betvisa888N++ Archives – Destructoid - Jeetbuzz88 - live cricket asia cup //jbsgame.com/tag/n/ Probably About Video Games Fri, 22 Sep 2017 13:00:00 +0000 en-US hourly 1 //wordpress.org/?v=6.4.5 211000526 betvisa888 cricket betN++ Archives – Destructoid - Captain, Schedule Of Team //jbsgame.com/n-and-its-thousands-of-levels-are-coming-to-xbox-one-next-month/?utm_source=rss&utm_medium=rss&utm_campaign=n-and-its-thousands-of-levels-are-coming-to-xbox-one-next-month //jbsgame.com/n-and-its-thousands-of-levels-are-coming-to-xbox-one-next-month/#respond Fri, 22 Sep 2017 13:00:00 +0000 //jbsgame.com/n-and-its-thousands-of-levels-are-coming-to-xbox-one-next-month/

Check this out if you need a new co-op game

Metanet is putting the finishing touches on N++ for Xbox One and in just a matter of weeks you'll be able to take on the precision platformer's four thousand levels. 4,340, to be exact!

Considering how big N+ was on Xbox Live Arcade years ago, it feels right to finally have this follow-up available on Xbox One. It'll be out October 4, 2017, with "everything in the Ultimate Edition."

The post N++ and its thous?ands of levels are coming to Xbox One next month appeared first on Destructoid.

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Maybe it should just appear like a Ninja

Ni?ntendo has made a lot of strides in the indie scene with their "Nindies" initiative. While it may not be a gang busting business, having smaller games come to your platfor??m can be a huge selling point for niche audiences who aren't swayed by big budget blockbusters. Somehow, though, Nintendo has ended up turning down a potential indie game from coming to the Switch.

In a random discussion thread posted on Reddit, fans were talking about ways to potentially get N++ on the Switch. As if being summoned from the heavens, Mare Sheppard of Metanet Software (the developer behind N++) randomly chimed in to let everyone know what?? had happened on that front. Porting your game to any system is apparently not as e??asy as calling up the platform holder and asking.

Sheppard let fans know that, "Nintendo has to gi??ve the go-ahead before we can get started developing or porting." That makes sense, but the continuation of that sentence is where the problem comes in. "Although we've been talking to them for a couple of months," Sheppard states, "they said they are focusing on games that will sell systems right now." Ouch.

Now, I can almost understand this from a cold business standpoint, but N++ is launching a new expansion in the coming months. That could easily get people interested in buying the game, especially since the original N remains a mid '00s nostalgic centerpiece. Putting all that aside, is Nintendo basically saying N++ won't sell consoles?

If you're going to go that route, why is something like 1-2-Switch allowed to exist on the system, then? No one was going to buy a Switch for that (or the game itself), regardless of it being made by Nintendo. This seems like an arbitrary reason to exclude a game, though Nintendo is prone to making peculiar business decisions.

Beyond all this, though, it seems that simply getting the game on the Switch isn't solely up to Nintendo. There are a lot more factors involved then just getting a blessing from the big N. Sheppard continues this explanation in her post on Reddit, so you can give it a read if you're inclined. The cliffnotes version is that it costs money and the code would have to be re-written since N++ uses an in-house engine.

Let's support N++ to get out on the Switch [Reddit]

The post Nintendo seemingly doesn’t want N++ on the Switch appeared first on Destructoid.

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betvisa cricketN++ Archives – Destructoid - آن لائن کرکٹ بیٹنگ | Jeetbuzz88.com //jbsgame.com/pc-port-report-n/?utm_source=rss&utm_medium=rss&utm_campaign=pc-port-report-n //jbsgame.com/pc-port-report-n/#respond Sat, 03 Sep 2016 17:00:00 +0000 //jbsgame.com/pc-port-report-n/

Ninjas of the Caribbean

N++ has finally made its way back to the platform the original game launched on. I can’t even remember the first time I played N, but I know it was a staple of my highschool years. I used to goof off instead of doing homework by punishing my fat, slow fingers with N’s harsh levels.

I find it funny how the game hasn’t seen an official release on PC until 2016. N+ hit Xbox 360, PSP and the DS back in 2008 before heading over to the PS4 with N++ just last year. Now, everything ??has come f??ull circle and gamers with only a PC have access to all of the bonus levels made over the years.

Rig: Intel Core i7-3770 @ 3.4 ghz, 16 gb of SDDR3 RAM @ 1600 mhz, NVidia GTX 1060 6 gb, Windows 10 Home 64-bit

To start off, you definitely don’t need the kind of setup I have to run N++. The game was built on flash over 11 years ago and it hasn’t changed much. I can&rsq?uo;t even recall the game looking different with this new version, though it does support all manner of resolutions. I couldn’t test beyond 1080p, but you’re free to turn vsync off, change it to an adaptive style and lock the refresh rate. Apart from that, there aren’t many more options. Like I said, I don’t think anyone is going to have an issue running this gam??e.

