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Archive for April, 2010

Video Game Slang Class: A is for Aimbot

Posted on Apr 30, 2010 01:43:03 PM

NOTE:

This video is presented with mirth. Please do not take it seriously, and become offended. If you are offended, you really need to lighten up, SERIOUSLY!

On this new series of short videos, I will explain video game slang in layman’s terms.

Video Gamers Oasis…

http://www.videogamersoasis.com

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The Meek Geek Video Game Blog…

http://www.videogamersoasis.com/blog

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HOMEWORK
……………………………………………………………………………………………
Along with your text comments, please
leave some video comments demonstrating
Aimbots in action.

If you have a Video Game Slang word you would
like to be taught, please comment on this
video, or leave me a personal message.
………………………………………………………………………………………………………………

http://www.brighthub.com

/video-games/pc/articles
/45923.aspx#ixzz0lbbcRPgo

Search & Win

Low G Man: The Low Gravity Man (NES)

Posted on Apr 29, 2010 01:43:35 PM



Low G Man: The Low Gravity Man (NES)

Originally uploaded by TheMeekGeek

Low G Man: The Low Gravity Man (or simply Low G Man) is a futuristic action video game developed by KID for the Nintendo Entertainment System. It was unusual for a science-fiction game in that rather than the usual laser-gun weapon, the player had a freeze ray that did no damage to enemies; once they were frozen, the player had to stab them from the top or bottom with an extending spear. Other weapons included fireballs, boomerangs, ‘force-waves,’ and bombs. The name of the game derives from the protagonist’s high-powered jumping, which at its maximum power reaches three screen-heights; this allows the player to kill enemies without freezing them, which generated more power-ups. The plot was a typical alien-invasion deal, in which evil aliens took over a robot-manufacturing planet.

en.wikipedia.org/wiki/Low_G_Man:_The_Low_Gravity_Man

Low G Man: The Low Gravity Man (NES Box)

Posted on Apr 29, 2010 01:43:17 PM



Low G Man: The Low Gravity Man (NES Box)

Originally uploaded by TheMeekGeek

Low G Man: The Low Gravity Man (or simply Low G Man) is a futuristic action video game developed by KID for the Nintendo Entertainment System. It was unusual for a science-fiction game in that rather than the usual laser-gun weapon, the player had a freeze ray that did no damage to enemies; once they were frozen, the player had to stab them from the top or bottom with an extending spear. Other weapons included fireballs, boomerangs, ‘force-waves,’ and bombs. The name of the game derives from the protagonist’s high-powered jumping, which at its maximum power reaches three screen-heights; this allows the player to kill enemies without freezing them, which generated more power-ups. The plot was a typical alien-invasion deal, in which evil aliens took over a robot-manufacturing planet.

en.wikipedia.org/wiki/Low_G_Man:_The_Low_Gravity_Man

Base-Wars

Posted on Apr 29, 2010 01:42:42 PM



Base-Wars

Originally uploaded by TheMeekGeek

Cyber Stadium Series: Base Wars (commonly shortened to Base Wars or BaseWars) is a futuristically-themed sports game, released for the Nintendo Entertainment System on June 1, 1991. Set in a 24th century wherein baseball team owners have grown tired of paying outrageous player salaries, they decide to replace their rosters with robots.

Gameplay

While maintaining basic baseball elements of pitching, batting, fielding, and base running, Base Wars adds a fighting element to the game featuring four robot classes; a traditional cyborg that looks more like an android, a tank, a flybot, and lastly a mcycle. A player’s robots can be upgraded with new and advanced weaponry and repaired with money earned for game wins during tournaments.

Teams

Base Wars features 14 clubs (2 can be edited via team name, player name and by four selectable robots.)

Established Clubs (non-changeable)

* Boston
* California
* Chicago
* Detroit
* Houston
* Minnesota
* New York
* San Diego
* San Francisco
* St. Louis
* Texas
* Toronto

Note: Detroit is an overpowering clubs that when simulated via CPU vs. CPU matchups, tends to dominate over scheduled opponents at any inning played.Note: Detroit is an overpowering clubs that when simulated via CPU vs. CPU matchups, tends to dominate over scheduled opponents at any inning played.

