When you visit an area for the first time, it is added as a stamp on your passport, and in between levels you can click on any of your stamps to read interesting facts about each location. You'll visit areas more than once in the course of the game's 100+ tours, but each visit will be slightly different in that you'll have a different set of items to look for each time.
After completing a tour, you'll move on to a bonus stage where you'll have to complete a mini-game like completing a short jigsaw puzzle, selecting matching postcards from a big pile, or packing all your souvenirs into a suitcase so that they all fit without overlapping each other.
The first of two game modes, Explorer, challenges players to find all the items in a given tour before time runs out. The second, Tourist mode, has no time limit, allowing players to experience Paris's rich locales without feeling rushed.
If there is a downside to this game, it's that the momentum seems to stall around level 13 or so. After all the locations have been visited once, and all corresponding stamps have been collected in the passport, the game just keeps going by sending the player out on more tours to locations they've already visited. It's a bit anti-climactic, and doesn't give the player a clear idea of when the game is supposed to end.
However, by introducing panoramic environments to a genre traditionally rendered on a single screen, Travelogue 360: Paris has certainly taken game-play to the next level, and has ramped up the challenge (and visual rewards) in the process. And what better place to debut the new technology than the gorgeous city of Paris? We can only imagine what London, Tokyo or New York would look like.

System Requirements:
OS: Windows 98, Windows 2000, Windows XP, Windows Me
Memory: 128 MB
CPU: P800

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แจกเกมส์ Computer Colin Mcrae : Dirt



Release Date: 6/19/2007
Platforms: PC
Publisher: Codemasters
Developer: Codemasters
Gamesite: -
Genres: Racing
ESRB: E


Minimum Requirements
Windows XP or Vista
Pentium 4 @ 3.0GHz or Athlon 64 3000+
1GB RAM
DirectX Compatable Sound Card
2x DVD-ROM Drive capable of reading dual layer DVD discs (DVD9)
12.5 Gb Hard Drive Space

Recommended Requirements
Intel Core 2 Duo @ 2.66Ghz or Athlon X2 3800+
1GB RAM
GeForce 7800 or Radeon X1800 or better
Creative Sound Blaster X-Fi Sound Card

Supported Graphics cards
ATi Radeon x1300, x1600, x1800, x1900, x1950
nVidia Geforce 6800, 7100, 7300, 7600, 7800, 7900, 7950, 8800

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แจกเกมส์ Computer About Alice Greenfingers


Alice's big dream is to run her own businesss, growing ecological crops and raising healthy animals like in the old days.Her dream is finally coming true as she found the perfect place to rent in the countryside. With the help of a friendly shopkeeper and grandmother's good advice, Alice now begins the hard work of making a living out of growing, harvesting, folling the market trends and selling ripe crops down at the local market.

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This game was developed by Arcade Lab:
Ola Zandelin - Producer
Dan Saedén - Programming
Daniel Zandelin - Additional Programming
Ola Zandelin - Graphics
Daniel Zandelin - Sound Effects
Åsa Kronquist - Quality Assurance
Martina Zandelin - Quality Assurance
The music was composed by Melin Music.
Alice Greenfingers, copyright © Arcade Lab / Swedish Game Development AB, 2007.
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2007.

System Requirements
Windows 98, 2000, XP, Vista or compatible
10 MB free hard disk space
300 Mhz Pentium II or better CPU
DirectX 3 or higher

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แจกเกมส์ Computer Sid Meier's SimGolf

Developer(s) : FiraxisMaxis
Publisher(s) : Electronic Arts
Designer(s) : Sid Meier
Release date(s) : 23 January, 2002
Genre(s) : Simulation/Strategy/Tycoon
Mode(s) : Single player
Rating(s) : ELSPA: 3+ESRB: Everyone (E)PEGI: 3+
Platform(s) : Microsoft Windows 95-XP
Media : 1 CD

The game features a complete system that allows the player to build their own golf empire. Players begin with some money and choose a country to begin building the players' course. Once there, players begin by placing a teeing ground and a putting green for Hole One and are then allowed to go on adding or modifying what lies between: trees, rough, bunkers (or sandtraps), landmarks, benches, paths, flowerbeds, terrain and just do about anything players would normally see in a golf course. Players are advised not to waste money because if the coffers stay in the red long enough, the game is over. If players design the course well, they can manage to build an entire 18-hole course while obtaining profits. Players can also populate their course with a variety of staff, such as gardeners who will pull out any unsightly weeds, greeters that will talk to customers and drinks stands to help golfers quench their thirst.
Everything players add (or fail to) will modify the overall mood of the golfers. Keeping them happy will allow them to invest in the players' course or donate a valuable landmark. Reward buildings, such as marinas, airstrips, theme parks or churches, will be provided and may be used to beautify the landscape. Other facilities made available as players progress through the game include a bar, a putting green, a tennis court and homes to Hollywood stars or other international celebrities. These landmarks have different properties that help the environment in some way, improving unpopular spots and otherwise calming down angry golfers (Every part of the course is rated in this way, so that players have to raise its value with fun, skill and intelligence to have customers like it).
The game also enables the player to save their professional golfer, Gary Golf, and then play championships with him to earn some extra money to further embellish or expand the course. Maxis has also set up a website where players can visit the exchange part and enter a huge archive of player-designed Championship courses for players to download and play, which adds immensely to the long-term value of the game.
The game is fairly easy to pick up and play, compared to The Sims 2, for example. In the long run, however, it takes skill and dedication to build really beautiful, profitable courses that work. Another thing that adds to its depth is the fact that golfers come to play in pairs and usually talk about their own interests. If players put the proper landmarks in the proper places, these stories may progress and have a happy ending, which also adds to players' course. There is also a 'sandbox' mode, which allows you to play the game with an infinite amount of money, so you can hone your designing skills.
System Requirements
300MHz Intel Pentium II or better
64MB RAM
300MB free hard drive space
Windows 98/Me/2000/XP
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แจกเกมส์ Computer Harvestmoon Back To Nature (PS)

