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However, the numbers are in a constant decline and the second wave continues to decline in various regions, as reflected in the reports. One indicator is the number of deaths registered each day by the Minsa: it went from 845 daily deaths during the maximum peak of April 20, to 122 recorded on June 29 last. That is, they were reduced by 85% in just two months. Constant decrease The second wave of COVID-19 has had a great impact on the public health system during 2021. More than 97 thousand people lost their lives in the first six months of this year, representing 51% of the victims registered during the entire pandemic. The month with the highest mortality was April with 23,562 deaths from the virus –an average of 760 deaths per day–, followed by March (21,089) and February (18,724). However, the month of June has shown a significant reduction in the accumulated total: at least 5,930 Peruvians died (average of 269 per day). COVID-19: Minister of Health did not rule out extending the vaccination schedule due to high demand for doses This large decrease can be seen in the confirmed death curve, whose slope is much steeper from the maximum peak (April 20) to June 29. A dynamic that did not occur during the first wave, since three and a half months elapsed from the peak of this epidemiological event (672 deaths on August 1) to its lowest point (70 deaths on November 15). Regional events But the pandemic does not behave the same in the 25 regions of the country. The national figure is closely linked to the reports of Metropolitan Lima, which not only concentrates a third of the po[CENSORED]tion, but also concentrates 41% of deaths registered in the Peruvian territory (more than 41 thousand victims only in 2021). That is, if the figures drop in the capital, so will the average for Peru. At the beginning of June, Arequipa reported a new peak of daily deaths (59 deaths on June 10) that had not occurred since July 2020, which prompted a new intervention by the Executive to speed up the vaccination process in the region, in addition to the hospital management and care of the health system in its different provinces. Today their numbers are on the decline. Loreto had its maximum peak in February (31 deaths on the 20th), but the curve fell to the current 3 deaths on a daily average, according to the Open-Covid Peru portal. COVID-19: Ministry of Health will present vaccination plan until the end of the year Expert opinion Regarding the decrease in infections and deaths in the second wave, Raúl Urquizo, former dean of the Lima Medical College, indicated that all epidemics have rise and fall curves, with or without treatment. The only thing they differ is in time. “This second wave has lasted too long, approximately nine weeks, and with a rather slow decline due to the relaxation of biosecurity measures by the people. If we had applied greater vigilance, it would have lasted less, "he said. Likewise, he pointed out that the possibility of a third wave occurring is imminent, since the percentage of vaccinated conducive to herd immunity has not yet been reached, to which is added the lack of respect for the measures ordered by the Government. "Hopefully the third wave does not reach the magnitude of the second. The po[CENSORED]tion is not even 70% vaccinated and above all it does not maintain the respective care. The risk of a third wave is already knocking on the door, and even more so with the recent mobilizations, the consequences of which will become evident in a month. Despite the fact that now the curve has decreased, we should not trust ourselves, but be prepared, "added Urquizo. For his part, the infectious disease doctor Juan Villena pointed out that this decrease in cases should not cause a relaxation of biosafety measures in the po[CENSORED]tion. On the contrary, the fact that a new wave may emerge means that the virus continues to circulate. "Not obeying the measures, plus the recent marches, where social distancing is not respected, condition this panorama. In addition, many services have been opened and people come without the greatest care ", he explained. COVID-19: care in 19 metropolitan vaccination centers in Lima and Callao increased by 30% capacity Meanwhile, regarding the development of the vaccination process, Urquizo mentioned that it should be accelerated, since it has been shown that the mortality rate in infected people significantly decreases. “Vaccination has to be much faster. That more vaccines are arriving is good, but we must increase vaccination centers, not only in Lima but at the national level. A good example is the health personnel who have been vaccinated, since the death rate of this group decreased significantly. If we have this very important indicator, vaccination should be accelerated ”, he commented.
