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Saturday, 1 February 2014

Download 8 ball pool

Download 8 Ball Pool


8 Ball Pool Fitures

Eight-ball (often spelled 8-ball or eight ball, and sometimes called solids and stripes or, more rarely, big and little or highs and lows) is a (pocket billiards) game popular in much of the world, and the subject of international professional and amateur competition. Played on a with six the game is so universally known in some countries that beginners are often unaware of other pool games and believe the word "pool" itself refers to eight-ball. The game has numerous variations, including Alabama eight-ball, crazy eight, last pocket, misery, Missouri, 1 and 15 in the sides, rotation eight ball, soft eight, and others. Standard eight-ball is the second most competitive professional pool game, after  and for the last several decades ahead of
Eight-ball is played with 16 and 15 consisting of seven striped balls, seven solid-colored balls and the black 8 ball. After the balls are scattered with a, the players are assigned either the group of solid balls or the stripes once a ball from a particular group is legally pocketed. The ultimate object of the game is to legally pocket the eight ball in a called pocket, which can only be done after all of the balls from a player's assigned group have been cleared from the table.

History

The game of eight-ball is derived from an earlier game invented around 1900 (first recorded in 1908) in the United States and initially popularized under the name "B.B.C. Co. Pool" (a name that was still in use as late as 1925) by the Brunswick-Balke-Collender Company. This forerunner game was played with seven yellow and seven red balls, a black ball, and the cue ball. Today, numbered  are preferred in most of the world, though the British-style offshoot, blackball, uses the traditional colors (as did early televised "casino" tournaments in the U.S.). The game had relatively simple rules compared to today and was not added (under any name) to an official rule book (i.e., one published by a national or international sport governing body) until 1940

Standardize of  Rules Play

American-style eight-ball rules are played around the world by professionals, and in many amateur leagues. Nevertheless, the rules for eight-ball may be the most contested of any billiard game. There are several competing sets of "official" rules. The non-profit World Pool-Billiard Association (WPA) – with national affiliates around the world, some of which long pre-date the WPA, such as the Billiard Congress of America (BCA) – promulgates standardized rules as Pool Billiards – The Rules of Play[5] for amateur and professional play. Meanwhile, many amateur leagues, such as the American Poolplayers Association (APA) / Canadian Poolplayers Association (CPA), and the Valley National Eight-ball Association (VNEA, international in scope despite its historic name), use their own rulesets (most of them at least loosely based on the WPA/BCA version), while millions of individuals play informally using colloquial rules which vary not only from area to area but even from venue to venue.
A summary of the international rules follows (see the WPA/BCA or other leagues' published rules, which conflict on minor points, for more details)
Equipment[edit]

Equipment

The table's playing surface is approximately 9 by 4.5 feet (2.7 by 1.4 m) (regulation size), though some leagues and tournaments using the World Standardized Rules may allow smaller sizes, down to 7 by 3.5 feet (2.1 by 1.1 m), and early-20th-century 10 by 5 feet (3.0 by 1.5 m) models are sometimes also used.
There are seven solid-colored balls numbered 1 through 7, seven striped balls numbered 9 through 15, an 8 ball, and a cue ball. The balls are usually colored as follows:
1 and 9: yellow
2 and 10: blue
3 and 11: red
4 and 12: purple (TV: pink)1
5 and 13: orange
6 and 14: green
7 and 15: brown (TV: tan)1
8 - black
Cue - white1Special sets designed to be more easily discernible on television substitute a rather light tan shade for the normally darker brown of the 7 and 15 balls, and pink for the dark purple of the 4 and 12; these alternative-color sets are now also available to consumers.
Setup[edit]

Setup

To start the game, the object balls are placed in a triangular rack. The base of the rack is parallel to the end rail (the short end of the pool table) and positioned so the apex ball of the rack is located on the foot spot. The balls in the rack are ideally placed so that they are all in contact with one another; this is accomplished by pressing the balls together from the back of the rack toward the apex ball. The order of the balls should be random, with the exceptions of the 8 ball, which must be placed in the center of the rack (i.e., the middle of the third row), and the two back corner balls one of which must be a stripe and the other a solid. The cue ball is placed anywhere the breaker desires inside the "kitchen".
Break[edit]

