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Everything posted by Dark

  1. Every blow that Angélica Espinoza hits is a challenge to life itself. The national parataekwondista has given us the first medal in the Tokyo 2020 Paralympic Games and it was the gold one. She has fulfilled the dreams of an entire country, which sees what it is to win a medal after 21 years. It is also the fourth gold medal in national history (out of nine in total). ALSO READ: Peru vs. Uruguay: Why is Paolo Guerrero the striker most respected by the Uruguayan team? As introverted as he is, his smile reveals his joy. “It has been very calm,” the members of the National Paralympic Association tell us from Tokyo, is that Angelica arrived at the Games as the leader of the world ranking, although she was pre-classified as number 4 because a previous ranking was taken as a reference. Angelica was born without a part of her left arm, but she was never limited at all. The whole of Peru met her with the gold medal at the Lima 2019 Pan American Games, just two years after she started in this sport. After leaving para-swimming, she leaned into parataekwondo. With trainings between six to eight hours, she knew how to become the best. In her first year of competition, she achieved fourth place in the World Cup in Turkey, that year she was the revelation Para athlete of the National Paralympic Association of Peru. She then she came the titles, the gold in Lima 2019, the qualification to Tokyo in the Pre-Olympic of Costa Rica, in March 2020. ADVERTISING The pandemic postponed everything and after virtual training, she was able to return to training at La Videna thanks to the support of the National Paralympic Association, Legado 2019 and IPD. This year, the national para-athlete won the gold medal in the Para Pan American Taekwondo 2021 (Mexico) last June and days later she was consecrated in the Asian Para Taekwondo Championships, with which she went on to lead the world ranking. She belongs to the K44 category, which describes people who have lost part of their arm, and in Tokyo she started the competition in the quarterfinals thanks to her pre-qualification. In that round she beat India's Aruna 84-21, the highest score in the division. In the semifinals she beat Ziyodakhon Isakova (UZB) 17-7 to enter the fight for gold, where she beat Meryem Cavdar of Turkey by a resounding 34-21. The Peruvian team arrived at the facilities of the National Stadium to carry out the training session on the eve of the commitment against Uruguay for the Qualifiers. See how the day of the ‘Blanquirroja’ was prior to this important meeting. The moods She arrived with all the preparation on top and it showed in her confidence in Tokyo. Within her closed character, she achieved all the spirit that she carried for the competition. During one of the pauses in the fight - which was not broadcast on TV or YouTube - the music sounded loud in the Makuhari Messe, and the Peruvian delegation that came to encourage Angélica, began to dance on the platform. Angélica, very psyched in her fight, managed to see that and let out a laugh at what her fellow delegation members were doing, as Patrick Espejo, a member of the Paralympic national delegation, tells us. The national joy motivated her more and she managed to close her bouts with victories. The high level that Angelica already had has been perfected in recent months. In Lima, she had the opportunity to train with conventional taekwondo players, which allowed her to greatly improve her fighting technique. Her training, double shift many times, was improved by the diet that was implemented by the Taekwondo Federation. She said goodbye to bread and chicken to the breaststroke to go from 36 to 46 kilos, with a body fat percentage of just 9.2%, according to the Lima 2019 Legacy. Training at La Videna, headquarters of Legado Lima 2019, was very helpful for her and the presence of both young and old athletes gave her more touch. “The idea was to train with people who can demand me. The idea was to go out, so the best option was to train at La Videna ”, she told her as an athlete. Peru thus adds her ninth Paralympic medal, the fourth gold. It joins those achieved by José González Mugaburu (bronze in Toronto 1976 para-swimming), Teresa Chiappo (bronze in Toronto 1976 para-athletics and gold in Toronto 1976 table tennis) and those of Jimmy Eulert in para-swimming (gold in Atlanta 1996, gold and silver in Sydney 2000 and two bronzes in Athens 2004). https://elcomercio.pe/deporte-total/polideportivo/perfil-angelica-espinoza-la-timida-medallista-de-oro-peruana-que-nos-hizo-sonreir-en-los-juegos-paralimpicos-tokio-2020-para-taekwondo-nczd-dtcc-noticia/
  2. Apple has announced that it will change the policy of its App Store 'software' platform, which in early 2022 will allow content viewing applications, such as music and video 'streaming' applications and other subscriptions, to include links on its site Web. This change will mean the closure of an investigation that was being carried out by the Japan Fair Trade Commission on the App Store, with the agreement between both parties, but Apple has announced that it will apply it globally, as confirmed in a statement. The App Store requires that internal payments for apps occur with its own payment system, but since content viewing apps do not offer internal purchases, Apple has agreed to allow its developers to display a unique link to its website to help users to configure and manage their account. Before the change takes effect in early 2022, Apple will update its guidelines and review process to ensure user safety, and will also help protect users when taken to a third-party website to make purchases.
