Winner! 2004 RealArcade Game of the Year! |
Possibly the most addictive game we've ever offered, Zuma Deluxe is a uniquely thrilling experience in action-puzzlers. As the stone frog idol of the ancient Zuma, you must explore and unearth the legendary temples. Fire colored balls to make groups of three or more, but don't let them reach the golden skull or you're history! With two exciting game modes, pulse-pounding sounds and music, Zuma Deluxe is an adventure you may not be able to pull yourself away from.
Downloadable Zuma Deluxe Game Review:
Post a comment and I'll place your review + link here.
http://tinyurl.com/brcrlmor
http://tinyurl.com/dm5rlxor
http://tinyurl.com/cpzc5g
Showing posts with label Lower Quality Games. Show all posts
Showing posts with label Lower Quality Games. Show all posts
Download Zuma Deluxe
Posted by
Abdul Manan
Thursday, September 17, 2009
at
1:55 PM
Free Zuma Deluxe Download is for Daniel!
~ Download Free Full "Zuma Deluxe" Cracked ~
Inca Quest
Posted by
Abdul Manan
Sunday, September 13, 2009
at
12:07 PM
Req by Ravin

Game Features:
Three Game Modes: Adventure, Puzzle, and Survival
Secret Power-Ups
Gorgeous Full Screen Graphics
Easy to Learn and Play
System Requirements:
Windows 98, Windows ME, Windows 2000
Windows XP / 400 MHz / 128MB RAM / DirectX 7.
Download:
http://www.megaupload.com/?d=7UBFOVSR
Flower Stand Tycoon (Tycoon)
Posted by
Abdul Manan
at
12:06 PM
261 MB

Download:
http://rapidshare.com/files/121671483/THEME-HOSPITAL.part1.rar
http://rapidshare.com/files/121671593/THEME-HOSPITAL.part2.rar
http://rapidshare.com/files/121671319/THEME-HOSPITAL.part3.rar
Or:
http://www.mediafire.com/download.php?umzljtnmty4
http://www.mediafire.com/download.php?z2zmliwe5jn
http://www.mediafire.com/download.php?gymc2mmnttd
Delicious Deluxe
Posted by
Abdul Manan
at
12:05 PM
12.34 MB

System Requirements:
OS: Windows 98, Windows 2000, Windows XP, Windows Me Memory: 128 MB DirectX: 7.0 or later CPU: P500 Video: 16bit Graphics Card
Download:
http://www.megaupload.com/?d=Y7OO0LAU
Posted by
Abdul Manan
Saturday, September 12, 2009
at
12:53 PM
Publisher: Team6 Game Studios
Developer: Team6
Genre: GT / Street Racing
Release Date: March 2004
Fast cars, dangerous tracks and reckless driving guarantee a lot of incredible crashes and highspeed action. Scream through the streets of Shanghai at all hours of the day or night in a true arcade style game (really easy to learn) and blow the doors off your adversaries! Choose from 5 Hot Rods (up to 355 Km/h) on 10 circuits (You?ll see Shanghai day and night). 2 modes of play are offered: Single and, of course, Multi-Player for network racing. In Single Player mode you can test yourself against 'Time Attack' (the object is to beat your best time) in a single race, or a Championship series. In short, hours and hours of gaming!
Windows System Requirements:
Windows 98/Me/2000/XP/98SE
Windows 98/Me/2000/XP/98SE
Processor: Pentium 3 1.0 GHz
256 MB RAM
Free hard drive space: 900 MB
Download
Jacked
Posted by
Abdul Manan
at
12:45 PM
Publisher: JoWood Productions
Developer: JoWood
Genre: Motorcycle Racing
Release Date: Feb 10, 2006 (EU)
More than a high-octane bike racer, it's a battle for survival that will push your skills to the edge. Jump on your motorbike and prepare for the rush as you race against mad bikers through city streets, urban wastelands and mountain peaked highways in the ultimate game of motorcycle combat. Punch, kick or bludgeon your psycho bike opponents into submission using every weapon at your disposal including iron bars, shotguns and tazers, and 'jack' their bikes from under them.If you want to survive to rule the streets as a lone rider, or as part of a racing street gang, then 'jacking' is essential. Play dirty and use ultimate force to steal the wheels from your mad opponents and add their super bikes to your collection of high speed racing bikes.Using the unique skills and personalities of your riders you will have to fight and race your way from state to state across the USA from New York to Nevada. The more races you win, the more bikers you defeat, the more challenges you will unlock. But remember there can only be one winner - will you survive to cross the finish line?
Bike Jacking - Jump onto your rivals' bikes during the race to hijack them
Weapons - Use a variety of weapons including shotguns, tazers, clubs, grenades and flaming Molotov Cocktails
Race through 24 tracks, from the city streets to urban wastelands to mountain peaked highways
8 Two-player tracks with two game modes: Race and Gang Battle
18 high performance bikes that can be jacked and ridden to speeds of up to 300km/h.
6 playable Characters
7 game modes - Race - Race and fight to gain the best position.
Jack It - Jack the bike before you run out of road.
Time Attack - Break the lap-time.
Gang Battle - Help your gang to score points against rivals
Drop Out - Last biker is eliminated at the end of each lap.
Survival - Try to survive while all the bikers attack you.
Timed Assault - Jack, knock or shoot enemies off their bikes.
Bike Jacking - Jump onto your rivals' bikes during the race to hijack them
Weapons - Use a variety of weapons including shotguns, tazers, clubs, grenades and flaming Molotov Cocktails
Race through 24 tracks, from the city streets to urban wastelands to mountain peaked highways
8 Two-player tracks with two game modes: Race and Gang Battle
18 high performance bikes that can be jacked and ridden to speeds of up to 300km/h.
6 playable Characters
7 game modes - Race - Race and fight to gain the best position.
Jack It - Jack the bike before you run out of road.
Time Attack - Break the lap-time.
Gang Battle - Help your gang to score points against rivals
Drop Out - Last biker is eliminated at the end of each lap.
Survival - Try to survive while all the bikers attack you.
Timed Assault - Jack, knock or shoot enemies off their bikes.
Download
Posted by
Abdul Manan
at
12:29 PM

