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Thursday, April 03, 2008

PC game - Combat Mission Shock Force v1.08 patch


Save games created with earlier versions of the game are NOT compatible with v1.08. Please finish your in-progress games before applying this patch
v1.08 Patch for Combat Mission Shock Force. The patch is available for owners of any of the three published versions of the game (Battlefront.com, Paradox Interactive, Gamersgate).

One of the reasons we are so pleased with the v1.08 patch is sheer amount of content included. Over 70 different changes, improvements, fixes and new features have been added. This v1.08 patch affects everything from the Game Graphics and Effects to the Tactical and Defensive AI Behaviors, Pathfinding, Spotting, Line of Sight, Weapons and Unit Data and more!
In the past we have always released "all-inclusive" patches (which can be used on any previously patched or unpatched copy of the game) but this time, for the Battlefront.com version only, we are also offering a much smaller "incremental" patch which will upgrade the game from v1.07 to the new v1.08 level. The incremental patch is not available for the Paradox Interactive or Gamersgate versions of the game.

Below are direct links to the various patches as well as the Patch Notes.

Battlefront.com Version v1.08 Patches
Combat Mission Shock Force v1.08 Battlefront.com "Incremental" Patch
Note: This incremental patch is only for Battlefront.com versions of the game already patched/updated to v1.07
Download here
FileSize: 7Mb

Combat Mission Shock Force v1.08 Battlefront.com "All Inclusive" Patch
Note: This all inclusive patch is only for any previous Battlefront.com versions of the game
Download here
FileSize: 176Mb

Gamersgate Version v1.08 Patch
Combat Mission Shock Force v1.08 Gamersgate "All Inclusive" Patch
Note: This all inclusive patch is only for any previous Gamersgate versions of the game
Download here
FileSize: 179Mb

Paradox Interactive Version v1.08 Patch
Combat Mission Shock Force v1.08 Paradox Interactive "All Inclusive" Patch
Note: This all inclusive patch is only for any previous Paradox versions of the game
Download here
FileSize: 242Mb

Combat Mission Shock Force v1.08 Patch Notes

PREVIOUS SAVE GAME COMPATIBILITY NOTE:
Save games created with earlier versions of the game are NOT compatible with v1.08. Please finish your in-progress games before applying this patch.


ONLINE VERSION CHECKER:
New to this patch is the addition of a "Check for Updates" link located under the "Combat Mission Shock Force" Program Group within the Start Menu. By clicking this link, your web browser will connect to our online version checker system and report both the installed version number of your game as well as the current version available. Link s to download the available patch or patches as well as important info and version details are also shown. With routine use of this new tool, your games will always be updated and current!



COMBAT
  • Improved calculations for small-arms penetration of buildings,including "shatter gap" for high-speed bullets.
  • Stryker MGS is more willing to fire main gun (even though it doesn't carry a lot of ammo).
  • Area fire at buildings has fewer "stray" shots.
  • Troops will automatically cancel area target after they blow a sizeable hole in a wall.
  • Small tweaks to bomb crater size (slightly decreased) and effects vs. buildings (slightly increased).
  • Area fire at a wall area targets the wall itself more than the surroundings.
  • Balconies and roofs offer slightly increased protection.
  • Suppressed troops show more self-preservation behavior, especially in buildings.
  • Troops react faster to the cancellation of area fire targets.
  • Flavor objects disappear if a very large explosion occurs nearby.
  • Soldiers with low experience and/or low motivation are more likely to rout away. Rout symbols (the ! mark) also last longer.
  • Corrected a rare problem that allowed projectiles to hit a vehicle and explode, but continue traveling forward.
  • VIEDs cannot explode a second time if hit by additional fire.
  • The explosive power used by a Blast Move is increased (so enemies are more likely to take hits).
  • Corrected a problem where aiming a weapon at a vehicle at very short range could cause the shooter's weapon to "wave around" for a few moments before firing.
  • Soft-skinned vehicles are a little sturdier versus small-arms fire.

MOVEMENT
  • When reaching a final waypoint, Team B of a squad will usually position itself to the side or rear of Team A.
  • In internet play, the client pla yer can mount troops during the setup phase and it works properly.
  • Fixed a T-72 "stuck in wall" bug.
  • A Hide command attached to a Hunt move works properly.
  • Corrected some issues with troops inside buildings moving around too much.
  • Fixed a problem where infantry sometimes wouldn't go into a building through a breached wall.
  • If you give a team/squad embark orders toward a vehicle in a different setup zone, it will work correctly.
  • Fixed an embarking problem where some soldiers in the team wouldn't get on board the vehicle.
  • Corrected a pathing problem around high walls with a 45-degree bend.

