Monday, September 28, 2009

Gran Turismo PSP Game Review


SCORE: 65

Being that I am very huge devotee of the Gran Turismo enfranchisement, I am experiencing a rough sledding getting to grips with the reality that it isn't an amazing (or perhaps just acceptable) PSP game. It aches me to report it, but it is the reality. While the driving mechanism are amazing, if a bit unstylish, the several presentation problems (like the absence of a career fashion) genuinely keep it from being what it might, and could, have been.

DiRT 2 PSP Game Review



SCORE: 65

When the moment ultimately came in for GRID to turn the wheel and rush headlong to the DS, the game designers understood it’d be unimaginable to derive a 'console perfect' reproduction. So they acted like what all clever development squads might do, trashed the concept of emulating the PS3/personal computer/360 chef-d'oeuvre and developed one racing PSP game that was exciting but not actually accurate to its brand.
What I found in this game is if you want to drive around a single street sign to move ahead of an opposition …actually, you can’t do that. If you don't brake while drawing close to a single turn and the car twirls off track, this game will not offer you the opportunity to recover from this either. Alternatively, DIRT 2 completely carries your car back to the original track. Although current is practical in a few conditions, it's also strongly prohibitory in shaping a creative technique. Of course, someone could debate that going off track to butt in front of other people is unfair. However what about those infrequent open spots that look like a crosscut but are barred by unseeable bulwarks? That is simply blemished game conception.

If you are a real racing fan, that should not be enough to prevent you from accelerating towards this pleasant PSP racing game.

SOULCALIBUR: Broken Destiny PSP Game Review


SCORE: 75

Fighting PSP games in already become a haphazard matter when it comes to adopting every acceptable character from any console versions and jamming into into your UMD. Starting from Tekken: Dark Resurrection to the King of the Fighters it's a proof the PSP is adequate to of do-welling by incorporating the fighting genre. And now, Soulcalibur: Broken Destiny, among the finest PSP fighting games that appear in this handheld device in ages.
The sound quality in this game has a part in causing it seem like if you are using the real console version. Its soundtrack has not altered and that is not an awful matter and you will not even be annoyed hearing a similar melody time and time again. The story prior to a match is coming back and the vocalizations remain passably similar in previous games in this series.

Expect to allow your fingers a genuine exercise as Broken Destiny is an amazingly spectacular and out-and-out habit-forming portable Soulcalibur PSP game you absolutely need need to have in your PSP collection. Certain, I wish there are more single-player features and also online multiplayer however there is nothing to be struck-awed with and yet it definitely worths every cent, if you like this serial publication or an amazing fighting PSP game.

Monster Hunter Freedom Unite PSP Game Review


SCORE: 78
The brand new Monster Hunter is utterly magnificent, but it is not for everybody — the steep learning curve may turn a lot of players away. It is a shame, anytime you think about the amount this game wants to offer. The world is immense, its fighting mechanism is mystifying, and the range of things and upgrades applicable is equivalent with a Mandelbrot Set; the more you stare onto it, the more interlocking it seems. Most importantly, Monster Hunter is gratifying, awarding the form of atonement that may only be gained when you at last acquire the better position on a PSP game.

Since Monster Hunter will not gets any easier, it only gets more difficult. That is because the fictitious character does not have any lasting statistics to speak of. You have no ability. None. There is the health indicator in-game, and the stamina indicator below; one filled again by potions, to other by food. That's it. You can't make any tasks easier by drumming senselessly. To address a specific issue, you have to decipher it.

Rock Band Unplugged PSP Game Review

SCORE: 84
The Rock Band franchise is among the most favorite yet in the musical rhythm game genre, initiating the multi-instrument formatting and enabling up to 4 players to jam simultaneously with a bevy of certified tracks on musical instrument peripheral devices. So, after it was foretold that Harmonix might be creating a PSP game of the franchise without any instruments, lovers of this series got moderately overcurious as to what this PSP game would imply. Fortunately, the experimentation bought off, as Rock Band Unplugged is a satisfying and amusive light-weight loop from the serial publication.

Visually, this PSP game does a smooth job of mimicking the appearance of the console adaptations of Rock Band. The demonstration is taken from an original game, right from the menus and the fictitious character styles to the auditory sensation FX. The master transcriptions also sound amazing, and using earphones is unquestionably favored to the PSP’s fairly inferior loudspeaker system.

The the absence of multiplayer is surely a bummer, and most of the set-list is intimate territory for followers of the Rock Band enfranchisement, but followers need to have a blast with this game.