Developer(s) : Victor Interactive Software
Publisher(s) : Natsume Co., Ltd
Genre(s) : Simulation/Role-playing
Mode(s) : Single player
Rating(s) : ESRB: Everyone
Platform(s) : PlayStation; port for PSP


Harvest Moon: Back to Nature is surprisingly one of the most satisfying role-playing experiences to be found on the PlayStation. Instead of following the standard flashy FMV, save the world formula, Back to Nature involves you in the day-to-day tasks of running a farm, maintaining friendships, and building a family in a not too flashy but thoroughly involving manner.
The game brings you to your grandfather's farm, which you've recently inherited, in the sleepy town where you spent your vacation ten years ago. Offered a three-year trial by the mayor and the townsfolk, it is up to you to restore the homestead to its former glory and productivity, as well as earn the admiration and affection of the citizenry. These goals go hand in hand, as the citizens provide you with additional help and greater doses of love based on how well you've rebuilt your farmlands and how often you shower them with presents. A generous neighbor does well in Back to Nature, and only the most charitable of play styles will give you access to all that the townsfolk have to offer.
A great farmer needs a great wife, and wooing one of the local girls is one of the most enjoyable aspects of Back to Nature. With five girls to choose from, each with different likes, dislikes, schedules, and birthdays, it's a lot to keep track of. The quickest way to your chosen paramour's heart is by stalking her day and night, appearing at all her favorite spots, and showering her with gifts at every turn. At first, she may seem annoyed, even scared, but your constant attention will eventually turn her black heart a rosy shade of red on your love indicator, which is conveniently visible during dialogue. At this point, you may offer her a blue feather, as local custom dictates, and take her hand in marriage. Wedlock means no more late nights at the bar, more constant female attention, and eventually a baby.
Back to Nature has one of the most enjoyable sets of characters ever featured in a role-playing game. What makes them so intriguing are not their limit breaks, elemental bent, or how deep they are steeped in political intrigue. Instead, they each have relationships with each other, and those relationships are affected by your involvement with their respective friends and families. The characters are emotionally real, becoming jealous if you try to steal their girl, happy if you marry their daughter, sad if you turn them down for a date, and so on. Several of the characters in this seemingly simple game have fairly realistic characteristics, drinking themselves to sleep every night, running away from home, and participating in the local cockfights. The possibility of courting and marrying a girl afflicted with raging alcoholism was a nice touch. While the gravity of these situations is questionable more often than not, they do add an atmosphere of mock realism that works very well.
Several elements most other games would consider side stories or minigames play an important role in Back to Nature. For example, raising a happy dog, horse, and chicken not only provide you with benefits in the fields, but also at local competitions. You can win the local horse race, dog show, or chicken sumo competition with your animal companion. Once your house has a kitchen installed, there are over 100 recipes to be made using a combination of the crops you harvest and the utensils ordered over the home shopping network. Entering one of your more complicated recipes will surely win you the cooking festival, something sure to attract the attention of the ladies. While most RPGs reward experience with statistic increases, Back to Nature rewards you tangibly, with additions to your house, barn, and stables, opening up greater possibilities for profit and character interaction.

แจกเกมส์ Computer SeaWorld Adventure Parks Tycoon 3D

Publisher: Activision Value
Developer: Activision
Genre: Business Strategy
Release Date: Sep 29, 2003
ESRB: EVERYONE

Number of Players: 1 Player


When Chris Sawyer and MicroProse published RollerCoaster Tycoon in 1999, virtually no one could have imagined the impact it would have. While there were earlier games built around the idea of constructing roller coasters or theme parks, Sawyer brilliantly merged the two ideas into an addictively simple game that sold a gazillion copies. It also launched a wave of competitors, from Microsoft's Zoo Tycoon to the latest takeoff, SeaWorld Adventure Parks Tycoon. It's probably a good thing that SeaWorld is published under Activision's budget label, because it comes off as an extremely lightweight imitation of the original.

If you've played any of the recent games with "tycoon" in the title, you'll instantly recognize the interface and mechanics of SeaWorld Adventure Parks Tycoon. Your job is to create a moneymaking theme park, from scratch, by designing everything from the layout of the park to which rides and amusements are available. You control everything from ticket prices to concession prices, and you can even charge customers, known as peeps, to use the bathroom. Once it's all set up, just sit back and watch the peeps enjoy your park while you tweak and fiddle along the way.
It turns out that it's a good and bad thing being the only game to bear the official SeaWorld Adventure Parks license. While you get to use most of the rides and attractions found at SeaWorld's three main parks, including Shamu Adventure and Shipwreck Rapids, that's all you get. You can't design your own coasters, and, as SeaWorld has a limited number of rides and attractions, there's not a lot to choose from. After a few levels, it begins to feel like you're reconfiguring the same park again and again. To paraphrase Henry Ford, "you can build any adventure park you want, so long as it's SeaWorld."
The game comes with 12 levels that are split into three groups of varying difficulty, so it's easy for new gamers to ramp up to more difficult challenges. Most of the levels have objectives that are fairly easy to reach, though some of the latter levels put you under considerable time constraints to accomplish your goals. These time limits can be frustrating, as you've got to build an almost perfect park to reach your objectives. There is a sandbox mode that allows you to build to your heart's content without worrying about objectives or time limits, though, once again, the limited amount of content doesn't allow for a lot of variation in park design.
SeaWorld Adventure Parks Tycoon retains the traditional 2D look and feel of most tycoon games, and it does look very pretty. There's an excellent level of detail in the graphics, though there are some maddening omissions. You can't rotate the map in 90-degree increments--a feature that's almost standard in every other game in the genre. This makes it almost impossible to fine-tune construction behind large buildings because you can't see what's going on. In addition, you can't rotate certain buildings at all during construction, so you're forced to place them as they are.
Some of the animation is well done; for instance, you can actually see the dolphins leaping out through hoops. The peeps, however, don't exhibit the same amount of emotion and interaction as they do in other games. Like a virtual person in The Sims, an individual peep just walks around looking to satisfy a current need, whether it be going to the bathroom or finding something to eat. Additionally, it's hard to tell your customers apart from your park staff since zooming in is of little help, as the graphics are a bit pixelated up close.