Edit Teams: Base Wars features 2 edit teams.

* Edit Team A (This ball club robots use the ‘Muramasa’ weapon during gameplay.)
* Edit Team B (This ball club robots use the ‘L. Sword’ (or Laser Sword) weapon.

Between these two teams, you can select four types of robots per player edited:

*
o Cyborg
o Flybot
o Mcycle (or motorcycle)
o Tank

Note: The two edit teams are considered to be overpowering clubs. You can choose one of them as a gateway to dominate against established clubs in the game. Almost every batter can hit about a home run per at bat, while during base fielding/stealing battles they can humiliate opponents at the stroke of their weapons. When the two edit clubs are matched up against each other (or by intrasquad matchup), game scores may result in football/basketball familiar circles.
[edit] Fighting
This section does not cite any references or sources.
Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (July 2008)

While fighting is a rare occurrence in traditional baseball, fights are an integral part of the game in Base Wars. Fights occur when a base runner is tagged out; and tag-outs are made much more common because there are no force-outs in Base Wars. The fights between the runner and the robot tagging him are fought from the side-view. The result of the fight determines whether the runner is safe or out. A robot that has lost too many fights in one game, or the batter with a low HP gets hit by a pitch, will die by exploding and leave its team with one less robot. Three robot deaths on a team result in a forfeit, thus a player can win a Base Wars game by fighting alone.

en.wikipedia.org/wiki/Base_Wars

Base Wars (NES)

Posted on Apr 29, 2010 01:42:23 PM



Base Wars (NES)

Originally uploaded by TheMeekGeek

Cyber Stadium Series: Base Wars (commonly shortened to Base Wars or BaseWars) is a futuristically-themed sports game, released for the Nintendo Entertainment System on June 1, 1991. Set in a 24th century wherein baseball team owners have grown tired of paying outrageous player salaries, they decide to replace their rosters with robots.

Gameplay

While maintaining basic baseball elements of pitching, batting, fielding, and base running, Base Wars adds a fighting element to the game featuring four robot classes; a traditional cyborg that looks more like an android, a tank, a flybot, and lastly a mcycle. A player’s robots can be upgraded with new and advanced weaponry and repaired with money earned for game wins during tournaments.

Teams

Base Wars features 14 clubs (2 can be edited via team name, player name and by four selectable robots.)

Established Clubs (non-changeable)

* Boston
* California
* Chicago
* Detroit
* Houston
* Minnesota
* New York
* San Diego
* San Francisco
* St. Louis
* Texas
* Toronto

Note: Detroit is an overpowering clubs that when simulated via CPU vs. CPU matchups, tends to dominate over scheduled opponents at any inning played.Note: Detroit is an overpowering clubs that when simulated via CPU vs. CPU matchups, tends to dominate over scheduled opponents at any inning played.

Edit Teams: Base Wars features 2 edit teams.

* Edit Team A (This ball club robots use the ‘Muramasa’ weapon during gameplay.)
* Edit Team B (This ball club robots use the ‘L. Sword’ (or Laser Sword) weapon.

Between these two teams, you can select four types of robots per player edited:

*
o Cyborg
o Flybot
o Mcycle (or motorcycle)
o Tank

Note: The two edit teams are considered to be overpowering clubs. You can choose one of them as a gateway to dominate against established clubs in the game. Almost every batter can hit about a home run per at bat, while during base fielding/stealing battles they can humiliate opponents at the stroke of their weapons. When the two edit clubs are matched up against each other (or by intrasquad matchup), game scores may result in football/basketball familiar circles.
[edit] Fighting
This section does not cite any references or sources.
Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (July 2008)

While fighting is a rare occurrence in traditional baseball, fights are an integral part of the game in Base Wars. Fights occur when a base runner is tagged out; and tag-outs are made much more common because there are no force-outs in Base Wars. The fights between the runner and the robot tagging him are fought from the side-view. The result of the fight determines whether the runner is safe or out. A robot that has lost too many fights in one game, or the batter with a low HP gets hit by a pitch, will die by exploding and leave its team with one less robot. Three robot deaths on a team result in a forfeit, thus a player can win a Base Wars game by fighting alone.