Transformers: Revenge of the Fallen PSP Game Review


SCORE: 52

Megahit action films and games tie-ins are joining soda and garden chair on the list of summer icons. PSP users have wanted to blend those characteristics by going outdoors with the Transformers: Revenge of the Fallen. The 3rd person run-and-gun shooting game is ultimately usable, however the badly tuned gameplay is boring at best and worsening at worst. Although blasting your ways through swarms of hostile robots can be gratifying, the spotty gaming mechanics, clumsy melee control, dull visuals, and awful sound FX badly mute the appealingness. There's a significant quantity of gaming at this position, but you will be hard pressed to catch any excitement.
Frequently, though, you will just be running and shooting manoeuvering your way around hostile fire. Although the maneuver is working and passably stimulating, it is not exciting. You are facing a similar oppositions and repetiting a similar formula again and again (there is a two players Challenge mode if you prefer to do them all in an arena). Additionally, the aforesaid problems, oppositions will at times run onscreen while shooting at several entirely different directions. Those rough edges give the entire PSP game a slapped together feeling. Revenge of the Fallen must try extremely hard to keep the baffling gameplay and second-rate presentation successfully on track, and it does not have any vitality available to entertain you.

Holy Invasion of Privacy, Badman! What Did I Do To Deserve This? for PSP, Game review


SCORE: 71

NIS! They really have a knack for coming up and releasing a few of the most offbeat PSP titles the Earth has ever seen. That is the reason why they persist to be one of the popular game publishers. They are not hesitate to delight niche crowds with unusual PSP titles with even freakier games, like Holy Invasion of Privacy, Badman! What Did I Do to Deserve This? With this unconventional small game sideshow, you essentially adopt the blanket of a pickax that once owned by the God of Devastation.
Badman can be a little difficult to accept, even so it compensates for asceticism with a certain humourous old-school RPG mood, nods to some anime ambience, and overall motivation to ridicule at itself and many other PSP titles in comparable genres. In fact, in what other PSP game can you meet the champion called "Shota" whose verbal description entails that he is a fashionable Japanese hentai character! For me, that is what grants Badman its obvious appeal -- its mental attitude says this all. Added with cunning, 2D artwork and an habit-forming soundtrack, those are a few pleasing production benefits that can be reveled on the PSP, based on which variant you choose to stick to.

Holy Invasion of Privacy, Badman! What Did I Do to Deserve This? absolutely an fantabulous strategy game with an labyrinthine mode of gameplay which will keep you engrossed for a long time. Even so, if you finish the tutorial sessions, Never believe you will get the hang of the game instantly. This game will need fairly a little bit of money to eventually get under your thumb, even so, when you finish this game, it's doubtful you will choose to forget it for some time.

Pangya: Fantasy Golf for PSP review

SCORE: 78

You see, each golf game is a good deal like a toast. It is absolutely hard to make it wrong. Granted, a few games wind up glowing. The most part though, are fastened within the the ceaseless “pretty good” rut. This game is included. Of course, being really good is not a lousy thing. I would say it is quite acceptable. Pangya Fantasy Golf, although, adopts this time-tested technique and adds up its own kinks, leading into a worthy PSP game.


After those Tiger Woods PGA Tour games actively innovating, the concept for golf games was continuously easy. There was a player, and there was a meter. You push down a button one time, see the meter to get to the highest level, push this button once again, see the meter to hit that bottom, push once again and let it fly. That simple-yet-effective solution is employed by Pangya, with an average success . You will find a couple of other things spread onto these game, of course, like that power meter, which helps to add a little more power on one shot when it is shot, and a few creative surrounding that play in different ways compared to an ordinary rough/fairway/green course. The nucleus of gameplay, though, stays moderately regular.
Although Pangya isn't the most creative game gameplay-wise, it's still pleasurable. With a looney story mood and firm gameplay, you may quickly lose hours on golf playing. The real issue is the the absence of internet multiplayer. With the not-really-budget value of $30, I think we have to see a few online tee moment. Nonetheless, it is a title you are able to get fun on your own, or with pals.