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The fundamental piece when assembling a new PC is the choice of the CPU, which involves the rest of the system, since from it we are going to choose the rest of the system. But, not all CPUs are suitable for everyone, that is why we have made a selection of the Intel and AMD CPUs that we consider the best for desktop PCs. If you are looking to buy a new CPU to have a more powerful PC, it is most likely that you have lost yourself among a huge collection of Intel and AMD models among those that are available in the market, that is why we have thought about making one list of what we consider to be the best CPU you can buy right now. Our selection criteria CPU out-of-order cover The huge range of CPUs from Intel and AMD makes it difficult to choose a CPU in each category without first doing a general screening of all of them. That is why we have decided to carry out a selection scale, which first consists of a series of elimination criteria to discard a large number of CPUs included in the market. The first elimination criterion is the number of cores, today a 4-core configuration is insufficient for the future, so all Intel and AMD CPUs that have a 4-core configuration have been discarded. In the same way, most applications do not take advantage of the capacity of a CPU beyond 8 cores, so all CPUs that exceed that figure have been discarded from our comparison. The second criterion is the selection of the generations of the different CPUs. On the one hand we have reduced the Ryzen 5000 by AMD, while in the case of Intel we have chosen the eleventh generation by Intel with the exception of the Core i9-10900F as there is no CPU with more than eight tenth cores. generation. The third selection criterion is based on discarding those CPU models that are part of the OEM world and therefore cannot be purchased separately in conventional distribution chains as of the day of writing the article. Once we have marked the selection criteria, let's see which are the best Intel and AMD CPUs of the moment. That is why we have separated the selection into several different sections according to the number of cores of each processor. The best 6-core CPUs from Intel and AMD Intel AMD CPU The first turn is that of the CPUs with six cores in total, of which we have selected three representatives to compete with each other. On the Intel side we have their Intel Core i5-11600K based on the Rocket Lake architecture and the Intel Core i5-11400F based on the same architecture, while on the AMD side we have chosen the AMD Ryzen 5 5600X. The reason why we have chosen this CPU is for its excellent value for money, since we can find it in most places for less than 200 euros. It is a six-core, 12-thread CPU that starts from a base clock speed of 2.6 GHz but increases to 4.4 GHz when placed in turbo mode. Its excellent relationship between its power and its price make it ideal for those who want to build a Gaming PC or a professional workstation for a very low price. Its only limitation? The fact of not bringing with it an integrated graphics, but it is something that is forgiven given that it is an ideal CPU if you want a gamer PC to play Full HD or Quad HD if you pair it with a good graphics card.
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The Windows 'screen of death', which reports that the computer has had a problem and needs to be restarted, will no longer be blue in the upcoming Windows 11 operating system, where it adopts a black design. Microsoft did not change the design of the Windows error screen since 2016, when it introduced QR codes, while in 2012, even with Windows 8, it added a sad face emoji. Now, after the announcement at the end of June of the new system that will replace Windows 10, an important change in this element has been announced. According to screenshots of the feature in the Windows 11 beta that The Verge has had access to, although the content of the page remains the same as in Windows 10, the 'screen of death' has a black background instead of blue. The rest of the information remains unchanged, with a percentage showing the time remaining for Windows to collect information about the problem, the error code, and a link and a QR code for additional support and information.