GRAPHICS

  • Compatible with Matrox TripleHead2Go, enabling the simultaneous use of three monitors providing wide-screen 3840 x 1024 resolution even if the computer only supports a single display output.
  • Battle maps with many walls have increased frame rate.
  • Alt-K hotkey to show/hide s moke graphics.
  • Walls are visually destroyed correctly in playback.
  • Tab-locking the camera to a unit does a better job angling the camera to make sure the unit begins in view.
  • Enemy casualties will not cause the building they are in to become translucent.
  • Terrain objective labels don't dim when "?" icons are on the screen.
  • Stryker driver hatch model does not open too far.
  • T-72 main gun model does not skew horizontally.
  • Casualties on board a vehicle are not displayed poking through the vehicle's sides.
  • Flames are correctly placed on post-explosion vehicle IEDs.
  • Raised the minimum animation threshold for soldiers so there are no more "scarecrows" even if if the scenario is very large.
  • Corrected a bug where a missile icon would appear in a vehicle's special equipment list for a moment before being fired.

ARTILLERY AND AIR SUPPORT
  • Aerial rockets are used less frequently versus building targets.
  • Artillery and air strikes targeting a building that collapses will cancel automatically.
  • The small red/yellow/green icon shown on each unit in the Support Roster window that shows the quality of the connection to the spotting unit, displays properly.
  • The provisional delivery time initially displayed for an artillery mission while you are in the process of creating it, is now based on a standard mission, not an emergency one.

TERRAIN OBJECTIVES
  • On the end-game screen, the status of a terrain objective worth zero points is displayed (previously it was skipped).
  • The presence of "stealthy" troops does not block the enemy from receiving points for terrain objectives.

SPOTTING & LINE OF SIGHT (LOS)
  • LOS through two or more floors within the same building is blocked.
  • It is slightly easier to see over low walls f rom a kneeling position.
  • Trees block LOS more, especially tree types A and E.
  • Corrected a problem where some evening overcast situations would be treated as "too dark" for spotting.
  • More dust is kicked up when a wall is breached.

TAC AI
  • TacAI regards .50cal MG as a greater threat to light armor like the BMP than previously.
  • TacAI slightly increases affinity for using HEAT and thermobaric rounds versus infantry in buildings, and slightly decreases affinity for using HEAT versus infantry not in buildings.

VEHICLE DEFENSIVE AI
  • Vehicles will not retreat in response to threats they have been ordered to fire upon, or whom they are spotting for artillery or air strikes.
  • Reacts to grenade attacks.
  • Less likely to pop additional smoke if there is already smoke in the direction the vehicle wants.
  • Will not engage when the vehicle is embarking/disembarking passengers, nor will it be triggered by nonpenetrating hits received when the vehicle is moving.
  • Retreat distances are slightly shorter.

DATA
  • BTR-60 has improved turn radius.
  • BMP-2 30mm cannon holds 500 rounds.
  • M1127 RV Stryker, M1131 FSV Stryker, M7A3 BFIST Bradley, and M707 Humvee have a laser designator that improves efficiency for on-board artillery/air-strike spotting teams.
  • PG-7V rocket diameter is corrected to 85mm.
  • PG-7VR explosive content is reduced.

ATI COMPATIBILITY MODE
  • Fixed a problem where you could "find" hidden enemies by pointing the mouse at them.
  • Improved mouse-cursor precision near vehicles.
  • Clicks on waypoints inside buildings register better.

MISC
  • Internet games require less data transfer which should correct various problems with large scenarios (this also shrinks PBEM files).<>* PBEM files are checked in advance for data integrity and the user is warned if the file appears damaged (this only works with PBEM files created with v1.08 or later).
  • Quick Battle computer-player does a better job setting up its units, especially putting them into buildings.
  • Fixed a few crash bugs.
  • "Adequate" supply level is sufficient to give a vehicle a full ammo load for its own weapons.
  • Fixed a "falling off the roof/balcony" bug.
  • A saved quick-battle shows correct information on the load-game screen.
  • Adjusted dawn and dusk start times for quick battles.
  • Corrected a bug where a soldier might start playback holding the wrong weapon if he switched weapons during the action.
  • Scream sounds from casualties are quieter at a distance.
  • Fixed some pathfinding problems that resulted from scenarios with walls "covering" building doors.
  • When a crew re-mounts a vehicle, their target orde rs are cleared, including orders to pop smoke.
  • Fixed the unlimited vehicle smoke bug in turn-based games.
  • Troops don't say "enemy spotted" when spotting destroyed enemies.
  • Camera tab-lock (padlock) on an enemy unit is now lost when the unit is no longer spotted.

