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Then and Now

by Gary 8. April 2014 05:06

Then and Now

 


          It is safe to say that 25-30 years ago the video game industry was not the same as it is today. Before Al Gore, “took the initiative in creating the Internet” you had to clamber into said family vehicle and drive down to your local video game store, sometimes auspiciously named Bob’s Games or of some similar ilk. Once there, you would peruse a few dozen titles in one location only to end up visiting three or four more stores. This could take many hours and consequently burn quite a bit of gasoline as well. If you were efficient in those days you might call first to see if a specific title was in stock.

Buying the game could be a gamble as well. Unless you knew someone who had the game and had already and tried it out, you were basically in the dark as to its quality or genre. Sometimes you would find that after traversing the outer reaches of your city, county, or state you would invariably be disappointed. Perhaps it was the quality, game play, or difficulty of the game that held little interest for you. In those days we did not have thousands of YouTube channels or Twitch streamers. So we did not have access to these instructional videos helping us to make up our minds whether to buy this game or not. Thanks again to the modern technology we enjoy.

However, there was something almost magical when you found a particular gem in the rough. One of these games for me was ‘Ultima II The Revenge of the Enchantress’. This was my introduction to the Ultima series and from day one I was hooked. I was quite a fan of this Lord British guy…and remain so to this day. Given the technology of 1982 this game was cutting edge and for me the Ultima series was the benchmark for any adventure game for the next 5-10 years. In fact many of today’s games utilize several of the concepts from these games and they are better because of it. At the heart of every good adventure, is a story, this is true for games as well. The hero’s quest is a powerful motivator that entices the player to return again and again for that epic weapon or wondrous item necessary to complete the task at hand. Ultima II, III, IV, V: all of these were epic games well deserving of the accolades they enjoyed in their time.

Back to today, another advantage we enjoy is the ability to download any game or DLC (Downloadable Content). Sites such as Steam are there to facilitate this need for us and we can be playing a new game in usually a few minutes or start playing the latest version of League of Legends http://www.leagueoflegends.com, Path of Exile https://www.pathofexile.com/ , or HearthStone http://us.battle.net/hearthstone/en/ . All you need is an internet connection, a broadband modem, and a few minutes. Then you are off having fun.

BUT…….even with all of the wonderful internet speeds of today and the ease by which we can decide which game we want, download, and play all in a matter of minutes….did we lose something in the process? Let’s go back to the Ultima series for a second and not just to idolize Richard Garriott, although he does seem like a cool guy. Of the many interesting and novel aspects of the Ultima series, one thing that impressed me the most was the inclusion of cloth maps in every game. Now this might not seem like much, but let me explain. There is a certain amount of eagerness over something new, it is shiny, fresh, and appeals to our senses in new and exciting ways. When you go to the store there is a sort of instant gratification when you pick up what you want. You can hold it in your hands. It is that tactile response to which I refer. Once I pulled out the cloth map of the world of Sosaria or Britannia held it in my hands, it was like opening up a brand new book or like the smell of a new car. It was that tactile response to my senses that I enjoyed and it is this same tactile response that we are missing from today’s games. Sure we can download them blazingly fast and play them, but when was the last time you had something, besides a print out, from a game that you could hang up on a wall or a cork board over the computer? I am guessing somewhere before the early 1990’s.

No, I am not saying that I would like to go back to 1985 and live there again because I am quite content with my internet thank you. What I am saying though is besides Garriott and crew knowing how to make adventure games, we have given up cloth maps multi-page layouts, and quick start leaflets that we can hold in our hands. Yes maybe you can make the argument that we could print those out from a website and the fact that they are online does allow us to make an update to the documentation without having to reprint all of those manuals again. You would win that argument, however I ask you two questions. Why do we still have books? Why isn’t everyone using some sort of an eReader device? I would argue that there is still a need for people to connect with something tangible, something that is perhaps off-line, something like a cloth map for instance?

This is what is missing in the modern video game era. Perhaps with the advances in the of 3D printer field we may be able to rectify that as well someday.

Thanks for reading.