Musically, the game's soundtrack seems to consist of a few colorful tracks that capture a nice Caribbean/nautical mood. The sound effects are adequate, though there's a lot of background chatter as your peeps walk around. Overall, though, they're par for the genre.
SeaWorld Adventure Parks Tycoon packs about 15 to 20 hours' worth of gameplay, and it's not a bad game for younger gamers. And with the slim amount of content, it's a good thing that Activision is only charging $20 for it.



Minimum System Requirements
System: 500MHz Pentium II or equivalent
RAM: 64 MB
Video Memory: 8 MB
Hard Drive Space: 700 MB



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แจกเกมส์ Computer RollerCoaster Tycoon 3 soaked


Publisher: Atari
Developer: Frontier Dev.
Genre: Business Strategy
Release Date: Jun 23, 2005
ESRB: EVERYONE
ESRB Descriptors: Comic Mischief, Mild Violence
Number of Players: 1 Player

Few games were as anticipated, or as mildly disappointing, last year than RollerCoaster Tycoon 3, the latest in the gargantuan mainstream hit series based on the simple idea that building theme parks can be an addictively fun and family-friendly affair. The first RollerCoaster Tycoon practically kick-started the entire Tycoon game genre by selling millions of copies, and so there were many fans eagerly awaiting the third game in the series and the big leap to 3D that it represented. And while RCT3 did deliver on the graphics, it stumbled a bit in terms of gameplay. It also felt like it was rushed out early, suffering from a myriad of bugs and other weird gameplay issues. Well, the good news is that, almost nine months later, Frontier has turned out RollerCoaster Tycoon 3: Soaked!, the first expansion pack for the game. Not only does Soaked! include all the latest updates to clean up the gameplay, but it also tosses in a ton of new content that's beautiful to behold.

As you can probably guess from the name, Soaked! is all about getting wet, but in a good way. Water is very much the theme of this expansion, from fantastic, imaginative waterslides to giant wave pools, killer whale shows, and more, all packed into eight brand-new scenarios. In addition to all the water, there is a sandbox mode that lets you create your own park from scratch. Like before, the single-player "campaign" (and we use that term loosely) starts you off with three scenarios unlocked. Each scenario has three different levels of difficulty, and all you have to do is accomplish the most basic goals to unlock another scenario. However, you can keep on playing a scenario to unlock the more-advanced goals, which provides hours of gameplay for each scenario as you carefully accumulate the money and research to create an even more-spectacular park.
These new scenarios offer a nice bit of variety, from the Loch Ness-like Monster Lake map that features beautiful green hills and a tranquil lakeside setting to the desert-based Fountain of Youth, which rises out of a hole in the desert to encompass the surrounding landscape. But what's most impressive about these settings is the amount of imagination that each possesses, and it's almost daunting to think that, with practice, you too can build something as wondrous and daring. It'll take quite a bit of practice, though, as the user interface remains about the same as that from RollerCoaster Tycoon 3. And if there's one complaint we have regarding the interface, it's that it feels unnecessarily complex. Frontier has its own conventions for basic interface issues--such as main menu screens--to confuse you, and trying to manipulate all the little buttons in order to design and fine-tune a ride or coaster can be halfway maddening at times, especially when you accidentally erase a tile or object, which happens far too often. Of course, practice does make perfect, and if you get to Soaked!, odds are that you're a RollerCoaster Tycoon 3 veteran by now, anyway. But if you're new to the series, or picking up Soaked! after a long interlude away from the main game, then be prepared for a learning curve.
Soaked! does feature plenty of improvement to the core gameplay, as well. Gone is the bewildering peep behavior from the main game. For example, in RollerCoaster Tycoon 3, rides went from being red hot to ice cold inexplicably within a matter of moments, and trying to decipher your peeps' behavior was baffling at times. Now there's much more of a logical cause-and-effect relationship between you and your peeps, as you can adjust the many different prices and variables to your heart's content and see how they react to them. And once again, Soaked! proves that RollerCoaster Tycoon 3 is a micromanager's dream, as you can control everything from the amount of pickles and condiments that customers can put on their burgers to choreographing the laser light shows, fireworks, and dolphin acts. It's so easy to get lost in all the little minutia of the game, and before you know it, you realize that you've been charmed by it all. It's simply fun to watch your peeps have fun, whether it's jumping into a pool or dragging their friends onto a wild ride. Or if they shake their heads at a souvenir counter, you want to know why so you can address the issue. (Thankfully, all it takes is to select a peep to see his or her thoughts.)

