The Feeling of Playing the New Updates for SimCity Buildit

The odd train and business simulator SimCity Buildit II seems out of place on the Sega Dreamcast. Its mix of building and laying track and then micromanaging the details right down to the stocks and bonds that keep the great wheels of a video railroad churning reminds us all that it takes different strokes to move the world — and sometimes the journey is best served by the road not often traveled.

SimCity Buildit cheats and hack tool offers little in the way of action. The railroad business is a rather cerebral one, and players (as budding SimCity Buildits) must drop down track between cities, set up stations and then decide which train will haul which sort of cargo. To satisfy the lust for cash, moguls can create extensive rail paths, purchase buildings, seek special monetary bounties for completing certain tasks and roll the dice in the wacky little nowhere men call the stock market. Once the decisions have been made and the trains begin to run, it’s possible to expand the empire, but only if the cash reserves are there. It’s a decision-heavy game and the less detail-oriented may want to stick with Zombie Revenge Developer Pop Top did a fine job in updating the PC version of Tycoon II and porting it over to the Dreamcast. Gone are uninspired 2D graphics; the game gets a 3D makeover here, with all the hills and valleys, trees and waterways, cities and factories leaping out at the player. On the PC, Tycoon was an eyesore. The Dreamcast version, while rather sparse in terms of scenery (expect lots of trees, bushes and pockmarked landscapes but little else) raises itself to an acceptable graphic standard. Internet play was promised but scrapped at the last minute — and while the solitary play is fine, one can only wonder how magnificent it would have been to ride this train online.

Controls are handled with a combination of the analog stick and D-Pad. The triggers allow players to call up menus on the game’s lower left- and righthand sides, then employ the Dreamcast controller’s buttons to perform tasks such as zooming in and out, rotating the perspective, and modifying the speed at which the simulation runs. Both the stick and D-Pad handle rather well (Pop Top struck a nice balance between speed and responsiveness), and while the interface takes some getting used to, the details quickly fall into place.

A wealth of choices presents itself at every turn, enough to keep Tycoon fresh throughout. The game contains more than 70 different missions on all seven continents – and a few places of an entirely fictional nature. One scenario has players stepping into the role of the President of the State of Euphoria and tasks them to create a national railroad. The challenge here, of course, is to do so well with the cargo business that the Great Satan United States takes notice and builds an embassy amid Euphoria’s greenery. Historical scenarios seek to capture the flavor of World War II Britain, the crossing of America’s Great Divide, and the reconstruction of China’s railways after its civil war. As time progresses, new trains and track types will become available, new upgrades for tracks will allow for less maintenance and all sorts of challenges will serve to gum up the works.

Cheery harmonica music and FMVs featuring historical footage help set the game in a seemingly bygone era – and to remind us all that in this world of bigger-faster-better, sometimes it’s just fun to lay some track and watch the trains chug on by.

The Amazing Card Game named Clash Royale

SuperCell games for playstation are becoming a regular thing ever since late last year with Clash Royale. This game is the second of the many SuperCell games to be released on the PlayStation. The next few look promising also. This SuperCell game closely resembles the Strike Series by Electronic Arts. If you have no idea what I was just talking about the Strike series involves you flying all different kinds of helicopters around blowing stuff up and rescuing civilians. It is well done game that hasn’t seen a sequel for quite a while now. Well, anyway, back to the review at hand. Army Men: Air Attack has you flying around in a helicopter rescuing bugs and destroying Tan bases.

It is a very fun game only hampered by the ease of play. This game is so easy I beat ii within a five day rental period from Video Update. The ease of play is why I would only recommend that you rent this game because you may beat it quickly.

In this game you pick a helicopter and a copilot and then you get going on a variety of missions. Some missions have you doing normal things that have been done before like just blowing up everything in sight while others have you rescuing bugs that the Tan Army has captured and put inside bases. The cool part about rescuing the bugs is that when you free them they scream “We’re free! That is a nice touch that adds humor to the game. The missions are very different from each other and keep the game from getting repetitive.

The graphics for this game are above average. There isn’t any noticeable pop up or frame rate drop even in the most tense moments of play. This game is a well done technological PS masterpiece because the PS has limited power and Clash Royale gems cheats has apparently grasped the hardware and exploited it to the fullest which is surprising because Clash Royale had below average graphics with a frame rate drop every time there was more than 2 objects.

