Fantasy Game 2013

Games

 
In October of last year we first caught wind of Martin Kool's loving homage to retro adventure games, Sarien.net. Nearly a month later, we got a hands on preview of Space Quest, the first game Martin ported from its previous web-based browser state to an iPad-specific version that was custom tailored for both the screen and input of the device. Not long after that, Space Quest went live. While I'm not entirely sure how many people played the web-based version of the game to completion, it sure was awesome to have, and was a great tech demo for just what was possible via a web app on the iPad.
Today we got word that the rest of the Sarien.net catalog has been ported over, and in addition to iPhone support, the whole site is now hosted via Amazon's content distribution network to make loading even faster. Most of the games have even been extensively tweaked to be easy to play on the touch interface.
I'm not sure how much more detailed I need to get on this because, well, all the games are completely free to play and don't require any kind of installation beyond navigating your iOS device to sarien.net, tapping the game you want to play, adding a bookmark icon for it, then launching it. The single down side (if you'd even call it that) to all this is that since the games are played online via a web browser, you need an internet connection, but that seems to be a decent tradeoff to being able to instantly play such fantastic vintage adventure games for free on your iPhone or iPad.

'Space Quest' Lands on the iPad — Courtesy of Safari

We've made a number of posts over the last few months regarding a fan-created, iPad version of Sierra's graphical point-and-click adventure Space Quest: The Sarien Encounter. What makes the effort particularly interesting is the fact that the game is entirely web-based. Load the URL in Mobile Safari, save a bookmark to your Home Screen and — voila — you're a tap away from playing a true classic on a device more suited to the style of gameplay than anything that was available back in 1986.
We're happy to report that developer Martin Kool has completed his effort and shared the public URL where iPad-toting space cadets the world around can get started on this excellent adventure. The game can be found right here:
 
Our observations of a pre-release version stand true for the final product. You tap the home screen icon and the game loads completely seamlessly without any additional work. It's crazy just how fast and easy the whole process is. The first time you load it up, there's a small load time, but as soon as mobile Safari starts caching parts of the game it's just like playing the actual computer game. There's even multiple save slots, and accessing them is as simple as rotating the iPad in to portrait mode.
The game features the same, relatively blocky graphics as the original. And, to the retro gaming fan in me, that's a splendid thing — but getting them to render unaltered in the iPad's browser was no walk in the park, it turns out.
 
The only complain I could offer is the lack of sound effects that were present in the original — a challenge of in-browser, HTML / Javascript gaming that the developer indicates he hasn't addressed "yet." I spent a brief period with Space Quest in days long past, and I can say that what the developer has delivered here, despite that complaint, is all that I remember and then some. Now, I confess that I'm more of a King's Quest man at heart, but that's no matter; Martin recently indicated that once Space Quest was complete, he's moving on to The Black Cauldron, King's Quest, and Leisure Suit Larry.

Games


Once again coinciding with E3, this year’s Los Angeles Video Games Live show is sure to be a special one. Celebrating their 200th performance, Tommy Tallarico and the gang have quite a line up in store for us, even more impressive than in years past. Attendees will be privy to a number of musical masterpieces across the spectrum of game genres, from Mega Man to Metal Gear Solid, many under the conduction of the original composers, including: the award winning song “Invincible” from World of Warcraft expansion Cataclysm conducted by Blizzard composer and audio director Russell Brower, the world premiere of the award winning music from Red Dead Redemption, the music from Street Fighter II, featuring Tommy Tallarico on guitar, and much more. There will also be an extensive meet and greet with an impressive list of gaming music greats, and performances from “The Video Game Pianist” Martin Leung, Mega Man tribute band The Megas, and the promise of surprises yet to be revealed. For a full list of songs and performers, check out the list after the jump.

'Akihabara' – Who Needs Flash Anyway?