  3. Today we analyze the Ozone Heat X30, the new headphones that Ozone has launched on the market. These headphones are ideal if you want to use them to play and are constantly changing places to play, since they are in-ear with very light weight, and they have a dedicated microphone. They are also ideal for use on PlayStation and Xbox consoles. The demand for gaming headphones does not stop growing, since they offer an excellent balance of benefits between great sound quality and the convenience of having a built-in microphone to use it in voice chats while we play. The Ozone Heat X30 is halfway between a take-anywhere in-ear headset and a bulky gaming headset, offering the best of both worlds. Ozone Heat X30 25 The Ozone Heat X30 use a dual speaker system just like the Dual FX. Each speaker is 6mm, so with two we have a practical size of 12mm, which improves the quality and body of the sound. They are compatible with PS4, PS5, Xbox One, Xbox Series X | S, Nintendo Switch, laptops, desktops, tablets and mobiles. Basically anything with a 3.5mm jack. As for microphones, we have two. The first is included in the headphone cable controls area. But the second is removable, and connects with a jack connector present on the left earphone, offering a better sensitivity compared to the one incorporated in the cable, as well as the option to ensure that the quality is going to be the best when being closer. from the mouth. Unboxing and external analysis The box has a transparent design on the back that allows us to see the headphones, the cable control, and the microphone. If we open the box, we see everything that it includes, with an adapter to divide the microphone connector and that of the stereo audio input, very useful to use them for example in the computer, where these connectors are normally divided, both on the front of the boxes as in the sound cards of the motherboards. Ozone Heat X30 review We also found three packs of silicone pads in sizes S, M and L. The review unit did not include them, but the final version that we can buy does include them, so don't worry about that. The pad that comes pre-applied is the size M. Ozone Heat X30 review If we go to the cable, we find several buttons. The button at the bottom has several functions: if we press once, it picks up or hangs up the call, or pauses the music. If we press twice, it will switch to the next song. If we press three times, it will return to the previous song. The slider above it is intended to mute the microphone, which is positioned just above it. Finally, we have the slider to control the volume. Ozone Heat X30 review If we go to the headphones themselves, we have that curious dual design that makes them look like an alien. At first glance they may look somewhat large, but then when placed on the ears they do not feel heavy at all. Furthermore, the plastic outer part is practically empty and very light. Ozone Heat X30 reviewOzone Heat X30 reviewOzone Heat X30 reviewOzone Heat X30 review The headphones have the jack connector angled at 45 degrees, helping to reduce the stress on that part of the cable. The connector fits perfectly in all types of devices. Ozone Heat X30 reviewOzone Heat X30 reviewOzone Heat X30 review Test The microphone connector is a simple 2.5 mm jack, as we can see in the following two images: Ozone Heat X30 reviewOzone Heat X30 reviewOzone Heat X30 reviewOzone Heat X30 review As we said before, using this type of headphones is quite comfortable if we are going to be playing for hours; mostly in summer. Thanks to them, we do not have to have headphones over our head at all times, in addition to isolating ourselves from ambient noise and focusing better on the game. The headphones have excellent sound quality. The frequencies do not step on each other, so we can clearly hear all the action, where for example an explosion will not prevent us from hearing the enemies clearly. In fact, in this type of headphones we can hear more clearly the frequencies of the footsteps of the enemies and the like. Thus, all frequencies are heard quite clearly, although perhaps they could have had a wider frequency response like the Dual FX have. Its use for hours is very comfortable, where with some pads according to our size, the headphones will not come out while playing even while we are walking on the street. In addition, the isolation from ambient noise is very good and will help us to better concentrate on the sounds of the game.