BATTLEFRONT.COM INTERNET BROWSER COMMUNITY TOOLBAR:
This new game patch includes the optional install of a new, and we think, exciting tool. This tool seamlessly attaches to your internet browser (currently Microsoft Internet Explorer and Firefox supported) and gives you instant access to Battlefront.com game news, patches, demos, chat channel as well as other popular browser toolbar *gadgets* such as realtime weather reports (unique to your hometown!), a spell checker and pop-up blocker. Fully user configurable and expandable, your new Battlefront.com Community toolbar unlocks the full potential of your internet browser to keep you connected with the ever-growing world of Battlefront.com games and resources! You can find more details on this new free utility here

Win and Alienware PC, Nintendo DS and Teehage Zoombies - Invasion of the Alien Brain


Worldwide Alert! Alien Brain Thingys Are Invading Earth!

NOW YOU CAN JOIN THE TEENAGE ZOMBIES AND 1UP.COM TO DEFEND OUR PLANET AGAINST THE BIG BRAIN'S ARMY INVASION

Lucky Winner of the Teenage Zombies Sweepstakes to Receive an Alienware PC, a Nintendo DS and Teenage Zombies: Invasion of the Alien Brain Thingys

This just in at the news desk! Multiple reports are being received of the Big Brain and his horde of pink pulsating Alien Brain..uh..Thingys descending upon the Earth!

You can now help the Teenage Zombies - Finnigan “Fins” Magee, Lori “Lefty” Lopez and Zach “Halfpipe” Boyd – protect the Earth against the Big Brain’s invading minions. Visit the Teenage Zombies at 1up.com to take part in the enter to win “Teenage Zombies Sweepstakes”, sponsored by Ignition Entertainment and 1up.com. The entries may be submitted to the official contest website at www.1up.com from April 1st until April 30th, 2008.

“Teenage Zombies on 1up.com” Sweepstakes Prizes

Grand Prize (1):
Alienware PC and a Teenage Zombies: Invasion of the Alien Brain Thingys! DS game

First Prizes (8):

Eight first prize winners receive (8): Nintendo DS™ system & a copy of Teenage Zombies: Invasion of the Alien Brain Thingys! DS game

In Teenage Zombies, the Earth is under attack by a horde of Alien Brain… uh…Thingys! Humans, succumbing to ray-guns and mind-control, have failed to defend their planet and let it fall easily into the clutches of the Big Brain and his army of Alien Brain Thingys. The only hope left for mankind is three Teenage Zombies who ignore their normal human victims in favor of the pulsing pink brains they see EVERYWHERE - all the while being lured to the ultimate lunch: THE BIG BRAIN!


The big Alien Brain Thingy attack is expected to happen in North America exclusively on Nintendo DS April 15, 2008.For more information on Teenage Zombies: Invasion of the Alien Brain Thingys! or Ignition Entertainment please visit www.teenagezombiesgame.com.

Wednesday, April 02, 2008

Ship Simulator 2008 launched


Leading publisher Lighthouse Interactive and developer VSTEP today announced that they have extended their publishing deal to include the North American rights to Ship Simulator 2008; the acclaimed naval simulation game for Windows. The game will be released in Canada and the U.S. in Q1 2008.

VSTEP will maintain the rights for online distribution.

Ship Simulator 2008 was released by Lighthouse in most European territories this year. The North American retail release will include all the free add-ons, including the upcoming multiplayer mode. Ship Simulator 2008 is the follow-up to the surprise simulation hit Ship Simulator released last year. Not only is the game Windows Vista compatible, but it includes brand new harbors like San Francisco, new vessels including jet-skis and hovercrafts, and also advanced weather conditions, waves, visible damage, enhanced ship bridges, multiplayer and open sea missions. Ship Simulator 2008 will amaze players with its progress and will rock their simulated world!

