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5696 506 2005-07-19 02:50:44 <a href="/images/mariokart1.gif"><img src="/images/thumbs/mariokart1.gif" align="right" alt="" width="200" height="186"></a> <em>Category: </em>emulator<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.92"><img src="/images/star.gif" alt="4.92" border="0"></a><a href="#" title="4.92"><img src="/images/star.gif" alt="4.92" border="0"></a><a href="#" title="4.92"><img src="/images/star.gif" alt="4.92" border="0"></a><a href="#" title="4.92"><img src="/images/star.gif" alt="4.92" border="0"></a><a href="#" title="4.92"><img src="/images/star.gif" alt="4.92" border="0"></a></font> <p> <em>Description:</em> A SNES emulator ported to Linux <p> <em>Changelog:</em> <ul> <li> Corrected output of BRR decode for invalid ange values (>12). [TRAC] <li>Fixed sustain level 4 (5/8). [TRAC] <li>More window boxes now have borders. [ipher] <li>Close zip files properly when IPS is not found in zip (fixes crashing with certain zlibs). [Nach] <li>Cleaned up some code. [Nach, ipher, grinvader] <li>Ported chip detection to C, improved BS detection. [Nach] <li>Ported rewind to C (thanks Nach, TRAC). [grinvader] <li>New reminder text. [grinvader, AspiringSquire] <li>Rollback of "Improved accuracy of base rates used for ADSR, GAIN, noise, and echo emulation". [ipher]</ul> ZSNES (Linux version) 1.42 updated ZSNES (Linux version)
5697 506 2005-07-19 02:52:56 <a href="/images/privremake1.jpg"><img src="/images/thumbs/privremake1.jpg" align="right" alt="" width="200" height="154"></a> <em>Category: </em>simulation<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a></font> <p> <em>Description:</em> A remake of Privateer using VegaStrike <p> <em>Changelog:</em> The Privateer Remake team is pleased to announce the release of the Privateer Remake 1.2. We have adopted the versioning scheme of the Linux kernel: odd releases are more for experimentation and are less stable, while even releases are better tested and considered more stable. 1.2 is therefore a recommended upgrade for anyone using 1.0, and of course for those who tried out 1.1. <p> Our homepage has moved, to http://wcuniverse.sourceforge.net. Visit there for download links and the FAQ, as well as the forum. <p> 1.2 contains much updated art, replacing the worst of the old models. These models are Refinery by Gammaray, Mining Base by Chris Hale, Kamekh by John Cordell, Drayman by MamiyaOtaru, Orion mesh by Mamiya and Otaru skin by Strangelet. <p> Since 1.0, the targetting system has been redone and better matches the original, and some of the glitches introduced by this in 1.1 have been ironed out: ships outside the targetting cone are no longer treated as "out of range". Radar range has been reduced to levels comparable to the original, making systems feel larger. All ships now have 2d wireframe HUD images, and damage is shown by quadrant. The ship dealer functions as he did in the original as well, and unlike in 1.1, trade-ins take into account the value of your upgrades instead of just your ship. <p> With some changes to the engine, the game functions in many respects more like the original, while retaining some of the advances a more advanced engine has allowed us to make. Along with the new art, this offers a far more polished Privateer experience than in 1.0. Privateer Remake 1.2 updated Privateer Remake
5698 506 2005-07-19 02:53:39 <a href="/images/nurburgring.jpeg"><img src="/images/thumbs/nurburgring.jpeg" align="right" alt="" width="200" height="150"></a> <em>Category: </em>simulation<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a><a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a><a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a><a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a></font> <p> <em>Description:</em> Drift-racing game based on the Vamos engine <p> <em>Changelog:</em> <ul> <li>VDrift 2005-07-18 is out, and it includes a lot of big bug fixes, a little new game content and some new features. The big ones: <li>Vastly improved keyboard controls <li>A new car very much like a 2005 Honda S2000 <li>A menu for switching cars <li>Fixed bugs related to skew on tight corners <li>Extra controls entries <li>Trimming (the car now starts standing still instead of dropping from the sky) <li>The cars now have brake lights <li>Sound lib changed from OpenAL to FMOD <li>New web site at vdrift.net</ul> VDrift 2005-07-18 updated VDrift
5699 4 2005-07-19 05:55:56 <a href="/images/free_alkharid.jpg"><img src="/images/thumbs/free_alkharid.jpg" align="right" alt="" width="200" height="131"></a> <em>Category: </em>rpg<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.75"><img src="/images/star.gif" alt="4.75" border="0"></a><a href="#" title="4.75"><img src="/images/star.gif" alt="4.75" border="0"></a><a href="#" title="4.75"><img src="/images/star.gif" alt="4.75" border="0"></a><a href="#" title="4.75"><img src="/images/star.gif" alt="4.75" border="0"></a><a href="#" title="4.75"><img src="/images/star.gif" alt="4.75" border="0"></a></font> <p> <em>Description:</em> Massive Multiplayer Online Role Playing Game <p> <em>Changelog:</em> <ul> <li>The inventory images of trimmed body armour have been tweaked slightly so as to match the worn models. <li>Improved the part of the Tree Gnome Village quest where you use the ballista to breach the Khazard stronghold. <li>It will no longer be possible to take Rogue armour to places where armour is restricted, such as Entrana. <li>Players may now hand the ogre composite bow to Rantz for him to check the number of chompy birds you've killed.</ul> Runescape 2005-07-05 updated Runescape
