Search result "Musical Instruments " : 325 matches.
Mitashi 37-Key Musical Key Board
Vivid Musical Light Fish
Musical Baby DollSM0019
Valentine Revolving Musical Pair Globe
Fisher Price Musical Pop Up Bus
Battery Operated Musical Learning Table For - Kids
Tekfusion Twinwoofers In Ear Headphone Black Chrome
Thisin-the-ear headphoneefficiently isolates you from the ambient noise and lets you to seamlessly enjoy the music of your choice. This Tekfusion earphone is ideal for use with a range of mobile phones, music players and other devices sporting a compatible audio jack.
With this headphone, you getwired connectivitywith the device of your choice. Design The Tekfusion In-ear headphone has been well-crafted to put every design feature at use for an enhanced listening experience and optimized comfort level.
TheTekfusion in-ear-canal phoneis equipped with ear buds that sit comfortably at the entrance of your ear canal to buzz in smooth music of your choice. These ear buds come with built-inHD Dynamic speakerto produce sound with extreme level of musical accuracy.
Moreover, this headphone offers you ear tips of different sizes to let you choose the one that fits in well. Each ear bud is attached to a wire that moves downwards to meet at one point and form a single cable that culminates into a3.
5 mm gold plated connector. This headphone features a symmetric configuration that offers you maximum level of comfort .
Sound The Twinwoofers In-Ear Headphone has been loaded with features that reflect in the musical precision of the sounds produced. With16 ohm of impedance, this headphone promises to be aptly loud.
This device is highly efficient when it comes to producing sound as it can create 113 dB of sound from every mW of electrical input. Also, you will find that even the mildest of the beats acquire adequate prominence in the sound produced as the frequency response of Tekfusion - Twinwoofers lies between 19 Hz and 21000 Hz.
This headphone promises to produce dynamic bass and sharp highs followed by a clear sound from midrange frequencies
(less)Grand Theft Auto Vice City PS2
Vice City Stories improves upon some of the flaws found in the first game, not the least of which is improved length and direction, as well as a great deal more personality. The story's still pretty subpar, though, and as much as this is very much Grand Theft Auto, certain conventions of the series are starting to feel a bit antiquated.
Additionally, much as was the case with Liberty City Stories' transition to the PS2, Vice City Stories loses a lot of its appeal when played on a console versus the PSP. Still, it's only $20, and if you don't own a PSP or just never got around to playing it upon its original release, this isn't a bad way to go if you absolutely, positively must get your GTA fix.
Vice City Stories returns to the pastel- and neon-colored excesses of the 1980s and Vice City. Modeled after '80s-era Miami, GTA: Vice City told a Scarface -inspired tale of Tommy Vercetti, a shunned mobster who found himself sifting through the aftermath of a cocaine deal gone wrong, and subsequently ended up building a major criminal empire throughout the city.
It was a bizarre, convoluted, and completely entertaining tale, filled with ridiculous and profane characters, as well as lots of biting satire on the most superficial of decades. Vice City Stories is, again, a prequel, taking place a couple of years prior to the original game.
You play as Vic Vance, the brother of central Vice City character Lance Vance. Vic's a strange fellow.
When the game begins, he's just joined the army, and he gets off the transport truck at a military base in Vice City. Upon meeting his commanding officer--a borderline psychotic named Jerry Martinez--things start going wrong.
We find out that Vic has joined the military to make some money to support his family, specifically his sick brother. But within the first few minutes of the game, you'll find yourself inexplicably picking up drugs for Martinez, killing Mexican gang members, and chauffeuring prostitutes.
Of course, any veteran of this series won't be shocked one bit by missions like these. The trouble here is that the setup for getting Vic into this mess is beyond flimsy.
From the get-go, Vic talks about how uncomfortable he is with illegal activities, and yet he does every single illicit thing Martinez asks him to do. If you're someone who doesn't want to do anything illegal, and your boss starts asking you to pick up hookers and hide drugs for him, are you going to just gripe about it and then do it anyway? Not to mention that Vic seems completely willing to run into an apartment complex and start wasting Mexicans without even being ordered specifically to do so.
He just says, ""I'll go get it"" (referring to owed money stashed inside one of the apartments) and goes in guns blazing. GTA heroes are never heroes, exactly, but the trick in the past has been that there's been no attempt to play those characters up as sympathetic.
They weren't boy scouts--they were gangsters, killers, and dope dealers. Vice City Stories tries to present Vic as a guy who doesn't want to get into that stuff, yet he freely and frequently does throughout the entire game.
He mostly comes off as a hypocritical idiot. For what it's worth, though, once you get through about the first hour of the game, you'll probably be inclined to stop questioning why Vic is doing what he's doing and just go with it.
As time passes, the game settles into the typical progression of GTA missions and oddball characters. While Liberty City Stories was almost devoid of memorable characters, Vice City Stories digs up a few favorites from the original Vice City, and introduces a couple of new ones as well.
