0

Tamer Hosni - Arrab Kaman

Posted by moodyels on 5:57 PM in

01 - Matwasnish
02 - Dayib
03 - Bekelma Netsaleh
04 - Arrab Kaman
05 - Eskouti
06 - Eftekrli
07 - Ya Ta'bni
08 - Albi Elli Habak
09 - Esma We Nassib
10 - Baeed An Aini
11 - Heyia Di
12 - Ayam Zaman
13 - Rouh Albi
14 - As'ab Ehsas

Download Full CD 224 Kbps Incl.Covers

Download Full CD Golden Rip
Part 1
Part 2

0

CoreCodec CorePlayer v1.2.4 SymbianOS9.1 Unsigned Cracked-BiNPDA

Posted by moodyels on 9:39 PM in



CorePlayer™ Mobile is at the center of the CoreCodec™ Universe for manipulating multimedia content on your desktop, mobile phone, portable media player, PDA, GPS, or convergence device. CorePlayer is designed to be a next-generation multimedia platform that will extend upon what you thought were limits in playing back fluid multimedia, with its simple yet extremely powerful interface and features that is designed to empower the CoreCodec Community.





See why companies like Joost are using CorePlayer technology and why the Chicago Suntimes times says that, "it actually has a user interface designed with bipeds in mind."

Technology Bullet points

* Built-In YouTube Support
* Bluetooth ready!* (A2DP and AVRCP)
* Podcast, Enhanced Podcast, CoreCaster Ready
* GPU support: Intel 2700g, ATI Imageon, QTv, Marvell Monahan Processors (more coming soon!)
*
Operating System Support: Symbian (all), CE (3.x - 4.x), Windows Mobile/Smartphone (5.x - 6.x), Palm. (Linux for OEM only)
* CPU Support: ARM9, ARM11, MIPS
*
CoreUI 'Universal skins' Widget. Allows you to create a unique custom user interface exactly how you want it!
*
Best in Class audio and video codecs like CoreAVC our High Definition H.264 video decoder
*
CoreTheque media library allows for easy management of your playlists and bookmarks

Audio Formats
MP3, MP2, AAC, MKA, WMA, Midi*, WAV, OGG, Speex, WAVPACK, TTA, FLAC, MPC, AMR, ADPCM, ALaw, MuLaw, G.729


Video Formats

H.264 (AVC), MKV, MPEG-1, MPEG-4 part 2 (ASP), DivX, XviD, WMV*, Theora*, Dirac*, MJPEG, MSVIDEO1

Image Formats
JPEG (420, 422, 440, EXIF Headers)*, BMP, GIF, PNG, TIFF, MJPEG

Container Formats
Matroska, ASF, ASX, AVI, PS, M2TS, TS, 3GPP, MOV, MPEG-4, OGM, NSV*

Streaming Formats
HTTP, UDP, RDP, RTP. RTSP, RTCP, ASX, ASF

FLASH SUPPORT INFO
First…. Thank you Adobe!! Your customers and our community appreciate the fact that you looked at what was best for them and Opening up the SWF and FLV specs goes a long way at spreading the Flash love even more so then ever before.
LIMITATIONS
- At this time we will only support the Flash Container (FLV)
- Don’t look for CorePlayer to play the files ‘within’ a webpage (it will however play linked FLV content and open CorePlayer). Embbedded support will come by early next year with v2.0 of CorePlayerX/CorePlayer API integration.
- We will not support ON2’s VP6 as an embedded video codec anytime soon if at all. If the demand warrants it we will look into the possibilities but till then…
SWF
This is where we are taking a stand back approach. We will likely include SWF support at some point… but are looking at the options of either using the upcoming Adobe Runtime and or…. creating our own from scratch via the newly released SWF specs.
What Platforms are being released today for v1.2.4?