 
Owners of the original iPhone will remember the dark days before the App Store or even the original jailbreaks and third party software when games and apps consisted of nothing more than clever web pages, usually loaded to the brim with javascript. The games were basic, and the "apps" consisted of little more than simple database-powered applets and tip calculators, but they did the trick.
Akihabara is a HTML5 toolbox filled with all kinds of neat goodies that creative developers can use to make browser games. On the Akihabara web site there are five demo games ranging from a simple Tetris-like game to a basic Zelda clone. The cool part is, these games work on every modern non-Internet Explorer browser, including the browsers of the iPhone, iPod touch, iPad, and apparently even other touchscreen phones like the Palm Pre.
Depending on what platform you're playing on, all of the proper controls appear on screen or you use the keyboard and arrow keys. On the iPhone, virtual controls pop up at the bottom of the screen and while they're not as responsive as a native game, it's still pretty amazing to think you're essentially playing a web page– Without even a smidge of Flash.
All of the games on the Akihabara site are free, and really worth a spin both because they're really impressive pieces of web development but also so you can appreciate what things were like before the App Store came around.

PopCap's Bejeweled

While we wait for the official iTunes App store to launch in late June, I thought I'd highlight some of the better web-based games that have emerged since the iPhone's launch.
Popcap ported their popular Bejeweled game to the iPhone and is accessible by pointing your iPhone/iPod Touch's browser to Popcap.com.
The game works reasonably well over an EDGE connection and can be a good way to pass some time. The gameplay is simple: use your finger to swap adjacent jewels in order to line up 3 or more of the same color.

LISTA DE GAMES EM TORRENT PARA PC


1000 GAMES EM TORRENT. (SUPER COMPILAÇÃO)

Não tenho Pretençao, de postar Games, mas por PEDIDOS DE VARIOS USUARIOS coloquei inumeros links, mas não me perguntem sobre jogos, não entendo, disponilizo mais de 1000 links, vcs se viram, mas para quem for fera vai descobrir e aqueles que não são feras,sugiro antes de instalarem os jogos, pelo titulo, pesquisem na net as formas de instalações.

Connextion: A Pipe Puzzler

iPhone gamers may want to have a look at Connextion.  It's a Pipe Dreams sort of game where you are presented a screen of randomly oriented pipes with the goal of properly connecting them by clicking on various pipe tiles which rotates each tile's pipe.   Connect all the pipes and the game is won.
Connextion screenshot
Connextion is a web-based title that plays fine on any iPhone or iPod touch.  It's simple, it's fun.

Rubik's Cube and Tap-a-Brick 3D for iPhone

With all the recent news concerning native iPhone games headed for debut at the launch of the iTunes App Store in June, let's not forget that web-based games written for the iPhone can be great fun, as well.  And what's more, they're here right now.  Two such titles, recently released by Balazs Vagvolgyi of Maryland, exemplify this point perfectly.
Rubik\'s Cube 
The first is Rubik's Cube.  (You remember the Rubik's Cube, right?)  The game presents you with a 3D rendered, on-screen cube with rotational control arrows arrayed about it.  Once you click the randomize button, your goal is to rotate portions of the cube such that each side is a solid color (in case you actually don't remember the Rubik's Cube).  The interface is intuitive and it's a fun, new way to fiddle with your iPhone or iPod touch.
As the author reports on his blog,
I've finished the Rubik's Cube game for the iPhone and the iPod Touch. It runs pretty fast in Safari. There will be updates coming later. Any feedbacks are welcome. This is the first JavaScript application I've ever written but I still could finish it in about 10 nights.
I'm particulary proud of the 3D engine built on JavaScript and HTML CANVAS that features ambient+directional lighting and backface culling. This version is specialized for the Rubik's Cube here but I have a more generic version as well.
Tap-a-Brick 3D 
The second title is Tap-a-Brick 3D.  It's basically a remake of California Dreams' Blockout (1989), which is a top-down, 3D slant on Tetris.  As I've enjoyed Blockout on a variety of platforms over the years, this title comes as a particular treat.  Like Rubik's Cube, the interface is great and doesn't get in the way — a well done iPhone game.

E3 08: Gears of War 2 Official Box-Art

gow2 boxshot E3 08: Gears of War 2 Official Box Art  
Today, revealed the official box-art for their upcoming game, 2. If you don’t know by now, Epic Games is all about the amazing and everything attached to them is nothing short of amazing or in others words this Box-Art may win over the hearts of Fanboys a-like. Please don’t forget to put what you think of the Box-Art below.