en.wikipedia.org/wiki/Base_Wars

Super Mario Bros. 2 (NES)

Posted on Apr 29, 2010 01:41:56 PM



Super Mario Bros. 2 (NES)

Originally uploaded by TheMeekGeek

Super Mario Bros. 2 (SMB2) is a platform game developed and published by Nintendo for the Nintendo Entertainment System video game console. The game was also remade as part of the Super Mario All-Stars collection for the Super Nintendo Entertainment System (SNES), released on August 1, 1993 in North America and December 16, 1993 in Europe. It was rereleased on the Wii’s Virtual Console in Europe, Australia and New Zealand on May 25, 2007 and the U.S. on July 2, 2007.

Unlike the majority of other Mario titles, SMB2 was not developed from an independent point; rather it is a redesign of the Japanese Family Computer Disk System game Yume K?j?: Doki Doki Panic. Nintendo’s original sequel to Super Mario Bros. was released in Japan as Super Mario Bros. 2 in 1986; however, because of that game’s perceived difficulty and its close similarities to the original game, Nintendo decided not to release it in the West at that time. The redesigned Western version of Super Mario Bros. 2 was released in Japan in 1992 under the title Super Mario USA (??????? USA?), and in 1993 a 16-bit remake of the original Japanese version was released to the rest of the world as “Super Mario Bros.: The Lost Levels” (part of the Super Mario All-Stars collection for the SNES).

Because SMB2 is a redesign of a non-Mario game, the game differs greatly from the original Super Mario Bros.. Many elements from Super Mario Bros. 2 have since become part of the Mario series canon and the repertoire of recurring elements.

Super Mario Bros. 2 is a side-scrolling platform game. At the beginning of each stage, the player is given a choice of four protagonists to control: Mario, Luigi, Toad, and Princess Peach, credited in the game as merely “Princess.” Each character has different strengths; Mario is a well-rounded character, but Luigi can jump the highest of the four, Toad can run and pluck vegetables the fastest, and Peach can jump the farthest, due to her ability to hover for a short time. All characters have the ability to increase the height of their jump by ducking briefly before they jump.

Unlike the previous and following Mario games, no enemies can be defeated by jumping on them. Instead, the player character must throw objects at enemies, such as vegetables plucked from the ground. Certain opponents can be picked up and thrown as well, and several levels feature blocks marked with the word “POW”, which when picked up and thrown kill all the enemies on screen at impact.

The game features a life meter, a then-unique feature in the series. The player begins each stage with two points of health, represented by red diamonds, and can increase the number of health points in the meter by collecting mushrooms. Health can be replenished by floating hearts, which appear after a certain number of opponents have been defeated. The invincibility star from the previous game appears, with a player needing to collect five cherries to acquire it.

Each stage contains one or more hidden flasks of potion. When plucked and thrown, a potion creates a door to Sub-Space, an alternate world in which coins are collected instead of vegetables when plucked. The mushrooms used to increase the health meter can also be found here. The player automatically leaves Sub-Space after a short time. The coins collected are used in a slot machine mini-game played between stages. This mini-game is the chief means of obtaining additional lives. In addition to the mushrooms and slot machine coins, several Sub-Spaces are also used as warp zones; these involve the use of vases as pipes.[1]
[edit] Development

The original Japanese version of Super Mario Bros. 2 is known in America as Super Mario Bros. The Lost Levels. The Japanese version was directed by Takashi Tezuka and produced by Shigeru Miyamoto, the creator of Mario and The Legend of Zelda. Visually, it looked like Super Mario Bros. with the same objective but with a higher level of difficulty.[1] Miyamoto did not particapate as much in the production of The Lost Levels as he did in Super Mario Bros..[1] The American Super Mario Bros. 2 was originally released in the U.S. in October 1988, the same month Super Mario Bros. 3 was released in Japan.[1]

Nintendo of America disliked the Japanese Super Mario Bros. 2, which they found to be frustratingly difficult and otherwise little more than a modification of Super Mario Bros.. As they did not want to risk the franchise’s popularity, they canceled its stateside release and looked for an alternative. They found one in Yume K?j?: Doki Doki Panic (Dream Factory: Heart-Pounding Panic), a game Miyamoto actually put more time on than The Lost Levels.[1]