"Ship Simulator and Ship Simulator 2008 have both received accolades from simulation fans, retailers and the press worldwide," said Steve Wall, VP of Lighthouse Interactive. "We are proud to be bringing this international hit to the North American market."


VSTEP's Technical Director, Pjotr van Schothorst added, "The North American version of the game will be packed with features including: 50 different single player and multiplayer missions, a Mission Editor, and the ability to track player profiles establishing their ranks in different ship classes."

SUMMARY

Ship Simulator 2008 is a revolutionary simulation game that puts players at the helm of some of the most varied and detailed ships to be found at sea. Players will need to perform a multitude of tasks, all set within a stunning 3D environment. They will take control of a wide array of ship types – from massive cargo ships and ferries, to speedboats, yachts, water taxis and even the mighty Titanic. The waters you sail are as varied as the ships, with newly added harbors such as Southampton, Marseille and San Francisco. Ship Simulator 2008 recreates real world locations from around the world as well as the challenges of commanding a vessel on the open sea.



FEATURES

• Dynamic ocean waves with realistic ship motions
• Long distance travels with open sea voyages between ports
• Advanced damage system showing holes in the ships after severe collisions with other ships and even icebergs
• 50 new challenging missions for both single player and multiplayer modes
• Extensive day, night and weather systems
• 8 new ships, an oil rig and 3 new locations: San Francisco, Southampton and Marseille
• Walkthrough functionality and interactive bridge controls on all ships
• Controllable container crane
• Advanced vector graphic sea chart with full-screen display option, transparency setting and high level-of-detail on text and depth readings
• Free-roam mode where players can choose a ship, an environment, weather conditions, time of day, and time parameters
• Advanced physics simulation model displaying realistic water effects like water splashing on the bow
• Extensive mapping options for keys and joystick buttons
• Anchoring and advanced rope system which allows you to connect and disconnect player ships to other ships or mooring boulders at will
• A system for sinking player ships when damaged below the water line
• Mid-mission save function
• Enhanced ship bridges with more interactive elements
• An advanced system for establishing ranks in different ship classes linked to the online player profile
• Ability to set a trajectory with waypoints in free-roaming mode by pointing-and-clicking on the game map
• Extended environments for Rotterdam and Hamburg harbors
• Option for dual-screen users (full chart on second monitor)
• Rating missions indicated by stars

For more information about Ship Simulator 2008 or Lighthouse Interactive, please visit www.shipsim.com and www.lighthouse-interactive.com.

SYSTEM REQUIREMENTS

OS: Microsoft Windows 2000 / XP / Vista
CPU: 2.4 GHz Intel Pentium IV or AMD processor
RAM: 1 GB RAM (2 GB recommended for Windows Vista)
Video: 128 MB NVIDIA GeForce 5900 or ATI® 9600 Pro / X600 video card
PC CD-ROM: 4x (or PC DVD-ROM drive)
Available Hard Disk Space: 500 MB
Multiplayer: LAN or 56K (or faster) Internet Connection
Sound: DirectX 9.0 compatible sound card
Other: Keyboard, Speakers and Mouse with scroll wheel
Optional Controllers: Joystick, Joypad or Steering wheel

Lineage II Limited Collector's Edition


Special Limited Edition collector's box to contain exclusive in-game items, artwork book, posters and Kamael statue


NCsoft Europe, the world’s leading publisher of online computer games is pleased to announce the launch of the Lineage II Limited Collector’s Edition. This limited edition version is the ultimate collection for hardened fans and provides new players with a host of incredible, exclusive extras as they embark on their adventures in this stunning online role-playing game.

Lineage II is an epic massively multiplayer online fantasy adventure in which players must work together – and against each other – for economic and political control of the captivating Kingdom of Aden. Since its global launch in 2003, Lineage II has been an unprecedented sales success, with more than 17 million players worldwide and a universally acclaimed reputation as the premier player-versus-player MMOG.

Within the Limited Collector’s Edition, players receive the current version of the Lineage II game client; The Kamael. The first chapter in The Chaotic Throne™ saga and the largest update to Lineage II yet, The Kamael introduces a whole new playable character race along with numerous game enhancements courtesy of the brand new Hellbound™ update. The Limited Collector’s Edition also contains three game account codes – a full 30 day activation code, 14 day buddy code and 14 day trial code – together with an additional 15 days game time code, each printed on an attractive collector’s art card*.