Gary

 


 

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M.U.L.E.

by Gary 1. February 2014 19:04


 

                What do you think when someone says the word mule? For me it takes me back to my childhood and I get a whiff of nostalgia when I think about M.U.L.E. Now many of you may think about that long eared furry mammal with 4 legs, me, not exactly. I think of the Multi Use Labor Element and the game from Ozark Software published by Electronic Arts back in 1983. Why? I am glad you asked….Going back in video game time we will eventually bump into the Atari 800 and when we do we see something wonderful. The wonderful keyboard built in to the computer itself….no but that is pretty cool. The sleek way you could put in cartridges like BASIC, Centipede, or Asteroids…also got the coolness factor but no no no…I am talking about 4 count’em 1,2,3,4 joystick ports. Why would that be so great I may hear you ask…stick with me here I am going somewhere with it. Four ports equals four players…..FOUR PLAYERS AT THE SAME TIME!!!!! I do not remember too many games having the ability to utilize all four joystick ports at the same time. I think asteroids did and it was cool….very cool for mainly that reason alone.

                Even now there are a few blockbuster games that do not offer a multiplayer option. The most recent I can think of was Skyrim and as far as I was concerned it suffered because of it. But 1983 we had a game where four people could enjoy at the same time. I remember my cousins and my sister would all want to play the computer at the same time…so boom here you go 4 of us could with M.U.L.E. Ok you say great it is multiplayer big deal so many other games are multiplayer and they are not worth writing about…and I would agree with you.

                Let me break down the game for you. As you already know the game supported 4 players and there was a strong sense of Co-op within this game. Basically you could choose from several different races and you were part of a colony that was attempting to settle the planet Irata. (Atari spelled backwards) You could choose specific plots of land and attempt to grow food, produce energy, or mine for ore. This was one interesting aspect of the game and provided some amount of challenge to the player as you needed food to eat, and energy to run your M.U.L.E.S. Your turn began with buying a M.U.L.E. outfitting it with a specific type of production, the afore mentioned food, energy, ore, and then placing it in a parcel of land owned by you. If you could obtain parcels of land next to each other and could place M.U.L.E.s of the same type then you would be awarded bonuses. So as I said some strategy was involved.

                Once everyone’s turn was over you would enter the auction phase of the game. This is where you could buy or sell your wares so to speak to the rest of the colony. What you produced would be available for other players to buy. If you did not know anything about supply and demand you would learn it here or you would lose the game. Indeed you could be cutthroat in this phase of the game. For example if you were the only player that had produced excess food you could charge theoretically what you liked, but if the other players were not able to buy it then they would not be able to build anything themselves and the colony would suffer and could possibly fail. If this happened everyone would lose the game, which brings me to interesting point #2 there was a balance to the game. Win, but not at the expense of the colony as a whole. It was not always apparent where that line was in each game.

                Honestly I have not seen a game like this before or really since, which is interesting if you think about how much money is spent each year on video games with both AAA and indies attempting to create, maintain, and cultivate their brands. This game should be a welcome to change to the over saturated FPS (First Person Shooter) market or what I like to call the MMORPGE (Massively Multiplayer Online Role Playing Game Explosion) as it seems everyone is producing one of these since WOW became so popular.

 

 

Which brings me to my final point, happily, this game is not dead and buried nostalgically within our memories alone. No, in fact it has been brought back and enjoys a new life online and has even made it to your smart device. It has a new facelift and the best thing of all….it is still 1,2,3,4 players…..yeah sometimes it is good to be alive.

 

Links:

iOS: http://bit.ly/1ccWrgx

WebSite: http://www.planetmule.com/

 

 

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Everything old is new again (Median XL)

by Gary 9. January 2014 17:02

Everything old is new again

Well this is the first post of the new year…so Happy New Year to you!!! Right now I am quite taken with a certain subculture within main stream video game culture. That culture is the modding culture. When someone loves a game, but wants to add or change a certain aspect or indeed almost the entire game. Now, I was and still am a Diablo II fan especially with the LOD expansion. I have conquered Baal countless times, searched tirelessly for the last ingredient for my Heart of the Oak, grouped with others locally as well as on battle.net, fallen for a trade scam (albeit only once), and generally enjoyed the crap out of the game for over a decade. Today, though I want to discuss with you a certain mod of Diablo II called median XL. This masterpiece was created by someone known only as Brother Laz. I suppose I could look him up via the internet and find out more about him, but I find this enigma sort of interesting. So I have refused so to do.

                Anyway back to the mod. You can tell that Median XL must have been a labor of love. This mod has enjoyed a multitude of versions. In it all of skills/spells have been replaced, all the items have been replaced, dozens of new quests have been added, all the monsters have been replaced, the runeword system is on steroids, and the crafting recipes are truly amazing. The creatures are truly dangerous, not just the bosses. This breathes life into and provides a new game with the familiarity of an older more mature friend.  All this is done with the replacement of one key file and it is completely free. When someone devotes himself to the pursuit of excellence in this fashion, well I for one stand up and applaud. The game, this mod is simply amazing.

