Nocturnal Hitoshura

This blog have only freeware and opensource games.
A great way to have fun without wasting your precious money.

sexta-feira, 31 de outubro de 2008

UFO: Alien Invasion (Open Source)

UFO: Alien Invasion

From Wikipedia, the free encyclopedia

UFO: Alien Invasion
UFO: Alien Invasion icon
Developed by UFO: Alien Invasion Team
Latest release 2.2.1 / 29 April 2008
OS Cross-platform
Type Real-time strategy, Turn-based tactics
License GNU General Public License, CC Sampling+ 1.0
Website http://ufoai.sourceforge.net/, http://ufoai.ninex.info/

UFO: Alien Invasion is a computer game in which the player fights aliens that are trying to take control of the Earth.

The game is heavily influenced by the X-COM series, mostly by X-COM: UFO Defense. It is based on a modified id Tech 2, and runs on Linux, Microsoft Windows, and Mac OS X for both PPC and Intel Macs. It was nominated for "Best project for Gamers" in the Sourceforge 2007 and 2008 Community Choice Awards[1].

Most aspects of the game are still in an evolutionary development, but it should be considered a fully playable game. Currently, version 2.2.1 is the most up to date version (released 29 April 2008). Licensed under the GNU General Public License, UFO: Alien Invasion’s engine is free software, but it includes media under other licenses, including the non-free CC Sampling+.[2] Development is coordinated through SourceForge.net.

Contents


General

It is the year 2084. You control a secret organisation charged with defending Earth from a brutal alien enemy. Build up your bases, prepare your team, and dive head-first into the fast and flowing turn-based combat.

UFO: Alien Invasion is a squad-based tactical strategy game in the tradition of the old X-COM PC games, but with a twist. The game combines military realism with hard science-fiction and the weirdness of an alien invasion. The carefully constructed turn-based system gives the player pin-point control of his/her squad while maintaining a sense of pace and danger.

Over the long term the player will need to conduct research into the alien threat to figure out their mysterious goals and use their powerful weapons for your own ends. He/she will produce unique items and use them in combat against your enemies.

The game takes a lot of inspiration from the X-COM series by Mythos and Microprose. However, it's neither a sequel nor a remake of any X-COM or other commercial title. "What we as a team wanted to make is a brand new experience that tries to surpass the quality of games from 1992, rather than simply recreate them with flashier graphics."

Gameplay

Like the original X-COM games, UFO:AI has two main modes of play: Geoscape mode and Tactical (also known as Battlescape) mode.

In Geoscape mode, the game is about base management and strategy. You manage the activities and finances of PHALANX, controlling bases, installations, aircraft and squads of armed-response troops. You'll research new technologies and use their results in battle against the aliens. You'll launch your interceptor aircraft to shoot down UFOs and dispatch dropships in response to alien activity across the globe. You can build, buy and produce anything you like, as long as your technology level and your budget will allow it.

Geoscape mode employs easy-to-use time buttons to control the passage of time however you like, automatically pausing whenever there's an important message for you to see. Research will progress and items will be produced as time passes.

In Tactical mode, the game is about taking command of your team in various missions to combat the aliens wherever they might appear. Instead of pushing impersonal armies around on giant maps, you use only the team of soldiers you've assigned to deal with this mission -- the same soldiers which you've managed and equipped to your satisfaction in Geoscape mode. You may find civilians and other bystanders during the mission, being targeted and executed by the aliens, or just getting in the way while you're trying to protect them. It's a dangerous world, and some of your men will die.

Tactical mode uses a turn-based system, where your team and the aliens take turns to make moves. During your turn you can order your troops to move around, fire their weapons, throw grenades or use other equipment, etc. Each soldier gets a certain number of Time Units (TUs), representing the total time they have to act during the current turn. All actions in Tactical mode require Time Units to perform. Once a soldier is out of Time Units, he or she can't do anything more until the next turn.

Community

UFO:AI has a big and active community throughout the world who are always ready to help any newcomers to the game. It has an active wiki, and forums. A lot of the community energy runs around the IRC channel, because it is where the in-game lobby links to, and also because the project administrators can be found there.

