Inside Warfaze
            By 
            Rashaam
           Why 
            are there so many frequent changes in the band line up? Don't you 
            think it affects the stability of the band?
Why 
            are there so many frequent changes in the band line up? Don't you 
            think it affects the stability of the band?
            Right now the word "frequent" might not be appropriate for 
            us because we have become much more stable from 2001. You see Balam 
            on vocal from then and Sazzad on guitars from 2001. Shams and Balam 
            are also working full time from 1999 and Tipu is always there. The 
            only change we had most during these years was on bass but we are 
            sure Roger will not let us fall in the same problem for the that section. 
            
          What 
            would you call your type of music? (Its not heavy metal or hard rock)
            The type of music Warfaze produces can be defined as hard-rock most 
            of the time with some progressive touch and also there are some tracks 
            can be defined as heavy-metal.
            Well it can be said, that there is a collection of some rock-ballad 
            numbers.
          Fame 
            doesn't bring fortune-are you guys facing this problem?
            Actually most of our members are occupied with different works rather 
            than music…
            So we can't apply this concept totally on our fortune...
          What 
            do you think is the best Warfaze album of all time?
            Every album is like a child to us and you know what it means to a 
            family. Warfaze always produced albums which are different from each 
            other. So each and every album is unique to us from different point 
            of views. 
          Where 
            do you like performing the most?
            We like to perform most of the open- air concerts cause the weather 
            and ambience is "open air". And indoor venues like "Osmani" 
            have a very good acoustic sound. Also we find the shows very interesting 
            outside Dhaka. 
          Plans 
            for the future? What can Warfaze fans look forward to?
            Right now we are working on best of Warfaze. The old tracks will be 
            done along with 3 or 4 new tracks. After releasing the best of Warfaze, 
            the next album will be released within 6 months. Also we are having 
            offers to do shows abroad which are on process right now. 
          Most 
            of our commercial rock bands seem to have gone on to the 'techno' 
            side so where do you think you will be 5 years from now?
            Our style will always be ours, we've been around for a pretty long 
            time, and so if it would have changed don't you think it would have 
            by now?? 
          Web: 
            www.onlywarfaze.com
           Tipu: 
            Band leader, Drums and percussion
Tipu: 
            Band leader, Drums and percussion
            Full name: Sheikh Monirul Alam 
            Playing since: 1981
            First performance: 1981
            Date of birth: 1st July 
            Musical influences: Azam Khan, Deep Purple, Rainbow, 
            Iron Maiden, Metallica
            Favourite bands: Dream Theatre, Yes, Four play
            Side projects/other bands playing: Winning, Pentagon, 
            Renaissance, Bangla
            X-bands: Pony, Stars
           Balam: 
            (Lead vocalist/Guitarist/Composer/Lyricist)
Balam: 
            (Lead vocalist/Guitarist/Composer/Lyricist)
            Full name: Kazi Md. Ali Jahangir 
            Playing since: 1991
            First performance: 1993
            Date of birth: 24th December 
            Musical influences: Iron Maiden, Scorpions, White 
            Snake, Bon Jovi, Chicago
            Favourite bands: Metallica, Whitesnake, Def Leppard, 
            Deep purple
            Side projects/other bands playing: None
            X-bands: Ranegadesh
           Shams: 
            (Keyboards/back up vocals/composer/lyricist)
Shams: 
            (Keyboards/back up vocals/composer/lyricist)
            Full name: Shams Mansoor Ghani
            Playing since: 1988 
            First performance: 1989 
            Date of birth: 16th June 
            Musical influences: Deep Purple, Pink Floyd, Metallica, 
            Dream theatre, Doors, Police
            Favourite bands: Dream Theatre, Metallica, Pink Floyd 
            
            Side projects/other bands playing: keyboard instructional 
            session: Smooth Fingers Project 
            X-bands: Rhythm, Dhrubo
           Roger: 
            (Bassist/Composer/Lyricist)
Roger: 
            (Bassist/Composer/Lyricist)
            Full name: Naim Haque 
            Playing since: 1990
            First performance: 1991
            Date of birth: 17th January
            Musical influences: Stuart Hamm, Flee, Victore Wooten, 
            Steeve Harris, John Myung. 