CHANGELOG Version 1.2.4 build 4204 (4187 for Symbian) (20080509):
- FIX: YouTube seeking issues
- FIX: YouTube navigation on small screens
- FIX: Busy indicator on Palm and Symbian
- FIX: Revision3 RSS reading (watch out for the huge bandwidth needs)
- FIX: Keyframe issue on some rare AVC streams
- FIX: OS X: fix some display issues
- FIX: OS X: Conversion of some UTF16 strings
- FIX: Symbian: TCP/UDP connections are less blocking and more stable
- FIX: Symbian: Audio handling is more robust
- FIX: Symbian: UIQ3 backlight issues
- FIX: Symbian: Possible crash when playing MP3 and AVC
- FIX: Win32: File association on Vista
- ADD: FLV playback support (no VP6)
- ADD: F4V file extension
- ADD: Get the duration from RSS feeds
- ADD: Option to keep the screen on when playing audio files (too)
- ADD: Reading cover art from Zune folders
- ADD: Symbian: Keep the preferred access point in the preferences
- ADD: Symbian: Show the currently selected item in enums



0

Assassin's Creed™ HD by Gameloft

Posted by moodyels on 9:36 PM in



The direct prequel of the critically acclaimed console title Assassin's Creed™.

Features (may vary by handset):

* Perform stunningly powerful combos and slay your victims with silent kills.
* Run, jump, climb to discover the 23 levels of a fully 3D-rendered medieval world.
* Explore in time of day or night 4 cities of Middle East: Damascus, Jerusalem, Masyaf, and Acre.
* Perform pickpocket maneuvers to carefully steal precious items from the crowd and make informants speak.
* 6 weapons for both close combat and long-range attacks: Swords, dagger, grappling hook and bombs.
* Collecting orbs will upgrade Altair's health and weapons.






0

EA Sports FIFA 08 v1.0.30 N-GAGE SymbianOS9.1 Cracked-BiNPDA

Posted by moodyels on 11:10 AM in
EA Sports FIFA 08.v1.0.30 N-GAGE.SymbianOS9.1 Cracked-BiNPDA

FIFA presents you with a number of types of game play, including a season long campaign or a number of tournaments, mostly regional cup games, or the International Cup – eagles eyed lawyers will spot that this avoids referencing properties such as the FA Cup or the World Cup, as this would probably drive up the licensing costs.
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Team selection is well represented, with the major leagues of each country (although I’m disappointed the UK representation is only the English Premiership, when most other versions of FIFA 08 also carry the Scottish Leagues and I could play my beloved Cowdenbeath). For those of you not au fait with the teams of Europe, each has a star rating (out of five)… How the Scottish national team gets a big 4/5, I don’t know.
There are two other modes. First is the quick game, where you choose two teams and just go for it. I suspect that’s where most casual players will start before deciding to move into a longer League or Cup mode. And then there are the challenges, which are a lovely idea. You get presented with a scenario - Liverpool are 3 goals down after 20 minutes and went on to beat Milton Keynes by 5 goals. Can you do the same - and you're asked to play it through. It's a nice touch, and gives you a little slice of pick up and play if you don't want to commit to a series of matches.
Now, while the controls are pretty simple, the choices you have in the game are varied. You can do the classic kick the ball up the pitch and run after it, you can lob balls in the air between your players from opposite sides of the pitch, or you can pass the ball between your players who are close, slowly working it towards the goal. Those were the three basic strategies I used on novice level, with a little bit of success… by using just those, it made the game challenging but not overly difficult – which is good for me. More experienced FIFA players will appreciate the higher difficulty levels, and the gamer in me is glad that 'novice' doesn't translate to a ‘we’ll let you win to make you feel good’ level of skill… the five skill levels available significantly ramp up the difficulty.
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You can also change the team formation – where players stand on the pitch and what areas are covered. This is the mystical number chant of 4-3-3, 4-2-2-2 or even 1-4-3-2 (see, we have silly numbers just as much as American Football), but luckily you get a graphical display of where your players would end up. This can be changed at any point in the game, so you can re-organise to defend, attack, or have lots of players in the middle for passing the ball around. You’ve also got the option to substitute out injured or tired players.
Where I found trouble is when the computer AI team has the ball and I’m trying to get the tackles in. There are no complicated key strokes, just your player next to the player with the ball, and the tackle is then made (success depends on the relevant simulated skill of the actual football player) – the problem is getting your player close enough. The switch to nearest player isn’t intelligent enough to snap to the closest, and the AI controlled players on your team are as dumb as… well... footballers. Maybe I’m missing something, but it’s rather hit and miss, and infuriating trying to muster the defense.
The look of the game is wonderful – all the players may be small, but they are crisp, you can make out where they’re going or trying to do – you can even watch them loose balance on a slipping pitch! And just to make it a bit more TV like, whenever something spectacular happens, you’ll get a replay of the action from a dramatic camera viewpoint, e.g. to relive the perfect goal into the top corner of the net.
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I was expecting a multi-player option to be available on FIFA, either over local Bluetooth or through the N-Gage Arena. This would be the perfect game for that – unfortunately there’s no sign of it at all. I wish there had been, and I’d be intrigued to know why a local option isn’t in the design. Is this because of the focus that everything has to go through the N-Gage client (and server) model?
And while FIFA 08 is going to lose a few marks for that, the rest of the title holds up very well to this casual gamer. The menus are clear, the graphics are sharp and understandable, there’s little confusion in what’s happening in the game (even if how I’m playing is a bit inexplicable), and there is enough variety in the types of game, and in the changing nature of league and cup competitions to keep you playing FIFA 08 for a long time.