In addition, owners of the Lineage II Limited Collector’s Edition also benefit from three exclusive in-game items that help enrich the player’s online enjoyment. These consist of the Black Half Mask accessory item, the Pig Lollipop, which allows players to transform themselves into a pig, and a token for discounts on the new Lineage II server features, such as name/gender change and character/server transfer.

Also included is a stunning 148 page, “The Art of Lineage II” artwork book, filled with examples of Lineage II’s strikingly beautiful character design, an exclusive mini-standee and a hand painted, limited edition Kamael statue, of which just 5500 have been produced. As a special bonus, 50 lucky Collector’s Edition boxes also contain a premium ‘golden ticket’, which is redeemable for a beautiful and extremely rare Dark Elf figurine.


Rounding out the Lineage II Limited Collector’s Edition are: an updated official soundtrack CD, featuring Hyo Beom Lim and Inon Zur; two exclusive A2 posters that combine to form an enormous A1 size image; and the official Lineage II map, reprinted on A2 “vintage” paper.

Mirko Gozzo, Marketing Manager at NCsoft Europe said: “Lineage II is one of our most popular and enduring titles and we are delighted to be celebrating its continued and growing success with such a fantastic Collector’s Edition. This limited edition box set is sure to be the centrepiece of many a gamer’s collection for years to come.”

The Lineage II Limited Collector’s Edition will be available from 25th April 2008 at all major retailers at a recommended retail price of £54.99 / €79.99. The standard edition box of Lineage II is available at a recommended retail price of £14.99 / €19.99 and at the PlayNC store. The game includes a 15 day time card in addition to the standard 30 days play; giving players a total of 45 days play time. Monthly subscription fee to the game is £8.99 / €12.99. The game is rated 12+ by PEGI. For more information please visit www.discoverlineage2.com

- Trial, Buddy & Game Time Codes Explanation
Both Trial and Buddy codes allow the user 14 days of play within Lineage II: The Chaotic Throne. Once a Trial account expires, to continue, purchase of the full version of Lineage II: The Chaotic Throne is required. When a Buddy account expires the user may continue by adding more time to their account, either by NCsoft Game Time Cards or account subscription via http://eu.plaync.com (no box purchase is neceesary). Game Time Codes are used to increase subscription within the game. Time is increased via the accounts page within PlayNC.

Robert Ludlum's The Bourne Conspiracy video game


Sierra Entertainment Announces Robert Ludlum's The Bourne Conspiracy Worldwide Debut In June 2008

UNCOVER JASON BOURNE'S PAST AMIDST NON-STOP ACTION FEATURING SIGNATURE BOURNE-SYTLE DRIVING AND INTENSE COMBAT

Sierra Entertainment today announced that the Robert Ludlum's The Bourne Conspiracy video game will street in Europe on the 27th June, 2008 on Microsoft's Xbox 360 video game and entertainment system and the PlayStation 3 computer entertainment system. The game brings Jason Bourne’s signature combat style to life by sharply blending a seamless mix of hand-to-hand fighting, gunplay and dramatic escapes. To round out the non-stop action to the title’s hunter-prey game play, The Bourne Conspiracy will give gamers a re-imagination of the high speed pursuit through Paris in the MINI COOPER.

Through close partnership with Ludlum Entertainment, and collaboration on story and character development with Bourne screenwriter Tony Gilroy, The Bourne Conspiracy is an intense interactive addition to the blockbuster films and best-selling novels. The game delivers an original story uncovering Jason Bourne’s past and the conspiracy shrouding his origins, plunging players into the role of Bourne as both trained assassin and marked government agent. Core to the experience is Bourne’s definition as a perfect weapon with heightened combat instinct, where players use Bourne’s characteristic capabilities to recognise threats, perform devastating takedown moves and use his surrounding environment to overcome deadly situations.
“Wrought with action, combat, elaborate escape scenes and untold story, the Bourne series is making a natural progression into the interactive medium,” said Al Simone, senior vice president, global marketing, Sierra Entertainment. “We’re pleased to announce that this June gamers will have the chance to experience the dangerously exciting aura and frenetic pace inherent in the Bourne franchise.”


Developed by High Moon Studios and based around a combat system co-designed by Jeff Imada, the renowned choreographer who defined Bourne-style combat in the films, The Bourne Conspiracy delivers gamers every signature Jason Bourne element, from hand-to-hand fighting to shooting to escape and evasion. Framing the experience is a relentless pace of action and an in-game camera system that captures the cinematography techniques that established the memorable visual style of the films.