Online games and fraud: using games as bait

We all play games. Some play sports, some gamble, and for some people, life itself is a game. Even computer games have become an everyday phenomenon, with millions of people playing them. Some choose Tetris, others choose Counter Strike, and everyone has fun.
The growth of the Internet has given birth to a new type of computer game: games which players can play on any computer, with thousands - even tens of thousands - of players around the world. In the world of MMORPGs (Massive Multiplayer Online Role Playing Games), also known simply as online games, players can meet other players, become friends, engage in battle, fight shoulder to shoulder against evil, find their virtual destiny - and play, play, play...
However not all is well in these virtual worlds, where virtual evil can become greedy reality. Online games are played by real people, including thieves and con artists who make real money by stealing other people's virtual property.
This article will explore how MMORPG passwords and virtual property are stolen and how other malicious acts are committed against MMORPG players.


The Games

Online games involve exploring magnificent virtual worlds and completing tasks - known as quests - which gain the players money, valuables and experience, not points as in a more traditional computer game. These virtual riches, which are earned with the character's blood, sweat and tears, can then be spent on other in-game valuables. These attributes, once purchased are used to complete even more difficult quests, earn more money, or to enable the character to simply continue wandering the game - there is no “Game Over” in online games.

A battle scene in the online game Lineage 2
(www.lineage2)
Online games have rules that are determined by the developers and administrators of game servers. These are the people who spend their time and real money creating and supporting virtual worlds, and this is how they earn a living.

Monica Almeida / The New York Times
The support center at Blizzard, World of Warcraft developers
(www.nytimes.com)
Online games can be purchased at stores or downloaded from the Internet, but in order to play you usually have to pay a monthly subscription fee. The money from these monthly fees covers traffic costs, support for game servers, the creation of new virtual worlds and new items for players (swords, spears, ships, etc.). Players can “live” for years in these rapidly growing and constantly evolving virtual worlds.

Piracy

The world of online games moves very quickly: each year new games are released and the army of players continues to grow. Almost immediately after the licensed version of a new game has been released, pirate (rogue) servers begin appearing. These rogue servers offer free versions of the worlds provided in the licensed, fee-based games.

World of Warcraft launches sales in Europe
(www.worldofwarcraft.com)
The number of rogue servers is enormous. For example, a Google search for "private game server" on 22 June 2007 returned approximately 10,800,000 results and that number is constantly on the rise. One popular online game can spawn hundreds of thousands of rogue servers. This high number results from the fact that rogue servers are in high demand among players who want to save money or who simply don't have any, like teenagers and students. The idea is very tempting: why pay a subscription to an official server every month when you can play the same game on a rogue server and you only have to cover traffic costs? However, in reality the situation is very different...
Opening a rogue server is not an easy task. Servers have to be administered and supported, and this includes financial support that covers the cost of traffic at the very least. Why do pirates bother? The answer is simple: the administrators of rogue servers sell virtual valuables for real money. Judging by the type of equipment administrators lease for servers, the sale of virtual goods brings in a considerable income.
The game quality on rogue servers is much worse than on official servers, and this creates a number of problems for players. Errors, glitches, occasional disconnects - these are all factors that slow down the game and spoil the gaming experience. It makes no difference how the player plays - masterfully, well, or poorly... Sooner or later he will realize that he's going to be stuck on one level of the game for a very long time. This is when a player on a rogue server might resort to asking for assistance from the administrator, who is prepared to sell virtual valuables for real money (rogue servers often have pre-prepared public price lists for a range of goods and services).
The sale of virtual valuables for real money exists just about everywhere on a game server, although the game, the status of the server (rogue or official) and administrator policy will determine whether or not such sales are permitted.