Steambot Chronicles: Battle Tournament for PSP Review


SCORE: 63

Steambot Chronicles is a bit like of clear antithesis to the regular open-world gameplay style. Rather than an over-the-top ferocity or hard-edged outlaws acquiring center stage, this game was inhabited with upbeat, airy fictional characters, cafés, Victorian architecture, and a slacked up, freewheeling mental attitude to finishing missions. Certainly, it was not completely nonviolent: robot combat was always the brand of this PSP game late in the day (albeit, clumsy steam-powered automata). It is a venture compressed down for a PSP, dumbing down Steambot Chronicles a bit of its easygoing ambience.
Regrettably, the artwork have sustained the same fate. For the PS2, the Steambot Chronicles was fairly an appealing game; but not so for the PSP. Although the fictional characters and Trotmobiles seem moderately respectable, the surrounding in Battle Tournament are tasteless, bland, and full with muddied texture work. Robot combats are skillfully animated, tho', and the colorations pop adequately to prevent them from getting befuddling. It is a bit peculiar that those fictional characters and mechs are really well designed, yet the domain is really muted and horrible - it nearly looks like they are stuck in a unworthy PSP game. Even so, while the surrounding is roughly beautiful, it is definitely not a slow game: this game is full with exuberant fictitious character portrayals, a good deal of the dialogues are voice acted, while the songs is nothing short of only toe-tapping. It is simply a pity the artwork did not get an acceptable look-over.
This game adopts the Steambot Chronicles enfranchisement in an curious focus, considering it is the earliest sequel that game has bred. The archetype was a bit like of a cult classic, certainly, thanks to the rolling gameplay; the sequel has more effort and more process. The real question is what those devotees desired? Certainly, Battle Tournament can lack a few of the appeal that caused the existing game so adored, but it is a modest action adventure.

Air Conflicts: Aces of World War II PSP Review


SCORE: 45

Air Conflicts brings users back to World War II and allows users go through the fight through the eyeballs of fighter pilots from the RAF, the US Army Air Corps, Soviet Union Air Force and also the German Luftwaffe. All countries have a quota of 3 campaigns (4 for the russians), and every campaign is further broken up into approximately a dozen missions. The Soviets in all probability have the most gripping and diversified experience, with users starting the state of war by overrunning Republic of Poland and Republic of Finland as the ally of the Nazi Germans and after that guarding Stalingrad and assaulting the German capital as the Union of Soviet Socialist Republics responded to the German Nazi' treachery and forced Der Fuhrer to fight back a state of war on both fronts.
Most of the problems spring from an actual fact that Air Conflicts plainly does not work as soon as shriveled down to a PSP display. The warfares are big and the objectives too insignificant for users to have a substantial sense of what actually is taking place. Target areas are small, except if you drop down almost above them (which means that revealing yourself to exceptionally deadly anti aircraft flak), and enemy aircrafts are just points until the second they are directly on top of you, guns ablaze. Making matters even less comfortable is the actual fact that the surrounding all seem equal regardless where you are, which drives this PSP game to seem even more generic. Do you aware that that Islamic Republic of Iran features rich hills and pines? I did not either, but obviously it is true as that is how the region is depicted in that title.

Sunday, September 27, 2009

Hack Airtel Message Center Number to Send Free SMS – 100% working

Many people search for free Airtel message center number to start sending unlimited messages without paying for them. Well, previously many websites made posts on these free message center numbers, but after the frequent use of the number, Airtel capped or filtered those numbers from further use. But still there are few working message center numbers and here I am going to reveal that with you. Note that Airtel might ban this number anytime, so be fast in using this and send free sms to anyone from your Airtel mobile number.

Airtel free sms center number hack

How to send unlimited free SMS using free SMS center no hack

  1. Navigate to Messages option on your mobile and click on Settings
  2. Click on Message Center Number and proceed to add a new message center number.
  3. In Message Center Name field, write anything. For an example, “Solid Blogger”.
  4. In the Message Center Number field, write +919810051905
  5. Choose Preferred Connection Type as Packet Data
  6. Save the message center and activate it from the options.
free message center no india

Now we have configured the message settings to send and receive all message through an another message center number. But since we have selected Packet data as connection type, we have to do some additional settings on our phone.

  1. Go to your phone menu and navigate to Settings >> Phone Settings >> Connection >> Packet Data
  2. In the settings of packet Data, edit the following options
  3. Packet Data Connection >> When available and Access Point >> Airtel Live
  4. Save all settings and you are done.

Note : Here we are using a CDMA message center number to send free messages from Airtel mobile. Since CDMA networks don’t support 91 as the country code, you have to add 0 before every number. This is very important and if you make mistake here, this trick will not work.

Example : Suppose you want to send free messages to 9861098610, now while composing the SMS, type this number as 09861098610 in stead of 919861098610 or +919861098610.

And also, message center number settings option may vary from phone to phone. The above steps are mentioned for Nokia mobile phones. If you want to try sending free SMS from any other handset, use your mobile manual and set the new message center number accordingly.

Google turns 11 on 27th Sept : GooGllE

Hi Guys.. you ever wondered why there is change in the Spelling of Google today.. lemme show you the screen shot


So guys lets congratulate the founder of Google " Larry Page and Sergey Brin " for such a brilliant idea which has changed our lifes..
So guys,.. Enjoy the day with Google

Card Trick 1

Effect:

The magician has three rows of cards. An audience volunteer picks a card in his/her head and tells the magician what row it's in. The magician does that three times and on the third time tells the volunteer what their card was. (or have the magic puppet whisper to you what the card was and then you tell the audience what the puppet said.)