Yume K?j?: Doki Doki Panic was a platforming game that followed family of four, each with different abilities, on a quest to rescue kidnapped kids in a strange fantasy land. Mario, Luigi, Peach and Toad were built on Brother, Mama, Sister and Papa’s models, respectively, marking the first time that Mario and Luigi had noticeably different heights. Some elements from the Mario universe already existed in Doki Doki Panic, such as Starmen, coin and jumping sound effects, the POW blocks and level warping. Also, the game’s soundtrack was already composed by K?ji Kond?, the original Super Mario composer, and upon the conversion needed only a few alterations such as removing most of the Arabian elements, replacing them with original Mario tunes.

In 1993, Nintendo released an enhanced SNES compilation titled Super Mario All-Stars. It included all of the Super Mario Bros. games released for the Nintendo Entertainment System and Famicom. The version of Super Mario Bros. 2 included in the compilation had improved graphics and sound to match the SNES’s 16-bit gameplay capabilities, as well as minor alterations in some collision mechanics.

In March-April 1996, Nintendo (in collaboration with the St.GIGA satellite radio station) released an ura- or gaiden-version of the game for the Satellaview system featuring graphical enhancements similar to Super Mario All-Stars. This new game was entitled BS Super Mario USA Power Challenge (???????????? ?????????), and like all Satellaview titles it was released episodically in a number of weekly volumes.[3] BS Super Mario USA Power Challenge was never released outside of Japan and as with all other Satellaview titles it has never been re-released as a stand-alone title. The game exists today solely in ROM-format and is traded online by Satellaview emulation enthusiasts.[3]

In 2001, Super Mario Bros. 2 received another enhanced remake as part of Super Mario Advance (which also contained a remake of Mario Bros.). Super Mario Advance was developed by Nintendo R&D2,[4] and was the first Mario title for the Game Boy Advance. The Super Mario Advance version of Super Mario Bros. 2 includes several new features such as the addition of the enemy Robirdo (a robotic Birdo acting as the boss of world three), the addition of the Yoshi Challenge (in which players may revisit stages to search for Yoshi eggs), and an all-new point-scoring system (a first for the game). Graphical and audio enhancements were also added in the form of enlarged sprites, multiple hit combos, digital voice acting, and such minor stylistic and aesthetic changes as an altered default health-meter level, boss-order, backgrounds, the size of hearts, Princess Toadstool being renamed to the now-standard “Princess Peach,” and the inclusion of a chime to announce starmen were also added.[5]
[edit] Reception

Upon release, Super Mario Bros. 2 was highly successful, and it is the third highest-selling game ever released on the Nintendo Entertainment System, with ten million copies sold.[6] Nintendo Power listed Super Mario Bros. 2 as the eighth best Nintendo Entertainment System video game, mentioning that in spite of not being originally a Mario game, it was able to stand on its own merits and its unique takes on the series’ trademark gameplay.[7] Super Mario Bros. 2 was ranked 108th out of 200 of the “Greatest Games of Their Time” by Electronic Gaming Monthly.

When it was re-released in 2001 as Super Mario Advance it received generally positive reviews, garnering an aggregate score of 84% on Metacritic.[8] One reviewer concluded “all nostalgia and historical influence aside, Super Mario Bros. 2 is still a game worth playing on the merits of its gameplay alone”, also saying that “the only reason you may not want to pick it up is if … you already own it in another form.”[9] However, GameSpot thought that Super Mario Bros. 3 or Super Mario World would have been a better choice for a launch game considering their respective popularity,[10] (both titles were eventually also remade as part of the Super Mario Advance series). Conversely, IGN praised the choice, calling it “one of the most polished and creative platformers of the era”.[5] The game was named one of the NES best games ever by IGN, saying that the game offers greater diversity in graphics and gameplay than the original, making it a great bridge game between the other NES Mario titles.[11] The game was ranked as the ninth worst game in the Mario game series by ScrewAttack; they said that while it was a good game, it felt like a lie because they weren’t playing the real Super Mario Bros. 2.[12] They also named the music played in the battle between the final boss Wart the eight best 8-Bit Boss Themes.[13]
[edit] Legacy