Considering that it requires about the same amount of computational power as RollerCoaster Tycoon 3, it's impressive the way Soaked! improves on the graphics of that game, mainly through the excellent water effects. Water simply looks realistic, and it's so cool because there are many ways that you can interact with it. For example, you can stir a pool up with your cursor and watch the peeps react to the waves, or you can move the camera too close and see water splash onto the screen. It's also fun to see all the new interactions your peeps have with the environment, like how they paddle along on their inflated swim toys, or watch the gorgeous and elaborate Las Vegas-style mock sea battles. There are a few blemishes, though. The collision between peeps and their environments seems a bit off in places, and you'll see peeps meld into their deck chairs and other pieces of furniture like they're being swallowed alive. Meanwhile, the light bloom effects are lavished in disgusting amounts, making it all but useless to sort out any graphical details. It's best to simply turn it off to begin with. The expansion is rather hit or miss in terms of audio, as the effects remain good (and they sound downright great on a surround-sound system), but the music is still a bit too New Age for our tastes. It can be very mellow at times, which doesn't feel like the right tone for a theme park game.
Soaked! represents a nice improvement over the original game, and overall it's a great expansion that adds plenty of new content while also addressing some of the glaring gameplay issues of RollerCoaster Tycoon 3.

Minimum System Requirements
System: P3 933 or equivalent
RAM: 256 MB
Video Memory: 64 MB
Hard Drive Space: 800 MB

Recommended System Requirements
System: P4 1.3 Ghz or equivalent
RAM: 512 MB

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แจกเกมส์ Computer Devil May Cry 3 Special Edtion for PC

Publisher: Ubisoft
Developer: Capcom
Genre: Fantasy Action Adventure
Release Date: Oct 16, 2006 (more)
ESRB: MATURE
ESRB Descriptors: Blood, Suggestive Themes, Violence

Sound: Dolby Pro Logic II
Number of Players: 1 Player


Released earlier this year for the PlayStation 2, Devil May Cry 3: Dante's Awakening - Special Edition was a budget-priced, updated version of one of last year's toughest, best, most intense action adventure games on consoles. Between its manic hack-and-slash gameplay and its over-the-top anime-inspired presentation, the game never seemed like it would make a good fit on the PC. But a PC version came along anyway, offering up a no-frills port that loses some of its charm and quality in translation, yet retains some solid action and a lot of personality underneath it all. So the underlying game is still great, but unless you categorically can't play this game on a PS2 yet feel compelled to play it anyway, this version isn't your best bet.




This update rebalances the original game's notoriously hard difficulty setting while adding a new playable character (as an unlockable bonus) and some new battles. What made Devil May Cry 3 such a great game in the first place was its flashy presentation and its fantastic combat. As the brash demon hunter Dante, you can kick all kinds of otherworldly ass top to bottom, courtesy of your various over-the-top firearms and melee weapons. Split-second timing is necessary to avoid your enemies' ferocious counterattacks, and learning to dodge properly and to not get blindsided by an occasionally awkward camera angle definitely takes time. But eventually, everything feels just right, and suddenly you're making mincemeat out of tons of foes--pulling off spectacular combos involving multiple weapons, thrashing foes up into the air, high in the sky, and down to the ground, and then finishing them off while they're lying helpless at your feet. It gets all the more intense when you're battling the game's numerous boss opponents, which are arguably the highlight of the experience. Occasional puzzle-solving and backtracking offer a brief respite from the carnage, but otherwise they aren't particularly exciting aspects of play. A few basic role-playing elements are effectively integrated, allowing you to choose between some different fighting styles and learn upgraded moves and abilities for those styles the more you use them.
One of the distinguishing features of the PlayStation 2 original is how fast it moves. The smooth frame rate wasn't just for show, because many of the game's demonic foes strike quickly and hit hard, so you needed fast reflexes to get out of the way before they skewered you. On the PC, the visuals don't hold up as well, even if you have a very fast system and run the game at a relatively low resolution. Some of the cinematic cutscenes also look pretty bad here, thanks to grainy-looking video playback. It's not immediately clear why this version doesn't move as well as its PS2 counterpart, considering that these simple, somewhat drab 3D graphics look pretty unflattering by the PC's high standards. At least there's some great visual design on display to make up for the dated presentation, and the motion-captured cutscenes that make up Devil May Cry 3's ridiculous but engaging story are still excellent.

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Minimun Spec Requirement:
Supported OS: Windows 2000/XP (only)
Processor: 1 GHz Pentium III or AMD Athlon (or better)
RAM: 256 MB (512 recommended)
Video Card: 128 MB DirectX 9.0c-compliant Shader 2.0 capablegraphics card (256 Recommended)(see supported list*)
Sound Card: DirectX 9.0c compliant (or better
DirectX Version: DirectX 9.0c or higher
Hard Drive Space: 2.0 GB minimum
Peripherals Supported: Windows-compatible mouse keyboard and game pad



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แจกเกมส์ Computer Monopoly Tycoon

Publisher: Atari
Developer: Deep Red
Genre: Business Strategy
Release Date: Sep 24, 2001
ESRB: EVERYONE
Number of Players: 1-4

Most previous PC games based on Monopoly have gone in one of two directions: They either combine the classic property-trading game with another popular license, as in Monopoly Star Wars Edition, or they use the strong Monopoly brand and distinctive graphics to spruce up another type of game, as in Monopoly Casino. Fortunately, Monopoly Tycoon breaks the mold by using the popular board game as the base on which to build a strong and innovative, and great-looking, real-time game of business management and city building.