See also

References

  1. ^ [1]Sourceforge 2007 Community Choice Awards
  2. ^ UFO:AI CONTRIBUTORS file

External links

UltraStar (Open Source)

UltraStar

From Wikipedia, the free encyclopedia


UltraStar

Developer(s) Corvus5
Designer(s) Corvus5
Platform(s) Microsoft Windows, Linux, Mac OS X (Intel-based only)
Release date(s) July 2004
Genre(s) Music game
Mode(s) Multiplayer
Input methods microphone

UltraStar is a clone of SingStar, a music video game. Ultrastar lets one or several players score points by singing along to a song or music video and match the pitch of the original song well. Ultrastar displays lyrics as well as the correct notes similar to a piano roll. On top of the correct notes Ultrastar displays the pitch recorded from the players. Ultrastar allows several people to play simultaneously by connecting several microphones possibly to several sound cards. To add a song to Ultrastar, a file with notes and lyrics is required, together with an audio file. Optionally a cover image, a backdrop image and a video may be added to each song.

The source code of Ultrastar is available bundled with a copy of the GNU General Public License (a free software license) and also a binary of the non-free library BASS, of which source code is not available. There's nothing telling which files the GNU GPL applies to or what versions of the license may be used. To use Ultrastar, one must link the source code together with BASS. As the GNU GPL is a strong copyleft license, linking GPL code with BASS and distributing the result is a violation of the GPL.

Ultrastar comes preloaded with a short sample from Jamelia's hit Superstar. The original UltraStar is programmed in Kylix/Delphi and made for Microsoft Windows operating-system. There are also ports available in C++ programming language for other operating-systems such as Linux, BSD and other UNIX platforms.

Contents


UltraStar Deluxe

UltraStar Deluxe

Developer(s) Alexander, Blindy, Eddie, f1fth_freed0m, JayBinks, Mog, Tobi, Whiteshark
Version 1.0.1a
Platform(s) Windows (Stable), Linux (Unstable), Mac OS X (Unstable)
Release date(s) November 2007
Genre(s) Music game
Mode(s) Singleplayer Multiplayer

UltraStar Deluxe was started as a modification of Ultrastar. Whiteshark initially offered to collaborate with Corvus5, but this offer was declined. Instead Whiteshark started to add some features on his own with the help of Mota. The first release is known as X-Mas mod, due to a release date around Christmas time. This attracted the attention of other developers that were willing to help. The team grew and the source code departed more and more from the original. Smaller features are often implemented in both projects allowing them to benefit from one another. Though the different projects' implementations of such features often differ. UltraStar Deluxe is different in three key ways from UltraStar. Significant effort has been put into improving reliability by repairing bugs. The second difference is the visual appearance. Sparkling stars and various other effects have been added in addition to skin support. Many effects are also based on the Singstar on PS3. Many new features have been implemented:

  • More video formats are supported, such as DivX, XviD, FLV, Avi and WMV.
  • Singing screen with golden notes, line bonus and popups
  • Party mode with various game types. This includes support for plugins that allow further extension of such game types.
  • Improved song management and selection with the ability to search for songs and use playlists
  • More detailed statistics screen

UltraStar Deluxe is written in Object Pascal, and compiles with Delphi, Free Pascal Compiler and Lazarus. Ports for Linux and Mac OS X are being worked on. An early and unstable version is available as a Debian binary package from their project website.[1]

As of version 1.0.1 Ultrastar Deluxe runs on Linux via Wine.[2]

UltraStar NG

UltraStar Next Generation

Developer(s) Lasse Kärkkäinen, Stekern, Touff-Ray, Yoda-JM
Version 0.2.1
Platform(s) Linux, FreeBSD, Mac OS X [3], PS3 (Yellow Dog Linux,Gentoo Linux) [4], Microsoft Windows
Release date(s) November 2007[5]
Genre(s) Music game
Mode(s) Solo singer, multiplayer, pitch practice

UltraStar Next Generation (USNG) is a similar game written in C++. USNG is currently available for Linux and Mac OS X. USNG features better pitch detection with fast fourier transform than Ultrastar and Ultrastar Deluxe which use autocorrelation. Multiple simultaneous tones can be detected and separated by the FFT post-processing algorithm, but the game currently only uses this information in the practice screen, not in the singing screen.

A feature unique to USNG is drawing the singing pitch as a line on the screen, in addition to the notes. This allows the player to easily correct their singing pitch instead of having to guess which way to correct.

