Counter Strike 1.6 – v48

Counter Strike 1.6 – v48

Counter Strike 1.6 – v48



Download this Counter Strike 1.6 –

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Here are system needs for CS 1.6 V48

800 mhz processor
128mb RAM
32MB video clip card
Home windows 2000/XP
Download CS 1.6 V48 Single Link

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This really is free Counter Strike game. You are able to play on the internet on servers as well and in solitary player mode on your own Computer.

To Enjoy CS 1.6 V48 in Home windows 8.1 or Home house windows 8 you need to Right Click Game plus in qualities choose compatibility tab. Choose a choice of Home windows XP Services Package 3.


A fighting game is a video game in which the player controls an on-screen character and engages in close combat with an opponent. These characters tend to be of equal power and fight matches consisting of several rounds, which take place in an arena. Players must master techniques such as blocking, counter-attacking, and chaining together sequences of attacks known as “combos”. Since the early 1990s, most fighting games allow the player to execute special attacks by performing specific button combinations. The fighting game genre is related to but distinct from beat ’em ups, which involve large numbers of antagonists.

The first video game to feature fist fighting was arcade game Heavyweight Champ in 1976, but it was Karate Champ which popularized one-on-one martial arts games in arcades in 1984. In 1985, Yie Ar Kung-Fu featured antagonists with differing fighting styles, while The Way of the Exploding Fist further popularized the genre on home systems. In 1987, Street Fighter introduced hidden special attacks. In 1991, Capcom’s highly successful Street Fighter II refined and popularized many of the conventions of the genre. The fighting game subsequently became the preeminent genre for competitive video gaming in the early to mid-1990s, especially in arcades. This period spawned numerous popular fighting games in addition to Street Fighter, including successful and long running franchises like Mortal Kombat, The King of Fighters, Tekken, Virtua Fighter, Marvel vs. Capcom, Guilty Gear, and Killer Instinct.

The genre’s popularity stagnated as games became more complicated and as arcades began to lose their audience to increasingly powerful home consoles near the end of the 1990s, though new franchises such as Dead or Alive and the Soul series achieved success. In the new millennium, the genre remains popular but retains a much smaller proportion of enthusiasts than it once did, due to the increasing popularity of other genres.

Fighting games are almost always asymmetric games as each player fights in a different way.
Fighting games are a type of action game where on-screen characters fight each other.[1][2][3] These games typically feature special moves that are triggered using rapid sequences of carefully timed button presses and joystick movements. Games traditionally show fighters from a side-view, even as the genre has progressed from two-dimensional (2D) to three-dimensional (3D) graphics.[1] Street Fighter II, though not the first fighting game, popularized and standardized the conventions of the genre,[4] and similar games released prior to Street Fighter II have since been more explicitly classified as fighting games.[3][4] Fighting games typically involve hand-to-hand combat, but may also feature melee weapons.[5]

This genre is distinct from beat ’em ups, another action genre involving combat, where the player character must fight many weaker enemies at the same time.[3] During the 1980s publications used the terms “fighting game” and “beat ’em up” interchangeably, along with other terms such as “martial arts simulation” (or more specific terms such as “judo simulator”).[6][7][8] With hindsight, critics have argued that the two types of game gradually became dichotomous as they evolved, though the two terms may still be conflated.[3][9] Fighting games are sometimes grouped with games that feature boxing, UFC, or wrestling.[5][9] Serious boxing games belong more to the sports game genre than the action game genre, as they aim for a more realistic model of boxing techniques, whereas moves in fighting games tend to be highly exaggerated models of Asian martial arts techniques.[1] As such, boxing games, mixed martial arts games, and wrestling games are often described as distinct genres, without comparison to fighting games and belong more into the Sports game genre.

Fighting games involve combat between pairs of fighters using highly exaggerated martial arts moves.[1] They typically revolve around primarily brawling or combat sport,[2][5] though some variations feature weaponry.[5] Games usually display on-screen fighters from a side view, and even 3D fighting games play largely within a 2D plane of motion.[1] Games usually confine characters to moving left and right and jumping, although some games such as Fatal Fury: King of Fighters allow players to move between parallel planes of movement.[1][12] Recent games tend to be rendered in three dimensions and allow side-stepping, but otherwise play like those rendered in two dimensions.[5]

Aside from moving around a restricted space, fighting games limit the player’s actions to different offensive and defensive maneuvers. Players must learn which attacks and defenses are effective against each other, often by trial and error.[1] Blocking is a basic technique that allows a player to defend against attacks.[13] Some games feature more advanced blocking techniques: for example, Capcom’s Street Fighter III features a move termed “parrying” which causes the attacker to become momentarily incapacitated (a similar state is termed “just defended” in SNK’s Garou: Mark of the Wolves).[14][15] In addition to blows such as punches and kicks, players can utilize throwing or “grappling” to circumvent “blocks”. Predicting opponents’ moves and counter-attacking, known as “countering”, is a common element of gameplay.[5] Fighting games also emphasize the difference between the height of blows, ranging from low to jumping attacks.[16][17] Thus, strategy becomes important as players attempt to predict each other’s moves, similar to rock–paper–scissors.