I never noticed a framerate drop or performance hiccup. Everything was silky smooth and felt great. I suppose the controls are a bit sluggish, but mostly because the weight of your character has been changed since the original flash days. Everything is still in your control and requires precision and patience. This is the time tested format of platformers that originated in Super Mario Bros., just taken to an extreme. It’s funny how similar N is to Super Meat Boy, now that I look back at it.

You can fully remap all of the controls to your liking, be it on a gamepad or the keyboard. Either configuration feels fine to me. I prefer using the keyboard (damn muscle memory), but you can swap on the fly between inputs. I didn’t try that with co-op, but I’m sure the sa??me applies. Co-op takes any manner of inputs you want. You can have up to three other people join you (which is just pure chaos) and you can even connect four keyboards if you so like. I have no idea why anyone would want that, but it is an option. You could also rebind keys so multiple people are using the same keyboard, but I like having my sanity, so I didn’t do that.

The only sluggish part of this port was with the Steam overlay. For some reason, that runs horribly slow while playing N++. I’m not sure if that has more to do with Windows 10 or Valve’s crappy optimization with their software, but it is something to note. Everything else is just as you found in the PS4 version of the game. You have brand new levels, legacy levels from the flash version, co-op exclusive levels and a race mode. There is also a built-in level browser to search for user created maps along ??with a level editor.

While I was a little confused with how to operate the editor, at first, it really is super smooth with a mouse and keyboard. Cr??eating complex levels doesn’t take long and all of the options are simple button presses away. There is a radial menu you can use to select between hazards and obstacles and sharing is incredibly easy.

There is already a gigantic selection of levels available to PC users, so finding ways to keep yourself occupied with N++ shouldn’t be an issue. I know I will be tackling this more after I finish Doom (damn you GameStop sale!).

If you were worried that the port would be crappy, you can put your fears to rest. Everything is pristine with N++. This should hardly come as a surprise considering MetaNet Software created N?? on PC, but some strange stuff can always happen with any game.

[This PC Port Report is based on a retail build of the game provided by the publisher.]

The post PC Port Report: N++ appeared first on Destructoid.

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And possibly other places

N++ released last year as a PlayStation 4 exclusive and, considering how dang good it was and how much of a following its predecessors N and N+ had, ?not nearly enough people played it. Hopefully that'll change this year when the game comes to Steam and potentially other platforms.

Writing on NeoGAF, Metanet Softwar??e co-founder Raigan Burns noted that the studio brought on a new programmer t??o help with the port. They've been working on it for about a month now.

"There are still a few more months of work -- we want to add all of the planned post-launch-update stuff that got put on hold when our team imploded -- but we will definitely be bringing N++ to St??eam," said Burn??s. "We're still looking at other platforms too."

I need to ??get back to chiseling away at this one. There are a couple thousand levels and it's not long at all before they start to get real tough. Your patience and friendships will be tested.

[Thanks, JBroXNari99]

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For wizards only

N++ released back in July with a bold claim: "No way anyone 100%s it." Given its enormous level select screen featuring more than a thousand levels and the brutal difficulty t?he series is known for, it seemed fair enough to make that statement. It turns out we didn't even know the half of it.

Shortly after release, some users noticed strange codes that showed up on each level after completing the game with enough gold, but it wasn't until recently Twitch streamer Aweinstock began to understand and decode the strings of characters. In a given le?vel, the codes were tied to some unwritten challenge, like activating all mines without collecting any gold. (The video below shows such a challenge in action. It looks well beyond my abilitie?s.)

Completing enough secret challenges unlocks secret levels, which are remixes of existing levels with twists that change up the flow. The final secret is a "??New Game++" mode, which tasks players with completing entire episodes -- that's five levels in a row -- without dy?ing a single time.

With all of the secrets, Metanet estimates the main game levels account for only about 25 percent of the total amount of content. With this revelation, the claim nobody will ever complete N++ 100 percent sounds just that much more?? ??plausible. But you never know; the best way to get some insane person out there to do something is to tell the world it can't be done.

The post N++ i??s even bigger and more difficult than we thought appeared first on Destructoid.

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Go ninja go, again

I don't think anyone could have predicted the success of the original N+ (and its predecessor, a flash game called N). I was sitting around my dorm playing Devil May Cry 3 for the billionth time, and my friend came in and said "dude, you have to play this game." It was N+, and we spent hours taking turns tryi??ng to best the single player, a??nd even more time playing co-op.

For those of you who missed out on the classic duo, N++ pretty much delivers that exact same rush.