Supplies:

21 cards, all different

Secret:

First lay out the cards, 3 across and 7 down.

Have someone think of a card and tell you what row its in.

Pick up all the rows, row by row, making sure to pick up the row that the card is in 2nd.

EXAMPLE: Let's assume the volunteer secretly chose PINK-6 and then told us their card was in the second row. We would pick up the rows and we would make sure the pink row was picked up second so that it was in the middle of the deck.


Then lay out the cards again (the exact same way, 3 across & 7 down).

Put down one card per row.

  • Ex: First do this *** (let's pretend the stars are cards).
  • Then this: *** and so on (7 times).

In our example, we'd put down BLUE-1, BLUE-2, BLUE-3 then go down to the next row and place BLUE-4, BLUE-5, BLUE-6 and so on.

Then ask the volunteer where the card is in now.

Pick up the rows again, like before -- still making sure that you pick up the row that the card is in 2nd.

In our example, the volunteer would say their card was in the first row. You would make sure that row was in the middle of the deck


Lay them out again, the same way.

Then ask the volunteer which row the card is in now.
(You can get dramatic and tell them to think really hard about it... pretend to be reading their mind)

Then count four cards down in that row.
(It appears more magical if you count to yourself... people won't realize you're counting four cards down).

The fourth card is their card!!

In our example, the volunteer would have said their card was in the last row. Four cards down is PINK-6!

MAGIC!


Danny offered this variation to make the trick harder to figure out. He wrote:

"I would like to offer an extra solution for magic trick number 1. In this one you lay down 3 columns with 7 cards. And the spectator picks a card. The thing is, that it can become obvious that your always taking the one with the card in it, SECOND. So to ''hide it'' you can do this. Do the 1st phase of it, Now RANDOMLY take each column. and lay them down in the way of phase 2. Now there are 2 columns with 2 cards, and 1 column with 3 cards (those cards I mention are those that were located in the chosen column). Now all you do is gotta remember the cards in the column they choose. And then lay them out THAT way again (or reversed, going from left to right instead of right to left.) And then those cards will be split apart, so you can still magically get the right card, but the trick is harder to guess."


Donna provided us with an alternative ending to this card trick:

"Proceed with trick up to the 3rd layout. You know the card is the 4th card in the row so continue to put the rows together - still with the selected row in the center. This will make 'the card' the 11th card.

Face down, place the cards into flower groups of 4 or 5 cards per group (you should get about 5 flower groups) - but remember which card is the 11th (this is the selected card). Ask the person to pick 2 (or however many you want) groups .. when they do, take away those groups BUT if the selected card is in that group, you leave those groups and take away the others. Continue until you only have the 1 remaining flower group containing the selected card and lay these cards out side by side and still face down (remembering where the selected card is).
Ask the person to select 2 cards (as with the flowers, & remembering where the card is), and again, if they pick 2 and one of these is the selected cards, remove the other cards leaving those 2. Ask them to pick 1 card .. if they pick the selected card .. remove the other or vise versa so that the remaining cards will always the selected card. Turn over the remaining cards and 'vola'.

They told you what flowers or cards to take away so they are even more amazed when the correct card turns up."

Card Trick 2

Effect:

Magician lays out 11 cards and asks a volunteer to move several cards over from the right side to the left side while the magician's back is to the cards so he/she doesn't see how many.

Then, when the volunteer is done the magician turns back around. He/she waves his hand over the cards and turns over one of the cards. The number on the card is the number of cards the volunteer moved.

(or have the magic puppet wave its hand over the card and then whisper to you to turn it over.)

Supplies:

11 cards from a regular deck of 52. Take 1 joker, an ace and all the numbers up to 10.

Secret:

Lay out the cards face down in this order: 6 5 4 3 2 A J 10 9 8 7 (A is Ace and J is Joker).

Then have someone move the cards one at a time from right to left.

Say they moved three cards (the magician wouldn't know it though) the position of the cards would now be

9 8 7 6 5 4 3 2 A J 10

Then wave your hand over the cards and silently count 7 cards over from left to right. Turn the 7th card over. It's the three!!!

It doesn't matter how many cards they move over, this will always work.

Always count 7 cards over (starting with the setup above) and it'll be the number of cards they moved.

If they decide not to move any at all the card will be a Joker and this tells you they didn't move any at all.