            Favourite bands: Metallica, Dream Theatre, Symphony-x, 
            Angra, Heloween, Death, Dokken, Mr.Big, Manowar.
            Side projects/other bands playing: None
            X-bands: Metal maze
           Sazzad: 
            (Guitarist/Backing vocals/Composer/Lyricist)
Sazzad: 
            (Guitarist/Backing vocals/Composer/Lyricist)
            Full name: Khandokar Sazzadul Arefeen 
            Playing since: 1994
            First performance: 1995
            Date of birth: 29th January 
            Musical influences: Metallica, Pantera, Manowar, 
            Judas Priest, Dokken, Overkill
            Joe Satriani, Marty Friedman
            Favourite bands: Dokken, Scorpions, Sepultura, Slayer, 
            Dio
            Side projects/other bands playing: None
            X-bands: Metal maze
          
          
          By 
            Niloy
           Remember 
            when you were a kid and you used to drive slot cars around wild tracks 
            at crazy speeds or see what sort of punishment your Matchbox cars 
            could take before they became unrecognizable hunks of metal? Nadeo's 
            TrackMania Sunrise will bring back those fond memories with its unique 
            brand of way-over-the-top arcade racing. Get ready to launch cars 
            across vast chasms or roar upside down through enormous loops at 400mph.
Remember 
            when you were a kid and you used to drive slot cars around wild tracks 
            at crazy speeds or see what sort of punishment your Matchbox cars 
            could take before they became unrecognizable hunks of metal? Nadeo's 
            TrackMania Sunrise will bring back those fond memories with its unique 
            brand of way-over-the-top arcade racing. Get ready to launch cars 
            across vast chasms or roar upside down through enormous loops at 400mph.
          TrackMania Sunrise 
            encourages fast and precise driving, and they encourage it like no 
            other racing game on the planet. Your speed continues to increase 
            as long you go without taking your finger away from the accelerator 
            or brushing a wall, the exaggerated physics let you hang in the air 
            for ridiculous amounts of time and even apply the brakes slightly 
            to slow your aerial momentum, and questions of collisions with other 
            drivers and damage modelling never even arise. None of the main game 
            modes even treat the other cars as physical objects. You can drive 
            right through them. But I wouldn't have it any other way.
           In 
            Platform, a gameplay mode now arguably my favourite, the goal is simply 
            to reach the finish line whilst resetting to a previous checkpoint 
            as few times as possible; the eventual goal is to complete the track 
            without resetting at all. Why would you reset? Because the tracks 
            are elaborate, rollercoastery affairs with enormous jumps, blind turns, 
            Tony Hawk-style half-pipe transfers over water, and fiendishly designed 
            hops, braking zones and other tricky sections that often demand thorough 
            investigation not to mention a great deal of determination to overcome. 
            Of all the modes, Platform best illustrates how Sunrise becomes a 
            game of instinctive high-speed reactions, and how players quickly 
            gets used to things like the weight distribution and mannerisms of 
            the vehicles and the world, and quickly come to love them.
In 
            Platform, a gameplay mode now arguably my favourite, the goal is simply 
            to reach the finish line whilst resetting to a previous checkpoint 
            as few times as possible; the eventual goal is to complete the track 
            without resetting at all. Why would you reset? Because the tracks 
            are elaborate, rollercoastery affairs with enormous jumps, blind turns, 
            Tony Hawk-style half-pipe transfers over water, and fiendishly designed 
            hops, braking zones and other tricky sections that often demand thorough 
            investigation not to mention a great deal of determination to overcome. 
            Of all the modes, Platform best illustrates how Sunrise becomes a 
            game of instinctive high-speed reactions, and how players quickly 
            gets used to things like the weight distribution and mannerisms of 
            the vehicles and the world, and quickly come to love them.
           In 
            the Puzzle mode, where you're given a track setting with start and 
            finish points and checkpoints and then have to use various prescribed 
            track pieces to design the most efficient route possible, before entering 
            the game world and trying to achieve a particular lap time. Normally 
            there's an obvious strategy that yields bronze and perhaps silver 
            medals, but there's usually a more devilish approach that has to be 
            puzzled out to achieve a gold, and for this you'll have to use the 
            editor to exploit the game's fondness for aerial activity amongst 
            other things.