An integral feature of fighting games includes the use of “special attacks”, also called “secret moves”,[16] that employ complex combinations of button presses to perform a particular move beyond basic punching and kicking.[18] Combos, in which several attacks are chained together using basic punches and kicks, are another common feature in fighting games and have been fundamental to the genre since the release of Street Fighter II.[19] Some fighting games display a “combo meter” that displays the player’s progress through a combo. The effectiveness of such moves often relate to the difficulty of execution and the degree of risk. These moves are often beyond the ability of a casual gamer and require a player to have both a strong memory and excellent timing.[1] Taunting is another feature of some fighting games and was originally introduced by Japanese company SNK in their game Art of Fighting.[20][21] It is used to add humor to games, but can also have an effect on gameplay such as improving the strength of other attacks.[22] Sometimes, a character can even be noted especially for taunting (for example, Dan Hibiki from Street Fighter Alpha.

Fighting game matches generally consist of several rounds (typically “best of three”); the player who wins the most rounds wins the match.[25] Fighting games widely feature life bars, which are depleted as characters sustain blows.[12][26] Each successful attack will deplete a character’s health, and the game continues until a fighter’s energy reaches zero.[1] Hence, the main goal is to completely deplete the life bar of one’s opponent, thus achieving a “knockout”.[15] Beginning with Midway’s Mortal Kombat released in 1992, the Mortal Kombat series introduced “Fatalities” in which the victor kills a knocked-out opponent in a gruesome manner.[27] Games such as Virtua Fighter also allow a character to be defeated by forcing them outside of the fighting arena, awarding a “ring-out” to the victor.[13] Round decisions can also be determined by time over (if a timer is present), which judges players based on remaining vitality to declare a winner. Fighting games often include a single player campaign or tournament, where the player must defeat a sequence of several computer-controlled opponents. Winning the tournament often reveals a special story–ending cutscene, and some games also grant access to hidden characters or special features upon victory.
In most fighting games, players may select from a variety of characters who have unique fighting styles and special moves. This became a strong convention for the genre with the release of Street Fighter II, and these character choices have led to deeper game strategy and replay value.[29] Although fighting games offer female characters, their image tends to be hypersexualized, and they have even been featured as pin-up girls in game magazines.[30][31] Male characters in fighting games tend to have extra-broad chests and shoulders, huge muscles, and prominent jaws.[1] Custom creation, or “create–a–fighter”, is a feature of some fighting games which allows a player to customize the appearance and move set of their own character. Super Fire Pro Wrestling X Premium was the first game to include such a feature,[32] and later fighting games such as Fighter Maker,[33] Soulcalibur III,[34] Mortal Kombat: Armageddon,[35] and Dragon Ball Z: Budokai Tenkaichi 2 adopted the concept.

As strong opponents of the war, the Federalists held the Hartford Convention in 1814 that hinted at disunion. National euphoria after the victory at New Orleans ruined the prestige of the Federalists and they no longer played a significant role.[76] President Madison and most Republicans realized they were foolish to let the Bank of the United States close down, for its absence greatly hindered the financing of the war. So, with the assistance of foreign bankers, they chartered the Second Bank of the United States in 1816.[77][78]

The Republicans also imposed tariffs designed to protect the infant industries that had been created when Britain was blockading the U.S. With the collapse of the Federalists as a party, the adoption of many Federalist principles by the Republicans, and the systematic policy of President James Monroe in his two terms (1817–25) to downplay partisanship, the nation entered an Era of Good Feelings, with far less partisanship than before (or after), and closed out the First Party System.[77][78]

The Monroe Doctrine, expressed in 1823, proclaimed the United States’ opinion that European powers should no longer colonize or interfere in the Americas. This was a defining moment in the foreign policy of the United States. The Monroe Doctrine was adopted in response to American and British fears over Russian and French expansion into the Western Hemisphere.[79]

