From,Coleco,Vision,iPhone,Game technology From Coleco Vision To iPhone Games: Some High Water Marks In
Active shredder safety technology for the small office. Shreds 15sheets per pass into 5/32" x 1-1/2" cross-cut particles (Security Level3). Patented SafeSense® Technology stops shredding when hands touch thepaper opening. Designated shredde The electronic cigarette is not new. People who buy electronic cigarette knows that this product has been in the market for years now. Despite some sectors apparently trying to shoot the product down from the shelves, the popularity of elect
Anybody who has been a consistent video game player over theyears has had their fair share of encounters with both fantastic game design and controller breaking, teeth gnashingly frustrating, outright broken gamedesignSince the latter does not deserve our attention, in this first in anongoing series, we will take a look at some of those moments where video gamedesigners undoubtedly got it right and delivered a memorable, enduring andprogressive gaming experience. Metroid (NES) When I bought Metroid for theNES in 1986 I was just a 9-year-old boy with some birthday money burning a holein my pocketI bought the game mainly due to the box art, but also because I hadseen it on the cover of one of the few gaming magazines of the dayThis was oneof the first games I had bought new, entirely with my own money, and I was veryexcited when I finally got home and put the cartridge in my NintendoThestand-out moment for this game came within the first minute of gameplayAs youstart the game, your natural instinct is to head rightThis direction ofmovement had been instilled in players through years of playing games such asDonkey Kong, Super Mario Bros and countless other gamesStill, when the playerheaded right in Metroid, they were greeted by an impassable wall that requiredthe character to turn into a ball in order to roll under it a skill thecharacter did not yet possessThis forced the player to head back where theycame from, and end up to the left of the start screen, where the ability toturn into the ball was foundThis simple to solve yet incredibly purposefulroadblock let the player know that their pre-conceived notions of how a videogame was supposed to be played did not apply to MetroidAfter less than a minuteof gameplay, the player was already being challenged and forced to re-evaluatehow they approach games all through the use of one straight forward, yetelegantly challenging design element. MDK2 (Dreamcast) This absolutely mustplay game is a sequel to the original MDK developed by Shiny entertainment andreleased on the PC, Mac and eventually the PlaystationBioWare took over thereins for the development of this Dreamcast based sequel and they plasteredtheir consistent quality all over this titleStarring three intertwined yet verydistinct characters Max the stealthy sniper, DrHawkins the crazy scientistand Kurt the 6 legged dog (MDK respectively) the game had an incrediblyvaried approach to gameplay that involved sections which complimented thestrengths of each playerAnyone who has played this game will know how brutallydifficult it is, but this difficulty does not come without a degree of fairnessThegame demands you execute very complex moves with absolute precision, and placesunforgiving save points in your path that require the player to be not onlyperfect, but consistently perfectThe standout game design moments in this gameare delivered in a constant streamAfter completing a torturous level with Kurtwhere you may have gunned down hundreds upon hundreds of enemies as youdesperately and frantically searched for more ammunition, you are rewarded witha brain testing breather as you take over DrHawkins and must solve a puzzlewithin a riddleThis constantly rotating gameplay avoided the pitfalls ofsimilar games by refusing to allow the dips in quality that often occur as charactercontrol shiftsWhile the game is filled with high water marks such as: theamazing boss battles and flying sequences with Kurt, Maxs free fallingnavigations and sniper wars, and DrKurts epic climbing and pipe following thegame on the whole is a massive achievement in game design and stands out as oneof the most challenging and rewarding games the Dreamcast ever saw, and thatBioWare ever producedIf you have not yet had the chance to play MDK2, doyourself a favor and track down a copyI guarantee that if its mercilessdifficulty does not scare you awayFree Reprint Articles, the game will revealitself to be one with few in the realm of high quality game design.
From,Coleco,Vision,iPhone,Game