Monopoly Tycoon is the kind of game you might have imagined as a kid while you played the real board game. The game includes all the familiar Monopoly elements, such as buying and selling properties and utilities, collecting rent, and managing your money, but it expands on the idea by letting you build a variety of retail and residential buildings and then manage your businesses by setting stock amounts, prices, and rent. If you've ever wanted to see what an expensive Boardwalk hotel would look like up close, this is your chance. While Monopoly purists may be wary of the numerous changes and additions that have been made to the classic game, the end result is a pleasing and challenging blend of city building and economic management, all created in the familiar, lighthearted style of Monopoly.


You begin the game with a set amount of money in 1930, at which point the game's virtual city is only sparsely built. You can proceed to invest in property, utilities, and railroads, as well as build businesses. The game's easy-to-use research and analysis functions help you choose where to build different types of structures--for instance, a poll conducted on a specific city block may reveal that the various inhabitants want more bread and meat, indicating that a butcher shop or bakery would do well at that location. It's important to do some research before building, since there are more than 40 types of potential businesses, and some will be more profitable than others. The game also provides statistics on what types of people live in or commute to the city, which helps you figure out what kind of residential structures to build.

The property-management portion of Monopoly Tycoon comes into play when you want to lease an entire city block. You compete against up to five other business owners during the game, and at any point, one of you can flag a city block for auction, and all the others then have a chance to bid for that property. Once you've leased a block, you become the landlord and collect the rent from the businesses on that block for a period of time. If you lease all of the blocks in a color group (which represents a district or neighborhood, as in the board game), you gain the right to build hotels, along with other advantages such as lower buyout costs. As the years pass in the virtual city, new businesses become available, such as ice cream parlors, bowling alleys, and nightclubs, and eventually supermarkets, video stores, and computer stores.


Monopoly Tycoon has a wide variety of single-player scenarios with goals that range from building the largest empire by a certain year, to gaining the most popular votes to become mayor of the city. There's even a Survivor-style last-man-standing scenario, where the city inhabitants vote players out of the game one by one. The game runs in real time through day/night cycles, each of which represents five years of game time, and time can also be accelerated to speed through the occasional slow period. Most scenarios last between 30 minutes and an hour or so as the game progresses from the 1930s up through the 1990s. The game includes three difficulty levels, which adjust the strength of the opponents' artificial intelligence as well as your starting funds, and even the easiest level should provide plenty of challenge and entertainment for most players.

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Requirements:

Windows 95/98/Me/2000/XP,

233MHz CPU,

64MB RAM,

200MB free disk space

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แจกเกมส์ Computer Sid Meier's Civilization III


Genre: Historic Turn-Based Strategy
Release Date: Sep 14, 2004
Players: 1-8; 8 Online
Publisher: Atari
Developer: Firaxis Games
ESRB: EVERYONE
Connectivity: Online, Local Area Network

From Firaxis Games and Sid Meier, the creative genius behind some of the most critically acclaimed computer games ever produced, comes the latest offering in the Civilization III franchise - Civilization III: Complete. Gaming fans can now enjoy Civilization III, the highly addictive journey of discovery , combined with the updated and enhanced multiplayer expansion pack Civilization® III: Play the World™, as well as all of the great new Civs, Scenarios, and Features from Civilization III: Conquests! Civilization III: Complete provides more ways to win, more ways to explore, more strategies to employ, and more exciting modes of play all in one box! Civilization III: Complete gives Civ® fans the opportunity to enjoy unmatched strategic gameplay alone or against players from around the world.

SYSTEM REQUIREMENTS
Operating System: Windows® 98/2000/XP
Processor: Pentium® II 400MHz
Memory: 128 MB RAM
Hard Disk Space: 500 MB available hard drive space
CD-ROM Drive: 4X Speed or higher
Video: DirectX® 8.0a-compatible video card (must be able to display @ 1024 x 768)
Sound: DirectX® 8.0a-compatible sound card
DirectX: DirectX® version 9.0b (included) or higher
Multiplayer: LAN or Internet connection required for some multiplayer modes Broadband connection recommended for 5 or more players

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แจกเกมส์ Computer Empire Earth


Publisher: Sierra Entertainment
Developer: Stainless Steel
Genre: Historic Real-Time Strategy
Release Date: Nov 12, 2001 (more)
ESRB: TEEN
ESRB Descriptors: Blood, Violence
Number of Players: 1-8
Empire Earth is a real-time strategy game that spans about a half a million years of human history, the last 200 of which take place 200 years from now. So if you're the type who appreciates ambitious game designs, then you've found one in Stainless Steel Studios' first game, which was conceived by the designer of the original Age of Empires. Actually, Empire Earth has a great deal in common with Ensemble Studios' highly successful Age of Empires series. Even the games' graphics look similar, though Empire Earth uses a fully 3D engine, unlike Age of Empires. Similarities aside, Empire Earth is a huge game to say the least--it's much more time-consuming and involved than the typical real-time strategy game, and its staggering variety of units is as impressive as it is intimidating. Real-time strategy is sometimes criticized for favoring shallow, action-oriented gameplay rather than strategic depth--but that's definitely not the case here. In fact, Empire Earth is best reserved for hard-core real-time strategy players who won't mind the game's less-than-stellar graphics and sound but will instead relish the ability to relive 14 different epochs of human warfare.
Empire Earth is clearly designed to appeal to those who enjoy Age of Empires II: The Age of Kings. Those familiar with Age of Kings should be able to jump right in and start playing Empire Earth, which borrows most of that game's controls, interface features, and even some of its keyboard shortcuts. As in Age of Kings, in Empire Earth, you must spend a considerable amount of time focusing on gathering various resources. All four of Age of Kings' resources have been appropriated for Empire Earth. A fifth resource, iron, has been added to further complicate the resource-gathering process. Most resources are found lying out in the open, in square-shaped deposits conveniently strewn about the map. Hunting for food also plays a big role throughout Empire Earth. All manner of realistic-looking 3D animals are there for you to hunt: cute giraffes, cute hippos, cute walruses, cute elephants, cute horses, you name it. Be careful, though--if you hunt too zealously, you'll wipe out the species. However, if you consciously let some animals live, offspring will appear, letting the delicate cycle of life continue for later exploitation.
Unfortunately, unlike in Age of Kings, there's no market structure that you can build to trade a surplus of one resource for another. This makes it all the more essential that you constantly weigh the importance of each individual resource in your short-term and relative long-term strategy and that you aggressively expand your territory to claim the resources you'll desperately need. If you're locked out of a particular type of resource, chances are that defeat will be close at hand. Then again, most units require only two out of the five resources, so you can focus your strategy accordingly or at least change your military spending to account for low quantities of particular resources.