USNG uses SDL (Simple DirectMedia Layer) cross-platform multimedia framework, and the graphics rendering is based on OpenGL for high performance even on slower machines, with full effects. Various background video formats are supported using ffmpeg.

See also

References

External links

  • UltraStar - Original game created by Corvus5 (Delphi/Kylix)
  • Ultrastar Deluxe - Based upon UltraStar, has more features (Delphi/Kylix)
  • UltraStar NG - Another fork of the Corvus5 version, earlier known as UltraStar-ES, has nothing to do with USNG (Delphi/Kylix)
  • UltraStar NG (USNG) - Native Linux game written from scratch in C++
  • UltraStar Mac OS X - Mac OS (Intel) port of UltraStar
  • [1] - Page where users can up- and download txt-files for ultrastar
  • kJams - Mac OS software that can play UltraStar (SingStar) files "karaoke style", and convert them to CD+G format for burning.

Urban Terror (Open Source)

Urban Terror

From Wikipedia, the free encyclopedia

Urban Terror
Urban Terror icon
Urban Terror logo
Developer(s) Silicon Ice Development/Frozen Sand, LLC
License proprietary (mod and data), GNU GPL (engine)
Engine id Tech 3
Version 4.1 (2007-12-22)
Platform(s) Macintosh, PC (Linux/Windows)
Release date(s) August 5, 2000 (Beta 1.0)
Genre(s) First-person shooter
Mode(s) Multiplayer
Rating(s) OFLC: MA15+[citation needed]
SELL: 16+[citation needed]
ELSPA: 15+[citation needed]
Media Digitally distributed

Urban Terror, commonly abbreviated as UrT or UT is a total conversion mod of id Software's first-person shooter Quake III Arena by Silicon Ice Development (hereafter referred to as FrozenSand). It introduces many elements of the tactical shooter genre — team-driven gaming in more realistic environments.[1]

The game itself is free of charge,[2] but FrozenSand retains the rights; unauthorised modification and selling is not allowed. Since Urban Terror 4.0, the game is normally played with the ioUrbanTerror engine, which is a rebranding of the ioquake3 engine distributed under GNU General Public License. Previously, the game was played as a mod that required Quake III Arena.

The mod was nominated to the 2007 Mod DB's Mod of the Year Award.[3]

Contents


History

Originally in 1999 the mod started out as a planned mappack for Quake III Arena, in which real world environments should be featured. It expanded from this idea to a full total conversion featuring realistic weapons and gameplay similar to Action Quake 2.[4] The international team named Silicon Ice Development formed itself in spring 2000 and was made of several developers with different backgrounds in the mod scene. Many were familiar with modifying Quake-Engine games, hence progress was made quickly. When its first version Beta 1 was released at the QuakeCon August 2000, it was the realism mod with the most features and graphics completed. Beta 1 quickly became popular and many third party maps became available. The development team expanded and added several community mappers to its staff. End of 2000 the last Beta 1 series release 1.27 was finished.

The development team had grown in size to about 20-30 members and worked on the next version of the game Beta 2. The quality of the work done for this version had been a major jump from the previous versions. The visuals, effects and feature richness was on par and in some areas above similar commercial games at the time of Beta 2 release at June 2001. Due to this success several of the team members have started careers in the computer games industry. Beta 2.3 featured a mappack by community mappers again and was released at QuakeCon 2001, one year after the original first beta. This version was one of the most played in the history of Urban Terror, only recently topped with the now freely available version 4 series. During the Beta 2 series the development team changed frequently in size, as members joined and left. Especially the leaving of both former lead coders and several other members, had slowed down development a lot. And it took long compared to the previous release timespans until the team stabilized and Beta 2 series was finished in January 2003 with version 2.6a.

Beta3 was supposed to be another major step in the game's development. A "Cold War" theme and mission-based gameplay were to be added. However not all ideas have found its way into the game, which came out at QuakeCon 2003. The series ended with 3.7 released in summer 2004. During its development the team announced that it would port the game to Wolfenstein: Enemy Territory, which was available for free and could be modded from 2004 on. As the original Silicon Ice Development team had close ties with Splash Damage, both coming from the mod development scene, this announcement excited many in the community. However it became rather infamous, as the port never came, and the developers had informed the community relatively lately about their change in plans. During this time the team also renamed themselves to Frozen Sand, an allusion to their former name, and founded a company. This team, albeit being shrunk to a few members, had been stable in its formation since the end of Beta 2 series, and wanted to take Urban Terror to a commercial level. However as the game's content was made of some 40 members during the complete development time, all the content would have needed to be replaced. The team invested time into their own "all-new" version called UT:MX, which had vehicle physics and was based on the work done for the RTCW:ET port. The development on this project ceased however.

