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anybody up for a tournament?

March 19, 2012 in Action/Adventure, First Person Shooter, Gamers, Platformer, PS3, Site News, xbox360

anybody want a tournament this week in school, if u have any suggestions leave a comment below with  what game to play. i am thinking of bringing in my xbox for a tournament, so leave a comment to see if i have a game you would like to play during the week or if you have your own game that i dont have.

SSX

March 4, 2012 in Action/Adventure, Gamers, Platformer, PS3, RPG, Site News, Sports, xbox360

ssx is a snowboarding game that from their previous games have gone to real mountain ranges from cities and parks. the story of the game is about around 9 people coming together to create team SSX, team SSX are trying to survive the wolds nine deadliest descents.n SSX’s enemy griff simmons is trying to complete the same task first. there is 11 characters in the game, each has different perks or abilities.

in explore mode you have different challenges to beat on all 159 dropspots around the globe

GLOBAL EVENTS

ssx took another approach to online than get into a lobby wait for it to load and when its finished go back to a lobby, it has global events which are tournaments that anyone can participate in. the events are SURVIVAL,RACE, and TRICKS. for the events you dont have to be there at the start you just play and get in the rankings.the more riders in the event means the bigger the payouts. most events have drop costs even do a lot of them dont. the amounts can go from free to 1 million.

GEOTAGS

geotags are little spheres that can be placed by riders around the mountain. the longer there hidden the more credits the rider will get. the key is to place it in the trickest hard to reach places of the mountain. when another person collects the geotag they get credits aswell.

TOURNAMENTS

the online features would work perfect with our school tournaments. in the past we would have people unable to play in the tournaments because of time    it was hosted. with custom events you set gear restrictions and for how long the event will be open to your friends. if you have one or two people that have an advantage on other people because of there gear you can set a level restriction.

If anybody has this game on xbox and would like to play add me on StingiestAphid5

 

for me this game is a must play for everyone in 2012

Avatar of Alduin

by Alduin

Humble Indie Bundle #4

December 18, 2011 in Gamers, PC/Mac, Platformer

This is Alduin here to bring you MOAR HUMBLE BUNDLE NEWS.

Humble Indie Bundle #4 is now out, bringing delightfully blood-pressure-raising games to the table. Included games are Jamestown, Super Meat Boy, Shank, BIT.TRIP RUNNER and NightSky HD. I’d explain what these games are like, but I don’t have enough room, so I’ll instead say this – if you pay more than the average of $5.32, so a bit less than €5, you will get two extra games – Gratuitous Space Battles and Cave Story+, both of which are AWESOME and you should DEFINITELY GET.

As always, the bundle is available at http://www.humblebundle.com/ for your reading and purchasing pleasure. This is the Eater of Worlds, signing out.

Super Mario 3D Land review

December 4, 2011 in Action/Adventure, Gamers, Handheld Consoles, Nintendo, Platformer, Real Time Strategy, Site News, Upcoming Games

Mario 3DS Mario enters the third dimension for the first time.

