Tuesday, April 22, 2014

hey friends do u remember this extreme addiction game of your chilhood...???
yes i am talking about... "ThE TEKKEN"
...................if yes then this post may be valuable asset to your memory..






THE HISTORY OF TEKKEN...

Tekken is primarily an arcade game that has been developed for play on various home consoles over the years. The appearance of the first coin-op cabinet bearing the Tekken name was in 1994, followed by Tekken 2 (1995), Tekken 3 (1997), Tekken Tag Tournament (1999), Tekken 4 (2001), Tekken 5 (2004), Tekken 5: Dark Resurrection (2005), Tekken 6 (2007) and Tekken 6: Bloodline Rebellion (2008).
With each iteration came console conversions and minor handheld detours with versions of the great game appearing on all PlayStation platforms, Xbox 360, WonderSwan and Game Boy Advance.

With each iteration came console conversions and minor handheld detours with versions of the great game appearing on all PlayStation platforms, Xbox 360, WonderSwan and Game Boy Advance.


ALL TEKKEN CHARACTERS...


Ganryu
Heihachi Mishima
Jack
Kazuya Mishima and Devil/Devil Kazuya
King
Kuma
Kunimitsu
Chaolan/Violet
Marshall Law
 Michelle Chang
Nina Williams
 Paul Phoenix
 Prototype Jack
Wang Jinrei
Yoshimitsu
Angel
Baek Doo San
Bruce Irvin
Jun Kazama/Unknown
Lei Wulong
Roger Sr./Jr. and Alex
Bryan Fury
Dr. Bosconovitch
Gon
Gun Jack
Eddy Gordo/Tiger Jackson
Forest Law
Hwoarang
Jin Kazama/Devil Jin
Julia Chang/Jaycee
Ling Xiaoyu
Mokujin/Tetsujin/Kinjin
Ogre/True Ogre
Panda
Christie Monteiro
Combot
Craig Marduk
Miharu Hirano
Steve Fox
Asuka Kazama
Feng Wei
Jinpachi Mishima
Emilie "Lili" De Rochefort
Raven
Sergei Dragunov



comment your favourite character.... lets see how passionate was u at ur chilhood and in present..




Gaming news

To get one of the ‘secret’ castle stars in Super Mario 64, you need to catch a yellow rabbit. It’s there, unexpectedly, when Mario unlocks a door in the basement of Peach’s castle, hopping to and fro. There’s no indication of its purpose, or that you’ll be rewarded for capturing it; no precedent for Mario stumbling upon a rabbit in any of his games, no hint they even existed in his universe. You just try to catch it because, in this warped, consistently inconsistent, logically illogical, so-surreal-it’s-real universe, it seems like the thing to do. And because it’s fun.
It’s a throwaway moment, but it also says a lot about this era-defining game.
Super Mario 64 was a voyage of discovery for everyone: Shigeru Miyamoto, his design team, EAD’s coders, and last but definitely not least, us. It’s often said that its achievement was transposing Mario’s world into 3D but, with the exception of the vertiginous Bowser stages, it did nothing of the sort. It made an entirely new world for him, and around him. If Ocarina Of Time was a translation, Mario 64 was a whole new language.
And it didn’t stop at defining the exploration of 3D space: it broke every conceivable boundary, and this coming from the mind that had previously let the 2D Mario run outside the edge of the screen. Who says a level needs to have a start and an end? Why can’t it be an open space? Who says it needs to be the same every time you go in it? Who says you should do what the game says you’re supposed to be doing? Why should levels be connected together in a string – can’t they grow organically out of a hub? If so, why should the game stop in the hub? Does everything in the levels really need to have a point, anyway? And let’s face it, does a level even need to be a space at all? Couldn’t it be – say – a rabbit?