Many elements in Super Mario Bros. 2 stayed for the game’s sequels and related games in the series. The game added the ability to pick up and toss enemies and objects, a move that has become part of Mario’s permanent repertoire, apearing in other Mario games including Super Mario Bros. 3, Super Mario World, Super Mario 64, Super Mario Sunshine and New Super Mario Bros.[14][15][16][9] Other elements of Super Mario Bros. 2 have been assimilated into the greater Mario universe as well -– Shy Guys, Birdo, and Bob-ombs are notable examples.[9] This is the first game in which Princess Peach is a playable character; she has gone on to star in other Mario games like Super Princess Peach. This is also the first game where Luigi received the appearance he has today (notably, he is taller than Mario).

en.wikipedia.org/wiki/Super_Mario_Bros._2

Smash TV (NES)

Posted on Apr 29, 2010 01:40:49 PM



Smash TV (NES)

Originally uploaded by TheMeekGeek

Smash TV is a 1990 arcade game created by Eugene Jarvis and Mark Turmell for Williams. Home versions were developed for various platforms and most were published by Acclaim Entertainment.

Description

The play mechanic is very similar to that of Eugene Jarvis’ earlier Robotron: 2084, with dual-joystick controls and series of single screen areas. The theme of the game, borrowing from The Running Man[1][2], involves players competing in a violent game show, set in the then future year of 1999. Moving from one room to the next within the studio/arena, players have to shoot down hordes of enemies as they advance from all sides, while at the same time collecting weapons, power-up items, and assorted bonus prizes until a final show down with the show’s host where you are finally granted your prizes, your life, and (logically) your freedom. One of the enemies is fat and is named Mr. Shrapnel who roams aside of the walls of some rooms and after a short period of time he explodes. In the NES version, he is replaced by a giant rolling bomb.

The game features verbal interjections from the gameshow host such as “Total Carnage! I love it!”, “dude!” and “I’d buy that for a dollar!”. The former quote gives itself to the title of the 1991 follow-up, Total Carnage, which, while not a direct sequel, features similar gameplay. The quote “I’d buy that for a dollar!” is a reference to the popular 1987 film RoboCop, in which a character on television exclaims said quote incessantly.

The announcer in the game is voiced by sound designer Paul Heitsch. The script was created by the game’s sole composer and sound designer Jon Hey. The voice of General Ahkboob in the follow up game Total Carnage is Ed Boon, coding creator of Mortal Kombat. In the Smash TV flyer image [right] the hands at the console are Ed Boon’s (left) and Jon Hey’s (right).

The game is somewhat famous for its extreme difficulty as well as its (for the time) high level of violence.

Ports

Smash TV was ported to consoles, including the NES, SNES (as Super Smash TV), the Sega Game Gear, Sega Genesis/Sega Master System/Sega Mega Drive (as Super Smash TV). On some home systems such as the NES, players have the option to use the directional pad on the second controller to control the direction the character will shoot on-screen. Using this option for both players requires a multitap. The dual control aspect of the game works particularly well on the SNES, as its four main buttons, A, B, X and Y, are laid out like a D-pad, enabling the player to shoot in one direction while running in another

Home computer versions were produced by Ocean for the ZX Spectrum, Commodore 64, Amstrad CPC, Atari ST and Commodore Amiga, all released in early 1992. The Amiga version scored 895 out of a possible 1000 in a UK magazine review.[3] The Spectrum magazine CRASH awarded that version 97%, a rating which proved controversial as the game was very different from the arcade; the programmers believed a game more closely resembling the coin-op would be impossible on such a system.[citation needed] The Amstrad and Commodore 64 versions are similar to this and again, very different and much more basic when compared to the Williams original.

It is part of Arcade Party Pak which was released for the PlayStation in 1999.

It is part of the Midway Arcade Treasures collection, which is available for the PC, Nintendo GameCube, Xbox and PlayStation 2 and was released in 2003. These versions give the player the option to save high scores.