Finally with the availability of Quake3 as open-source engine Version 4 was released in spring 2007. Among many polishing done to the game and replacing any textures used from the original Quake III Arena game, community maps were added and this version was finally available for free as both stand-alone and Quake3 mod. The Frozen Sand team is still working on enhancing the game, the current version 4.1 was released end of 2007 and has become the most popular version in the game's long history.

Gameplay

Urban Terror is focused on blending realism with the fast-paced action and movements of first person shooter such as Quake III Arena, Unreal Tournament and Warsow. The realism in the mod is introduced through a number of changes:

  • The weapons available are from real-life.
  • The weapons have recoil.
  • The weapons are less accurate when fired while moving (called movement penalty[5]).
  • The weapons require reloading after a magazine has been expended. Reloading before a magazine is expended will result in the loss of the remaining rounds in the magazine.
  • The player can pull himself up at ledges to prevent a fatal fall.

The number of weapons and other gear that can be carried is limited. Damage is also more realistic than in Quake III Arena, based on dividing the player target into discrete areas. Depending on the map being played, external environments are more realistic too and can include weather effects such as rain or snow. But this can be controlled by game variables the server admin can set.

Urban Terror allows players to perform superhuman feats. Damage is a key example; while damage taken depends on the part of body which is hit, one can keep going after receiving numerous hits. Further breaking from reality, Urban Terror also retains the movement speeds from Quake III Arena which allows players to move through the screen incredibly quickly and includes feats such as wall jumping and power sliding. Wall jumping allows players to literally jump off of walls and helps the player to gain more height, distance and speed. Power sliding lets the player moves rapidly in a crouched position. These abilities have spawned a sub-community of players, much like in the DeFRaG sub-community for Quake III Arena, who focus on unique jumps, on jump maps, to maximize efficient movement. Jump maps are focused around using techniques such as: Bunny hopping, Strafe-jumping, Wall jump, ledge grabs and power sliding. Urban Terror also features numerous popular game modes for first person shooter games such as team deathmatch and capture the flag.

Weapons and equipment

Players automatically spawn with a Ka-bar knife, a pistol and a primary weapon as the bare minimum. A secondary weapon can also be chosen. Finally, grenades can also be carried. Both grenades and secondary weapons take up item slots. If both are chosen, only one item slot remains. If only one is chosen, two item slots are available. If a player chooses to carry only the bare minimum, there are three item slots available. Weapons picked up after spawning do not affect the number of items that can be carried. Similarly, holding three items does not prevent one from picking up a secondary weapon or grenades from a dead player. The weapon models are all right-handed. For effect the ejection port was modeled and animated on the left side of the weapons. There are no left-handed models in Urban Terror.

List of weapons featured in Urban Terror:

Damage and stamina

Damage registration in Urban Terror is done by dividing the player target into 4 discrete areas: head, torso, arms and legs. The effects on the target areas can be reduced by game items such as: kevlar vest and kevlar helmet. In addition to the damage system, wounds require bandaging, and wounds sustained in the legs slow the player down considerably until they are bandaged. When a wound is not bandaged, the player will eventually slowly die from bleeding to death. Players can also bandage each other to restore other players health partially. The bandaging proceed much faster if the player that is bandaging is equipped with a medkit and will be capable of healing others back to almost full health. The hit registration system featured in Urban Terror since 4.0 is called Aries2.

A stamina system is also present, and is depleted by activities such as sprinting or jumping and even crouching. The amount of stamina is related to the amount of health a player has. Equipping or picking up a kevlar vest affect stamina drain much more drasticly.

Game modes

Urban Terror features several game modes, though Team Survivor, Team Deathmatch and Capture the Flag are the most popular. Available game modes are:

A new gametype is being developed for 4.2 release. Which is designed to make jump maps more appealing for players[6].