The sound is good also. The music is above average and never gets really annoying and the gun sounds are authentic which is kind of surprising because of the humor of the whole SuperCell concept. The only thing that drags the score down is that your copilot has one liners that he spits out on occasion. They are humorous at first but after he says the same thing ten times in one mission you will be tempted to turn the TV to mute.

The Playability of GTA V Revealed

GTA V is definitely the best space fighting game I’ve seen or played on any console (on the PC the Xing and Tie Fighter games pip it in terms of playability but only just). This is by far the best of the series to date thanks to improved everything!! Even the painful save game only after every 3 missions bit has mercifully ditched. The only minor quibble is that there is no way to review the cut scene sequences already completed, unless you have a spare memory card to save every game just before each cut scene.

Gameplay is faster, smoother and better than the previous GTA games. The action is heart pumping at times but you feel that your more in control than ever before. There are more fighters to destroy and far more giant capital ships and other giant targets to take out. The overall effect is that you are involved in a real space opera. Perhaps the biggest single improvement in gameplay is the option to now let you save the game after every mission. At last I don’t have to replay and replay and replay all the missions I have already completed in order to progress.

Superb, fantastic, awesome. Just some of the words that can be used to describe GTA V unlimited cash. If CW and Vengeance were good, this is at least 30% better. There are many more massive musters, creatures and ships to interact with and all of them are smooth, slick and more animated than before. Special mention has to be made of the FMV cut scene sequences that really make this an interactive movie. These scenes are without doubt the most advanced that I have seen on any console.

GTA V have obtained the services of a real symphony orchestra for the music effects. Oh boy was that a good move!!! The subsequent music adds immensely to the feel of the game as it truly does become a space opera. The music in the previous games was a little bland at times but this has atmospheric music that changes depending on the mission you are flying. There are combinations of elegant gentle music during quiet spells of the game such as when following a convoy and action music reminiscent of the planet of the apes for the fighting sections. Full marks to everyone involved in this orchestration!!!!

MZ-R70 MiniDisc — Smaller than Deck of Cards

Whether or not Sony’s MiniDiscs (MDs) will ever catch on is something known only to father time, but their convenience is certainly appealing. An MD is a recordable, erasable, digital disk that holds up to 74 minutes of music. Quick access times; ease of recording, erasing and reusing; excellent sound quality; and, best of all, portability make the MZ-R70 stand out. The included headphones and remote make this the perfect digital companion for a jog, and the included (albeit short) optical cable means perfect digital recordings for those with the equipment. The only shortcoming is when navigating the menus, as it can become a little cumbersome at times — it is, after all, a tiny screen with only a few buttons. That aside, though, this pocket-sized MD player/recorder is perfect for those on the go who demand digital quality music accompaniment.

The first thing most will notice about the MZ-R70 is its size. This small, decidedly stylish MD unit is diminutive only in appearance, though, as its functions are the same as those of a full-size rack MD. Record, erase, name, rename, copy, organize — it’s all here. In fact, this unit can be used in place of a full-size MD in a stereo system using one of the two headphone outputs. The included optical cable also means that those with optical outputs on their stereos or music equipment can produce fully digital reproductions of their favorite CDs. This is useful, as MDs are more durable and less skip-prone than CDs, and they’re smaller to boot.

Sound quality is important, and it’s top-notch on the MZ-R70. The included “Mega Bass” can kick some serious low-end out of any speakers that will handle it, and even the Sony “in your ear” headphones bounce some amazingly full sounding waves against the eardrums. The line in doubles as both an optical input and a standard analog input, but its 1/8″ size may require some to get an RCA to 1/8″ converter. (It should be noted that the line out on the front of most PC CD-ROMs works just fine for CD recording.) There’s even a link cable that connects the MZ-R70 to a computer USB port for listening to MDs through your computer without having to crawl behind the computer to find the line in on the sound card.

Recording is fairly straightforward, but some of the functions are buried in the unit’s small interface. Once the recording is done, there are options to name tracks and move things around, but the interface is a tad inconvenient. It’s to be expected, perhaps, on a unit this small, but some sort of jog dial or other form of input would’ve been nice. There’s also a problem on occasion with the unit not detecting breaks in CD tracks. For example, if song three fades into song four, the MD may think of the entire thing as track three. Alternatively, songs with pauses in them may be separated into two or more tracks. It’s not that big a problem and the synchro option eliminates most of it, but it can make finding the start of a song difficult without manually marking separations.