CODE

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▄▄▀▀▀ ▄██▀ ▀██▄ ▀▀▀▄▄
▀ ▄▄█ ▐██▌ R E L E A S E N O T E S ▐██▌ █▄▄ ▀
█▀ █ ▀▀▓▄ ▄▓▀▀ █ ▀█
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█░▒█ █▒░█
█▒▓█ █▓▒█
█▓██ ██▓█
████ ████
████ ████
████ For now there are a few phones compatible with n-gage: ████
████ N81 (8GB), N82 and N95 (8GB). More will come soon. ████
████ First of all, make sure you have TRK (included in this release) ████
████ installed and connected to your pc via USB. ████
████ s60_3_0_app_trk_2_7.sisx is for SymbianOS9 devices WITHOUT FP1 ████
████ s60_3_1_app_trk_2_7.sisx is for SymbianOS9 devices WITH FP1 ████
████ Also you have to be sure that the n-gage application from ████
████ w*w.n-gage.com is installed on your device. ████
████ Start the .exe which is included in this release. This is an ████
████ installer which will guide you trough the installation process ████
████ of the game. ████
████ ████
████ NOTE: After installing, in the n-gage app, the games are listed ████
████ as trial games. If that annoys you, install the included ████
████ patch.sis to remove the trial stamp from all games. ████
████ You only need to do this ONCE for ALL the games! ████
████ ████
████ NOTE: Don't start the n-gage when you have enabled the platform ████
████ hack. The game will mess up your savegames or even worse. ████
████ ████
████ Have fun with this release from team BiNPDA ████
████ ████
████ ████


TesTed By Me

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0

Space Impact Kappa Base v1.16.104 N-GAGE SymbianOS9.1 Cracked.BiNPDA

Posted by moodyels on 11:09 AM in
Method.Solutions.Space.Impact.Kappa.Base.v1.16.104.N-GAGE.SymbianOS9.1.Cracked-BiNPDA

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Gameplay

Space Impact Kappa Base title screenSpace Impact: Kappa Base (SIKB) is an old-fashioned scrolling shoot-em-up, inspired by the original Space Impact games which were embedded on Nokia's older mobile phones such as the 3310.

In Kappa Base you pilot a craft (or "skyblade") through ten levels of baddies and hazards in space, in the upper atmosphere and near the ground. The plot goes like this: the Earth has become so polluted and difficult to live on that some humans have chosen to alter themselves mechanically and become a race of cyborgs called "MEKS". The MEKS have decided that the remaining unaltered humans are "obsoletes" and should be destroyed. Cue the usual man vs machine malarkey...

The plot has various interesting twists and turns and there's a sequel-hunting ending, but the main aim of this game is to score well. This isn't the kind of title where you play through it once and feel that you've "beaten" it. In fact SIKB's playing structure is much more like Mario Kart, as you receive a grade for each level and the challenge is to go back again and again to improve the grade.

The gameplay revolves around choosing the appropriate skyblade and weapon loads for each level. As you collect money in the game you unlock more options, and eventually you can choose from eight skyblades and seventeen types of weapons. Because you can take several weapons at once on the same craft, there are 200 different combinations of weapons load, and what you choose will make a lot of difference. Some levels are almost impossible with a bad choice of weapons, but become much easier when you select a more appropriate combination. The choice of skyblade can also be important, as they have different properties in terms of speed, armour, and kinetic energy gathering.