Vic's mildly crazy brother Lance, the alcoholic gun nut Phil Cassidy, the balls-obsessed Cuban gang leader Umberto Robina, and the foul-mouthed Ricardo Diaz (voiced by Phillip Michael Thomas, Gary Busey, Danny Trejo, and Luis Guzman, respectively) are all back. Lance plays a huge role in the story, but the others aren't quite as prominently featured as they were in the first game.
Still, you get a good chunk of time with each of them. Functionally, Vice City Stories plays very much as Liberty City Stories did on the PS2, return of the right analog stick camera control and all.
When running around and shooting people, you simply press the R1 button to lock onto an enemy. Occasionally the game will lock onto random civilians, as opposed to the guy with the submachine gun blowing a hole in your head, but usually it's pretty good about identifying exactly whom you should be killing.
Mostly, though, the combat is quite fun. Running around causing mayhem and blasting away at the masses is just as enjoyable as it's ever been, and there's a good variety of guns and other instruments of destruction to play with.
The one part that isn't so good, unfortunately, is the melee combat. Basic fisticuffs and blunt-object beatings are merely a bit clunky, but if you try to get yourself into a fight while holding a gun at close range to someone punching you in the face, you'll lose every time, unless you run a good distance away, turn back, and start firing.
For some reason, the game just can't deal with aiming mechanics while you're face-to-face with an enemy; you're basically hosed. Vice City is a sizable open-world environment and driving around it can be a bit overwhelming at first.
Odds are that unless you've had the original Vice City regularly inserted in your PS2 for the last couple of years, you won't remember too much of the city's layout. But even though it'll take a while to figure out all the roads and side streets, there's plenty of familiar scenery and landmarks that appear just about where you remember them.
The game's minimap is about as useful as it's ever been in depicting where you are, and there is a larger map to check on in the pause menu. Still, it feels a bit antiquated, especially considering evolutions we've seen in recent games of this type, where the best possible paths for a mission are highlighted on the map.
Heck, even an arrow pointer telling you where to turn would be nice. Driving in the game is pretty much as it's been for years now.
The vehicle physics are perhaps a bit more exaggerated than they were in Liberty City Stories, and that's both a blessing and a curse. It's extremely easy to spin out while taking turns in many of the game's cars, trucks, and motorcycles, but at the same time, some of the jumps and ridiculous crashes you can have make those wacked-out physics worthwhile.
You will run into weird physics glitches from time to time, and you'll sometimes get stuck in pieces of the scenery. These issues aren't exactly new to the series, but they're as annoying as ever.
In addition to cars and bikes, helicopters make their return in Vice City Stories, and they're among some of the most enjoyable vehicles in the game. The flying controls are easy to handle, and flying around the city is often much quicker than trying to drive it
(less)Commandos 2: Men of Courage PS2
In this respect, Commandos 2 is quite a bit like its predecessor, the innovative 1998 real-time tactical combat game that mixed elements of stealth, action, and puzzle solving. Spanish developer Pyro Studios' sequel, originally released for the PC last year, took the core gameplay of the original and added plenty of great new ideas, ultimately creating a highly challenging, sophisticated experience that was even better than the first.
The new PlayStation 2 version is largely the same. But since the PS2 version loses the crispness of the original's graphics and some of the game's other fine touches in translation, it can't be recommended over the PC version, let alone wholly recommended in its own right, except to those looking for an extremely tough PS2 action strategy game.
In Commandos 2, you'll have to do such things as rescue Allied soldiers, sabotage powerful sea vessels, assassinate key enemy officials, get your hands on important documents, and much more. The objectives are plentiful and varied, and the game will take you to a wide variety of real-world settings, but the overall number of missions in Commandos 2 seems small--there are only 10 main missions.
You must play through them all sequentially, even though they aren't necessarily related to one another, and the relative length and difficulty of each mission doesn't necessarily increase from one mission to the next. Make no mistake, though.
By any standards, all these missions are huge, and you'll typically spend many hours trying to accomplish the laundry list of objectives in each one. There's also decent incentive to replay each mission, since a number of smaller bonus levels can be unlocked if you thoroughly explore the main missions.
Additionally, the game's two higher difficulty settings noticeably affect the way enemy guards react, requiring you to take different paths to success. But before you can get into the main missions, you must first get through two ""training"" levels.
These smaller missions drop you straight into enemy territory, forcing you to learn the intricacies of Commandos 2's complex gameplay the hard way. Unlike the original PC version, the PlayStation 2 version of Commandos 2 does offer a supplemental step-by-step tutorial that consists of a great many lessons that explain all the dozens of different types of actions available in the game.
The tutorial takes a while to finish and still doesn't guarantee you'll have an easy time getting started with the actual game, but it's better than nothing. The PC version of Commandos 2 features razor-sharp high-resolution graphics that look spectacular.
The PlayStation 2 version looks good, but the lower resolution and washed-out colors really hurt the game, not just aesthetically but also in terms of the gameplay. The characters are fully 3D and well animated, but they're tiny, so you might get frustrated at not being able to spot all the guards in an area at a glance.
A marginally useful zoom feature doesn't solve the problem, as it just takes away your ability to see enough of your surroundings. The prerendered mission maps are very big, but important details such as lockboxes or sniper posts can be difficult to spot.