Card Trick 3

Effect:

The magician gives two volunteers each half a deck of cards and leaves the room (or turns his back).

Each volunteer choses a card from the OTHER person's deck, memorizes and shows it to the audience. The volunteers put the cards they chose into their own deck.

The magician takes each of the decks and spreads them out on the table and tells the audience what the cards were.

(or have the magic puppet whisper to the magician what the cards were).

Supplies:

~a deck of cards

Secret:

You need to split the deck into cards with a flat (or sharp) top and cards with a round top

(the 3 is usually made with a flat top, but sometimes is rounded... look at your deck to figure out which pile it should be in for your trick)

FLAT TOP:

3 4 5 7 J K A

ROUND TOP:

2 6 8 9 10 Q

with practice it will get easier to spot these cards quickly.

Put the two halves together, one on top of the other. When doing the trick, turn the cards so they're facing you and split the deck so that one half is the flat top and the other is the round top (I usually make this easier by putting the ACE of SPADES where the two halves divide. That way, when I see the ace, I know where to split the deck in two

Give each volunteer one of the halves (one volunteer gets the flat tops and the other gets the round tops).

When they chose the cards and put them in their own deck it ends up that there's one flat top in the round top pile and one round top in the flat top pile.

With practice you'll quickly be able to spot the oddball when you spread the decks out on the table.

Card Trick 4

Effect:

The magician shuffles the deck and takes the top thirteen cards. Holding the cards face down, he proceeds to spell the first card name, Ace. "A-C-E," and for each letter, he puts one card under the packet of thirteen cards. He then flips over the next card (the fourth,) and it is an Ace. He repeats this process for each card number, Ace through King. At the end, he has all thirteen cards face up on the table, in sequential order.

Supplies:

~a deck of cards

Preparation:

Remove and arrange 13 cards in the following setup, top card down: Three, Eight, Seven, Ace, Queen, Six, Four, Two, Jack, King, Ten, Nine, and Five. Put these on top of the deck.

Secret:

To start, pretend to shuffle the cards, leaving the top thirteen untouched (young children can skip the shuffling part and just begin with the 13 cards.

Remove the top thirteen cards as a group and arrange them like a fan, so that your audience can see their faces. Square up the cards, and hold them face down.

When you spell out each card, do it as follows: let's say you're spelling the word ACE. Spell A, remove the top card and place it on the bottom. Then spell C, and remove the top card and place that on the bottom. Next spell E, remove this top card and place it on the bottom. Flip the new top card and show that it's an Ace, and place it ON THE TABLE (not on the bottom of the deck).

Continue in this manner until all the cards are face up on the table. (eh: You spell the cards in order: Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K) Your audience may realize that the cards must have been set up beforehand, but this only adds to the mystery - and you can treat it as a puzzle for them to try to figure out.

Card Trick 5

Effect:

The magician spills the deck onto the table. He picks one of the cards up with a magic handkerchief, says a magic word and poof! the card disappears

Supplies:

~a deck of cards (or part of a deck)
~a toothpick (or a thin popsicle stick)
~a handkerchief that is not see-through and that has a hem
~scissors
~OPTIONAL: magic puppet

Preparation:

Cut the toothpick so that it's the same width as one of the cards (the width is the shorter side of the card.) Push the toothpick into the hem of the handkerchief, making sure it won't fall out.

Secret:

Spread the deck of cards out on the table... you may want to fiddle with this a bit, using a magic puppet, to draw the audience's attention to the cards and the puppet.

Place the handkerchief overtop of the cards with the toothpick hem facing down. Don't fiddle with this part... you don't want them to guess that the handkerchief is special.

With your thumb and finger, pick up the handkerchief, holding onto the toothpick (Say something like, "I will now pick up a card"). This will trick the audience into thinking there is a card under the handkerchief.

Pick up the edges of the toothpick so it looks like you’re picking up a card.

The red in the diagram represents the toothpick, but it will be invisible to the audience.

Say some magic words, wave a wand or wave your magic puppet over the handkerchief.

Flap it in the air, letting go of the toothpick part and just holding the corner.

Presto! The "card" has disappeared.

Card Trick 6 -- Crazy Eights

Effect:

Someone in the audience chooses one of eight cards while the magician is out of the room (or has his back turned). The magician's assistant points to the cards one at a time, asking the magician if each is the chosen card. The magician guesses the correct one.

Supplies:

~8 cards -- one of which must be an eight (let's say the eight of hearts for our explanation)
~an assistant who's in on the trick
~OPTIONAL: magic puppet

Preparation:

Arrange 8 cards in the same pattern as the hearts on the eight of hearts.