  4. Game Informations : Developer: Alex Navarro Platforms: PC Initial release date: November 13, 2003 at 4:16PM PST It's been about 15 years since the weekly television debut of The Simpsons, and over that period of time, more than a dozen video games have carried the license of the seemingly inviolable Simpsons franchise. However, with perhaps the sole exception of Konami's 1991 arcade action game, The Simpsons, none of these games have ever managed to really capture the sharp humor and unique personalities of the Springfield universe, and none have really even proved to be much in the way of fun either. Thankfully, this trend finally came to a close earlier this year when VU Games released The Simpsons: Hit & Run on all three console platforms. The game borrowed heavily from the recent entries in the Grand Theft Auto series, and, in so doing, it did a spectacular job of bringing the world of Springfield to life--with all the witty humor and unique style of the show left intact. Now, VU Games has released Hit & Run for the PC, and, despite a few hitches here and there, the PC version does its console counterparts justice. The story of The Simpsons: Hit & Run is perhaps a bit convoluted in its design but seemingly in an intentional way. At the beginning of the game, Springfield is being overrun by mechanized bees, mysterious black vans and cars, and an insidious cola that is controlling the minds of the city's residents. In the game, you'll take control of the four core Simpsons family members (Homer, Bart, Lisa, and Marge) as well as resident Kwik-E-Mart proprietor, Apu, to investigate the origins of and motives for all these strange happenings. As the game follows the same structure as the GTA entries, much of Hit & Run involves a linear series of missions, with a number of exploration elements to boot. The game uses a basic level structure, with seven total levels, each with seven primary missions. Each level in the game is assigned to one specific character. There's one for Lisa, Marge, and Apu, while Bart and Homer get two apiece. Missions are assigned by interactions with the city's various characters. They generally involve collecting and delivering items to other people or locations, racing other characters, and even getting into full-on car combat situations. In actuality, practically every mission in the game is a direct clone of one of the GTA driving missions. However, the lack of originality in the game's mission structuring is more than made up for by the decisively original style of Simpsons humor. The end result is actually very fun. Each level also has one bonus mission and three non-story-related race missions. Completing both the bonus missions and race missions help you to unlock new and unique cars in the game. This is key, as vehicles are the most important aspect of Hit & Run's gameplay. Hit & Run has a bevy of different cars to choose from, ranging from the more generic and standard looking cars, to a host of different, episode-specific cars that fans of the show are bound to recognize. Each character in the game starts out with his or her own car. Marge has her road-rage-inspiring Canyonero, Homer drives the family sedan, and Bart drives Martin Prince's entry into the Springfield soap box derby, the Honor Roller. These are not the only cars that each character can drive, however, as certain missions will require them to purchase new cars from vehicle merchants located around Springfield. For example, one early mission requires Homer to destroy Mr. Smithers' car before he can get to the power plant to conduct Homer's employee review. So, to do this, Homer purchases the massive Plow King from his good friend Barney. In a pinch, characters can also borrow cars from passing motorists, though these cars are all pretty generic. However, if you can find one of any of the numerous phone booths strewn about the town, you can access any of the different cars in the game. There is a seemingly endless number of different cars to unlock and purchase in the game, from Homer's self-designed car (aptly titled "The Homer") to Comic Book Guy's beaten-down jalopy to Professor Frink's futuristic hovercar. All in all, the selection of cars should keep you plenty entertained as you navigate the streets of Springfield. The game's mapping system is denoted by a GTA-esque circular street map that appears in the corner of the screen. It shows where you are in relation to where you need to be. Additionally, there's also a system that works by having arrows appear on the street, pointing out the path you need to follow. In many ways, it's actually a better arrow system than the one used in the GTA games, and it keeps you from ever really getting confused while driving. Driving isn't the only way to get around Springfield, as you can opt to just run and jump around town, sans vehicle, any time you please. Each character has basic jump, attack, and jump-attack functions. Each can be used to destroy enemies and objects or to explore hidden areas. You can even kick a passerby. Every character can also double-jump, and each also has a unique jumping slam attack. Homer, for instance, can land a pretty hefty butt-stomp when the occasion calls for it. The game also employs an action button, which can be used to activate different objects, like moving platforms and the like. Outside of the game's storyline and missions, there's