Protected: Jetsetter extroadinaire!

June 23rd, 2007 | Category: Blog

This post is password protected. To view it please enter your password below:


Enter your password to view comments

Protected: MotherLAN II

January 28th, 2007 | Category: Blog

This post is password protected. To view it please enter your password below:


Enter your password to view comments

Protected: Atari CEO confuses meaning of ‘everyone’

August 04th, 2006 | Category: Uncategorized

This post is password protected. To view it please enter your password below:


Enter your password to view comments

Review: New Super Mario Bros. DS

July 28th, 2006 | Category: Uncategorized

The Introduction

New Super Mario Bros. for the DS is a return to a familiar for Mario and Nintendo; the new two-dimensional platformer is a feature-filled quest with the purist of intentions and gameplay.

The Background Story

The Mario series of games is synonymous with the Nintendo moniker. Indeed, much like Sega’s Sonic the Hedgehog, Mario is one of the most well-known computer game characters of all time. Despite Sonic being inherently ‘cooler’ with many young people because of his speed, cool tricks and care-free attitude, Mario’s affection and undying devotion to Princess Peach earns him some points in the hearts of guys and girls alike. New Super Mario Bros. is a return to the grass roots for Nintendo — one of their first and most popular titles, Super Mario Bros., was released on NES back in the late eighties.

The series has come full circle after detouring slightly into three dimensions with the release of Super Mario 64 on the Nintendo64 some years ago. Mario has returned to his two-dimensional ways, with a bang, and as usual, Princess Peach has managed to get herself kidnapped by one of the Bowser family –this time Bowser Jnr., and it’s up to Mario to save the day.

First up: the box and its contents

New Super Mario Bros. box art

The box art is typical of the Mario series; it shows Mario prominently, and displays some of the other characters in the game. This particular image though seems to allude to the effect that the Mega Mushroom has on Mario, with him towering over everything else.

New Super Mario Bros. supports wireless multiplayer for two to four players, and you only need one game cart to access all of the multiplayer features of the game. There are two different types of multiplay: a versus mode where Mario and Luigi battle each other to collect stars in one of five different, circular levels, and a minigames mode where up to four players can play any one of 28 included minigames. Nineteen of these minigames are available in single-player also.

The documentation booklet accompanying the game is very thorough, colourful and informative. It details each of Mario’s abilities and how to perform his special moves, as well as instructing you on the basic Mario gameplay mechanics (how Mushrooms work), for those that are (heaven forbid) new to the series.

Thats all well and good, but how does it play?

The gameplay of New Super Mario Bros. is excellent. At walking pace, Mario moves very slowly and the game is quite easy for the first few worlds; however, hold down the dash button and you are in for a surprise, as the difficulty increases greatly and you are left wondering if your Mario skills really are up to scratch!

The various gameplay elements in New Super Mario Bros. seem to be a collection of everything from all Mario games in the past, with some new additions: there’s all of Mario’s regular moves from the old two-dimensional side-scrollers, plus his Ground Pound and other tricks from Super Mario 64, and now there’s also the ability to wall-jump, which makes for some challenging coin-collecting sequences within the game.

Mario in the desertMario faces a scary ghost

New Super Mario Bros. can be played through quickly — easily within four or five hours — if you blast through the levels without much thought for the real challenge within the game. To unlock various parts of each world, and also to gain access to two of the eight worlds, you need to pay a toll of Star Coins. There are three Star Coins to collect in each level; sometimes they are obvious, and sometimes they are hidden, or require you to perform a special series of tricks to be able to obtain them. There are 80 levels in total throughout the game, set in one of eight different environments: plains, desert, tropical island, forest, ice, mountains, sky, and Koopa Kingdom.

The multiplayer versus mode is awesome fun, but it does lose its appeal more quickly than the minigames. Although most of the minigames are simple, there are a few complex puzzle and card-based games that do challenge your brain, especially when you play against other people. One nice feature of New Super Mario Bros. is that four players need only one game cart to utilise all of the multiplayer features.

How it sounds: new, updated and remixed

The music accompanying most of the levels in the singleplayer adventure is new. Most of the tracks are ‘airy’ sort of sympathetic tunes that accompany the gameplay well; they play in the background and add to the atmosphere, propping up the sound effects and on-screen action to a tee. There are some excellent remixes on the playlist also; with the classic World 1-1 music from the original Super Mario making its renewed aural appearance in Toadie’s mushroom houses you visit along the way; as well as the classic World 1-2 underground techno being brought back to life with some sleek new musical stylings.