Secret:

Have the magician leave the room. If you're using the magic puppet, let it stay -- if there are young kids in the crowd they'll get a big kick out of thinking the magic puppet is the one giving away the card.

Have the assistant choose someone from the audience to pick one of the eight cards. Show it to everyone (including the magic puppet if you're using it). Place the card back in the correct position.

Have the magician come back in the room (and retrieve the magic puppet if you're using it).

Have the assistant point to cards one at a time, in no particular order, asking "is this it".

Now here's the trick... the assistant must point to the 8 sometime before they point to the card that was chosen. When the assistant points to the 8, he should point to the heart on the eight that is in the same position as the card on the table (remember, we arranged the cards just like the hearts on the eight). This will tell the magician which card is the correct one.

If using the magic puppet: When the assistant points to the correct card, have the magician about to say, "no, that's...", but then have the puppet interrupt him and whisper something (unheard to the audience) in his ear. The magician looks at the puppet and says... "are you sure?" The magic puppet nods it's head and the magician says, "I guess that's the card that was picked!"

Young children will go on about how having the puppet watch was "cheating" *grin*

Card Trick 7 -- The Color Card Twin Towers

Effect:

The deck is split into two halves (towers), both of which may be shuffled by the spectator. The spectator selects a card from either pile (his free choice!), and replaces it *anywhere* (his free choice!) into the other pile which he immediately shuffles. The magician finds the selected card even after the spectator has shuffled the pile thoroughly!

Supplies:

  • Complete deck of cards.

Preparation:

  • Pre-arrange the deck by separating the cards into two piles of black cards & red cards.
  • Place these two piles on top of each other to make one complete deck.
  • Pre-arrange the deck ahead of time - don't let anyone see you do this!

Performance:

  • Casually split the deck in half, creating two face-down piles (towers), one of the red cards, the other of the black cards.
  • Let the spectator freely choose one tower, and select any card from this pile. Do this by fanning out the cards face down, and have him touch a card, which he takes and remembers.
  • Have the spectator insert his selected card anywhere into the *other* tower.
  • Look through the tower containing the spectator's card. The only different coloured card in the pile is the selected card!
  • Produce the chosen card with your favorite revelation. A simple method is to place the card on the table face down, and turn it over after the spectator names his card.

Tips:

  • Keep the cards face down at all times, so that the spectator cannot see that each tower has cards of the same color!
  • To heighten the effect, have the spectator shuffle each tower (face-down) thoroughly before making his choice. Also have the spectator shuffle the pile thoroughly after replacing his selected card. From the spectator's view point, the magician has not seen the chosen card, and can have no idea of its location because it is impossibly lost in the pile!
  • To reduce the chances of the secret being "discovered", instead of separating the deck into red and black cards, separate it into odd cards and even cards (count jacks and kings as odd, queens as even). At a glance, each pile will look like a random assortment of red and black cards, and the fact that the deck is pre-arranged will not be obvious.
  • This trick is so mystifying that it *can* be repeated once or twice without risk of discovery! (but only when you are using piles with odd and even cards)
  • For a variation with two spectators, have each spectator select a pile and a card, and shuffle their selected cards into the other spectator's pile.
  • This secret of this trick may seem rather basic, but when played up, the effect is baffling for the spectator, especially since he shuffles the pile into which he replaces his card, so excluding any sleight of hand!

Card Trick 8

Effect:

The magician picks one person for the trick. The one person picks a card, remembers the card, and puts it back in the deck. You search the deck and find the card. Watch as the jaws drop.

Supplies:

  • Complete deck of cards.

Preparation:

  • Make sure all of the cards are one way
  • Flip the bottom card upside down so if you flip the deck over it looks like the top.

Performance:

  • When they are looking at the card you flip the deck over
  • since you already flipped the bottom card over it will look like the top of the deck
  • when they put the card back in it will be the only one flipped that way.

Saturday, September 26, 2009

Amazing Basketball Trick Shots Video

It's the basketball trick shot video that brings people together.

My Phillers, my Devilbats, Handle Magazine, k1x Australia, Herald & Weekly Times readers, the Melbourne Tigers, Dave's Dragon's, my Fantasy League... the fam... the extended fam... my Sherbrooke crew... the SHERBROOKE SUNS... the Knox refs... the facebook networks... Wayne, Andrew and the Sth Melbourne guys... The MSAC team... HoopStars... the trick shot groupies, I haven't met you yet but I know you're out there, introduce yourselves!!... the Haters, keep posting I love your comments most of all... the people who saw it because someone showed someone who showed them, the response has been amazing.

To anybody who saw it liked it and passed it on, good things will be coming your way.

And anyone who says they could do better, why not try? I made this tape because I said I could do better.