That last phrase might have sounded a bit weird, as it refers to an unusual central concept of SIKB: to build up the energy for certain powerful "kinetic" weapons, you have to let enemy bullets graze you. Once the kinetic meter has been filled, you can use the special weapon. The kinetic weapons aspect turn the usual gameplay on its head, as you often find yourself desperately trying to get hit by bullets so that you can use the special weapon and wipe out all the baddies on the screen. The kinetic aspect also comes into play when you're trying to get a high score, as there's a separate bonus meter which fills up as you get hit.

Space Impact Kappa Base mission screenYou occasionally receive wingmen to help you, but they generally just sit there shooting and getting hit, rarely moving about. Your bullets don't harm them so you can just ignore them if you like, or you can dive for cover behind them if you're worried about taking damage.

The controls on SIKB are very simple: you move with the direction pad and shooting is automatic. You can optionally set it to shoot manually, but there's little point in using this as you have unlimited ammo. The only other control is pressing 2 to fire your special weapon, which is not covered by the autofire because its use can depend on building up precious kinetic energy.

Rather awkwardly, there seems to be no way to play the game in horizontal mode. You can physically hold the phone horizontally of course, but it's difficult to use the keypad on slider models, and SIKB did not use the N81's gaming keys at all.

There are four savegame slots, and three characters to choose from for each slot. The choice of character doesn't make a huge amount of difference, it mostly just determines which skyblade is unlocked at the beginning of the game, and it also means the cut scenes are slightly different.

You can choose to play the game in easy mode or normal mode. Easy mode is very easy indeed, this reviewer played the game all the way through on the first go in easy mode, but normal mode offers much more of a challenge. The levels are the same in both modes, but you have four continues in easy mode compared to one in normal mode, and the enemies are harder to destroy in normal mode.



Space Impact Kappa Base skyblade screenSpace Impact Kappa Base weapons screen

Space Impact Kappa Base cutscene 1Space Impact Kappa Base cutscene 2

Space Impact Kappa Base solar arraySpace Impact Kappa Base space

Graphics & Sound


The gameplay and most of the graphics are in 2D, but there are some 3D objects and enemies too, and the mixture works very well indeed, with a pleasing alien look. There are 3D renderings of all the craft and weapons during the weapons selection process, and the larger "boss" enemies are all in 3D as well. The backgrounds are nicely detailed and varied, ranging from snowscapes to forests to space stations to alien planets.

The speed of the graphics can get very fast indeed and on some levels it's extremely frantic, like watching a video on fast-forward. There are often many dozens of separate moving objects on the screen at once, and trying to find your ship among all the enemies and bullets can be like trying to see dandruff in a snowstorm.

Cut scenes consist of anime-ish characters with text and dramatic music in the background. These are sprinkled throughout the game, appearing between and in the middle of levels as the plot unfolds. It gives the game a real 16-bit feel, which is a good thing in this style of game.

Soundwise the game's soundtrack has a nice mixture of ambient and dramatic music, and the very last level sounds like a dance version of a Gregorian Chant. All of the music enhances the game without getting in the way. The music and sound effects have separate volume controls, so you can mix them to your own liking.



Space Impact Kappa Base boss screenSpace Impact Kappa Base first boss

Space Impact Kappa Base first boss speaksSpace Impact Kappa Base first boss attack

Space Impact Kappa Base alliSpace Impact Kappa Base flying away

N-Gage Arena

As befits an old-style shooter, the only online feature is a "World Battle" global high score table. We could not get the Arena connection to work in SIKB though, so we couldn't see if the promised clans feature was present.

Overall

Whether you like SIKB depends on what kind of gameplay you enjoy most. Although the offline game is called "story mode", the aim is really to play and replay levels constantly chasing after a better grade, and to unlock more items.

If you just want to play through the game once, then you will be missing the point of SIKB. This is an "old school" scrolling shooter where high scorers receive the greatest rewards, with a smattering of 3D graphics to give it a 2000s look.

In short, if you like classic shoot-em-ups then SIKB is for you. If you hate them, stay away.