Capturing the intense high-speed pursuit based on the memorable car chase from The Bourne Identity, players will take the wheel in an upgraded version of Marie’s red MINI COOPER trying to evade seemingly every police car in Paris. Arcade racing-style game play and destructive stunt setups combine with Bourne instinct-based game mechanics to create a previously unseen and unforgettable action driving experience.

“We’re creating a video game that is distinctly Bourne, based on a deconstruction of the character from action hero to game hero, and one that we ultimately believe gamers will discover as a distinctively original licensed action game,”
said Emmanuel Valdez, chief creative officer, High Moon Studios and game director on The Bourne Conspiracy.

FLATOUT ULTIMATE CARNAGE FOR PC-DVD ROM


FLATOUT ULTIMATE CARNAGE FOR PC-DVD ROM EXPECTED END OF JUNE/EARLY JULY.

Empire Interactive, a wholly owned subsidiary of Silverstar, is proud to announce first look screenshots for FlatOut Ultimate Carnage for PC.

With over 2.5 million sales worldwide, the award winning FlatOut franchise is now one of the most successful racing series across multiple formats.



FlatOut Ultimate Carnage debuted on the Xbox 360 in Europe in June 2007, and the game has been a critical success, remaining a Top 5 seller in all European markets for several months. This high demand prompted Empire Interactive to develop FlatOut Ultimate Carnage for PC, improving graphically upon the XBOX 360 version, and bringing PC gamers up to date with the latest instalment of this high-octane, destructive racer.

Exciting New PTO Wargame For Your PC - War Plan Pacific


Shrapnel Games Awakens The Sleeping Giant With War Plan Pacific!

Announcing An Exciting New PTO Wargame For Your PC!

It should have been just another December Sunday morning. It wasn't. Scores of aircraft dropped from the sky, blood red suns adorning their wings, unleashing a Hell borne from bullet, bomb, and torpedo. Body and hull shattered, blood and oil staining the Hawaiian waters as most of the United States' Pacific Fleet was transformed into a mangled wreck of flesh and steel within hours. As bad as the carnage was it was but a sign of the days to come, as the greatest naval conflict the world had ever seen- or would see- erupted upon that infamous day. Forged in the flames of Pearl Harbor this conflict would only end in the atomic flames of Nagasaki.

Shrapnel Games is pleased to announce the upcoming publication of War Plan Pacific, developed by KE Studios, a new development house based in the Puget Sound region.
Currently about to enter beta War Plan Pacific will be available for the Windows operating system, price to be decided.

War Plan Pacific is a turn-based computer wargame for one or two players (IP based multiplayer capability) covering the entire war in the Pacific from 1941 until 1945.

Focusing on power projection through the use of a strong navy, players will assume the role of the heads of either the Imperial Japanese Navy or the United States Navy (along with allied British, Australian, and Dutch forces), commanding a historical force mix in a total war aimed at achieving nothing less than an unconditional surrender of the enemy.

Individual ships of light cruiser size and larger are represented, and each turn represents one month of real world time.

The Japanese player faces a challenging road to victory, although victory is possible through either a quick win or a slow win. He can cut the vital US to Australia sea lines, isolating Australia and thus denying the US its important forward and submarine bases necessary to march steadily towards Japan. If denied for six months the Japanese will win. This is the quick win for the IJN. The slow win involves staving off total defeat until 1946. To do so the Japanese has to do more than hold onto a few ships and bases though, as both the loss of oil or a successful strategic bombing campaign (which also abstractly culminates in the atomic bombings of the mainland) will spell defeat for the Japanese.

Long time wargamers who are familiar with Avalon Hill's classic Victory In The Pacific will feel right at home with War Plan Pacific. This is not a game that seeks to track every single widget, bullet, and drop of sweat in the Pacific theater, but rather one that allows the entire war to be fought in a single session. As lead designer and KE Studios' founder John Hawkins says, "Put the kids to bed, play a full game, be in bed yourself by midnight." Eschewing hexes, War Plan Pacific uses a system of twenty-nine important bases. Your naval forces are either found around the bases or in transit. The speed of your task force determines transit time, something to keep in mind when planning an assault involving task forces from all over the Pacific.