Theft

Are game server administrators the only ones who can sell in-game valuables? Or can players do it, too? They can - and they do. But these “trade relations” may be prohibited by server administrators, especially those on rogue servers, because the administrator will not receive a cut. However, banning certain actions will not necessarily stop players from doing business. Some people sit down at the computer, play, earn a valuable in-game item, and sell it later for real money.
The online gaming world is a surprisingly lucrative place. There are sites where users can find the prices for in-game money on official game servers. These are, of course, illegal sales - almost all of the games listed on such resources discourage the sale of in-game valuables for real money.
Any valuable item in an online game can have a monetary equivalent in the real world. This is when demand arises and when other peoples' virtual property is stolen. But how does this work? As it turns out, it’s fairly simple if you have the right skills and knowledge.
The player authorization system (which verifies player authenticity) in most online games is based on a password system. A player logging onto a server has to enter his username and password. Once the server has identified the user, it will allow the player to enter and s/he then has complete freedom within the game. A malicious user who enters someone else’s password can simply steal items from his victim and sell them.
Stolen items are put up for auction (on sites such as ebay.com and forums), and can be sold to other players for virtual or real money. A cyber criminal may also demand a ransom for the stolen items. Sad as it may seem, malicious users can really rake in the money from online games.

Characters for sale on Ebay
Buying stolen goods is, of course, punishable according to server rules. Players on official game servers know that if there is an incident, the administrators will act in their favor. A player can file a request or a complaint at any time and problems will be addressed as quickly as possible so that s/he can keep playing.
Rogue servers - which greatly outnumber official servers – are a different case. Since players don't pay for support, the administration doesn't have to deal with problems. Victims have almost no opportunity to prove that they were not involved in problems which arise with their in-game items. Proof that a password has been stolen is usually ignored; the justification for this is that any conversation can be falsified, and screenshots can be faked. False evidence can be used to accuse an innocent player who is a bothersome opponent and get him/ her removed from the game (e.g. there are penalties for using inappropriate language in-game, with the most stringent being banned from the game for several days). Money can also be made from faking the theft of items and then demanding a ransom. Administrators of rogue servers have no way of dealing with such issues, and no desire to do so.
As a result, malicious users don't have to worry much about their actions on rogue servers, since in most cases there won't be any comeback. On official servers the situation is much better. Players who are involved in theft will have their accounts closed and in some case their IP addresses will be blocked.
Overall, the theft of online game passwords is a serious issue. Every player is a potential target for malicious users.

A message on a gaming forum (and some appropriate Google Ads)

How passwords for online games are stolen

As a rule, malicious users are only interested in a victim’s username and password, not the address of the server where the victim plays. The malicious user knows which server the victim plays on and is likely a player on the same server. This is the case both for thieves who earn their money on rogue servers and for those on official servers, even though the likelihood of players losing in-game items to thieves on rogue servers is much higher.
Let’s take a look at some of the methods used by cyber criminals to steal passwords.

Social engineering

One method used by cyber criminals is to enter a game or a forum on a game server and offer a bonus, or help in the game, in exchange for other players’ passwords. The cyber criminal who makes such an offer is not as naive as he may initially seem. Instead, it is the players who are looking for ways to make play easier, and who respond to such offers, who are naive. The malicious user achieves his goal (getting hold of passwords) and leaves his/ her victims with nothing.
Another well-known social engineering method is phishing, where the cyber criminal sends phishing emails, purportedly from the server administrators, which invite the player to authenticate his/ her account via a website linked in the message. Below is an example of this kind of tactic.

An example of a phishing email:
the links lead to a phishing webpage at http://lineage***.ru
(forum.lineage2.su)
Translated, the message reads as follows:
Hello,
You have been sent this email because you are a registered user on our server (www.Lineage2.su). Because the number of registered users of our server has increased sharply over the last month, we have to purge inactive accounts from our database. Please confirm that you still play on our server by undergoing authentification here:
If you do not authenticate your account within 48 hours of receiving this message your account will be deleted, and it will not be possible to restore it.
Yours,
The Lineage2.su administrators

News about a phishing attack on gamers' accounts.
(eu.plaync.com)
Although such password harvesting techniques are simple and reasonably effective, they don't result in much profit for malicious users, as more advanced, “wealthy” players don’t take the bait.