Anti-cheating technologies

Originally, the Urban Terror used the PunkBuster anti-cheating technology built in Quake III Arena. As PunkBuster does not support modified versions of Quake III Arena engine, the stand-alone version of Urban Terror 4.0 used BattlEye; however, the support was terminated on August 4, 2007. The development team is currently looking for other options on anti-cheating technology. Due to a lack of anti-cheat being present, many server admins found themselves at a loss as to how to keep their servers clean of cheaters.[citation needed]

UAA

July of 2007 saw the Founding of the UrbanTerror Admins Alliance(UAA). A collection of server admins from around the globe, sharing their banlist - and providing a home for people to upload demos of cheaters. The demos are viewed by the participating server admins, and bans are then moved to the list. They provide no anti-cheat yet, but coding is underway on various projects to help admins deal with the ever-changing cheats that abound in the gaming communities.

Community

Leagues

Several competitive gaming leagues for Urban Terror exist and their activity has been more intensive since the 4.0 release which allowed more players to participate. Notable among them are Urban-Zone CTF League[1], Clanbase OpenCup[2][3], eChain TDM League[4], Team Terror Tournaments[5] and Stronger Than All league[6]. These leagues have stricter rules than most public servers in order to emphasize fair play and a positive experience for those involved.

As of Sunday January 20th 2008, the Urban Terror NationsCup XI[7] hosted by Clanbase had started. The following nations were competing: Belgium, Brazil, Canada, Denmark, France, Germany, Italy, Netherlands, Poland, Portugal, Spain, Sweden, UK and USA.

The NationsCup was ultimately won by The Netherlands team by beating the USA team in the finals with 4-0[8]. Poland ended 3rd by beating France with 4-2[9].


References

External links

Star Control II (Open Source)

Star Control II

From Wikipedia, the free encyclopedia


Star Control II: The Ur-Quan Masters
The Captain's ship enters the Sol System at the beginning of the game.
The Captain's ship enters the Sol System at the beginning of the game.
Developer(s) Toys for Bob
Publisher(s) Accolade
Designer(s) Fred Ford, Paul Reiche III
Series Star Control series
Platform(s) DOS, 3DO Interactive Multiplayer
Release date(s) November 1992
Genre(s) sci-fi action role-playing game
Mode(s) Single player, Multiplayer
Media Floppy disks, CD-ROM
Input methods Keyboard, Game controller

Star Control II: The Ur-Quan Masters is a science fiction computer game, the second game in the Star Control trilogy. It was developed by Toys for Bob (Fred Ford and Paul Reiche III) and originally published by Accolade in 1992 for PC; it was later ported to the 3DO with an enhanced multimedia presentation, allowed by the CD technology. The game still enjoys a cult following.

Contents


Gameplay

SC2 is generally regarded as the best of the trilogy and the reason for the series' devoted fanbase. It added a large number of species and ship types to the already diverse cast and replaced the first game's strategy-based scenarios with a story-driven space exploration adventure game that included diplomacy with the inhabitants of the galaxy, some resource-gathering sub-sections, and instances of the mêlée combat of the first game whenever diplomacy failed.

Interaction with the various alien species was a chief part of the adventure game; the backstory of both the species from the first games and new ones were fleshed out considerably. There were literally hours of dialogue, each species bringing out their characteristic conversational quirks, music, and even display fonts. In mêlée, Star Control II maintained the originality of ship design from the first game, extending the strategic possibilities of the combat section greatly with the addition of a multitude of new ships. A two-player mode was available, named Super Mêlée, consisting solely of the ship-to-ship combat. All ships from the first game were included, even if they made no appearance in the story.

To many, the game's strongest aspect is its atmosphere. The carefully designed plot significantly impacts the game experience by requiring the player to explore every corner of the galaxy and make discoveries and connections independently; all this, occurring within a huge game world featuring numerous alien species, a vast number of star systems to visit, and dynamic events depending on the actions of the player created a powerful sense of openness, cause and effect functionality, and freedom; this gives the player the feeling that they are indeed interacting with a realistic universe instead of merely pitting their wits against those of the game designers.

The soundtrack of the PC version was high-quality — the contents were determined by running a contest which anybody could participate in, composing tracks based on a description of the game. Included on the soundtrack were compositions of Aaron Grier, Erol Otus, Eric E. Berge, Riku Nuottajärvi and Dan Nicholson, the president and founding member of The Kosmic Free Music Foundation. Music was in MOD format which uses digitized instrument samples while most of PC game music still relied on FM-synthesis based instruments at the time.