Age of Empires II: The Age of Kings wasn't exactly a simple game--despite being more than two years old, it's still popular, thanks in large part to the sheer variety of strategies possible because of all the different units and playable factions. Empire Earth takes that game's recipe and doubles it. In fact, there's little denying that Empire Earth has by far the broadest scope and the greatest breadth of content of any real-time strategy game to date. From stone-age rock throwers, Roman chariots, medieval knights, and Napoleonic musketeers to World War I-era biplanes, World War II-era tanks, and 22nd-century giant robots, Empire Earth's variety of units is almost ludicrous. All told, there are more than 200 units in all, a number rivaled only by the impressive 1997 real-time strategy game Total Annihilation--but only if you count the additional units found in Total Annihilation's first expansion pack. Empire Earth also features a good variety of buildings and technologies, though these aren't quite as exhaustive as the unit options. In fact, many of the buildings remain the same throughout all the epochs.
Does the additional breadth and complexity of Empire Earth mean it's a better game than Age of Kings? No, of course not--you can actually have too much of a good thing, and Empire Earth is evidence of this. Using the default game settings, resource gathering is painfully slow. Not only that, but the costs required to advance from one epoch to the next are extremely high. It's theoretically possible to play a game of Empire Earth starting in the prehistoric epoch and work all the way on up through the nano epoch. But this would literally take hours upon hours. Fortunately, there are options available for optionally speeding up the gameplay, as well as a deathmatch mode that starts you off with plenty of resources, thereby letting you focus almost exclusively on unit tactics. At any rate, you're unlikely to see all the epochs in a single battle because an aggressive computer opponent will do its worst to write you out of history at the earliest opportunity. At the standard or hard difficulty settings, the computer will quickly expand across the map and will hit you hard and with just about everything it's got. Like most everything else about Empire Earth, the AI is no joke.

Perhaps the designers intended to make a scathing critique on how little humankind has evolved over the years, but the various epochs in Empire Earth actually aren't all that different once you get past the obvious graphical distinctions. Throughout all 500,000 years of history, you'll still need to gather food, wood, gold, stone, and iron. You'll do this by assigning peasants--called civilians here--to walk up to these resource deposits and scoop them up, exactly like in Age of Kings. Those same pumpkin patches feeding your cavemen will be feeding your modern-day military men millennia later--you'll have stealth bombers, but you won't have supermarkets. That same clump of gold will fuel your entire war machine throughout history. Similar quantities of resources will be used to train or construct historically analogous units. In the year 2200, you still won't have any technology that can cut through the fog of war.
Minimum System Requirements
System: PII 333 or equivalent
RAM: 64 MB
Video Memory: 4 MB
Hard Drive Space: 450 MB

Recommended System Requirements
System: PIII 600 or equivalent
RAM: 128 MB
Video Memory: 32 MB
Hard Drive Space: 450 MB
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แจกเกมส์ Computer Empire Earth II


Publisher: VU Games
Developer: Mad Doc Software
Genre: Historic Real-Time Strategy
Release Date: Apr 26, 2005 (more)
ESRB: TEEN
ESRB Descriptors: Blood, Violence
Connectivity: Online, Local Area Network
Online Modes: Competitive
Number of Players: 1-10
Number of Online Players: 10 Online


Empire Earth II has a lot of good points, but it's no friend to the casual real-time strategy gamer. While developer Mad Doc Software has improved on Stainless Steel's 2001 blockbuster, increased depth and additional options have turned a huge game into an absolutely colossal one. This sequel remains a standard historical RTS, but it's also a grab bag crammed so full of new features, interface amenities, and complexities that it's bursting at the seams. Still, if you can commit a great many hours to familiarizing yourself with all the game's nooks and crannies, expect to be rewarded with an enjoyable addiction that will cost you weeks, if not months, of your life.

Thematically, this is the same old Empire Earth. Mad Doc hasn't strayed far from the adventurous formula of the original game. Half a million years of human achievement have once more been broken down into 15 epochs and 14 major civilizations representing all recorded history. Every step in human evolution is depicted. Resources are gathered, and armies are built on a truly epic scale. In the same game, you might see Neolithic tribesmen--one step removed from the Flinstones--gathering food and stones, as well as a future society that wages war with battle mechs that process uranium. Hundreds of buildings and military units are developed and deployed. Each epoch has its own tech tree featuring 12 items to be researched in military, commerce, and imperial categories. You can venture all the way from weaving to sentient artificial intelligence, from seasonal hunting groups to automated highways, and from tanning animal hides to nanomachines.