Exploiting game server vulnerabilities

A game server is a collection of system services, programs and databases designed to support gameplay. Just like any other software, the server code contains programming errors and bugs. Such potential vulnerabilities can be exploited by cyber criminals to gain access to server databases and harvest player passwords or password hashes (encrypted passwords that can be decrypted using dedicated programs).
For instance, there is a known vulnerability linked to in-game player chat. If the chat environment is not isolated from the game's database and if special symbols/ commands are not checked, then a malicious user can access the player database directly from player chat either manually or by using a dedicated utility.

In-game chat in Lineage 2
(www.lineage2.com)
The number of vulnerabilities which a malicious user can exploit to gain access to internal server databases depends on the server. Creating special patches for vulnerabilities on rogue servers is a time-consuming process, more so than for official servers (if, of course, the administrator of a rogue server even feels it necessary to patch a vulnerability).
Another way to get passwords is by exploiting the mechanism used to remind users of forgotten passwords. Cyber criminals send specially crafted requests to the system (or simply use a brute force approach, running through possible answers to security questions), then change the victim's password and enter the game using the new password, which of course the user doesn't know.
Exploiting server vulnerabilities can be complex, and preparing and conducting an attack requires a great deal of intellectual effort. The result is often wasted time and effort as many hackers simply don't have the technical skills necessary to conduct a successful attack.

Using malware

Malicious users often create malware which is then spread using any means possible:
  • publishing links to malicious programs which purport to be game patches on player message boards;
  • sending in-game spam containing links to a malicious program presented as a “new patch”;
  • sending spam via email with a malicious program attached, or a link to a malicious program;
  • spreading malicious programs via file sharing networks;
  • exploiting browser vulnerabilities in order to download malicious programs when a user visits a game-related website.
More often than not, cyber criminals simply publish a link to a malicious program in-game or on a message board with a message about the great new patch/ utility/ add-on and how it makes playing so much easier…

News on a rogue server
Translated, the message above reads as follows:
Attention all
Certain people in this game have been forcefully recommending a certain path, which allegedly makes it possible to enchant items completely safely. This patch is actually a Trojan which steals your user name and password. We ask you not to launch this patch, and if you've already downloaded it and launched it, it's still not too late to change your password.
And here's a general earnest request - don't download any dodgy patches because they could contain all types of viruses and Trojans imaginable.
In such cases the administrators won't take any responsibility for the loss of your characters.
Only use the patches which are on our site.
There are some malicious programs which only attack online game players, as well as malware designed to steal any kind of password (including passwords to online games). The most widespread programs used to steal online game passwords according to Kaspersky Lab’s classification, are Trojan-PSW.Win32 representatives and variants of the Trojan.Win32.Qhost family.
The first group of Trojans uses traditional methods to harvest data entered via the keyboard; if the player enters his/her password, the server name and other information using a keyboard on an infected computer, a malicious user will then have access to this information.
The second group of Trojans works by modifying %windir%\system32\drivers\etc\hosts. This file contains information about the static correspondence between the network address and the server name. If a false game server address is entered in this file, the gaming client will be authorized on the malicious user's server (which will be sent the password) rather than on the real server.
Some Trojan-Spy.Win32.Delf variants also deserve a mention. This family configures a false proxy server in Internet Explorer which is then used to connect to online game servers (in this case, just as with the hosts file described above, all user login data is sent to the malicious user). For online games where players do not need to enter their password (a deliberate move which is designed to protect users against keyloggers), passwords are not sent to malicious users as letters or symbols, but in the form of gameplay screenshots.
Some Trojan-PSW.Win32 variants hook web forms on certain websites. Web forms are also used to harvest user passwords to an online game. Many game servers allow access to statistics or other information relating to the game via the server's web interface if a user name and password are entered. It is when the user name and password are transmitted that this data can be stolen.
Stolen passwords can be transmitted to a malicious user via email, instant messaging, by placing a password on an FTP server, or by giving network access to a file or folder that contains the password via the Internet, FTP, or a shared folder.

Message from a gamer about a password stolen by a malicious program
Because using malware to steal passwords is so simple (a malicious user does not need to have any technical skills) and so lucrative, malicious users tend to use this method more often than other techniques for stealing passwords.