N++ (PS4)
Developer: Metanet Software
Publisher: Metanet Software
Released: July 28, 2015
MSRP: $19.99

If you haven't played N+ before, you're in for a treat. This series is predicated on tough jumps, pinpoint co??ntrols, and a physics system that's built on momentum. All you can really do with your ninja avatar is jump, but you'll be able to use acceleration and specific leaps to your advantage. It's a platforming fan's dream, as nearly every level presents a unique challenge that will force you to master every facet of the control scheme.

The general layout of the game is also dead simple. You have 90 seconds to complete each level, and ?picking up gold along the way increases your timer. On every stage you'll need to brush against a switch to open up the exit door, then make your way to said door. It's cleverly paced, as you can choose to go for as little or as much gold as you want -- though hardcore players will likely want the clear bonus earned for picking it all up.

N++ is massive in size, and to prop??erly convey just how big it is, let me just give you a c?oncise breakdown:

Solo:
600 new N++ levels
125 Intro 
600 Legacy

Co-op:
300 N++
50 Intro
120 Legacy

Race:
300 N++
25 Intro
120 Legacy

Yeah, that's a lot of levels right? What I really like about the campaign in particular this time around is that it does a better job of acclimating players to the game, and all of the different concepts within. These arenas are short enough where you won't get bored learning the basics, but you'll be adequately prepared for what's next. While I finished most of the solo stages, I w??asn't able to complete them all, and I played for roughly 30 hours.

Co-op is particularly fun (with up to four players), as some stages specifically require people to suicide into hazards to let the other player complete the level. Races are also a rush, requiring one player to get to the goal first, and while they operate similarly to the solo sets (they can even be played by yourself), they can get crazy with multiple people, and if you really ??want, you can play the solo stages with friends. Sadly, there'??s no online play to be found for any mode, which is a disappointment.

In terms of extras, I like how the game keeps track of crazy stats like how much of your time was spent in the air, on the ground, and on the wall, and there's a ton of really cool UI and visual filters to unlock and test out.  If you're so inclined you can also create levels with all of the available tools used to develop the game, and share it online. Even pre-launch there's already over 1?00 levels up, and the coolest one I found automatically ??takes you through a giant level without pressing anything. Others are more artsy, with messages and poetry that gradually appear on-screen.

N++ might lack online? play and feel like more of the same, but it's prett?y much everything a platformer fan could want out of a sequel. It's still challenging, it has a boatload of levels, and it's a hell of a lot of fun to play.

[This review is based on a retail build of the game provided by the publisher.]

The post Review: N++ appeared first on Destructoid.

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Yep, it's N+ alright

There's no denying that N+ was a cult hit, and now series fans are anxiously awaiting the followup N++, which is being released on PS4 on July 28 -- over seven years since the original debuted on the Xbox Live arcade. A lot of people have asked me about what this sequel actually entails, and since I recent??ly got my hands on a preview build of the game, I now have the opportunity to explain things a bit.

In short, it feels a whole lot like the original, with a host of new levels, a more forgiving learning curve (due to the extensive intro section designed to teach you every core mechanic), ??full co-op support, a level creator, and online features such as level sharing.

Expect our full review near launch.

The post Check out some sweet, sweet N++ gameplay appeared first on Destructoid.

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Muscle memory

One of the games I knew I had to check out at the Indie Megabooth this PAX Prime was N++. I liked its predecessor on Xbox Live Arcade a great deal, which is to say it infuriated the hell out o??f me but was satisfying beyond words when I managed to push through the challenge.

This is a platformer, the kind that gives you precise control of a more-than-capable character who can bounce off walls. As such, the level??s can require perfection -- or something close to it -- while techn?ically still being "fair." Evil, yes, but not unfair.

Your ninja has a distinct momentum and weight, which you'll get a feel for after a while as you're eased into new obstacles and enemy types. It's been ages since I played N+, so I was rusty. But since I only had ti?me to play cooperative and race levels with another PAX attendee, that didn't matter too much. Just needed to be better than the other guy.

The levels we experienced had things like mines that would become armed once a person touched them and then moved off, meaning one of us would have to sit exactly on?? top, not an inch too far left or right (whoops!), and wait for the other to? pass the bomb before leaving.

There were also stages split into two distinct areas, one for each of us. I had to successfully clear my side and suicid?e-jump into a switch above explosives, opening the door for my partner at the end of his section. We beat everything? in the demo build. Thanks, teamwork.

Race levels had similar design elements, l??ike the aforementioned mines. The person who reaches the end first gets control of a rocket that they can guide into t??heir opponent, but I forgot about this mechanic literally every time -- my missile would just instantly crash into a nearby wall. That'll be a devious little feature off of the convention center show floor, though.

While I only played a fraction of N++ -- its simple beginning levels, at that -- it was enough of a glimpse. I know where this is going. It's more N, the final N, and I'm both excited for and fearful of its release, whe??never that might be. Gonna need a PlayStation 4 before long.

The post N++ is going to break me, but I’m okay with that appeared first on Destructoid.

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