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ÛÛÛÛ NOTE: After installing, in the n-gage app, the games are listed ÛÛÛÛ
ÛÛÛÛ as trial games. If that annoys you, install the included ÛÛÛÛ
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ÛÛÛÛ You only need to do this ONCE for ALL the games! ÛÛÛÛ
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ÛÛÛÛ ÛÛÛÛ
ÛÛÛÛ Have fun with this release from team BiNPDA ÛÛÛÛ
ÛÛÛÛ ÛÛÛÛ


TesTed By Me

IPB Image

0

Block Breaker Deluxe v1.0.3 N-GAGE SymbianOS9.1 Cracked-BiNPDA

Posted by moodyels on 10:55 AM in
Gameloft.Block.Breaker.Deluxe.v1.0.3.N-GAGE.SymbianOS9.1.Cracked-BiNPDA

IPB Image
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Gameplay

Block Breaker Deluxe screenshotBlock Breaker Deluxe is a clone of the ancient-but-popular Breakout/Arkanoid genre, you move a bat at the bottom of the screen to bounce a ball into bricks at the top of the screen. The goal of each screen is to remove all the bricks by bouncing the ball into them, but some bricks may take more than one hit to remove. If the ball hits the bottom of the screen you lose a life.

As with most modern Breakout clones, many bonus items have been added to spice things up, including a magnetic bat, fireballs (which destroy blocks more quickly), shields at the bottom of the screen, multiple balls, laser cannons etc. Some bonus items aren't beneficial, for example one shrinks the bat and another makes the bat invisible (which makes the game impossible to play).

Most of the items are recycled versions of bonuses in previous clones, although there is one bonus which is particularly interesting: the yo-yo, which lets you pull the ball straight back to your bat as if it had a piece of string attached to it. If any bricks are in the way of the ball when you pull it back, the ball tends to destroy them, even if they're indestructible bricks such as those made of steel. Another innovation is that the items can be bought separately and upgraded in an in-game shop, so for example the magnet bonus just holds one ball on the bat, but if you buy the first level upgrade it will hold two, and further upgrades let it hold more.
Block Breaker Deluxe vertical screenshot

Games are split into locations with many main levels each and a boss level, after you defeat the boss you will see a new location unlocked. If you lose against a boss, you're given the option of continuing in exchange for a chunk of the cash you've earned so far. The boss levels play slightly differently to the normal levels, and involve doing things like hitting an ice cube, avoiding laser beams, or destroying an advancing wall.

As with all N-Gage games, you can always exit the game and come back where you left off, so you can play for very short bursts or long playing sessions.

On a very few occasions the ball would get stuck behind a particular group of bricks, but this was easily solved by exiting the game and re-entering.


Graphics & Sound

As you would expect from the genre, the graphics are mostly the kind of thing you'd have seen on a 16-bit system such as an Atari ST, Amiga, Mega Drive or SNES. The visuals are perfectly competent and pleasant, but there's nothing spectacular. The whole game has been done with a 1970s/1980s glamour feel, featuring bright neon colours, luxury yachts and huge sunglasses. First gen N-Gage gamers may be slightly reminded of Glimmerati in terms of the setting.

Sound is also very similar to the 16-bit era, with multi-channel MIDI-style music. Again, the tracks are pleasant but there's nothing here to amaze you. The music plays on menus and at the beginning of games, but fades out once the action begins, so it doesn't outstay its welcome.


N-Gage Arena

There's no online multiplayer, though you can play Bluetooth multiplayer. You can upload your score to an Arena scoreboard and there are also N-Gage achievements to unlock which earn you N-Gage Points. The achievements are rather dull and random though, and the game already has lots of very similar challenges and bonuses, so it sometimes feels like there's too much to aim for.


Overall

Block Breaker Deluxe is one of the cheaper games available on N-Gage, and at 7 euros it's not going to break anyone's bank. If you enjoy Breakout/Arkanoid then you will definitely enjoy Block Breaker Deluxe. It's also a very casual game, with a nice relaxing feel to it.

If you're looking for something new though, this probably isn't a good place to start your N-Gage experience. The bonuses, bonus upgrade system, unlockable locations and boss levels do greatly improve on the original concept, but most of the time it's still the same gameplay that has been in Breakout since the 1970s.