Developer: Ensemble Studios
Genre: Historic Real-Time Strategy
Release Date: Oct 26, 1997
ESRB Descriptors: Animated Violence, Animated Blood
Number of Players: 1-8
When you first play Age of Empires, a warm feeling develops in your gut. Warcraft meets Civilization! Real-time empire-building! And does it ever look sharp and feel right.
But an uneasy feeling builds as you get deeper into it, a sense that all is not quite right. This is not quite the game you hoped for. Even worse, it has some definite problems. The pitfall when you review a game as anticipated and debated as this one is to make sure you criticize it for what it is, not for what you wish it was. I wish that Age of Empires was what it claimed to be - Civilization with a Warcraft twist. Instead, it is Warcraft with a hint of Civilization. That's all well and good, but it places it firmly in the action-oriented real-time combat camp, rather than in the high-minded empire-building of Civilization. The result is Warcraft in togas, with slightly more depth but a familiar feel.
Age of Empires places you on a map in an unexplored world, provides a few starting units, and lets you begin building an empire. Each game unfolds the same way. You begin with a town center and some villagers. The villagers are the basic laborers, and the town center enables you to build more of them and expand your settlement. The villagers are central to AOE: they gather resources, build structures, and repair units and buildings. Resources come in four forms: wood, food, stone, and gold. A certain amount of each is consumed to build various units and buildings, research new technology, and advance a civ to the next age.
There is no complex resource management or intricate economic model at work here. What you have is the same old real-time resource-gathering in period garb, with four resources instead of one or two. As your civ advances, you develop greater needs for these resources, but the way in which they are gathered and used becomes only marginally more complex (certain research can cause faster harvesting or more production). It appears on the surface to be a complex evocation of the way early civs gathered and used materials, but beneath the hood is the same old "mine tiberium, buy more stuff than the other guys" model. It is the first hint that AOE is a simple combat game rather than a glorious empire-builder.
There's no denying the thrill the first time a villager chucks a spear at an antelope and spends several minutes hacking meat from its flank with a stone tool. This is the level of detail that brings an empire-building game to life. If only those villagers would grow and develop over the course of the game, it would make it so much more interesting. If only they would trade in their loincloths for some britches and maybe some orange camouflage, and switch from spears to arrows and rifles. Yes, that's another game, but it could easily have been done in AOE, and why it wasn't is a mystery.
The overall impression of AOE dips further with the prickly issue of unit control and AI. As you expand your city with new and improved buildings, you develop the ability to produce new and better military units. These fall into several categories: Infantry (Clubman, Axeman, Short Swordsman, Broad Swordsman, Long Swordsman, Legion, Hoplite, Phalanx, and Centurion), Archers (Bowman, Improved Bowman, Composite Bowman, Chariot Archer, Elephant Archer, Horse Archer, and Heavy Horse Archer), Cavalry (Scout, Chariot, Cavalry, Heavy Cavalry, Cataphract, and War Elephant), and Siege Weapons (Stone Thrower, Catapult, Heavy Catapult, Ballista, and Helepolis). With the completion of a temple, a priest becomes available that can heal friendly units and convert enemy units. Naval units come in the form of fishing, trade, transport, and war.
The problem is that while enemy AI is savvy and aggressive (it can afford to be since it appears to cheat with resources), your units are bone-stupid. Path-finding is appallingly botched, with units easily getting lost or stuck. There is a waypoint system, but that hardly makes up for the fact that your units have trouble moving from point A to point B if you don't utilize it. Military units will stand idly by while someone a millimeter away is hacked to pieces. They respond not at all to enemy incursion in a village and wander aimlessly in the midst of battle. Was this deliberate so that the gamer needed to spend more time in unit management? If so, it was a poor idea, since there is simply too much going on midgame to worry about whether your military is allowing itself to be butchered in one corner of the map while you are aggressively tending to a battle in another portion. There is no excusing this flaw, and it seriously diminishes AOE's enjoyability. Finally, there is the fifty unit limit that is irritating many players, but in light of the game's already troublesome play balance, it was a solid decision to force users to build units more selectively.