Game modes are standard for a historical RTS. A tutorial and three solo campaigns trace the development of the Aztecs, Koreans, Germans, and Americans from different points in the history of each civilization. Single-player "turning points" missions see you revisiting D-Day on either the American or German side, or fighting the ancient Chinese Three Kingdoms conflict on behalf of the Wu or Wei. Skirmish mode lets you set up online or offline battles between as many as 10 human and/or computer opponents in game types that feature nine different victory conditions.

In short, almost everything is where you left it. That said, the crucial word here is "almost." Mad Doc has introduced a number of interface tweaks in an attempt to make Empire Earth II more user-friendly than its predecessor. The new citizen-manager overlay screen, for example, shows resource piles and other locations, like universities where stragglers can be put to work. You can take in the entire map at a glance, check stats showing how many citizens are assigned to each resource pile, and organize those who have slipped through the cracks.

War planning has also received the one-stop-shopping treatment. When you want to coordinate an attack on a mutual enemy, all you have to do now is sketch out some circles and arrows in the war-plans applet and then send them to one or more allies for approval. This is a great boost to solo games, providing the illusion that you're fighting alongside human players. It also comes in handy in multiplayer games with real human opponents. Not only does war planning provide you with a ready way of discussing tactics, but also it enhances teamwork by making it so easy to draw up such battle plans. In fact, it makes it even more tempting to betray allies by sending them confusing tactics while simultaneously preparing underhanded offensives.

Picture-in-picture is another evolution of the interface, providing you with the ability to be in two places at once. It lets you both keep an eye on specified locales and manipulate units and buildings. Essentially, it works as a secondary game window. For example, when directing an army on the front lines in the main screen, you can observe your town and queue the production of units in the PIP. Up to six points of view can be bookmarked and then toured simply by hitting F1 through F6, making it a snap to move between town centers in larger games.

That's not entirely a good thing. Despite Mad Doc's good intentions, the PIP doesn't make Empire Earth II easier to play. If anything, it makes the game more complicated, as in both single-player scenarios and skirmishes against the computer, use of the PIP can lead to information overload. Since there are always a dozen or more tasks demanding your attention, it's too easy to get so caught up scanning from one hot spot to another, in addition to micromanaging, that missions can start to feel a lot like work. Games online now are more hardcore and unforgiving. If you want to really compete in multiplayer contests, you have to master the PIP, because odds are good there will be at least one multitasking guru in every game you join.

Gameplay itself seems to have received less attention in the design doc than the user interface. Not that this is a bad thing. The historical RTS template upon which Empire Earth II is based is solid in every way--save for clunky pathfinding, which remains a sore point in specific locations, especially at sea and when off-loading troops from ships--so it's a good thing Mad Doc stayed away from what wasn't broken.

Minimum System Requirements
System: Pentium 4 1.5 or equivalent
RAM: 256 MB
Video Memory: 64 MB
Hard Drive Space: 1500 MB

Recommended System Requirements
System: Pentium 4 2.2 or equivalent
RAM: 512 MB
Video Memory: 128 MB
Other: Windows XP

Screen Shots

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แจกเกมส์ Computer Supreme Snowboarding












Game Details:
publisher : Atari
developer : Housemarque
genre : Sports
ESRB rating : E
homepage : http://www.supreme-snowboarding.com/
Release date : Jan 2000 (released)

Snowboarding seems almost out of season in April but Supreme Snowboarding comes on the heels of a series of snowboarding titles released for next generation consoles. PlaynGo transfers the formula found in those games to the Pocket PC. While some snowboarding titles emphasize tricks, railing and jumps, Supreme Snowboarding is more interested in races and times. As such, the game is broken into free race and championship modes. A good two-thirds of Supreme Snowboarding's initial runs are locked and you have to unlock them through the championship mode. Championships involve a variety of time-based challenges issued to you on a particular run. After you complete a challenge, another run will open up and you can practice the newly opened run in the free race mode until the next one.

Like many snowboarding games in this genre, Supreme Snowboarding keeps track of a plethora of personal achievements. Best times are kept for each specific run. Moreover, you can save and load different championship runs so you don't mix up the progress of your individual snowboarders, or it prevents someone else from muddling yours. One of the problems I cited with the Xbox snowboarding title Amped is the fact that the runs themselves were geographically wide and lateral. Supreme Snowboarding, probably owing to the PDA's portrait configuration, still demands lateral movement but its courses are more elongated. They privileged length over width. This gives the game more of a race feeling and since performance is really based on time, it is aptly fitting. Jumping is still pretty useful in the game though. Performing certain jumps will earn you extra time bonuses. Some jumps are also timed so you can shave off a few seconds by going over obstacles, and on certain runs you can even jump over a snowed-in car.

Visually though, Supreme Snowboarding is a 2D top down title. Its animation is smooth and there is a slight trace of particle effects when you navigate through the snow. Particularly noteworthy is the attention to the star of the game itself, the snowboarder. The persona may be small but it reacts naturally to the varying degrees of turns applied. Unfortunately, the snow looks fairly bland and artificial. It effectively is one sheet of white pixels and the lack of anything organic about it almost makes it unbelievable. It could easily have been a blue background and turned into a Transworld Surf title. The visuals are saved by the sound effects but even those are far and few in between. I often wished Supreme Snowboarding would take a more aggressive, in-your-face type attitude that is often evoked by the sport itself. Perhaps a little music and commentary would make it more in line with the sport.