The evolution of password stealing malware

The driving force behind evolution is natural selection. Antivirus programs act as the first line of defense for computers and have played a substantial role in the evolution of malware designed to steal passwords to online games. The stronger the defense, the harder it is to evade it; in response, malware becomes ever more complex.
The first malicious programs for online games were primitive, but today they use the latest in malware writing technology. Their evolution was threefold: the evolution of password stealing functionality, which also deliver the data to a malicious user (Trojan-PSW programs, Trojan-Spy programs); the evolution of propagation techniques (worms and viruses); the evolution of malware self-defense techniques against antivirus programs (rootkits, KillAV, and packers)

Trojans

The first recorded use of a malicious program to steal user passwords to online games was recorded in 1997 when antivirus companies began to receive emails from Ultima Online players containing malicious software for analysis. Initially these programs were classic keyloggers. Keyloggers are Trojans that do not have any direct connection to online games; they record all keystrokes made by the user (including passwords to online games).
The first malicious program to target MMORPG passwords was Trojan-PSW.Win32.Lmir.a, which appeared in late 2002. This was a simple program written in Delphi. At pre-programmed intervals it would search for windows entitled "Legend of Mir 2," and then send all the data entered in the windows to the malicious user's email. This malicious program was developed in China; it was not particularly original in terms of programming, nor did it seem likely that it would become particularly widespread. However, this simple and unremarkable Trojan soon became a classic among malicious users dealing in stealing MMORPG passwords. This Trojan’s source code was released onto the Internet and was then modified for other online games - a relatively easy task. Once the name of the game under attack was changed (to "MapleStory," for example), the Trojan would steal passwords for that game. These simple modifications soon triggered the unstoppable growth and spread of MMORPG malware.
The spread of Trojan-PSW.Win32.Lmir and the large number of variants are the result of several factors:
  1. the popularity of Legend of Mir, the original target of Trojan-PSW.Win32.Lmir;
  2. the large number of servers dedicated to this game;
  3. the ability to spread Trojans by exploiting vulnerabilities in Internet Explorer - malicious users hacked game server websites and added a script that downloaded and launched the Trojan on players' computers;
  4. the appearance of over 30 Trojan-PSW.Win32.Lmir constructors (Constructor.Win32.Lmir - dedicated software for creating and configuring Trojans designed to steal passwords for Legend of Mir 2).
Once Trojan-PSW.Win32.Lmir had proved effective, malicious users began to rewrite the program to target other popular online games. Successors to this program include Trojan-PSW.Win32.Nilage (which targeted Lineage 2) and Trojan-PSW.Win32.WOW.a (which attacks World of Warcraft players). These appeared in 2004 and 2005 respectively, and are still the most popular programs among malicious users since the popularity of the games they target continues to grow. Most Trojans of this sort are designed to steal usernames and passwords for online games on .tw domains, and later transmit the stolen data to an email or an FTP server on a .cn domain.
Most Trojans are designed to target specific online games. However, in 2006 Trojan-PSW.Win32.OnLineGames.a appeared and began stealing passwords for almost all popular online games (naturally, from server addresses where victims had already registered). The list of games targeted by this Trojan continues to grow.

Part of Trojan-PSW.Win32.OnLineGames.fs,
which steals passwords, specifically to MapleStory
A modern Trojan designed to steal passwords for online games is typically a dynamic library written in Delphi that automatically connects to all applications launched in the system. When it detects that an online game has been launched, this kind of malicious program intercepts the password entered via the keyboard, sends the data to the malicious user's email and then deletes itself. Using a dynamic library makes it possible for the Trojan to mask its presence in the system, and also simplify installing the Trojan to the victim machine using a Trojan-Dropper, a worm, or other malware.