Break

One person is chosen (by a predetermined method, e.g., coin flip, win or loss of previous game, or lag) to shoot first and break the object-ball rack apart. If the shooter who breaks fails to make a legal break (usually defined as at least four balls hitting cushions or an object ball being pocketed), then the opponent can call for a re-rack and become the breaker, or elect to play from the current position of the balls.
Long-exposure photograph of a break in eight-ball
According to World Standardized Rules, if the 8 ball is pocketed on the break without fouling, the breaker may ask for a re-rack and break again, or have the 8 ball spotted and continue shooting with the balls as they lie. If the breaker scratches (pockets the cue ball) while pocketing the 8 ball on the break, the incoming player may call for a re-rack and break, or have the 8 ball spotted and begin shooting with ball-in-hand behind the head string, with the balls as they lie. (For regional amateur variations, such as pocketing the 8 on the break being an instant win or loss, see "Informal rule variations", below.)
Turns[edit]

Turns

A player (or team) will continue to shoot until committing a foul, or failing to legally pocket an object ball on a non-foul shot (whether intentionally or not). Thereupon it is the turn of the opposing player(s). Play alternates in this manner for the remainder of the game. Following a foul, the incoming player has ball-in-hand anywhere on the table, unless the foul occurred on the break shot, as noted previously.[5]
Pocketing the 8 ball[edit]
Once all of a player's or team's group of object balls are pocketed, they may attempt to sink the 8 ball. To win, the player (or team) must first designate which pocket they plan to sink the 8 ball into and then successfully pot the 8 ball in that called pocket. If the 8 ball falls into any pocket other than the one designated or is knocked off the table, or a foul (see below) occurs and the 8 ball is pocketed, this results in loss of game. Otherwise, the shooter's turn is simply over, including when a foul such as a scratch occurs on an unsuccessful attempt to pocket the 8 ball. In short, a World Standardized Rules game of eight-ball, like a game of nine-ball, is not over until the "money ball" is no longer on the table. This rule is unusual to some bar and league players, because in American, Canadian and many other varieties of bar pool, and in some leagues, such as APA, such a foul is a loss of game. This is not the case in World Standardized Rules, nor in some other leagues that use those rules or a variant of them, e.g. VNEA beginning with the 2008/2009 season, and BCAPL), and USAPL.
Winning[edit]

Winning

Any of the following results in a game win:
A player legally pockets the 8 ball into a designated pocket, after all of that player's object balls have been pocketed
The opposing player illegally pockets the 8 ball (e.g. before clearing all of that player's object balls, does so on the same shot as the last such object ball, or the 8 falls into a pocket other than the one that was designated)
The opposing player knocks the 8 ball off the table.
The opposing player commits any foul, including scratching the cue ball into a pocket, or knocking it off the table, in the course of a shot that pockets the 8 ball. (As noted above, a scratch or other foul while shooting for the 8 ball is not a loss of the game if the 8 is not pocketed or jumped from the table.)
Fouls[edit]
The shooter fails to strike one of his own object balls (or the 8 ball, if all of said object balls are already pocketed) with the cue ball, before other balls (if any) are contacted by the cue ball. This excludes "split" shots, where the cue ball strikes one of the shooter's and one of the opponent's object ball simultaneously.
No ball comes into contact with a cushion or is pocketed, after legal cue ball contact with the (first) object ball (or 8 ball, if shooting for the 8).
If an attempt is made at a pot in pool, the ball hits the pocket, bounces out and lands on the ground, the ball is placed in the pocket and the game continues.
The shooter does not have at least one foot on the floor (this requirement may be waived if the shooter is disabled in a relevant way, or the venue has not provided a mechanical bridge)
The cue ball is shot before all balls have come to a complete stop from the previous shot
The cue ball is struck more than once during a shot
The cue ball is jumped entirely or partially over an obstructing ball with an illegal jump shot that scoops under the cue ball
The cue ball is clearly pushed (shoved slowly, rather than struck), with the cue tip remaining in contact with it more than momentarily
The shooter touches the cue ball with something other than the tip of the cue
The shooter touches any ball (with body, clothing or equipment), other than as necessary to move the cue ball when the player has ball-in-hand
The shooter knocks a ball off the table
The shooter has shot out-of-turn
On the break shot, no balls are pocketed and fewer than four balls reach the cushions (in which case the incoming player can demand a re-rack and take the break or force the original breaker to re-break, or may take ball-in-hand behind the head string and shoot the balls as they lie)