With experience, I found that one of the most crucial things about snowboarding games is the controls themselves. If they're too tough, you'll find yourself battling the control schema as much as you are the actual runs themselves. If they're too easy, a fast run might consist of nothing more than a few timely nudges. Thus, the actual connection between the snowboard itself and the player is absolutely crucial. Supreme Snowboarding gives you the choice of controlling via the stylus and the PDA's keypad. Both avenues don't provide absolute control. Those thinking you can simply draw a line from the start of the run to the bottom of the run will be in for a surprise. Supreme Snowboarding is about controlling the snowboard itself. And the physics of momentum mean you can't stop or turn on a dime. As you can probably guess by now, it takes quite some time to accelerate in Supreme Snowboarding, but it's helped (whereas Amped was not helped) by the fact that the runs are fairly lengthy in nature so you have ample real estate to gather speed. There's a slider in the main menu to control how sensitive you want the turning to be. On higher sensitivities, you don't feel as much friction but again, it's never as easy as merely connecting the dots with your stylus on the PDA screen. PlaynGo's idea of snowboarding, just as in real life, takes some getting used to.

In total, there are sixteen tracks altogether, of which you'll spend the majority of your time overcoming challenges to open up the latter ones. The runs increase in difficulty but unfortunately, there's no briefing screen or option to see the run before it happens. Because of the somewhat stiff controls, you really have to plan ahead of time to get the minimum times to complete challenges. This will undoubtedly lead players to take a scenic tour of a particular run to get to know the lay of the land, and then practice until they can clear the entire track in record time. These types of design create redundancy but I'm guessing it's a device by developers to extend the longevity of their game. A live automap during snowboarding or a quick glance at a map before the start of the run would have helped ease the frustration.

The small size of Supreme Snowboarding is something to cheer up about in light of the lack of extras. There's no multiplayer, support for ghost racers or additional tracks, which any single one alone would have added immensely to the game. So it all boils down to improving times and going over the few jumps that exist in the game. I always came to snowboarding games thinking the emphasis on merely performing tricks was too much. On the other hand, Supreme Snowboarding is all about getting to the base of the hill in a timely fashion. On its own, it also seems to err too much to the other side of the pendulum. If it were to include some of the trick-oriented play of the console snowboarding titles, PlaynGo would easily have a winner here. Throw in some good, maybe even customizable soundtracks, as well as multiplayer or some way to tie in the net as a platform for competition, and they'd hit more than solid gold.

Minimum Requirements:
Windows 95/98/ME/XP Home
Pentium 233 mhz
4x CD Rom
64MB Ram
8MB Graphics Card
Category: Sports

Ratings:
[08/10] Addictiveness
[17/20] Gameplay
[12/15] Graphics
[08/10] Interface/controls
[09/10] Program Size
[03/05] Sound
[04/05] Discreetness
[11/15] Learning Curve

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แจกเกมส์ Computer Ascension to The Throne


A turn-based strategy game with RPG elements, Ascension to the Throne places players in a fantasy environment in which they must make new allies and fight enemies...

Genre: Fantasy Turn-Based Strategy
Release Date: TBA


Ascension to the Throne is a turn-based strategy game with RPG elements. In a world of fantasy the hero will have to pass many tests on his way to victory. Enemies seek to stop players from regaining power and having taking revenge, gain new friends to aid you in reclaiming the throne. Become the King you were born to be - wise, brave and courageous.
Players will act as the last offspring of the ancient family, which has ruled Airath for ages. But times have changed and traitorous enemies attacked the castle. They slaughtered his family and destroyed the settlement, but they didn't crush his will. A very powerful spell cast by a magician threw the hero far beyond the borders of the country. He was on his own - without relatives, friends, without an army and without money. He lost everything he was proud of but still he was alive and chose the path of vengeance.
Players will explore a new fascinating world, full of foes and friends. They will have to crush hordes of enemies and find new followers to regain the title and ascend to the throne.

Features
Combination of real-time movement around the game world and turn-based battles
Large-scale tactical battles. Up to 20 squads (up to 10 units in each)
Players are not bounded by separate missions. They can go to any part of the game world and explore it. The game world is integral and players are free to choose any direction
Original concept. The Hero is the player, and instead of giving orders and watching the battles from a safe place, he participates in them by himself. But remember, that you can easily loose your Hero in the heat of a battle

Screen Shots

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แจกเกมส์ Computer Ride Carnival Tycoon

Genre : Business Strategy
Company : Valuesoft
Rating : E (Everyone)
Discs : 1
Additional Info : 1 Player
Release Date : 07/11/2007

Description
Are you ready to build the greatest midway on earth? Summer nights flashing lights stomach churning rides girls and guys all combine to make the perfect carnival. Attract them thrill them feed them frighten them and leave them yearning for more! From parking lots to big time - start small building local fun fairs outside malls and grow your business one happy customer at at time. Strap into any of the 25 different rides at your disposal and feel what your crowds feel as you plunge through the electrifying twists and turns. Maximize your money making potential by planning and constructing additional carnivals as the others are coming to a close. Choose set-up and design your food and drink stations - 12 delicious food and drink options available! Come one come all!

Game Info
players design and manage their own virtual carnivals in this budget-friendly business simulation from ValuSoft. Game booths, food stands, and curious spectacle tents are available for prime placement on the midway, along with more than two dozen different rides, but beginning carnies will have to work their way up to be able to afford the most profitable attractions. Sandbox-type play lets creativity reign, while ten preset missions put management skills to the test.

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part1,part2,part3,part4,part5,part6
part7,part8,part9,part10,part11,part12

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