The song is Tommy Lee: "Good Times"

GOT IDEAS FOR A SEQUEL. LET ME KNOW..

Thanks to all.

Friday, September 25, 2009

World's Simplest Trick

Don't Be Fooled By This Trick's Simplicity, It Really Works !!!

Effect: You take out a deck of cards and ask the spectator to shuffle it thoroughly. You then ask him to name any two cards (just the name of the card, without the suit). After the spectator names two cards, you put your hand on the deck of cards, and concentrate hard on it. After a minute or so, you ask the spectator to turn over the deck of cards and fan through it. Astonishingly, the cards that he names are right next to each other.

You Need: A deck of cards .

Nothing! You really don't do anything! If I have to say, the only thing you have to do for this trick is to act like you are really concentrating very hard on the cards when you put your hand on them. That's all! This trick simply works! All by itself! This trick works by probability.

When the spectator names two cards (remember to tell him not to name the suit), let's say Ace and Ten, he is really naming four cards of each kind since the suit is not specified. The theory is that out of those eight cards (Ace of Spades,Ace of Hearts, Ace of Clubs, Ace of Diamonds, Ten of Spades, Ten of Hearts, Ten of Clubs, Ten of Diamonds), at least one of the Aces in the deck will be next to one of the Tens. Don't believe this? Try it out! About 10% of the time, there may be a card between the Ace and the Ten. If that happens, simply tell the spectator that you are not concentrating hard enough. When you repeat the trick, it will work. You can never find a trick that's easier than this one!

Note: This trick can be done to the same spectator a few times, but if you do it too many times, they will eventually figure it out. So, don't overdo this one!

Cool Psychic Card Trick

The Magic Effect:

This magic trick with cards is set up as follows. 12 cards are placed face up on the table ( using any red and black cards from the deck ) in the same pattern you see in the diagram below here. You, the magician, tell someone to secretly pick any BLACK card. After telling them to make several secret random moves, you are able to tell them which card they have moved to.

The Magic Secret:

Tell your audience member to pick any black card. Tell them to next move UP or DOWN to the nearest RED card. Next, tell them to move LEFT or RIGHT to the nearest BLACK card. Next, tell them to move DIAGONALLY To the Nearest RED card. Finally, tell them to move UP or DOWN to the nearest BLACK card. If you follow these directions carefully, your audience member will always end up on the MIDDLE CARD ON THE BOTTOM ROW.

Image of set up for psychic card magic trick.

Friday, September 11, 2009

Tips & Tricks

Tips & Tricks (now Tips & Tricks Codebook) is an American video game magazine published by Larry Flynt Publications (LFP). For most of its existence, the publication was devoted almost exclusively to strategies and codes for popular video games. However, in late 2006 veteran game journalist/designer Bill "The Game Doctor" Kunkel was hired as a consultant meant to help revitalize the magazine, and served as Editor in Chief for the last nine issues. Kunkel introduced feature articles, got the magazine an e-mail address, MySpace page and an official Web site while continuing to expand the monthly "lifestyle" features on video game-related anime, comics, toys, music and movies in an effort to shake the stigma of being a magazine only known for cheats and strategy guides.

Following the publication of the August 2007 issue, the magazine was canceled in the wake of discouraging sales and ad support, despite the attempts to revive the franchise. The Codebooks, however, are presently scheduled to continue on a bi-monthly schedule.

A code archive for each current system was featured in the back of each issue. There were also strategy guides/walkthroughs for recent popular games at the beginning of the issue. Tips & Tricks never reviewed games, but did feature a preview section. They were also one of the only video game magazines to publish full release schedules for each current system, in addition to their per-game preview articles. These release lists usually displayed the next year's upcoming games, sorted by month.

Tips and Tricks began as a spin off from VideoGames magazine, which in itself morphed out of VideoGames & Computer Entertainment, a popular multi-platform magazine of the late 1980s/early '90s. VG&CE and VideoGames like Tips & Tricks, were published by LFP following the purchase of A.N.A.L.O.G., ST-LOG and other computer magazines from Lee Pappas in the late '80s.

In June 2007, the entire editorial staff of Tips & Tricks was laid off. All further publications under the Tips & Tricks name will be Codebooks containing strategy guides, features, previews, codes and Pencil Puzzles.

As of August 2009, Tips & Tricks is on newsstands 8 times a year as a Codebook containing strategy guides, features, previews, codes and pencil puzzles.



Sections


Strategy Guides

Features several different strategy guides each month for current games on all console and portable systems; PC games, historically have not been covered, however, it was announced in the January 2007 issue that new Editor in Chief Bill Kunkel will oversee the addition of PC coverage from now on.