War Plan Pacific is a game of naval conflict, with land combat represented by the taking of bases through the successful use of sea power. And while the game abstracts several elements to make it playable in a few hours, its heart beats a historical reality. Naval forces arrive on a historical timetable. The Japanese long lance torpedo is a thorn in the USN's side. Players can attempt to recreate the Doolittle raid, tying up Japanese coastal forces for months, or as the IJN scare the Hell out of the American public by shelling the West Coast. Try out historical strategies, or try out your own. What will be your turning point? Coral Sea? Midway? Guadalcanal?

Get yourself a Wireless Nunchuck for Nintendo Wii


Go Wireless on Nintendo Wii - Unleash Your Nunchuk

No more messy wires – just gaming full on

Maximise your Nintendo Wii gaming experience

Zappies Ltd is proud to be releasing, exclusively in the UK, for Nintendo Wii gamers the ultimate wireless gaming weapon – The Nunchuk Wireless Kit, which allows you to play your favourite games without being limited or restricted by the Remote to Nunchuk cable.

The easy to install procedure takes seconds……simply snap the wireless receiver to the bottom of your Wii Remote, insert your Nunchuk into the wireless housing, press the synch button and you are away… ready for hours of wireless, unhindered, unobstructed play!!

Ergonomically moulded, an integrated LED status indicator lets you known when you are connected, synched and ready to go and there is no need to buy another Remote or Nunchuk for this kit is all you will ever need to take your gaming to another level.
4 player compatible with Remote power button shut off, the unit is power by 2 AAA batteries which provide 20 hours of non stop gaming!

• Safe, secure and easy to set up
• No more tangling up when stored away or whilst playing!
• Automatically switching – a greener product


Coming with a lifetime warranty, more peripherals will be released in the coming months from Zappies Ltd.

Wolverine Studios Announces Draft Day Sports - Baseball


Wolverine Studios, a developer of sports simulation games, is proud to announce that well-respected developer Shaun Sullivan, creator of the widely praised PureSim Baseball series, has joined Wolverine Studios to produce Draft Day Sports: Baseball.

“I’m really excited to join the Wolverine Studios team”, says Shaun Sullivan. “Gary Gorski and I have known each other for many years and already have a successful history of informally collaborating on titles such as Total Pro Golf and Total Pro Golf 2. Now, as an official member of the team, I am looking forward to working with the talented folks at Wolverine to build Draft Day Sports: Baseball. PureSim Baseball has been a great franchise, and I think bringing the PureSim engine to a title powered by Wolverine’s user interface technology will result in a winning combination.”

Wolverine Studios President Gary Gorski says of Sullivan: “Shaun is a fantastic developer and a very well respected member of the community. He’s played a valuable role in some of our previous projects and I couldn’t be more excited about him joining our team. I always felt PureSim was a terrific game and now with the Wolverine team around him I know that Shaun will be able to take Draft Day Sports: Baseball to new heights.”

More details and discussion about the game will be available from Wolverine Studios’ company website at www.wolverinestudios.com.

Nintendo Wii, Guitar Hero Become Newest Features of Hotels


Hotels are using Wii as special attractions for guests

The Nintendo Wii is nothing short of a phenomenon. 

The console’s innovations have stirred the consumer market, including those outside the videogame buying population, into a frenzy around the Wii.

Hotels are the latest to capitalize on the Wii’s success but offering access to videogames, sometimes at inflated pay-per-play rates. According to USA Today, the fitness center at Manhattan’s Le Parker Meridien offers guests Wii rentals at $50 an hour. That figure will balloon to $120 an hour with the addition of a personal trainer.

Hotel chain Westin said that it will soon be rolling out Wii for guests at over 150 locations and resorts, though details and pricing were not announced.

The Wii is often looked to as a solution to help maintain a hotel or resorts contemporary image – to constantly provide guests with a new experience. Thanks to the Wii’s relatively inexpensive $249 price point, hotels view it as an inexpensive addition.

Nintendo’s console isn’t the only gaming device to be a draw for hotel guests. Guitar Hero is employed at Hotel Monaco Seattle, where businessmen partake in musical playoffs during the hotel’s complimentary social hour on Fridays.

Robert Mandelbaum, director of hotel research and information services for PKF Consulting, told the paper, “From an amenity standpoint, (buying a basic Wii system for $250-$300) isn't as expensive” as installing flat-screen TVs or other frills. “This is a way for hotels to keep up with the times.”

Besides entertaining hotel guests, the Wii has already found good company in various retirement homes and even aboard cruise ships.