In 
            the Puzzle mode, where you're given a track setting with start and 
            finish points and checkpoints and then have to use various prescribed 
            track pieces to design the most efficient route possible, before entering 
            the game world and trying to achieve a particular lap time. Normally 
            there's an obvious strategy that yields bronze and perhaps silver 
            medals, but there's usually a more devilish approach that has to be 
            puzzled out to achieve a gold, and for this you'll have to use the 
            editor to exploit the game's fondness for aerial activity amongst 
            other things.
          Then there is 
            the Crazy mode which will take you a while to unlock, but when you 
            do it, it's worth the trouble. The idea here is that you're given 
            a certain amount of time - say five minutes - in which to complete 
            as many laps of the track as possible. Complete four for bronze, ten 
            for silver, etcetera. But completed laps are only recorded toward 
            your total if you finish them within the prescribed time limit, which 
            decreases each time you complete a successful lap. It soon becomes 
            frantic, as errors creep into your repeated sorties through the same 
            obstacles and margin for error narrows, and in a nice touch there 
            are also 15 ghost cars zooming along the same path to throw you off. 
            If they do though, you only have yourself to blame; after a while 
            each track's ghost selection is largely populated by replays of your 
            own previous laps, including those you recorded as part of the same 
            attempt.
           The 
            time trial-styled Race mode, finally, may seem the most familiar, 
            with the goal simply being to reach the finish line in a certain time 
            to win a medal - the route for each of which is played out alongside 
            you by ghost cars, occasionally cluing you in to shortcuts. But in 
            practice it's similarly unique to the others, with enormous, spiralling, 
            loop-the-looping, twisty-turny tracks where blind turns and deceptive 
            jumps are rarely as prevalent as they are in the Platform mode, but 
            the sense of speed and urgency combined with the frantic, last-minute 
            adjustments often necessary before huge jumps offer a compensatory 
            boost of adrenaline.
The 
            time trial-styled Race mode, finally, may seem the most familiar, 
            with the goal simply being to reach the finish line in a certain time 
            to win a medal - the route for each of which is played out alongside 
            you by ghost cars, occasionally cluing you in to shortcuts. But in 
            practice it's similarly unique to the others, with enormous, spiralling, 
            loop-the-looping, twisty-turny tracks where blind turns and deceptive 
            jumps are rarely as prevalent as they are in the Platform mode, but 
            the sense of speed and urgency combined with the frantic, last-minute 
            adjustments often necessary before huge jumps offer a compensatory 
            boost of adrenaline.
          Keeping things 
            fresh as you progress through the cups are a number of different car 
            types. Some are sleeker and faster than others, while others have 
            bouncier suspension and better traction, or prove themselves to be 
            lumbering and slow to accelerate. Some can frustrate. But instead 
            of some being worse than others, they all eventually come to represent 
            a difference of approach and reinvention - in the same way that the 
            developers unlocks new levels where the playing conditions are so 
            dramatically different that it can feel like a different game each 
            time.
          Visually it's 
            incredibly clean and well defined, and manages to uphold a ridiculously 
            high level of detail and still requires an impressively low system 
            specs - watch out for the moisture on the road surface as the camera 
            pans to catch the sun's reflection in it, and the use of mesh-like 
            road surfaces to increase the amount of things being thrust into your 
            brain at any given moment exponentially - and yet it doesn't sacrifice 
            the immediacy of restarts. One of the key components of Sunrise's 
            compelling nature is that hitting Enter brings you back to the last 
            checkpoint like a snap of the fingers and the same is true of hitting 
            Delete to take you back to the starting point. In other words, the 
            game must somehow cache all of this detail for instant access. When 
            you've seen it in motion you'll wonder how on earth it's done.
          Granted, the game 
            is undeniably frustrating, but it's also utterly compelling. The concept 
            is so simple and elegant, the design of the tracks so intelligent, 
            the restarts so immediate, that even when you're plugging away at 
            the same section repeatedly it feels like one continuous challenge. 