The Super Mario series spent the 80s and early 90s as the pinnacle of 2D platforming, where each core Mario title was another high watermark for the genre. Then the franchise took a turn with Super Mario 64, as it basically invented the 3D platformer and set the standard for each that followed it. As the philosophy of 3D Mario’s continued to mature and grow, eventually 2D Mario’s came back into popularity in a big way with New Super Mario Bros. This left you with two very different, but very popular branches of the same series, but where’s the middle ground? That’s what Super Mario 3D Land is looking for.Despite the simplicity to the concept of a little guy jumping from a thing to another thing, 3D Land has so many different techniques and styles to select from in series history, finding that middle ground is nebulous at best. Moreover, it’s the first title in the franchise to have glasses-free 3D effects at its disposal, which opens up a whole other can of design worms. Luckily, 3D Land very often chooses wisely from where it takes inspiration while making up some new rules of its own, as it creates a new legacy as the first original 3D Mario for handheld.Even decades later, Mario defines gaming for so many because of its always easy to understand, from concept to level design to controls. And despite any advancements made in the gameplay and level design over the last 25 years, the plot is the same as it ever was: Bowser kidnaps Princess Peach, Mario keeps jumping on things until he saves her. The basic concept of the game is as old as time and we don’t fault Nintendo for reusing it, as we’d almost be disappointed if they dropped the tradition at this point.The simplicity of the characters’ motivations is reflected in the controls as well, where you just need to grasp the same old concepts you love about Mario: he runs and jumps. The 3DS Circle Pad works great for moving Mario around at normal speed, while jumping just feels right for Mario, like he’s jumping the same way he has for decades. The game needs that base of familiar controls to make the new concepts that are introduced work and it’s almost always successful.However, those core controls have one major hitch thanks to a concept that is at once very familiar to Mario and something many will find unfamiliar: the run button. 2D Mario games have had the run button forever and it always made sense with the standard d-pad, but for people who have played 3D Mario for more than a decade, it doesn’t add up in your brain. 3D Land has 3D visuals and 3D controls with an analogue pad, so it only makes sense that if you move the stick all the way in a certain direction, Mario should be running.Level design also exists in the stylistic middle ground between Mario design philosophies. Something you’ll note right from the start is just how focused the layout of every area is. There’s no hub world, no giant planetoids, and no mountains to climb. Almost every stage is built around a couple of concepts and one clear path for the player to follow on small platforms with clear boundaries. That may sound boring to fans of the expansiveness of recent Mario releases, but once you get this particular rhythm for 3D Land it all starts to fit. The camera is also more static than ever, which is fine with us since direct camera control has been close to impossible to do right on the 3DS so far. That restricted camera movement flows well with the size of each stage, as platforms in this game take up a fraction of the real estate that most 3D console platformers exist in.Super Mario also comes with some new suits,the casual fire suit,new tanooki suit,and the boomerang suit.Though it falls slightly short compared to other Mario titles (aka some of the greatest games ever made), it’s certainly a release worthy of the character’s legacy. It expertly builds on franchise history, has tons of clever ideas, and even with the rare control hang-ups, it stands tall in the realm of 3D platformers, especially compared to the paltry library of games the 3DS currently has.So give it a try not because it is a baby game for some of you but play it for mario’s development and evolution the Nintendo crew have gave you.

SHADOWKNIGHT’S RETRO WORLD:MARO LAND

November 30, 2011 in Action/Adventure, Gamers, Nintendo, Platformer, Site News, Vintage Gaming

okay lets put it at this

The Good

One of the greatest Mario adventures ever put together

Lots of hidden content to dig up

Graphics and audio are still great.

The Bad

A distinct lack of Kuribo’s Shoe.

There are no fewer than four Mario adventures that could easily be listed within the lexicon of the greatest games ever made, and Super Mario World for the Super Nintendo Entertainment System could very easily be considered the best of the best. Much the way that Super Mario Bros. for the NES signaled Nintendo’s arrival in the home console market, Super Mario World helped define the 16-bit era, transforming the classic Mario formula into something bigger, brighter, and better. Now Super Mario World is on the Virtual Console for the standard SNES price of 800 Wii points, and if you haven’t experienced this game in the past, there’s no time like the present to start.

Like the Mario games before it, Super Mario World is a side-scrolling platformer that follows the age-old formula of Mario hopping and bopping his way around a series of worlds to get to the evil Bowser and the kidnapped princess. Much as Super Mario Bros. 3 did, SMW includes a world map to travel around freely. Any beaten stage can be played through again later, which is handy since many of the game’s levels include hidden exits, which often unlock secret levels. SMW also introduced the world to Yoshi, the friendly dinosaur who can swallow enemies whole, spit fire, shells, and dust clouds, or even fly, depending on what color turtle shell he swallows. Mario can fly too, thanks to the help of a special cape that lets him glide for significant distances once he gets some air, and he can even do some ill dive-bomb attacks. The thing that really makes Super Mario World stand out, though, is just how incredibly well crafted an adventure it is. Nothing about the game feels out of place or superfluous, and even though it’s not a long game by today’s standards, there’s so much wacky hidden stuff to dig through that it’s hard to imagine anyone just blowing through the game without going back to find everything. The level designs are among some of the best and most challenging the series has ever put forth, and even if you’ve already found all the hidden stuff, it’s still fun to just go back and play through them time and time again. Even though it was, for all intents and purposes, the first of the SNES games, SMW still stands up as one of the best-looking games on the system, and it’s still pleasing to look at after all these years. The graphics are colorful, the animations are cute, and there’s a wide variety to the world’s scenery. SMW also includes some of the best music the series has ever seen, with supercatchy tunes that permeate every level. There’s not much to find fault with in this emulation of Super Mario World. The game’s save system is fully intact, and the game runs about as well as it ever did on the SNES hardware. It might’ve been nice if Nintendo had found a way to clean up some of the bouts of extreme slowdown that occur when tons of enemies and projectiles pop up on screen, but that is what it is. As with any of the SNES games on the Virtual Console, either the Classic Controller or GameCube controller will work, but the Classic Controller wins out due to having a more SNES-like button layout. Of course, odds are that many have experienced this game in one way or another over the years, be it with a copy of the original SNES release, or with 2002′s fabulous GBA remake. If you own either of those and still have the required systems to play them, this VC version becomes significantly less necessary. However, if you’re too young to have played the original game back in the day (or just spent most of the ’90s in the era’s equivalent of a disco haze) and never got around to picking up the GBA version then get the emulator download , there’s no excuse not to give Super Mario World a try now.