5700 4 2005-07-20 02:16:02 <a href="/images/team1.jpg"><img src="/images/thumbs/team1.jpg" align="right" alt="" width="200" height="150"></a> <em>Category: </em>action<br> <em>Description:</em> Free online deathmatch game for Linux! <p>CodeRED: Alien Arena, the free online deathmatch game has been released for Linux. This opensourced project based on the Quake II source features standard deathmatch, team deathmatch, Capture the Flag, and the new All Out Assault Mode(players can climb into vehicles). The Linux port uses the new 4.01 version of the CRX engine, featuring new eye candy such as light blooms, multitexture combine, real-time dynamic vertex lighting, glass objects, reflective water, textured particle effects and much more. The game features an in-game server browser that queries the master server. Players can play online against each other, or in a tournament against the bots, which feature advanced combat techniques such as dodging and rocket jumping, all in a polished, eerie retro sci-fi atmosphere. </p> <p>The game features 20 maps, including 4 CTF, 2 All Out Assault, and 3 1v1 tournament maps, 9 detailed player models, and 9 weapons of mass destruction ranging from the standard phaser pistol all the way up to the devastating Alien Vaporizer. </p> CodeRED: Alien Arena 4.01 new CodeRED: Alien Arena
5701 4 2005-07-21 03:58:09 <a href="/images/ff_wc.png"><img src="/images/thumbs/ff_wc.png" align="right" alt="" width="200" height="191"></a> <em>Category: </em>puzzle<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.80"><img src="/images/star.gif" alt="4.80" border="0"></a><a href="#" title="4.80"><img src="/images/star.gif" alt="4.80" border="0"></a><a href="#" title="4.80"><img src="/images/star.gif" alt="4.80" border="0"></a><a href="#" title="4.80"><img src="/images/star.gif" alt="4.80" border="0"></a><a href="#" title="4.80"><img src="/images/star.gif" alt="4.80" border="0"></a></font> <p> <em>Description:</em> A Linux port of wonderful puzzle game Fish Fillets. <p> <em>Changelog:</em> <ul> <li>Spanish translation</li> <li>Dutch translation</li> <li>minor bug fixes (default speech, mingw32 build)</li> </ul> Fish Fillets - Next Generation 0.7.1 updated Fish Fillets - Next Generation
5702 506 2005-07-22 05:03:25 <a href="/images/MineStomp.jpg"><img src="/images/thumbs/MineStomp.jpg" align="right" alt="" width="200" height="150"></a> <em>Category: </em>action<br> <em>Description:</em> Nukular proudly presents Peng2illa! Peng2illa is a free agility based Pong clone inside a circle. It's fast, it's tricky!! Are you ready for a totally new challange? <p> There are different ways to defeat your enemies: <ul> <li>Charge up the ball to damage other players with lightning-bolts <li>Bounce on them and STOMP them <li>Put mines into their way and let them burn <li>Blind them to clear your way <li>Teleport in and out of dangerous situations </ul> Play alone or with your teammates. Play it over the Internet. Record and watch replays of your best rounds. Peng2illa 1.5 new Peng2illa
5703 4 2005-07-24 22:48:59 <em>Category: </em>rpg<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a></font> <p> <em>Description:</em> TinTin++ is a mud client that runs in console mode. <p> <em>Changelog:</em> <ul> <li>Ending an output command or #showme with "\" will stop the EOL (\r\n) from being appended. <li>TinTin will negotiate about using the EOR telnet option as well as using IAC GA and EOR as prompt markers. <li>Chinese characters are ignored in #read to avoid parsing errors.</ul> TinTin++ 1.95.2 updated TinTin++
5704 4 2005-07-24 22:55:38 <a href="/images/wesnoth-0.8.4-halo.jpg"><img src="/images/thumbs/wesnoth-0.8.4-halo.jpg" align="right" alt="" width="200" height="143"></a> <em>Category: </em>strategy<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.78"><img src="/images/star.gif" alt="4.78" border="0"></a><a href="#" title="4.78"><img src="/images/star.gif" alt="4.78" border="0"></a><a href="#" title="4.78"><img src="/images/star.gif" alt="4.78" border="0"></a><a href="#" title="4.78"><img src="/images/star.gif" alt="4.78" border="0"></a><a href="#" title="4.78"><img src="/images/star.gif" alt="4.78" border="0"></a></font> <p> <em>Description:</em> Fantasy Turn-Based Strategy Game <p> <em>Changelog:</em> <ul> <li>First of all, AMLA (After-Max-Level-Advancement) has been added at last, giving max-level units 3HP extra for each 100XP. <li>Now the wesnoth server can act as a proxy and redirect to other servers based on the game version. <li>In addition, the map editor has got some care. <li>Unit and scenario balancing <li>Lots of bugfixes <li>Translation updates </ul> Full changelog <a href="http://changelog.wesnoth.org/">here</a>. Battle for Wesnoth 0.9.4 updated Battle for Wesnoth
5705 4 2005-07-27 00:01:00 <a href="/images/glarf.png"><img src="/images/thumbs/glarf.png" align="right" alt="" width="200" height="159"></a> <em>Category: </em>action<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a><a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a><a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a><a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a></font> <p> <em>Description:</em> Weird creatures on platforms shooting weird things. <p> <em>Changelog:</em> <ul> <li>fixed bad drawing across seam bug <li>fixed death from going off the top bug <li>added different weapons & powerups <li>added music</ul> Glarf 0.20 updated Glarf