How it looks: 20 years of refinement

If you weren’t aware, 2006 is Mario’s 20th anniversary. In such time he has appeared in a plethora of games. New Super Mario Bros. has 20 years of graphic history behind it. The uniquely stylized features of the various graphical elements in the game are instantly recognisable, such as the half-circle hilltops in the background, the cutesy, perfect grass, and the wandering, docile enemies. The main adventure game is presented in “2.5D”; whereby the majority of the background and enemies are two-dimensional sprites, with Mario and select enemies being rendered in a full three dimensions. The animation is smooth and the framerate constant.

Mario faces off with BowserMega Mario smashes the landscape

New Super Mario Bros. makes extensive use of the touchscreen for each of the minigames, though its utilisation is limited in the main adventure game. Basically all of the minigames (bar perhaps one, which uses the microphone) make use of the touch-screen in some manner.

The Verdict

New Super Mario Bros. is a culmination of all Super Mario games prior; it combines the traditional graphical stylings with all the old moves, and introduces some new ones too. The gameplay is tried and true, the music is superb and does its job well, and the minigames and fully-featured multiplayer round out a top game overall.

If I were to give it a score out of ten, I’d give it a nine.

No comments

Review: Sonic Rush DS

July 26th, 2006 | Category: Uncategorized

The Introduction

Sonic Rush for Nintendo’s DS platform is a fast-paced, action-packed platformer that will put the most hardened of gamer to the test, while still offering new players a challenging and exciting gameplay experience.

The Background Story
Anyone who has been interested in gaming in the past fifteen years will have heard of Sega’s chief protagonist, Sonic the Hedgehog; his first appearance in 1991 in the original game “Sonic the Hedgehog” on Sega’s Master System platform concreted his position as Sega’s mascot, rivalling Nintendo’s Mario for popularity. Sonic’s in-game appearances are numerous, though he is most famous for appearances in games titled in his namesake, which have been released on all of Sega’s hardware platforms, as well as PC, and since Sega’s exit from the console hardware market, Sonic has also appeared on Nintendo consoles, and will be released in the future on Sony’s PlayStation 3, Microsoft’s XBox360, and Nintendo’s Wii.

First and Foremost: The packaging, in-game menus, and out-of-the-box features

Sonic Rush box art

As you would expect, Sonic Rush comes in a small square-shaped case like most other Nintendo DS games. The box-art is typical of Sonic titles in that it displays Sonic and Blaze the Cat prominently, as well as the title of the game.

Out of the box, Sonic Rush supports 1-2 players with either one or two game carts; the gameplay style is versus, and each player must race against the other to reach the end of the chosen level. Each player can choose one of the two playable characters, but you have to be quick! Once one player has chosen, the other cannot choose the same character. Using Download Play to verse your opponent unfortunately limits the gameplay to the first level only; presumably if both players have the game cart, more levels are available in the multiplayer game mode.

The documentation accompanying the game is thorough and informing; it details each of the two character’s special moves and explains how to perform some of the more advanced in-game tricks, which I will cover later. The in-game menus are simple and intuitive, and allow for quick and easy gameplay.

The Gameplay

The most important part: how the game plays. My first impression, honestly: amazing. Simply mind-blowing. You know when you were a kid, and you played the original Sonic on the Master System or Megadrive, and you wondered at the possibility of what the game would be like if there were more crazy loops, and what would happen if the Super Sneakers made you even faster, and just how fast could you make Sonic spin in the Spin Dash if you could only mash the button that little bit faster?

bigger loops than ever beforerun Sonic, run!

Sonic Rush answers all of those questions. As the last Sonic game I played was Sonic 2 on Megadrive a few weeks ago, I suppose I am a little underexposed to the Sonic game repository. However, I have played all incarnations of Sonic on the Megadrive platform, as well as a 3D platformer Sonic game on PC some years ago. None of them come close to the experience that Sonic Rush offers, and I’m going to tell you why.