plenty of stuff to discover and explore in Hit & Run. Items, money, and hidden gags can be found throughout the city of Springfield. Money comes in the form of coins, which can be obtained by destroying various pieces of the scenery, like soda machines, street signs, and lampposts, as well as the evil mechanical bees that pop up all over the place. Wanton destruction, however, is simply not permitted. Not for long. Cause too much chaos, and eventually you'll end up with the cops on your tail. Your level of rampage is monitored by a meter that appears in the lower corner of the screen. Once it fills up, the police will chase you down. If you're caught, it's a 50-coin fine, which isn't too bad. But if you're careful enough, you should be able to collect coins easily enough without having to constantly deal with the police. Once you've got the cash, you can obviously buy cars from different characters; but that's not all. Each character also has a different set of outfits that can be purchased at different locations around town. Some of these outfits come directly into play with the game's storyline and are necessary to complete missions. Others are simply there for the fun of it. All the different outfits are throwbacks to episodes of the show, including Homer's muumuu from his brief flirtation with morbid obesity, Marge's cop uniform from her days as a member of Springfield's finest, and Apu's "American" outfit, complete with baseball jersey and oversized cowboy hat. There are also a number of gags and collectible items strewn about the town. Gags vary from location to location and can be interactive or simply in the background. For instance, walking into the Kwik-E-Mart reveals a couple of different gags. Walk to the back, and you find Jasper, or "Frostillicus," encased within a freezer. Interacting with him will cause him to start shivering, and he'll throw you one of a few different one-liners. On the other hand, if you simply stand near one section of shelves, one of a few different gags will unfold in front of you--including Hans Moleman's mugging by Snake the convict or Krusty the Clown's ogling of an "adult" magazine. You can also find a number of collectible items around town, like wrenches that fix damage to your car and trading cards that reference different items from various episodes of the show. These cards cover a pretty wide spectrum of references. They range from the Mr. Sparkle box (which coincidentally bears Homer's likeness) to the evil Krusty doll that tried to kill Homer in one of the infamous "Treehouse of Horror" episodes. Each card also contains info about the episode in which the item appears and a quotation related to it. All told, Simpsons: Hit & Run does a really great job of making the world of Springfield an incredible backdrop for an entertaining gameplay experience. If there's one knock against it that keeps it from being a truly superb experience, though, it's that the game just isn't quite as polished as it could have been. One of the less-frequent, but still quite notable, issues in the game is that occasionally bugs pop up that break missions. Occasionally, AI-controlled cars find themselves stuck in situations where they are absolutely unable to get to the required destinations in the allotted time. For example, in one instance, a CPU car actually drove off a cliff, and the game respawned the car in a spot where it could not feasibly get back on the highway. Thankfully, the game lets you restart missions at any time by simply selecting the restart option from the pause menu (another feature that, actually, would have been really nice to have in the GTA series). You always start right back at the beginning point of the mission, without having to drive all the way back to the starting point, so this issue is relegated to a periodic nuisance rather than a serious problem. Hit & Run's controls were pretty easy to navigate on the consoles. However, on the PC, the game does suffer a bit in that respect. Hit & Run is really designed for a dual analog controller, and pretty much any other type of controller we tried felt a little bit too squirrelly when we tried to move around, particularly on foot. As far as trying to navigate with a keyboard and mouse goes, you can pretty much forget about it. The only way to turn while moving--when using keyboard control--is to press both forward and to the desired side at the same time, thus making it extremely hard to keep from turning too little or too far in whichever direction you're trying to go. There is a mouselook function you can turn on by digging through the game's control options, but it takes some serious messing with the mouse sensitivity to make it properly manageable, and honestly, it isn't really all that great. Also, since the game's camera often tends to require some baby-sitting, it's far more convenient to move it around with an analog stick than by assigning various camera buttons. Ultimately, if you've got a good dual analog controller, you won't have a single complaint about Hit & Run's controls. However, if you don't have one, the game's control scheme may prove problematic. The bulk of the game's polish issues lie in its graphics--primarily in the game's somewhat sloppy camera system. When you're driving around, Hit & Run's camera actually works just fine in all three available camera views. However, when you're