CODE
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ÛÛÛÛ installed and connected to your pc via USB. ÛÛÛÛ
ÛÛÛÛ s60_3_0_app_trk_2_7.sisx is for SymbianOS9 devices WITHOUT FP1 ÛÛÛÛ
ÛÛÛÛ s60_3_1_app_trk_2_7.sisx is for SymbianOS9 devices WITH FP1 ÛÛÛÛ
ÛÛÛÛ Also you have to be sure that the n-gage application from ÛÛÛÛ
ÛÛÛÛ www.n-gage.com is installed on your device. ÛÛÛÛ
ÛÛÛÛ Start the .exe which is included in this release. This is an ÛÛÛÛ
ÛÛÛÛ installer which will guide you trough the installation process ÛÛÛÛ
ÛÛÛÛ of the game. ÛÛÛÛ
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ÛÛÛÛ NOTE: After installing, in the n-gage app, the games are listed ÛÛÛÛ
ÛÛÛÛ as trial games. If that annoys you, install the included ÛÛÛÛ
ÛÛÛÛ patch.sis to remove the trial stamp from all games. ÛÛÛÛ
ÛÛÛÛ You only need to do this ONCE for ALL the games! ÛÛÛÛ
ÛÛÛÛ ÛÛÛÛ
ÛÛÛÛ NOTE: Don't start the n-gage when you have enabled the platform ÛÛÛÛ
ÛÛÛÛ hack. The game will mess up your savegames or even worse. ÛÛÛÛ
ÛÛÛÛ ÛÛÛÛ
ÛÛÛÛ Have fun with this release from team BiNPDA ÛÛÛÛ
ÛÛÛÛ ÛÛÛÛ
ÛÛÛÛ ÛÛÛÛ
ÛÛÛÛ ÛÛÛÛ


TesTed By Me

IPB Image

0

3D Mile High Pinball v2.58.N-GAGE.SymbianOS9.1.BiNPDA

Posted by moodyels on 10:54 AM in
Ideaworks 3D Mile High Pinball v2.58.N-GAGE.SymbianOS9.1.5000th.Release.Cracked-BiNPDA

Mile High Pinball is a first party game published by Nokia, developed for the original gen N-Gage by Bonus.com and ported to the new N-Gage platform by the ever-reliable Ideaworks3D. The new version plays pretty much like the original, but has higher resolution graphics. Some of the original's levels have been removed (there are no Snakes or Ashen levels for example), but the new version is much cheaper too (7 euros compared to the 20 or 30 euros that the original cost).

MHP features one of those ideas that's so clever and simple you wonder why no one thought of it before. It's basically a pinball game, but instead of separate tables there's one huge table, and you win the game by getting the ball from the bottom to the top. The table is divided up into 45 levels (plus more hidden levels), with exits at the top and entrances at the bottom. If you fall through a level entrance you appear at the exit of the previous level, so you could in theory fall from the top of the table right to the bottom, though in reality the levels are designed to make such complete falls very unlikely. There are no lives in MHP, the only threat is to fall back down the table and be forced to climb back up again, so the game doesn't end until you've won.

You interact with the ball by using right and left flippers as on any pinball table, and there are also the usual bumpers and holes scattered about the board. Added to that mix are a variety of enemies (including four end-of-level bosses) which you can defeat by hitting them with the ball often enough, and a few dozen types of bonuses that let you do all kinds of things such as turn the ball into a helium balloon. To spice things up even more there are spinners, mysterious boxes which throw the ball out at a random angle, vacuum tubes straight out of Sonic 2, brick walls, crystals and other oddities.

You expect MHP to be an arcade game, but each level has its own "puzzle", a particular method required to get through to the next level. At the beginning these puzzles are very simple, you just have to hit a certain number of bumpers or earn a certain score to unlock the level exit. As you progress though, the puzzles can require real thought, and on some levels you have to perform a certain series of precise actions such as catching the ball with a particular flipper, holding it and then nudging it along the edge of the table to squeeze past a bumper. You frequently find yourself wondering if a particular level is impossible until you work out the solution.

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Another interesting feature is the bonus system, which adds a strategic element. You can collect a very large number of bonuses and use these at any time during the game. Some bonuses are so rare, and some levels are so difficult, that you end up having to use them very carefully. While you're concentrating on a fast-moving level, a part of your brain is considering whether you can spare a particularly expensive bonus, or whether a lesser one might do the job. You can collect them from the playing field, but you also occasionally come across a shop where you can buy and sell them. You really do need to pay attention to the bonus system, because parts of the game are virtually impossible without the helping hand that the bonuses give. There are also ten medallions in special hidden levels which you can get to by touching whirlpool icons scattered throughout the game. These are like the chaos emeralds in Sonic the Hedgehog, you don't need to collect them but it's a challenge.