Smash TV has also been made available for download through Microsoft’s Xbox Live Arcade service on the Xbox 360 and is the first version of the game to officially allow two players to play the game online. It costs 400 Microsoft Points to purchase on the Xbox 360.

In an interview made available on Midway Arcade Treasures, Eugene Jarvis and Mark Turmell both agreed that a Smash TV 2 game had been contemplated.

en.wikipedia.org/wiki/Smash_TV

Smash TV (NES Box)

Posted on Apr 29, 2010 01:40:29 PM



Smash TV (NES Box)

Originally uploaded by TheMeekGeek

Smash TV is a 1990 arcade game created by Eugene Jarvis and Mark Turmell for Williams. Home versions were developed for various platforms and most were published by Acclaim Entertainment.

Description

The play mechanic is very similar to that of Eugene Jarvis’ earlier Robotron: 2084, with dual-joystick controls and series of single screen areas. The theme of the game, borrowing from The Running Man[1][2], involves players competing in a violent game show, set in the then future year of 1999. Moving from one room to the next within the studio/arena, players have to shoot down hordes of enemies as they advance from all sides, while at the same time collecting weapons, power-up items, and assorted bonus prizes until a final show down with the show’s host where you are finally granted your prizes, your life, and (logically) your freedom. One of the enemies is fat and is named Mr. Shrapnel who roams aside of the walls of some rooms and after a short period of time he explodes. In the NES version, he is replaced by a giant rolling bomb.

The game features verbal interjections from the gameshow host such as “Total Carnage! I love it!”, “dude!” and “I’d buy that for a dollar!”. The former quote gives itself to the title of the 1991 follow-up, Total Carnage, which, while not a direct sequel, features similar gameplay. The quote “I’d buy that for a dollar!” is a reference to the popular 1987 film RoboCop, in which a character on television exclaims said quote incessantly.

The announcer in the game is voiced by sound designer Paul Heitsch. The script was created by the game’s sole composer and sound designer Jon Hey. The voice of General Ahkboob in the follow up game Total Carnage is Ed Boon, coding creator of Mortal Kombat. In the Smash TV flyer image [right] the hands at the console are Ed Boon’s (left) and Jon Hey’s (right).

The game is somewhat famous for its extreme difficulty as well as its (for the time) high level of violence.

Ports

Smash TV was ported to consoles, including the NES, SNES (as Super Smash TV), the Sega Game Gear, Sega Genesis/Sega Master System/Sega Mega Drive (as Super Smash TV). On some home systems such as the NES, players have the option to use the directional pad on the second controller to control the direction the character will shoot on-screen. Using this option for both players requires a multitap. The dual control aspect of the game works particularly well on the SNES, as its four main buttons, A, B, X and Y, are laid out like a D-pad, enabling the player to shoot in one direction while running in another

Home computer versions were produced by Ocean for the ZX Spectrum, Commodore 64, Amstrad CPC, Atari ST and Commodore Amiga, all released in early 1992. The Amiga version scored 895 out of a possible 1000 in a UK magazine review.[3] The Spectrum magazine CRASH awarded that version 97%, a rating which proved controversial as the game was very different from the arcade; the programmers believed a game more closely resembling the coin-op would be impossible on such a system.[citation needed] The Amstrad and Commodore 64 versions are similar to this and again, very different and much more basic when compared to the Williams original.

It is part of Arcade Party Pak which was released for the PlayStation in 1999.

It is part of the Midway Arcade Treasures collection, which is available for the PC, Nintendo GameCube, Xbox and PlayStation 2 and was released in 2003. These versions give the player the option to save high scores.

Smash TV has also been made available for download through Microsoft’s Xbox Live Arcade service on the Xbox 360 and is the first version of the game to officially allow two players to play the game online. It costs 400 Microsoft Points to purchase on the Xbox 360.

In an interview made available on Midway Arcade Treasures, Eugene Jarvis and Mark Turmell both agreed that a Smash TV 2 game had been contemplated.

en.wikipedia.org/wiki/Smash_TV

Load This with Steve Tilley Blog

Posted on Apr 28, 2010 01:05:59 PM

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VGO: Video Game News Update 04/27/10

Posted on Apr 27, 2010 04:04:59 PM

The Latest Video Games for April and May 2010