In 1832, President Andrew Jackson, 7th President of the United States, ran for a second term under the slogan “Jackson and no bank” and didn’t renew the charter of the Second Bank of the United States of America.[80] Jackson was convinced that central banking was used by the elite to take advantage of the average American.
In 1830, Congress passed the Indian Removal Act, which authorized the president to negotiate treaties that exchanged Native American tribal lands in the eastern states for lands west of the Mississippi River.[81] Its goal was primarily to remove Native Americans, including the Five Civilized Tribes, from the American Southeast; they occupied land that settlers wanted. Jacksonian Democrats demanded the forcible removal of native populations who refused to acknowledge state laws to reservations in the West; Whigs and religious leaders opposed the move as inhumane. Thousands of deaths resulted from the relocations, as seen in the Cherokee Trail of Tears.[82] Many of the Seminole Indians in Florida refused to move west; they fought the Army for years in the Seminole Wars.
The Democrats represented a wide range of views but shared a fundamental commitment to the Jeffersonian concept of an agrarian society. They viewed the central government as the enemy of individual liberty. The 1824 “corrupt bargain” had strengthened their suspicion of Washington politics….Jacksonians feared the concentration of economic and political power. They believed that government intervention in the economy benefited special-interest groups and created corporate monopolies that favored the rich. They sought to restore the independence of the individual–the artisan and the ordinary farmer–by ending federal support of banks and corporations and restricting the use of paper currency, which they distrusted. Their definition of the proper role of government tended to be negative, and Jackson’s political power was largely expressed in negative acts. He exercised the veto more than all previous presidents combined. Jackson and his supporters also opposed reform as a movement. Reformers eager to turn their programs into legislation called for a more active government. But Democrats tended to oppose programs like educational reform mid the establishment of a public education system. They believed, for instance, that public schools restricted individual liberty by interfering with parental responsibility and undermined freedom of religion by replacing church schools. Nor did Jackson share reformers’ humanitarian concerns. He had no sympathy for American Indians, initiating the removal of the Cherokees along the Trail of Tears.
The Second Great Awakening was a Protestant revival movement that affected the entire nation during the early 19th century and led to rapid church growth. The movement began around 1790, gained momentum by 1800, and, after 1820 membership rose rapidly among Baptist and Methodist congregations, whose preachers led the movement. It was past its peak by the 1840s.[86]

It enrolled millions of new members in existing evangelical denominations and led to the formation of new denominations. Many converts believed that the Awakening heralded a new millennial age. The Second Great Awakening stimulated the establishment of many reform movements – including abolitionism and temperance designed to remove the evils of society before the anticipated Second Coming of Jesus Christ.

e American colonies and the new nation grew very rapidly in population and area, as pioneers pushed the frontier of settlement west.[91] The process finally ended around 1890–1912 as the last major farmlands and ranch lands were settled. Native American tribes in some places resisted militarily, but they were overwhelmed by settlers and the army and after 1830 were relocated to reservations in the west. The highly influential “Frontier Thesis” argues that the frontier shaped the national character, with its boldness, violence, innovation, individualism, and democracy.[92]

Recent historians have emphasized the multicultural nature of the frontier. Enormous popular attention in the media focuses on the “Wild West” of the second half of the 19th century. As defined by Hine and Faragher, “frontier history tells the story of the creation and defense of communities, the use of the land, the development of markets, and the formation of states”. They explain, “It is a tale of conquest, but also one of survival, persistence, and the merging of peoples and cultures that gave birth and continuing life to America.”[92]

Through wars and treaties, establishment of law and order, building farms, ranches, and towns, marking trails and digging mines, and pulling in great migrations of foreigners, the United States expanded from coast to coast fulfilling the dreams of Manifest Destiny. As the American frontier passed into history, the myths of the west in fiction and film took firm hold in the imagination of Americans and foreigners alike. America is exceptional in choosing its iconic self-image. “No other nation,” says David Murdoch, “has taken a time and place from its past and produced a construct of the imagination equal to America’s creation of the West.”[93]

From the early 1830s to 1869, the Oregon Trail and its many offshoots were used by over 300,000 settlers. ’49ers (in the California Gold Rush), ranchers, farmers, and entrepreneurs and their families headed to California, Oregon, and other points in the far west. Wagon-trains took five or six months on foot; after 1869, the trip took 6 days by rail.Manifest Destiny was the belief that American settlers were destined to expand across the continent. This concept was born out of “A sense of mission to redeem the Old World by high example … generated by the potentialities of a new earth for building a new heaven.”[95] Manifest Destiny was rejected by modernizers, especially the Whigs like Henry Clay and Abraham Lincoln who wanted to build cities and factories – not more farms.[96] Democrats strongly favored expansion, and they won the key election of 1844. After a bitter debate in Congress the Republic of Texas was annexed in 1845, which Mexico had warned meant war.[97]

War broke out in 1846, with the homefront polarized as Whigs opposed and Democrats supported the war. The U.S. army, using regulars and large numbers of volunteers, won the Mexican–American War (1846–48). The 1848 Treaty of Guadalupe Hidalgo made peace. Mexico recognized the annexation of Texas and ceded its claims in the Southwest (especially California and New Mexico).[97]

The Hispanic residents were given full citizenship and the Mexican Indians became American Indians. Simultaneously gold was discovered, pulling over 100,000 men to northern California in a matter of months in the California Gold Rush. Not only did the then president James K. Polk expand America’s border to the Republic of Texas and a fraction of Mexico but he also annexed the north western frontier known as the Oregon Country, which was renamed the Oregon Territory  | By : c0d3

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