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wraggster
October 11th, 2005, 02:13
http://image.lik-sang.com/images//170/tokyo-access2005.jpg

http://www.lik-sang.com/info.php?category=313&products_id=7537&&lsaid=219793

Well we have the coding competition thanks to Lik Sang and now we have a new competition for you members of PSP News, and guess what all these comps are free and for anyone, (Premium contests for free ;))

Anyway Lik Sang (http://www.lik-sang.com/news.php?artc=3683&&lsaid=219793) have donated 5 Tokyo Access DVDs to give away on this site, and the best way would be a 14day competition starting now the 11th of October and ending on the 25th of October for the best new

Review (game or hardware)
FAQ
Tutorials/Guides

And for all of the above its for the PSP.

Enter as many times as you want but only 1 Tokyo Access DVD per person, a poll that will run for 2 days will decide the winner and if need be i will have the finishing vote.

Heres some info on the Tokyo Access DVD:

Our long time partners from NextGenVideos have officially announced that they will cover the Tokyo Game Show this year, with the same amount of professionalism and high-gear equipment as they did for the E3 in Los Angeles. Tokyo Access DVD is expected to ship in the second week of October, and will be covering the complete three days of Tokyo Game Show 2005, including press conferences and keynotes speeches, taking place between September 16th and 18th. With an emphasis on NextGen systems and with a dozen of playable Xbox 360 consoles, this year's event promises to be fully packed, with action in all corners. Reporting from the floor, NGV will have the goods for you. Tokyo Access is the official TGS DVD, licensed and endorsed by the CESA. This will guarantee the crew some exclusive backstage entrances, for the best and most in-depth coverage possible. Additionally, this instalment will feature several special side stories, about gaming lifestyle in Japan. Preorders are now open, for the low price of 9.95 US$ only!

SO get those Reviews/Faqs/Guides and Tutorials coming in, if you do one then please post in the correct forum and just leave a note in the comments :)

Nukewire
October 11th, 2005, 02:17
here i have like 10 tutorials/faq they are at my tutorial site http://www.PSP-Tutorials.tk :D hope you like them!

EDIT: .tk not working?? try this http://www.gregoryusa.net/~austin/

Skye
October 11th, 2005, 02:48
The site isn't working for me. =(

Nukewire
October 11th, 2005, 02:58
here try this one http://www.gregoryusa.net/~austin/

DraconumPB
October 11th, 2005, 05:41
I think they have to be written since the contest was announced?

consoul
October 11th, 2005, 16:28
Archer MacLean's Mercury Review

You could be forgiven for having thought Archer MacLean was a professional pool player. His classic 1992 smash-hit, Archer MacLean’s 3D Pool, gave some of us the wrong idea. MacLean is actually a programmer who has been making critically acclaimed games since the mid eighties, like Dropzone, International Karate and IK+. Those of you old enough to remember these games may also remember Marble Madness, a game from which MacLean has clearly taken inspiration for Mercury. The premise of Marble Madness was simple: roll your marble through a (pseudo) 3D maze to reach the goal, without falling off the edge of the stage, or falling victim to the various obstacles and enemies within it.

Mercury is based on much the same idea. The objective is to guide a blob of mercury through a 3D maze to reach the goal. Rather than directly controlling the blob, you use the analog control to tilt the maze instead. This is a very effective and intuitive control scheme that Sega have used to great success in their Super Monkey Ball games. The big difference with Mercury is that the blob itself, like real liquid mercury, can quite easily change shape and separate into two or more blobs if you’re not careful, and parts of it can spill off the edge of stages. The physics of the game are impeccable, taking into account momentum, inertia, surface tension and varying degrees of friction against the maze’s surfaces. The blob really looks and behaves like mercury.

Mercury challenges you to test your mettle (or is that metal?) through 72 levels, split over six worlds, each with its own boss stage. The requirement for passing levels involves getting a certain percentage of your mercury to the goal within a time limit. Mercury’s learning curve is just right, and it presents an interesting and varied set of obstacles, enemies, and stage designs. Aside from the physical hurdles each level presents, mixing and manipulating the colour of your mercury is one of the fundamental game mechanics that adds another dimension to the game. You’ll realize rather quickly that Mercury is a game of trial and error. On the first few worlds you may be able to fluke your way to clearing a stage on your first attempt, but as the stages get increasingly difficult and more complex (particularly in the second half of the game) there’s essentially no chance that you can beat a level on your first attempt. You’ll most likely need several attempts to even work out what you need to do to complete the level, and then several more attempts to achieve that within the time limit and percentage remaining restrictions.

This is where public opinion will be divided on Mercury. Some will find failing the same stage over and over frustrating, and will feel that Mercury’s gameplay is more of a repetitive chore than actual fun. Others will relish the challenge that Mercury presents, which demands both quick thinking and very sharp reflexes to achieve success. Whether Mercury’s brand of gameplay will appeal or not is really dependant upon your personal taste. While its core gameplay is solid, Mercury feels slightly rushed and is let down by a few niggling issues.

Each stage is introduced with a rotating fly-by before play begins. The introductory view of each stage looks nice, but is too short and too distant to be of much use in developing a strategy to tackle each stage. During play, the default camera control scheme is awkward, though camera rotation can optionally be set to the shoulder buttons instead. The rotation can (and must) be manually controlled, though the actual angle at which the camera looks down toward the maze is often less than ideal. Your view can sometimes be blocked by other parts of the stage as you rotate the camera, and holes in the floor that were obscured by low walls may only become apparent when part of your blob falls through them. Nearly completing a stage, but then failing by spilling part of your blob due to a dodgy camera angle is irritating to say the least.

The camera always tries to show all the remaining mercury still on the stage. This in itself can prove to be problematic, as the camera will zoom out in order to keep all the mercury on screen. If you happen to have left a tiny trapped blob behind, you’ll find it near impossible to complete the stage as the camera keeps zooming further and further out to keep it on screen as you move your main blob further away toward the goal. A more intelligent camera system would have been a great asset to the game. Controlling the blob and negotiating the obstacles is challenge enough – having to simultaneously battle the camera is an extra challenge this game doesn’t need.

Saving could also have been better implemented. The player is never prompted to save, and until you become accustomed to this, it’s easy to lose your progress. Auto-saving, or at least prompting the player to save upon completion of a stage would have helped. While the game itself looks very slick, the menus and fonts are ugly and give off a decidedly ‘shareware’ feel. The frequent load times are long, and while they don’t cripple the game, they do break the flow, particularly between the short levels early on in the game. The music is suitable ambient fare, but is ultimately forgettable and uninspiring. Mercury provides limited replay value in as much as there are tables to beat your best records on each stage, but most people won’t find the motivation to replay levels once all the worlds are fully unlocked.

People used to play with real mercury in their bare hands. It turns out that wasn’t such a good idea. Some people will end up reaching the same conclusion with Archer MacLean’s Mercury. They may find the repetitive trial-and-error gameplay frustrating, and the strict time limits overly restrictive. Those undaunted by its old school gameplay will find a solid action-puzzle game that ranks among the most refreshingly unique of recent times. Sadly, the game suffers from a few niggling issues and lack of polish which hold it back from becoming a classic. It seems even Archer MacLean’s alchemy couldn’t turn this Mercury into gold.

7/10

wraggster
October 11th, 2005, 20:50
yeah all reviews etc must be new and also posted on these forums in the correct forum with a link or reminder in this forum to link to them

its about helping those who visit too :)