Star Control II was highly influenced, both in story and game design, by the games Starflight (1986) and Starflight 2: Trade Routes of the Cloud Nebula (1989), developed by Binary Systems and released on a variety of platforms by Electronic Arts. Indeed Greg Johnson, StarFlight's lead designer, helped write dialog for Star Control II and Paul Reiche III contributed to Star Control II's alien communication system. David Brin's science fiction series about the Uplift Universe is also often mentioned as inspiration for the Star Control II universe, as well as Larry Niven's Known Space universe.

Accolades

IGN named Star Control II the 17th best game of all time [1], and Gamespot named it one of the greatest games of all time.[2]

Plot

Introduction

In the last phase of the war between the Alliance of Free Stars and the Hierarchy of Battle Thralls, the Tobermoon, an Earthling ship, discovered an ancient Precursor subterranean installation in a cave on the surface of an uninhabited planet in the Vela star system. The Alliance hastily sent a secret scientific mission to study the relics, but a massive Hierarchy's offensive forced the Alliance fleets to retreat beyond Vela; the mission commander, Captain Burton, decided to go into hiding on the planet and sent back the Tobermoon, her only starship, asking for help. Though the Ur-Quan forces didn't find the Earthlings during their sweep of the system, relief never arrived. Years later, with the help of a genius child born on planet, the colonists activated the Precursor machinery and found out that it was programmed to build a starship. Using the limited store of raw materials available in the planet, in ten years the Precursor factory built a functional but barely rigged ship, which could be piloted only by the now grown genius child, who alone could interact with the Precursor central computer. In the first test flight, it was discovered that the ship Burton had sent for help had been severely damaged by the Ur-Quan and was orbiting unpowered in the outer solar system: the Alliance had never known of the mission's discoveries. The colonists decided to fix the recovered ship, train new crew members for both the Precursor ship and the Tobermoon and send a mission back to Earth, eager to know how the war had ended. Shortly before reaching Sol the little fleet was attacked by an unknown ship; Captain Burton, commanding the Earthling ship, intercepted the alien ship before it could damage the defenseless Precursor starship, but was killed in the short fight, leaving the genius young man in command.[3]

Game

The player begins the game as a commander of the Precursor starship, who returns to Earth to find it enslaved by the Ur-Quan. It is discovered that the rest of the humans' allies in the war against the Ur-Quan have either been eradicated, put under a slave shield, or put into service as Ur-Quan battle thralls. As the player progresses, it is revealed that the Ur-Quan are fighting an internecine war with the Kohr-Ah, a subspecies of Ur-Quan who believes in eradicating all life in the galaxy, as opposed to enslaving it. The winner of this war gains access to a Precursor starship with unparalleled power.

The Ur-Quan Masters

A Slylandro Probe attacks the Captain's ship.

The Ur-Quan Masters (or UQM) project[4] aims to port Star Control II to modern operating systems including Windows, Linux, Mac OS X, and BSD. The project began in 2002 when the original creators Fred Ford and Paul Reiche III released the source code of the 3DO version as open source under the GPL. It is currently at version 0.6.2 [5], and has accomplished its goal. It has also added the option of online multiplayer Melee play, something which was not available in the original game. A variety of modifications to the melee have been released by fans, including versions with superpowered ships and numerous planets. As of version 0.4, the long-missing intro and ending movies were finally added, as was an in-game setup menu. The ability to "mod" the game is one of the project's goals.

The project was renamed The Ur-Quan Masters because the trademark Star Control was registered by Accolade in 1997, acquired in 1999 by Atari, then known as Infogrames, along with the rest of Accolade's assets.[6]

While development on the UQM codebase continues, a second group of semi-professional musicians called The Precursors are creating new musical tracks and remixes of the originals. They are an optional package that can be listened to in-game, replacing the original music, or just played with an audio player. The group's main members are Jouni Airaksinen (alias Mark Vera), Tore Aune Fjellstad (alias VOiD), Espen Gätzschmann (alias TiLT) and Riku Nuottajärvi (an original composer for the 1992 release). The Precursors have released three remix packs.

A fully playable port has been produced for the GP2X portable game system[7]. Other ports are underway to the Sony PSP[8] and the Microsoft Xbox[9][10].

See also

References

External links

Ur-Quan Masters Ports