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Game Informations : Developer: Scott Osborne Platforms: PC Initial release date: December 22, 2000 at 5:29PM PST The awkwardly named Project IGI: I'm Going In follows in the trend of the Rainbow Six series, the Delta Force series, and SWAT 3. It eschews the outlandish futuristic weapons and imaginary settings of many traditional shooters and focuses instead on contemporary realism. In the game, you play as David Llewelyn Jones, a former Special Air Service member who now works as a freelance operative for both the British and American governments. The game features a blend of stealth, covert surveillance, and high-powered firefights at secret military bases, and it has much of the thrill and daring of the James Bond films of the late Cold War era. But it also has several significant shortcomings. http://cdn.mos.cms.futurecdn.net/tDByVEFfwDoP7pa4aqQKfL.jpg In Project IGI, your mission is to help retrieve a stolen nuclear warhead and prevent an act of nuclear terrorism. The action begins in the former Soviet Union, and your first goal is to rescue a contact who has vital information about the nuke and who is being held and tortured at a military airfield in Estonia. The narrative is primarily told through in-engine cutscenes at the beginning or end of each mission, and they're visually stylish - their dramatic camera angles and lighting effects approach film quality at times, though the flat dialogue can be a bit tedious and the cast of characters isn't very interesting. The tone of the missions tends to be realistic: While you're a skilled agent, you're just one man - not a one-man army. As such, you'll need to do a lot of creeping through the shadows, sneaking around security cameras, hacking computers to deactivate surveillance systems, and using binoculars to scout the area. When you run into the inevitable confrontation with guards, fast and furious firefights ensue. The game's general emphasis on realism means you'll need quick reflexes: Even if he's wearing body armor, a few shots can still put a painful end to the hero's career. You can restore health only by grabbing a medical kit from an infirmary - if there even is one in the area. Project IGI is a strictly single-player game with 14 missions that are often large and complex, but they're divided into smaller, more manageable objectives. Unfortunately, there's no way to save your game during a mission, and even on the lowest difficulty setting, some missions can be quite hard, and they will inevitably require you to restart from scratch a number of times before you achieve success. Since you'll typically be infiltrating military installations, you'll run into swarms of guards, many of whom stand waiting in towers with their sniper rifles. Death awaits at every corner. The abundance of guards is necessary because the game's enemy artificial intelligence is spotty if not downright poor, as enemies sometimes stand obliviously when you kill one of their comrades, who is only a few feet in front of them. Also, the game sometimes cheats by making guards appear out of thin air or from buildings that you've already cleared. During missions, you'll have access to a large arsenal of weapons, some of which you're equipped with at the start of the missions, and many of which you pick up from dead guards. They run the gamut from a combat knife for silent kills to antitank weapons for the occasional armored fighting vehicle. Other real-world weapons in the game include the Glock 17, Desert Eagle, MP5, M16 A2, Minimi, Spas 12, Uzi, Pancor Jackhammer automatic shotgun, Dragunov sniper rifle, and others, along with flashbang and fragmentation grenades. Weapon physics are generally believable: Automatic weapons have a noticeable kick that hinders your aim, and bullets will penetrate walls and doors of varying material and thickness depending on the caliber or muzzle velocity of the gun. Since much of the game is about stealth and careful observation, you'll get to use some clever gadgets in addition to your weapons. Your binoculars have night vision and a digital compass, and they smoothly zoom out to very long ranges. You also have a PDA that lists your mission objectives and visually keys them with numbers to a live satellite video reconnaissance feed. You can zoom and pan the readout, and since it's shown in real time, you can actually watch guards advance and attack you if you neglect to turn off the PDA map at an inopportune time. The PDA also logs your communications, which include both status reports and tips from Anya, your advisor back at headquarters who's watching your progress. Frequently, reports from Anya, including those that advance the game's plot, appear when you're busy avoiding or fighting guards, so the ability to read them later on your PDA helps make up for that flaw. Another flaw in the game is the way you mani[CENSORED]te or interact with certain objects. When you stand next to an object you can use, you'll see an icon light up at the bottom of the screen. During time-consuming actions like hacking a computer or climbing a ladder, the game switches from first- to third-person view, which can seem awkward initially. However, this lets you retain situational awareness during these times since you can pan