Sonic Rush extends upon the established Sonic platformer gameplay style by implementing several enhancements to the environment that Sonic interacts with as well as giving Sonic the ability to perform some new tricks. It is fast and furious; and is both unforgiving and sympathetic at the same time. How is this so? At the end of each Act (there are two Acts to a Zone), you are given a rundown of the points you earned in the level, and based on that, you are also given a grade, primary-school style, such that you can achieve yourself an A, B or C. The highest grade achievable is S, presumably that means you are Special.

The game can be played quickly (when you take full advantage of Sonic’s Quick Dash) which increases the difficulty, or you can play through the game slowly. Either way, you will still reach the end, and this lends itself to the duality of gameplay styles I mentioned earlier. Of course, if you want to get an S for each Act and boss level, you must of course complete the Acts as fast as possible with as many rings as possible.

The Music

Special mention goes to the excellent music backing each level in Sonic Rush. Although it’s heavily based on funk and hip-hop style, the music compliments the game perfectly and really sets the mood for each level. It’s comparable to the musical quality and suitability to that of the Red Alert and Command and Conquer series. You can read more about Sonic Rush’s sound track and its writer over at Wikipedia.

The Graphics

The graphics style in Sonic Rush is composed of a two-dimensional background and level with the player character (and certain elements of the level) (Sonic or Blaze) being polygonal and cell-shaded. This is essentially just like two-dimensional platformers of old, with the exception of a three-dimensional player character, which allows for some neat special effects and other nice graphical features, such as in Mirage Road where Sonic steps onto a three-dimensional platform that revolves around and ‘out’ of the level such that it is rendered in full three-dimensional space closer to the player.

Sonic Rush also makes extensive and intuitive use of the DSs dual screens; when the player character drops below a certain point in the level, they will fall into the lower screen of the console. Likewise, when the action moves to higher ground, the upper screen is used to display the action. This is sometimes a hinderence and takes a little getting used to, but it does make good use of the dual screen technology. During the special stages that are reminiscent of the half-pipe ring collection levels from the older Sonic titles, the player character is controlled using the touchscreen, as opposed to the D-pad.

Boss levels are rendered in a full three dimensions and played in three dimensions too. The graphics here are quite nice, with the only detraction being that the two-dimensional sprites used for explosions are apparent and obvious.

what does this thing do?Blaze doing some tricks

The Verdict

All things considered, Sonic Rush to me is what the Sonic games of old should have been: really fast, really bright, and really fun. With more loop-the-loops and fast-paced areas than any other two-dimensional Sonic platformer, I would say that Sonic Rush takes the cake as the best Sonic game available in two-dimensions.

If I were to give it a score out of ten, I’d give it a nine.

Further reviews:
Sonic Rush review @ Gamespot
Sonic Rush review @ IGN

3 comments

Ubuntu + VMWare Server + WindowsXP + me equals?

July 22nd, 2006 | Category: Uncategorized

This:

TFC software mode running in XP under VMWare server Linux

Thanks to Peturrr’s excellent HOWTO, I’m running VMWare Server under Ubuntu, and it works very well. I’ve installed XP so that I can do a few Windows-specific things, like open Powerpoint documents that don’t play nice with OpenOffice, use etax, and such. Of course, I got bored, and decided to experiment a little.

As you can see from the screenshot, that is Valve’s TFC running in XP, inside of the VMWare Server Monitor. It runs quite well in 1024×768; my Athlon64 3400+ is able to push out around 25-35fps; though there is one problem. Unfortunately mouse input is somehow garbled by VMWare server, such that moving the mouse on my mousepad as little as 1-2 millimetres results in several 360-degree turns and random pitching from the player’s FOV in the game. Turning the sensitivity to minimum (1.0) in TFC didn’t help one iota; no doubt it’s a VMWare-combined-with-XP-combined-with-software-rendering-of-old-games issue.

Installing Linux has probably been the best thing I have done on my computer in a while; I was getting bored with the same-old, same-old that I used to do within Windows: chat, e-mail, internet forums, music, game. Now, I do all those things, and more: tinker, compile, learn, tweak, and get frustrated (sometimes) — but, it makes the experience all the more authentic, and worth my time. Linux is fun, believe it or not. :-)

Anyway, if anyone has any ideas how can fix the strange mouse issues, leave a comment. I really would like to play TFC! :-)

5 comments

Protected: Nintendo Connection Tour ‘06

July 03rd, 2006 | Category: Uncategorized

This post is password protected. To view it please enter your password below:


Enter your password to view comments