The game is only playable in vertical/portrait mode, with 1 and 3 operating the flippers and 5 opening the bonus menu (you can redefine these if you want). Normally we would complain about the lack of a horizontal/landscape mode, but Mile High Pinball is a very special case, as it just wouldn't make any sense to have a horizontal version of a pinball game. Because it's a vertical-only game, and because it uses keys instead of the d-pad, MHP is equally playable on practically any N-Gage-compatible model.



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Graphics & Sound

Mile High Pinball's graphics are weird and slightly psychedelic, as if some hippy technophile has decided to make a scrapbook of their favourite photos and drawings all blended together.
It works, the different backgrounds give each level a distinct atmosphere, and this is further enhanced by the absolutely excellent music (see below). The scrolling within each level is smooth and fast, though there's a delay between moving from one level to another which also breaks up the music. This delay feels very annoying at first, but you soon get used to it and on the later levels you hardly notice it because you're spending so much time within each level trying to solve the puzzles.

One nice graphical touch is the ability to choose a skin for your ball, and as you earn points more skins are unlocked. This is great if you're bored of the traditional silver model, and we've used the acid house smiley ball in our screenshots.

MHP has probably the best soundtrack of any mobile game (the other contender for this title is Lament Island). It's arguably nicer to play the game with the sound effects turned off so you can hear the music properly, and this reviewer sometimes paused the game just to hear the tracks play out in full. The soundtrack covers a surprising range of styles, with elements of gentle pop, world music, classical, prog rock, metal, electronica, dance and funk, and the tracks suit each level very well.

If you do want sound effects though, they're the usual pinball table noises of flippers and bumpers, with satisfying loud clunks and bleeps when the ball hits something.

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N-Gage Arena

Mile High Pinball has three online modes: Rankings, Duel Score and Duel Altitude.

Rankings are pretty much like those on other N-Gage games, your game stats are posted to an online league table and you try to improve them to rise up the table.

Duel Score and Duel Altitude are real-time multiplayer modes where you find a partner in the Arena lobby and race to see who can get the highest score or who can get to the highest altitude within a time limit. You can see your opponent's progress next to your own, so there's a real tension as the timer gets closer to zero. The winner gets an Arena point, the loser loses an Arena point, and both players' positions on the Duel league tables are updated after the contest has ended.

Incidentally, the ordinary offline version of the game is called "practice", so the developers seem to expect people to be play MHP primarily as an online game.

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TV & Keyboard Test

Some N-Gage-compatible phones (e.g. Nokia N82, N95, N95 8GB, N96) have a TV Out feature which lets you connect the phone to a television set. This can be used for playing N-Gage games, or for any other phone function.

All N-Gage phones are compatible with Bluetooth keyboards that use the HID Bluetooth standard, and such a keyboard can be used to control games or any other phone function.


Mile High Pinball looks nice on a TV set, though it being vertical-only means you're using just the middle-third of the television screen. Some of the sprites look a bit pixelly, but on the whole the game looks rather good.

The game worked fine with a Bluetooth keyboard, there were no problems in controlling it. You may possibly want to redefine the controls though, as 1 and 3 aren't in the most logical positions on a QWERTY layout.

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Overall

Mile High Pinball is very original, and perfectly suited to a mobile phone's screen and key layout. As you make your way up the table the puzzle and strategy elements become more prominent, and the game starts to become very addictive. This reviewer played through the entire game in two multi-hour sessions, not because there was a deadline to meet but simply because MHP has such a strong "Just one more go" factor.

The major downside of the game is the frustration you feel when the ball falls down to levels you've already beaten. It's no fun at all repeating the same difficult level again, especially when success on that level is determined by random elements (the volcano sequence is particularly annoying in this respect). On the other hand this is the main reason to pay attention to the bonus system, as it contains ways to prevent falling to the lower levels, and ways to skip forward if you do fall.

Mile High Pinball has clearly had a lot of playtesting and tweaking, its difficulty balance is generally good and you do want to play the game until you finish it. It's simple to get started, but requires thought if you want to progress right to the end. The bonus system gives the game depth, and the hidden levels and online features give it longevity. The graphics might not be to everyone's taste, but they have a certain kitsch Pop Art style to them. The icing on the cake is the price, at just 7 euros it's one of the cheapest games on the N-Gage platform.

TesTed By Me

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