Worms and viruses

Since online games are so popular around the world, it's not that difficult to find a player among average Internet users. This is why self-replication became an important factor as malware designed to steal passwords for online games evolved. These programs are designed to target as many different players as possible, from different games and servers.
The first worm to steal passwords for online games was Email-Worm.Win32.Lewor.a. This worm sent itself to addresses harvested from Outlook Express address books on infected computers. If the worm finds the user name, password and server address for “Legend of Mir” on an infected computer, it saves that data to an FTP server belonging to a malicious user. The first mass mailing of Email-Worm-Win32.Lewor.a was recorded in early June 2004.
Authors of malicious programs designed to steal passwords for online games began to add a self-replicating function to their creations. The malware would be designed to copy itself to removable disks with an additional file called “autorun.inf”; this would launch the malware when the infected disk was connected to a computer (although infection would only take place if the computer was set up to allow this kind of auto run). If a user connected a flash drive to an infected computer, the malicious program would automatically copy itself to the flash drive, and then when the infected flash drive was connected to another computer, the malicious code would be automatically launched and subsequently infect any other removable disks. (Victims included the clients of copy centers, who brought the material they wanted printed to the centers on flash drives).
Soon other kinds of malicious programs began to appear that could infect executable files and copy themselves to network resources. Such infection routines gave virus writers another opportunity to spread their creations and presented antivirus companies with another issue to address. When a malicious program has the ability to copy itself to folders accessible to a number of users (e.g. via P2P or via Microsoft Networks shared folders) this considerably increases the number of potential victims.
One example of this class of malicious programs is classified by Kaspersky Lab as Worm.Win32.Viking. The successor to Viking, Worm.Win32.Fujack was another step in the evolution of the mass spreading of malicious programs for online games.
Currently, the most recent achievement by those writing viruses for online games is the polymorphic Virus.Win32.Alman.a and its successor, Virus.Win32.Hala.a. In addition to infecting executable files, these malicious programs include worm functionality (the ability to propagate via network resources) rootkit functionality (the ability to mask its presence in the system) and backdoor functionality. An infected machine will connect to a designated server in order to listen for commands from a malicious user. Such commands may include the command to download and launch programs which are classified by Kaspersky Lab as Trojan-PSW.Win32.OnLineGames.

Part of a file infected by Virus.Win32.Alman.a

Both Alman.a and Hala.a contain a list of executable files which should not be infected. In addition to files belonging to other malicious programs, the list includes files belonging to online game clients. Why?
As a protection mechanism, both online games themselves and antivirus solutions may prevent modified executable files from being launched. Malicious users have taken this into account – they don't want players to be prevented from playing on infected machines. After all, a victim machine infected with Trojan-PSW.Win32.OnLineGames will enable the cyber criminals to get their hands on gamers' passwords.

Monster Jam Truck Games to be Published by Activision

Activision has announced that it has gotten into a multi-year agreement with Live Nation that will enable them to publish video games based on the latter’s Monster Jam series of monster truck racing events.
Monster Jam Truck Games by Activision
David Oxford, GM, Activision Publishing said, “Activision is thrilled to be partnering with Live Nation to bring Monster Jam to video game fans. Monster Jam is an exhilarating live event and we are sure that we can make it come to life in a video game with just as much thrill and excitement.”
Charlie Mancuso, President, Live Nation – Motor Sports says, “We feel we have found a partner in Activision that shares our vision for both an authentic Monster Jam game that will appeal to the core Monster Jam fans, and a game that will also appeal to gamers by going above and way beyond anything we could do at the live events; it will have it all. Activision’s strong relationships with retailers in addition to their strategic marketing and promotional direction for the game were important in our decision to collaborate with them. We are looking forward to the launch of the game this holiday, and Monster Jam fans and video-gamers alike should rest assured that an outstanding video game is in the works.”
The first Monster Jam Truck game is expected to hit stores by the end of 2007. It will have 20 of the world’s top monster trucks on the Monster Jam circuit, including Grave Digger, Maximum Destruction, Monster Mutt, and El Toro Loco. Though Activision has rights to publish the game on all the platforms, they haven’t revealed any details regarding which platforms the game will release on.

Memory Games 5.0

Free Memory game for kids : The tiles hide 16 identical pictures, all mixed up. Your task is to find all the identical pictures. Click on the tiles, to open the images. If you find two identical pictures, the images will stay uncovered. If you miss, they will flip back.
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