Avatar of cypher

by cypher

RETRO REview! CODEx rewinds to a 16bit SNES Classic: Super Mario World!

November 25, 2011 in Gamers, Nintendo, Platformer, Vintage Gaming

Ok, I’ll admit that Mario was not my game growing up, or rather it was but I didn’t care to admit as much… You see, I was a megadrive kid, and that meant I was suddenly forced to take sides like a United/Liverpool match.  It wasn’t ok to like both, and it wasn’t possible to own both for most of my friends (myself included) back in the dark days of video-gaming.  Mario wasn’t Sonic, wasn’t Ecco, wasn’t Fifa.  Mario was something that people played in America and Japan…and as I found out, in one friend’s house every friday before training – every week – for a solid year.

You see, Mario was not my game, but it was THE game, and MarioWorld was no exception.  The original Mario Bros. blasted open the doors for Nintendo’s European and American markets, and after two incarnations arrived on the Super NES with very little tweaks made to the original 2d platform formula.  On paper, it was more of the same, but with a tried and tested experience, it was exactly what players wanted.  There wasn’t just more, there was a lot more: over ninety levels, with 7 Koopa castles and a new character that changed gameplay ever so slightly – not to mention path choices and secret areas to allow for options ingame like never before.  The sound and graphic leap to the 16bit system was incredible, making a the muffled but recognisable tune into the synth classic we know to be Super Mario today.  The colours are vibrant and stand up well against modern 32bit engines.  Nintendo knew what the SNES could do – indeed it was built on the back of Mario success and showcased this title particularly well.  This is what stands out most to me – at the core, 2d Mario is a simple premise that is not too taxing on any machine, and that allows the system to run it smoothly with greater attention to the addictive gameplay that rewards replay, reflex and later, speed.

My playthrough for this review began as a job for the CODEx group, but predictably became a pleasure as I got back to why I always dropped over the that friend’s house earlier and earlier each week.  It was hard to hate Mario for making gaming so enjoyable and fun.  As a platformer, it is peerless and remains a firm favourite to this day.  The sprites are large, the colours vibrant and the gameply itself, if not unique, then typically refined.  If there was a downside, it would be the length of some levels where Nintendo ramp up the difficulty to your play either being pitch perfect or restarting the level all over.  Other than this slight quibble, it is a real gem of vintage gaming that stands the test of time as one of the true masterpieces of 16bit era, and the real progenitor for many games today.

cypher’s Retro REview Score: 9/10

Review end

 

 

 

I wasn’t born around the time the Mario series was beginning. This is understandable – I’m only twelve, and the series started in 1981 with the release of Donkey Kong. But even so, it has left an impact on me, as a gamer.

The series didn’t really start as we know it until Super Mario Bros. was release in 1985. This was a revolutionary(not?) concept – running to the right, jumping, collecting coins. Powerups. Yay, fun stuff. I really have nothing to say here, I haven’t played the game.

Skip five laters to 1990 – Super Mario World. This game is awesome. I cannot find words to describe it. But I will anyway, because I am just that awesome.

This game, to me, is evil. It took me ages to beat the first level, and that was abusing a particular element of the emulator I was playing on so I could basically make my own checkpoints(only one halfway through the level =  evil.)

But, honestly? It was awesome. I enjoyed riding around on a GODDAMN DRAGON thing and eating everything. And stuff.

Okay, yeah, I really don’t have words to describe it, so I’ll give it an arbitrary numerical value that doesn’t really mean everything! I give this game a TEN out of TEN. Because it is AWESOME.

end review


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