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Thursday, 30 January 2014

Download Gta San andreas

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San Andrea is structured similarly to the previous two games in the series. The core game play consists of elements of a third-person shooter and a driving game, affording the player a large, open world environment in which to move around. On foot, the player's character is capable of walking, eating, running, sprinting, swimming, climbing (the first GT game in which swimming and climbing are possible) and jumping as well as using weapons and various forms of hand to hand combat. Players can drive a variety of vehicles, including automobiles, buses, semis, boats, fixed wing aircraft, helicopters, trains, tanks, motorcycles and bikes. Players may also import vehicles rather than steal them.
The open, non-linear environment allows players to explore and choose how they wish to play the game. Although story line missions are necessary to progress through the game and unlock certain cities and content, they are not required as players can complete them at their own leisure. When not taking on a story line mission, players can free-roam and look around the cities, eat from the restaurant, or cause havoc by attacking people and causing destruction. Creating havoc can attract unwanted and potentially fatal attention from the authorities. The more chaos caused, the stronger the response: police will handle "minor" infractions (attacking pedestrians, pointing guns at people, stealing vehicles, manslaughter, etc.), whereas SWAT teams, the FBI, and the military respond to higher wanted levels.
The player can partake in a variety of optional side missions that can boost their character's attributes or provide another source of income. The traditional side missions of the past games are included, such as dropping off taxi cab passengers, putting out fires, driving injured people to the hospital and fighting crime as a vigilante. New additions include burglary missions, pimping missions, truck and train driving missions requiring players to make deliveries on time, and driving/flying/boating/biking schools, which help players learn skills and techniques to use in their corresponding vehicles.
Not all locations are open to the player at the start of the game. Some locales, such as pay 'n spray, gyms, and shops, become available only after completing certain missions. Likewise, for the first portion of the game, only Leos Santos and its immediate suburbs are available for exploration; unlocking the other cities and rural areas again requires the completion of certain missions. If the player were to try travel in locked locations they would end up attracting the attention of SWAT teams.
Unlike GT III and Vice City, which needed loading screens when the player moved between different districts of the city, San Andrea has no load times when the player is in transit. The only loading screens in the game are for cut-scenes and interiors. Other differences between San Andrea and its predecessors include the switch from single-player to multiplier Rampage missions (albeit not in the PC version), and the replacement of the 'hidden packages' with spray paint tags, hidden camera shots, horseshoes, and oysters to discover.
The camera, fighting, and targeting controls were reworked to incorporate concepts from another Rock star game, Manhunt, including various stealth elements,[8] as well as improved target and a target health indicator which changes from green to red to black depending on the target's health. The PC version of the game implements mouse ; the player has to hold the right mouse button to activate the , and then click or hold at the left mouse button to shoot or use an item, such as a camera.

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Sunday, 27 January 2013

Download Gta Vice city Game

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Grand Theft Auto V is an action-adventure video game played from a third-person perspective in an open world environment. The player uses melee attacks, firearms and explosives to fight enemies, and can run, jump, swim, or use vehicles to navigate the game's world. In combat, auto aim and a cover system can be used as assistance against enemies.[1] If the player's health is low, it will gradually regenerate to its half-way point. A perpetual objective for the player is to complete missions to progress through the story, but much like other open world games, these missions can be completed at the player's leisure. If the player commits illegal acts while playing, the game's law enforcement agencies may respond, which is represented by a "Wanted" meter in the head-up display (HUD).[2] On the meter, stars are displayed to indicate the player's current "Wanted" level; for example, at the maximum five-star "Wanted" level the efforts by law enforcement to incapacitate the player become very aggressive. Should the player escape the immediate area in which they are wanted, law enforcement officers will search for the player. At this point, the line of sight of officers displays on the mini-map; when line of sight is broken and the player is hidden, the "Wanted" meter enters a cool down mode and eventually recedes.[3]
The single-player mode of Grand Theft Auto V is played through three player-controlled protagonists: Michael, Trevor, and Franklin, criminals whose stories interconnect as they complete missions. While interacting with the game world, the player may switch between them at will, by means of a directional compass on the HUD. Franklin corresponds to the north point, Michael to the west, Trevor to the east, and the player's multiplier avatar to the south. During missions, the game may switch the player's character automatically as necessary in order to complete certain objectives. A character's avatar will flash red if they are in danger and need assistance either manually or through covering fire from another, and flash white if that character has a strategic advantage or position which may aid the player's success in the mission.[4] Though the player completes missions as any of the three protagonists, the more difficult heist missions may require aid from AI-controlled accomplices who have unique skill sets such as computer hacking or driving, and they will take a cut from the mission's cash reward upon completion.[5] If an accomplice survives a successful heist, they may be re-used in later missions with improvements to their unique skills.[6] Employing different strategies toward the completion of a heist mission is also encouraged by the game; for example, in a holdup mission the player may subdue civilians with an agent if stealth is favored, or storm the venue with guns drawn.[7]


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