the camera in all directions with the mouse. You do need to precisely line yourself up with an object to mani[CENSORED]te it in the first place, which can result in your death if you need to make a quick escape. Despite the odd perspective switching, the graphics overall are very good. Textures are highly detailed (albeit dully colored), varied ambient lighting depicts different times of day and atmospheric conditions vividly, and weapon models and skins are convincing. Weapons interact visually with the environment too, and they will shatter glass and leave bullet holes in walls for the duration of a mission. When you fire at wood or other light materials, shards and splinters fly. Some of the weapon effects are also quite graphic: You'll see blood spatter on walls during close-quarters firefights, and sometimes even pieces of cranium fly when you snipe someone in the head. Oddly, the bodies of dead guards simply vanish after a few seconds. Some of the effects are less gruesome but still memorable, such as the occasional static on your PDA as you watch the live satellite imagery and the dynamic displays on your binoculars. The vast outdoor environments really steal the show in Project IGI. Some design concepts for the proprietary 3D engine came from Innerloop's flight simulator, Joint Strike Fighter - and it shows. Early in the game, you'll infiltrate a military airbase with a seemingly endless runway, a geodesic radar dome, huge hangars with parked fighter jets, troop barracks, and so on, all of which are surrounded by realistically scaled and subtly textured hills and mountains. This huge visual scope is really immersive and memorable, especially since the outdoor terrain is so well textured. By contrast, the indoor environments in the game tend to be repetitive and forgettable. Also, because of the huge areas, you'll have to do lots of laborious running. The sound compares favorably with the graphics - it is sometimes even better. The musical score, while hardly outstanding, is nevertheless well crafted, and its tense mood complements the action of the game well. Voiceovers are competent but bland, and Russian or Estonian guards will shout at you in English instead of their native tongues. The sound effects suffer none of the weaknesses of the dialogue; in fact, they're often spectacular. Each weapon has a convincing and vivid set of sounds, and explosions are suitably loud. Footsteps alter according to the surface on which you're walking and whether or not you're running or padding softly. The environmental sounds are superb - gates grind, motors hum, security cameras beep, and elevators chime as they reach a new floor. Intermittent thunder will boom during a rainstorm, and depending on what type of roof you're under, the rain alters from muffled tapping on wood to loud drumming on a sheet metal overhang. The sound is especially well done during cutscenes - for instance, helicopter rotors nearly drown out characters' radio communications, and you can hear details like the canopy lowering on a Russian fighter as you make off with it. While none of the individual elements of Project IGI are particularly original, they're meshed together very well. The missions feature a finely paced balance between tense stealth and dramatic combat. By mixing military firefights with careful sneaking, the game manages to be entertaining overall, and the environments are very convincing. Still, the game has problems that can't be overlooked, such as the lack of midmission saves, the weak artificial intelligence, and a general lack of interesting or memorable characters, including the one you play. Also, while you can approach each mission slightly differently, there's only so much variety that each affords, and there are no multiplayer modes or level editor. So, despite the long and complex missions, the game's replay value is really limited. Still, as a single-player shooter with a traditional progressive mission structure set in realistic and memorable environments, Project IGI is a fun, if flawed, action game. System requeriments Processor (CPU) Intel Pentium II 300 MHz System memory (RAM) 64 MB Hard disk drive (HDD) 500 MB
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★ GAME ★ - How many clicks in 10 seconds?
Dark replied to Mr.Lucian's topic in ♔ NEWLIFEZM COFFEE TIME ♔
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Nu @The Wild
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759 759
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8
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574
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401
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★ GAME ★ - Guess what year the other members we're born?
Dark replied to Mindsphere. 's topic in ♔ NEWLIFEZM COFFEE TIME ♔
Nu 2016? -
Pink @DeepPurple/ @Warlock-
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897
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4615
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★ GAME ★ - Continue with Last Letter
Dark replied to Mindsphere. 's topic in ♔ NEWLIFEZM COFFEE TIME ♔
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PRO FOR PRE-MANAGER. If you are going to be here a long time and be loyal, you will accept this rank and it will depend on your activity.