AOE obviously is sticking close to an early-empire motif, and there's nothing at all wrong with that. Stone, Tool, Bronze, and Iron are the four ages, and with each come new structures and military units. You don't earn these advanced ages - you buy them with resources. Advancement is a simple matter of hoarding and spending food and gold. The overall welfare of your state is irrelevant as long as it survives: happiness is not measured, trade is barely modeled, and the state exists merely to produce a military machine to crush everyone else on the map. Naval power has a woefully unbalancing effect upon gameplay, with a strong navy able to shred the competition at the expense of reality.
Micromanagement is the name of the game in AOE. There is no unit queue, and to build five villagers, you need to build one, wait, build another, and so on. With units acting so stupidly, you should be able to set their level of aggression and the manner in which they attack (a la Dark Reign), but that is also not an option. Diplomacy is relegated to tribute and nothing more, and alliances are hard to form. You can be allied, neutral, or at war with other civs, but if the radio button is still set to "allied" when an opponent starts firing on your units, your units will not fire back, defend themselves, or even flee. They will just be destroyed. Cues as to exactly what's happening on the map are obscure; the duty has been relegated to unrelated sound effects. Does that bugle call mean my building is finished being built, or my units are under attack? How about some help, people? Victory conditions can also be irritating. There are several campaigns that require that specific goals be met, and these quickly grow tiresome. Thankfully, there is an excellent custom generator that lets you set map size, starting tech, resources, and other features. This is the saving grace of AOE, and what kept me coming back again and again. The main reason is that it let me change some of the insane default victory requirements, such as when the victor is the first to build a "wonder" (through another massive consumption of resources) that stands for 2000 years. These 2000 years can pass in about twenty minutes of game time. That means that as soon as an opponent builds a wonder, you create a whacking huge navy to go over and blow it up. Not a very subtle way to maintain an empire. In fact, there is no strategic nuance: It is merely a brawny muscle contest. For all its historical trappings and pretensions to recreate the early progress of civilization, in the final analysis it does not even have the depth of a pure combat game like Dark Reign or Total Annihilation.
If all these judgments seem harsh, it is only because Age of Empires looked, and pretends, to be so very much more. It still has tons of potential and a fundamental gameplay that remains entertaining enough to overcome the flaws and merit a fair rating. The system can go very far with some fine-tuning, but as it stands it seems downright schizo. Is it a simplified Civilization or a modestly beefed up Warcraft? It's almost as if the designers started out to create one game and ended up with another. With such beautiful production and the fundamentals of a vastly entertaining game, it's sad that it fell short of the mark. The disappointment is not merely with what AOE is, but with what it failed to be.
By T. Liam McDonald, GameSpot
Minimum System Requirements
System: Pentium-90 or equivalent
RAM: 16 MB
Video Memory: 1 MB
Hard Drive Space: 130 MB
Screen Shots
Download
Police Tactical Training
Posted by
Abdul Manan
Friday, September 11, 2009
at
3:02 PM
Take up your guns and walk down the alley, take out bad guys in sniper mode and qualify new weapons on the range.
The game has three modes, and you have four weapons to master: 9mm handgun, 12 gauge shotgun, MP5 semi-automatic and .380 sniper rifle. Each weapon behaves differently and requires a different strategy. Unlike most other FPS, this game seems to have a dose of reality as your barrel jogs back and forth and even wobbles when you're moving. Recoil and wind adjustments also come into play, making your job that much more difficult. After completing the game, users may print out a certificate of accomplishment.
Minimum Requirements
Windows 95/98/Me/XP/2000
Pentium 233MHz
64MB RAM 350MB hard disk space
8MB Direct 3D Compatible Video Card DirectX 7 Compatible Sound
The game has three modes, and you have four weapons to master: 9mm handgun, 12 gauge shotgun, MP5 semi-automatic and .380 sniper rifle. Each weapon behaves differently and requires a different strategy. Unlike most other FPS, this game seems to have a dose of reality as your barrel jogs back and forth and even wobbles when you're moving. Recoil and wind adjustments also come into play, making your job that much more difficult. After completing the game, users may print out a certificate of accomplishment.
Minimum Requirements
Windows 95/98/Me/XP/2000
Pentium 233MHz
64MB RAM 350MB hard disk space
8MB Direct 3D Compatible Video Card DirectX 7 Compatible Sound


Download:
http://rapidshare.com/files/276324975/Police_Tactical_Training.rar
Subscribe to:
Posts (Atom)