Some technical issues also cropped up in the translation--the game will sometimes pause briefly but annoyingly as you execute different commands. At any rate, you'll appreciate the way everything is to scale.
Gigantic Japanese bombers, aircraft carriers, Allied submarines, and German castles are just some of the many things you'll get to see. The sound in Commandos 2 is about as good as the visuals.
Your characters' responses are limited and will quickly grow old, but otherwise, the game's ambient effects are well done and its musical score is outstanding--it sounds like it's straight out of an action film. It's intense at times and suspenseful at times, and it helps set the tone for each individual mission.
The colorful cast of characters at your disposal comes mostly from the previous Commandos games and includes a powerful Green Beret, a deadly marine, a spy capable of disguising himself as the enemy, a sapper (demolitions expert), a mechanic who can commandeer enemy vehicles, a master sniper, and a seductive secret agent. New additions to the roster include a fleet-footed thief and a bull terrier whose barking can distract your foes.
You'll also join forces with Allied troops who you can control in many of the missions. Each character is versatile and has a wide variety of skills.
This gives you many strategic options during play and, for better or worse, eliminates much of the puzzlelike feel of the original game's missions. The game's sole remaining puzzle element lies in the fact that you can't choose which commandos or starting equipment you'll bring into the missions--you'll just have to make do with what you get.
The gameplay demands extreme precision. As you approach each mission objective, you'll have to take note of all the enemy guards standing between you and victory.
You can spend lots of time just examining every square inch of the map from your godlike isometric vantage point, observing enemy patrols and looking for openings or weaknesses. Mission objectives generally aren't time-sensitive, so you can afford to strategize at your leisure.
And though you can take missions at your own pace, the situations always get very tense whenever you're preparing to strike. This constant buildup and release of tension is well maintained throughout the game
(less)Casio CTK810IN Standard Keyboard
Piano setting button One-touch access to setups optimized for grand piano and other piano play 100 Song Bank tunes with a Song Book Due to copyright restrictions, some pieces and tunes may not be included in the song book. Song Expansion Song Data Files1 on bundled CD-ROM (25 files total)2 can be transferred from your computer to keyboard memory.
CD-ROM includes an SMF Converter3 application for transferring SMF data from your computer to keyboard memory. 1 SMF Format 2 SMF files.
Requires SMF converter to transfer data to the keyboard. 3-Step Lesson and Scoring System supported, but Fingering Guide not supported.
Music scores (PDF) for these songs are included on the CD-ROM. 3 Supported operating systems: Windows 98SE / Me / XP Home Edition / XP Professional, Windows Vista (32-bit Version), Mac OS not supported.
SD memory card slot Supported SD memory card capacities: 16 MB, 32 MB, 64 MB, 128 MB, 256 MB, 512 MB, 1 GB, 2 GB The same memory area is shared for Song Expansion song storage and playback of SMF data from an SD memory card. SD memory card not included USB port for easy connection to a computer Supported operating systems: Windows 98 / 98SE / Me / 2000 Professional / XP Home Edition / XP Professional, Windows Vista (32-bit Version), Mac OS not supported.
Driver is included on the bundled CD-ROM USB cable not included Multiple lesson functions 3-Step Lesson Step-by-step lessons help you improve at your own pace.CTK-810IN keyboard keys do not light.
Scoring System Lesson evaluations appear on the LCD during the lesson and at the end of the lesson. 3-Step Lesson Step 3 only Voice Fingering Guide A human voice calls out guide you to the correct fungering.
One-hand lesson available for 3-Step Lesson Step 1 and Step 2 only. Lesson Part Select (right hand, left hand, both hands) Specifications: 61 piano-style keys Touch Response (2 sensitivity levels, off) 32-note polyphony (maximum) 515 high-quality tones (372 panel tones including stereo sampled grand piano tones, 15 Indian tones, and 23 ethnic tones, 128 GM tones, 15 drum sets) 120 rhythms including 7 Indian rhythms, 15 ethnic rhythms, and 15 patterns for piano play Auto-accompaniment 100 Song Bank tunes Rhythm / Song Controller Song Expansion1: 5 songs maximum, approximately 320 KB total SD memory card slot2: Playback of SMF (Format 0);1 Up to approximately 320 KB per song, save and load of registration set-ups data, file delete, card formatting Metronome Recorder: 1 song (with Song Bank tunes) and 2 tracks x 1 song (with rhythm), approximately 5,200 notes Pitch Bend Wheel Musical Information System (Backlit LCD) GM level 1 compatible Stereo speakers Comes with song book, music stand, and CD-ROM3 Size (W x D x H): 945 x 373 x 131 mm Weight: 4.
8 kg Batteries: AA-size x 6 ( Not included) AC adaptor: AD-5 ( Not Included) 1 The same memory area is shared for Song Expansion song storage and playback of SMF data from an SD memoey card. 2 Supported SD memory card capacities: 16MB, 32MB, 64MB, 128MB, 256MB, 512MB, 1GB, 2GB 3 Includes 25 Song Data Files and music scores (PDF), USB driver, SMF Converter
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