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So far the norm in both PC CPUs and APUs has been a homogeneous design in CPUs, which means the use of a single type of core repeated a certain number of times. But the use of heterogeneous configurations with cores of different complexity has started to appear on PC. We explain what the Big and Little cores differ in such APUs and CPUs for PCs The arrival of CPUs and APUs in PCs that make use of heterogeneous cores and therefore cores of different complexity and size is a fact. But how do these heterogeneous cores differ in nature and performance? That is the question many ask themselves when they read about the different architectures that are appearing on the market. Why after more than a decade using a single type of core has the leap to the use of big and little cores in CPUs. Why the use of different types of cores? ConceptArt MultiCPU There are several reasons for this, the best known is the one that has been used in the now classic big.LITTLE of CPUs for smartphones, where two collections of cores of different power and consumption are switched in use according to the type of applications according to the workload on the smartphone at all times. This was done to increase the battery life of such devices. Today this concept has evolved and it is already possible to use both types of cores simultaneously and not in a switched way. So the combined design is no longer based on saving energy, but on achieving the maximum possible performance. This is where we get into two different ways of understanding performance depending on how heterogeneous cores are used. The most widely used of them, because it is the easiest to implement, consists of assigning the lightest threads in terms of workload to the cores with the least power, a task that the operating system has to carry out. Which is the piece of software in charge of managing the use of hardware resources including the GPU. This way of working is the same as the Intel Lakefield and its future architectures like Alder Lake, as well as the ARM cores with DynamiQ. Whatever it is, the organization is based on the use of two cores with the same set of registers and instructions but with different specifications. What are the differences between the different heterogeneous nuclei? Let's see. Big cores vs. small cores today Lakefield-cores hybrid cores First of all let's get into the obvious, the first difference between the two types of nuclei is in size. Since big cores are more complex than little cores, they have a more complex structure and therefore made up of a greater number of transistors. Ergo are larger than the little cores that have a much simpler structure. This means that within the chip space we can include more Little cores in the chip space than Big cores. To all this, the first thing you will ask yourself is: what is the performance advantage when applying the two types of cores? We have to take into account that on the PC today, on our PCs, several applications are running at the same time, each one executing several threads of execution. What the fact of adding a greater number of cores, even if it is based on doing it with cores lighter in power, ends up adding to the total performance. In reality, the smaller cores are just one more way to lighten the work of the larger and more complex cores, taking away work to do. Not only that, but even additional cores can be used to manage the most common interruptions of the different peripherals, making the rest of the cores not have to stop their operation at any time in order to attend them continuously and at all times. . The architectures of the future go through heterogeneous configurations Big Little Cores The other method is more complex to implement big and little kernels differs from the previous one, since it consists of dividing the set of registers and instructions of the ISA and repeating it in two classes of nuclei. The reason is that not all instructions have the same energy consumption, but the simplest will always consume more in the more complex cores. So the idea is not to distribute the execution threads to their corresponding kernel, but rather that the execution of a single execution thread is shared between two or more cores in an interleaved manner.
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Google is working on a new health application, known as Google Health, to allow users to store and manage their health data such as medical reports in the same mobile app and share them with family or friends. The new application, of which the 91Mobiles portal has become aware, provides "a unified view" of the user's health, with information such as doctor visits, medical tests and more, as shown by screenshots shared by the leaker Ishan Agarwal. Google Health, as the application not yet announced by Google and which is still in early development versions is known, allows people to link the online accounts of places where they have received some medical treatment. The application, which already has menus for profile pages, records, contacts and sharing, makes it possible precisely with the latter for users to share their data with other people such as friends and family. Google is still testing the new app, but according to Agarwal it has plans to launch it initially for mobiles with the Android operating system and later in another version for Apple's iOS mobiles.