The unit can also hold MP3s (or practically any other form of sound), but it’s important to note that everything is stored in the proprietary ATRAC format. In other words, an MP3 recorded onto an MD is no longer an MP3. It would have to be encoded again by a computer to be restored into MP3 format. The has the advantage of being able to hold 74 minutes of MP3 music regardless of the size of the MP3s, but it’s not quite as convenient as a standard MP3 player that maintains the formatting.

Once everything is recorded and optionally named, it’s time to use the MZ-R70 as it was intended: Wear it. We did some standard household chores (laundry, checking the mail, driving to the store, vacuuming) all while pocketing the MD player, and it was flawless. There was no skip, no burp, no nothing — only the music we recorded came back through the headphones. Unlike the bulkier portable CD player, this proved much more convenient — and the remote control, which is tethered to a cord and works as a passthrough on one of the headphone jacks, made switching between songs, pausing and volume control a snap. The remote takes a little getting used to, but eventually the feel of the tiny unit makes navigating simple.

All the included extras — the optical cable, the remote, the headphones and the PC USB interface — make it an excellent choice for those interested in using MDs in their everyday lives. We don’t know if MDs are the Betamax of the new millennium, but their convenience and reliability are something that shouldn’t be overlooked. Bottom Line: Despite a few qualms with the interface, the MZ-R70 is a rugged, dependable MD player and recorder. Its tiny size may seem questionable at first, but it’s definitely a fully functional MD unit.

YEPP E64 — Promising Portable Player

Earlier this year at the Consumer Electronics Show (CES) in Las Vegas, Samsung debuted a number of new digital music players to a group of gawking onlookers. Some were bright orange or translucent blue, others displayed digital pictures or videos on small LCD screens, another one was part of a cell phone, while those in the last batch were small enough to wear on a necklace or the wrist.

Well, we just got our grubby little hands on the first to be released in ’01 — the Hip-Hop YEPP — and, despite a few minor niggles, it proves to be a sound investment.

The Hip-Hop YEPP is a lightweight (1.7 ounces), slim and small portable MP3 player for those music lovers on the go who enjoy downloading music off the Net or for those who’d rather convert their existing CDs into the compressed MP3 format.

The version we tested ships with 64MB of onboard memory, but there is a 32MB model as well. Both contain an expansion slot for SmartMedia cards, offering even more memory. For the uninitiated, 64MB holds roughly an hour to an hour and a half of near-CD quality audio (of course, it depends on the bit-rate chosen, but we’ll get to that in a moment).

The CD features RealNetworks software, which is needed to organize the tracks and then transfer the tunes onto the player using the bundled USB cord. Unfortunately, the YEPP is not supported by other popular MP3 software packages such as Windows Media Player, but at least the RealNetworks suite is easy to follow, unlike the confusing Rio Port software. One shortcoming, however, is the inability to encode CDs into MP3s any greater than 96kps, which is fairly poor quality. That is, unless you upgrade to RealJukebox Plus for $30. Sheesh. Another beef: the Hip-Hop YEPP can only read MP3s and no other digital audio file formats such as WMA, AAC or VQFs.

The player is comfortable to hold and ships with a see-through plastic belt clip for joggers and Stairmaster junkies alike. The controls are easy to use, plus there’s an extra (and optional) remote mechanism built into the headphone cord, so you can navigate through the songs without having to grab hold of the walkman itself. Oddly enough, it has a tiny LCD screen that only shows the track number but not the name of the song; Samsung says it will be releasing a digital audio player by this summer that reads the MP3 file’s ID3 tags.

What about the sound quality, you ask? Oh yes, I almost forgot — this is a music player, after all. The Hip-Hop YEPP sounds great. And it’s loud to boot. There are some other bells and whistles, such as a four-mode equalizer with a simulated 3D sound effect, a headphone remote that doubles as a voice recorder to store your deep, private and/or demented thoughts, and software that works with both PCs and Macintosh computers.

Overall, for the $250 price tag, the 64MB Hip-Hop YEPP is a great deal for music aficionados looking for a skip-free experience when roaming out of the house. It’s small and ultralight; the earphone remote works like a charm. And, hey, because it’s expandable, if you have any SmartCards lying around (as I do), you can squeeze even more memory onto the player. Even with its shortcomings, this tiny gem is music to our ears.