Departments

  • Reader Mail – Mail from readers (delivered by their faithful mailman Earl), and responses.
  • Action Packed – Features the latest in video game-related action figures and toys.
  • Animation Station – Features video game-related anime and cartoons, as well as video games based on anime.
  • Mega Mania – A monthly feature on the Mega Man series of games. *This feature now appears to be on hiatus.
  • Games on Film – Features video game-related movie news and reviews of video game-based films.
  • Video-Game Comics – Features comic books based on video-game characters, and vice versa.
  • Gaming Gear – Features the latest video-game hardware, accessories and peripherals.
  • Online Gamer – Features online guides, tips and news.
  • Gaming 2 GO – Features mobile gaming news, previews and tips.
  • Sports Desk – News on sports games.
  • Japan Report – The latest on Japan related games and toys.
  • Final Fantasy World – Information on the Final Fantasy series.
  • Halo Insider – Information on the Halo series.
  • Collectors Closet – Features news on classic games and classic video game-related items. Usually also features the Room of Doom.
  • Sound Test; Features news about video game music.
  • The Twisting Nether – News about WoW (World of Warcraft) and tips and tricks relating to the game.


Staff

Among the notables who've worked for T&T were its last Editor in Chief Bill Kunkel, who was the Executive Editor of the classic Electronic Games magazine in the early 1980s and was Associate Editor of "VG&CE", and Editor Chris Bieniek, who worked on every issue and continues to serve as Editor in Chief for the bi-monthly Tips & Tricks Codebook. Bieniek was formerly with T&T's now-defunct sister publication VideoGames Magazine (and its previous incarnation VG&CE).

Contributor Andy Eddy (who wrote the Gaming 2 Go column), was formerly the Executive Editor at VG&CE magazine.

Others who worked for the magazine include Art Directors Lisa Beattie and Ione Jefferies; Executive Editors Charlotte Chen (who wrote the "Pokémon Report" and "Final Fantasy World" columns), Anatole Brown (who wrote the "Japan Report" section and later became a Contributing Editor), Jim Loftus and Wataru Maruyama; Senior Editors Tyrone Rodriguez, Geoff Arnold (who wrote the "Twisting Nether" column), Ara Shirinian (who went on to work at Rainbow Studios), Jason Wilson (who wrote the "Tournament Report" column); and Entertainment Editor Abigail "Abbie" Heppe (who usually wrote the "Games on Film" section) and who is now Games Editorial Manager for X-Play on G4.

Contributing Editors Anatole Brown and Patrick Reynolds each wrote one strategy guide each month, in addition to their work on the "Japan Report" and "Download Den" columns, respectively. Patrick also wrote columns about Grand Theft Auto: San Andreas, Mega Man and Armored Core.

Former T&T Associate Editor Betty Hallock currently writes for the Los Angeles Times. Before her departure in mid 1998, Hallock was somewhat of a "sex symbol" to male readers due to her elusive status as a female gamer and she was somewhat of a precursor to modern "gamer chicks" such as Morgan Webb, who is now cohost of the show X-Play. Betty was often the subject of fan letters sent to the magazine; during her tenures at Tips & Tricks (and its former sister magazine VideoGames) there was usually at least one fan letter about her featured each month in the Reader Mail section, often the readers would request photos of Betty to be printed in the magazine, and at one point she even had her own monthly column. Former Editor in Chief Chris Bieniek has gone on the record as saying that Betty "wasn't really a video-game player".

After Tips & Tricks' demise, former Editor in Chief Bill Kunkel, and former Entertainment Editor Abbie Heppe, went on to write for J2Games.com; Heppe writes for Hardcore Gamer as well.


Previews

Tips & Tricks also features a preview section entitled "Select Game Previews." Unlike a traditional magazine, however, this section encourages readers to vote on which games they'd like to see covered in future issues. Also included is an upcoming games release calendar. The pages between the Previews section and the Codes section contained a month-by-month schedule of releases for the current systems for the next year or so (varied).


Token of the Month

Usually at the end of the Reader Mail section, the Token of the Month section features a photo of a different arcade token sent in by readers from their favorite arcades every month.


Pencil Puzzle

Formerly featured in each issue, there would be 2 or 3 puzzles a month that featured grids of blocks with a key on the side telling you which blocks to shade in. After completion the puzzle would reveal a popular video-game character. This feature was taken out when the magazine changed to a more glossy paper, making it impossible to write on the pages in pencil. However after many letters from readers requesting their return, the puzzles re-appeared after a two year hiatus, in the Tips & Tricks 2006 Codebook; which unlike monthly issues, is still printed on non-glossy paper.

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