            You can argue that the relentless "try, try and try again" 
            repetition won't appeal to everyone, but it's a different kind of 
            repetition to the soul-destroying grind of so many modern games.
          
          
          Review 
            by Gokhra
          The 
            Pacifier boldly goes where no Navy Seal movie has gone before. It 
            has a funny casting full of oddball characters in skewed real life 
            situations. There is one tough as nails Navy Seal commando Shane Wolfe 
            (Vin Diesel) who goes from handling guns to handling diapers. 
          The plot: Diesel 
            plays Shane Wolfe, a hard-edged commando who gets into an even harder 
            job. That is he has to baby sit a bunch of kids. 
           We 
            are given an intro to Wolfe before the titles start rolling. He and 
            three other scuba-diving SEALs shoot down a helicopter, wipe out four 
            gunmen on jet skis, bomb a boat, and rescue Plummer, an American scientist 
            kidnapped by Serbians.
We 
            are given an intro to Wolfe before the titles start rolling. He and 
            three other scuba-diving SEALs shoot down a helicopter, wipe out four 
            gunmen on jet skis, bomb a boat, and rescue Plummer, an American scientist 
            kidnapped by Serbians. 
          Anyway. One thing 
            leads to another, and soon Wolfe gets the babysitting assignment so 
            that Plummer's five children can be protected. You see, the terrorists 
            want "Ghost," the scientist's foolproof encryption key. 
            What's worse is that the scientist used the names of his children 
            as the password for his locked briefcase. 
          In the meantime 
            Plumers wife and a Navy intelligence officer go to Geneva to open 
            his safety deposit box. They're supposed to be gone only a couple 
            of days, but one week follows another as they unsuccessfully try to 
            guess the password. From time to time the movie cuts to a Swiss bank, 
            where two executives wait patiently while the wife and the Navy guy 
            try one word after another. The Swiss banking executives seem to have 
            a lot of time on their hands as they wait around. Probably they worked 
            as Bangladeshi government officials at some point of time. 
          So what is Wolfe 
            left with? There's an unhappy teenage boy, a boyfriend-crazy teenage 
            girl and two noisy kids. Because he is not good at names, he tags 
            them the Red Team, and calls them "Red One," "Red Two," 
            and so on. They do not much take to this, and make his life a living 
            hell.
          That sounds like 
            a good enough beginning to a funny conclusion but things do become 
            a bit predictable. We know that the kids hate Wolfe at first but then 
            they will bond and become all decent. Personal problems as well as 
            international problems will be solved within the end of the stipulated 
            tw weeks or so with the help of Wolfes unorthodox ways. 
          In a subplot Seth, 
            the older Plummer boy, wants to be an actor, despite the kidding he 
            gets at high school. He's appearing in a production of "The Sound 
            of Music," where he keeps fouling up. The play's director also 
            decides to walk off the job leaving Shane Wolfe to take over the direction. 
            Muscle man and little man have a heart to heart where the kid is is 
            told to follow his dream of becoming an actor if that's what will 
            make him happy.
           Meanwhile, 
            Wolfe is also supposed to be guarding the kids against loads of Serbian 
            and probably North Koreans. Comic action sequences flow in a loaded 
            supermarket. Also he is also challenged to a wrestling match with 
            a coach who is more than strange. It all leads to the part where the 
            safe deposit box is unlocked, the secrets are safe and evey one is 
            left smiling (except for the bad guys).
Meanwhile, 
            Wolfe is also supposed to be guarding the kids against loads of Serbian 
            and probably North Koreans. Comic action sequences flow in a loaded 
            supermarket. Also he is also challenged to a wrestling match with 
            a coach who is more than strange. It all leads to the part where the 
            safe deposit box is unlocked, the secrets are safe and evey one is 
            left smiling (except for the bad guys). 
          The verdict: As 
            I said before the movie goes along being a little predictable. You 
            know everything will work out in the end. But that is not a bad thing. 
            There's plenty of comic 
          moments to have 
            you laughing along. Vin Diesel does an excellent job of sowing that 
            he's not just only good enough for blowing up things. His deadpan 
            gravelly voice can do wonders for dry humour. The movie is an entertainer 
            with lots of action interspersed with drama and the all important 
            comedy.