walking around town, the camera has a pretty heavy tendency to bug out at random. This is especially prevalent in any situation where you get too close to a building or find yourself near any piece of scenery that could possibly get in the way of the camera's set path. As mentioned before, you can move the camera with an assigned camera button or your controller's analog stick, but sometimes objects in the camera's path will simply prevent it from moving at all. Hit & Run is also not immune to some basic frame rate problems, especially when you're driving a heavily damaged car. This problem is much less apparent in this version of the game than in the console ones, but you'll still notice it. Clipping is also a problem in many areas--especially any time you get too close to a destructible object. However, with the bad comes plenty of good as well. While the game may lack polish, it still looks quite good overall. Hit & Run uses a simple, but effective, 3D design that actually makes all of the characters look a bit like Homer from his brush with the third dimension (in another "Treehouse of Horror" episode). The character models aren't heavily detailed, but they look very close to their television counterparts and animate quite nicely. Significantly more impressive is the amount of detail put into the design of Springfield itself. The different levels of the game are broken up into three specific sections of Springfield, each with its own separate identity. One is the suburban area, which houses the Simpsons' home, another is the city's downtown area, and the last is in and around the city's harbor area. Aside from the obvious landmarks, Hit & Run also hosts a ton of slightly less obvious locales, such as Chester Lampwick's solid gold house, the gigantic Lard Lad Donut statue, and even the now-defunct monorail station. In terms of performance, all three console versions of the game actually run similarly. On the PC, Hit & Run looks very crisp and colorful on higher resolutions, but it looks significantly muddier on pretty much anything below 1024x768. However, on both a high-end and midrange PC, the game ran very smoothly on every available resolution, so there's no reason anyone with a decent setup shouldn't be able to keep the game looking at its best. The last and best part of The Simpsons: Hit & Run is its sound, which is really spectacularly done. All of the show's primary voice talents reprise their roles for the game, and the result is an excellent atmosphere created by the game's dialogue. This is also thanks, in no small part, to Hit & Run's writing, as the story was actually penned by writers from the TV show. The cutscenes, in-game dialogue, and even the wacky one-liners are all very snappy and surprisingly topical. Overall, each aspect of the game's dialogue does its job superbly. Hit & Run's music is also extremely well done. Most of the main score feels like it was ripped from some of the best seasons of the show, and the remaining music tracks are all very nice. Additionally, each of the playable characters has his or her own style of background music. For example, when Lisa walks around town, you hear periodic saxophone music, and when Apu is driving, the soundtrack mimics a Bollywood-esque chase sequence, with sitars and electric guitars dueling it out. The only possible complaint to mount against the game's audio presentation is that in certain cases--namely when driving--one-liners have a tendency to repeat a little too often. Hearing Homer yell "Outta my way, jerkass!" is really hilarious, but hearing him yell it on a constant basis can wear a bit thin. We also noted some periodic static sounds that hadn't appeared in any of the console versions of the game, and, apparently, they seemed to be emanating from the game's car engine sound effects. This problem was only intermittent, and the sounds weren't especially loud or obvious. However, they were still apparent. So, for whatever few issues the audio may suffer from, it's hard to deny how superb the game sounds overall. In every way that matters, The Simpsons: Hit & Run is the game that Simpsons fans have been pining for ever since the days of Bart vs. The Space Mutants. It creates the most accurate representation of the world of Springfield ever put into a game, and it manages to make the gameplay surrounding it quite a lot of fun. Additionally, the game's overall sense of humor is delightfully self-referential, and any hardcore Simpsons enthusiast should have a blast exploring the various levels and pointing out the numerous obscure locations and characters that pop up. It's a bit of a shame that the game does have the few bugs and graphical issues that it does, but ultimately, these few problems shouldn't deter you from checking out what is easily the best Simpsons game released to date. Although the PC version of the game isn't the most ideally suited of the bunch, the game still holds up very well. If you missed out on the console versions of The Simpsons: Hit & Run, the PC version ultimately won't disappoint. System Requirements 32 MB VRAM video card with full T&L. Microsoft Windows 98. Pentium III 700 MHz processor or AMD Athlon equivalent. 192 MB RAM. 100% DirectX 8.1 or higher compatible sound card and drivers. 4X Speed CD-ROM drive. 100% Microsoft-compatible mouse and keyboard.
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