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Game Informations : Developer: Jason Ocampo Platforms: PC Initial release date: July 26, 2005 at 6:56PM PDT Jagged Alliance 2: Unfinished Business is neither a sequel nor an expansion, but a budget-priced stand-alone product that continues the story of the excellent 1999 strategic role-playing game. The core turn-based tactical combat between squads of mercenaries is still intact, though many of the noncombat elements have been stripped away and a few new gameplay features have been added. Otherwise, the game retains many of the same great qualities of its predecessor - but it also inherits some of its problems and introduces some new ones. The original Jagged Alliance and its sequel had one major fault in common: They both had endgame sequences that were far more difficult than anything leading up to them. Jagged Alliance 2: Unfinished Business avoids this problem - by making the entire game incredibly difficult. The game plays like a protracted finale. From the moment it begins, you are outgunned, outnumbered, and overwhelmed - and it only gets tougher as it goes on. The result is a game that is as entertaining as it is frustrating. In Unfinished Business, you are once again called upon to help the struggling island nation of Arulco. When Jagged Alliance 2 ended, Arulco was free from its tyrannical leader. Now, the original owners of Arulco's lucrative mines have returned and have established a missile base on the nearby island of Tracona. You must get a team of mercenaries together, infiltrate Tracona, and disable the missile base. Unlike in Jagged Alliance 2, in Unfinished Business there's no need to manage money and militia in a strategic overview between all the mercenary gunfights. You are given a lump sum at the beginning of the game, you hire a bunch of mercenaries, and you head out to Tracona. A helicopter crash in the game's opening sequence disables your laptop, initially removing your ability to communicate with your employers and mercenary agencies. For the first half of Unfinished Business, you're stuck with your initial team and equipment. You'll find people willing to help, and you'll find equipment left behind by fallen opponents. But for the most part, you'll hobble through the first few sectors with increasingly wounded and tired mercs under your command. You'll also find money, but it won't matter at first. When you first hire mercenaries in Unfinished Business, you pay their whole fee up front. It's billed as a promotional deal from the mercenary agencies, but it's really just a gameplay device to make money management a nonissue - at least at first. Otherwise, in Jagged Alliance and Jagged Alliance 2, you needed to train militia to protect key sectors that provided a source of income to fund your invasion. In Unfinished Business, you just invade. In this way, the designers have opted to focus on the combat, admittedly the best part of the game. But the ultralinear structure of Unfinished Business may seem less appealing to fans of Jagged Alliance 2's more open-ended gameplay. In Unfinished Business, you'll rarely even have a choice of which sector to attack next. The turn-based combat in Unfinished Business is great, and the new features are welcome, if a bit poorly implemented. Noticeable indications of your mercenaries' weapon range and line of sight as well available cover have always been sorely unavailable in previous Jagged Alliance games, and the developers have finally included them. Unfortunately, the new color-coded line of sight and cover overlays aren't as helpful as you might like them to be. To see where your merc can see, as well as where he can't be seen, you simply hold down a hotkey and drag the cursor around. The color of the surrounding tiles indicates the amount of cover provided by or from a particular location. It works, but it's not as intuitive as the rest of the game's interface. A better means of determining these crucial elements would have been welcome. http://www.northlandsquare.com/wordpress/wp-content/uploads/2014/10/Jagged-Alliance_Launch.jpg The mercs from Jagged Alliance 2 have all returned, and though some will seem oddly absent from the roster, they're bound to show up during the game. Ten new mercs have been added as well, including Gaston Cavalier, an arrogant Frenchman; and Stogie, a grizzled military vet. As always, the relationships between your mercs can be one of the best things about the game, and Speck T. Kline, president of the competitive mercenary agency, M.E.R.C., is usually very helpful in advising you about who works well together. The game also adds several new weapons, and includes a mission editor that should help increase the game's longevity for some players. Unfinished Business uses the same engine as the one in Jagged Alliance 2, and as such, the graphics look even more dated than they did a year ago. Even so, the animation still looks good, and the characters' voices are still highly varied and universally excellent. Unfortunately, all the music is straight out of the previous game, but it worked well; and it's still effective the second time around. The biggest drawback of Unfinished Business is its sheer difficulty. There are three difficulty levels - yet, even on the easiest level, the game is very challenging. Enemies have better weapons, and they are all good marksmen. You won't defeat them without excellent tactics, lots of stealth, and luck. You'll enter sectors with 18 proficient enemies against your half-dozen mercenaries, and that's right at the beginning of the game. The game also features a new ironman mode, which disables your ability to save during combat. Given the fact that the game is incredibly difficult to begin with, this mode is advisable only for masochists. The sheer difficulty makes Unfinished Business hard to recommend for newcomers and makes the game suitable only for players who are very familiar with the series. These players will probably learn to put up with the problems, and will enjoy Unfinished Business if only because it's another new installment in the excellent series. It can be endlessly frustrating, but it also has most of the elements that make the Jagged Alliance series so outstanding. System requeriments OS: Windows 95/98. CPU: Pentium 133 MHz. RAM (memory): 32 MB. Videocard: 4 MB. HDD: 650 MB