                If you have played Diablo II then you know about an item called the Horadric Cube. This was used to transmute certain items into better items. In fact you needed to transmute certain items to get past certain areas, Act II and Act III for example. This, I felt, was a great way to engage the player, to draw them into the game itself, to give a reason to care about what we as players were actually doing.  You could felt a certain amount of pride and accomplishment when you transmuted the rune you needed or were able to upgrade your gear. Now the genius with Median XL was to take that good system and allow it to grow up and mature. With the latest incarnation of Median XL Ultimative XIII there are quite literally hundreds of cube recipes. Upgrade this, upgrade that, create this potion, or that one, even create certain types of jewels…..just to name a few. I mean I won’t even mention the arcane crystals…ok I just did. This is not meant as a complete description of the mod, but more of a highlight of what makes it brilliant. This item is so integral to the game that you start with it at the beginning instead of finding it in Act II. B R A V O !

                There have been few games that have been this enjoyable to play and even fewer mods that have increased that enjoyment after the fact. I am truly grateful for people like Brother Laz that have utilized their talents in such a way as to provide enjoyment for so many others. So, thank you Brother Laz for bringing us this masterpiece and I hope you continued success.

 

Mod Documentation: http://modsbylaz.vn.cz/

Median XL Forums: (You could download it from here as well)http://www.medianxl.com/t2796-median-xl-ultimative-x-released

YouTube: https://www.youtube.com/watch?v=W0dViOb6OJw

 

 

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Crush, Crumble, and Chomp

by Gary 27. December 2013 10:15

Well it’s that time again where I share a bit of nostalgia with you at the end of the month. <cough><retro><cough>  Today, I share with you the 1981 Epyx game Crush, Crumble and Chomp, the Movie Monster Game.  I believe that this may have been the first video game that allowed you to be the giant lumbering monster intent on wreaking havoc upon a city, such as Tokyo, New York, San Francisco, or Washinton D.C. Now I do not know about you, but I loved the Godzilla and Gamera movies from my childhood…in fact I have been known stay up late now-a-days and catch one on YouTube or NetFlix. So for me this was ‘AWESOME-sauce’, a word my 12 year old self would have been proud to use.  

                I think the game itself utilized something like 4 colors in a top down, 2D, wireframe sort of way. The game was slow as it was turn based and a bit on the clunky side even for that day and age. I believe that all controls were mapped to specific keys on the keyboard. To turn right you hit the R key, L for left, and M for move and so on,  I do not remember any joystick controls at all, but none of that mattered, and I will tell you why. Besides the fact you could assume the role of one of 6 different epic exterminating monsters, you could also grow your own. THIS WAS GENIUS. Someone at Epyx really nailed it. You were allotted a certain amount of ‘crunch credits’ and specific attributes such as Jump, Fly, Atomize, Crumble, Grab, and Zap, just to name a few, were assigned a certain ‘crunch credit cost’. So not only were you able to enjoy the game with the standard monsters, but you were able to experiment with different builds, a feature that is very prevalent to this day in other successful video games. This opened up the game to a plethora of new possibilities and just as many ways to enjoy the game. Not to mention the fact that when you grew your own you had the option to choose from 8 different monster types. Bravo, Bravo!

                Giving the player the ability to create from within the game tends to allow the player to take a certain ownership over the game that is not possible otherwise. This ownership then turns in to more engagement for the player. For example: I budgeted enough crunch credits in order to give the ability, fly to Mechismo, the mechanical monster in the game. It was awesome the way I could fly away from danger and then alight when it was safe again. This I then used to discuss with my friends and then we tried other builds. If something like this were to come out today with the sort of technology we enjoy, I could see hundreds of youTube videos being assembled discussing the pros and cons of specific builds and just as many live streams featuring building and rebuilding of specific constructs.

                People may be doomed to repeat the past if they are not aware of it. I for one would not mind if this past was repeated, but with upgraded sound, graphics, and animation as long as they remember to keep the build your own aspect.


Wiki: http://en.wikipedia.org/wiki/Crush,_Crumble_and_Chomp!


YouTube: http://www.youtube.com/watch?v=tRfRtihUNUQ


 

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The Halley Project

by Gary 29. November 2013 15:02

<RETRO ALERT> Every once in a while two worlds collide and the universe is never the same again. In this case I speak of the video game world and the scientific world more specifically the Astronomical world. In 1985 MindScape released the video game The Halley Project. I do not think that it was a huge commercial blockbuster of a success, however I remember it fondly even though it was not the typical shoot-em up video game, nor was it a classic adventure RPG. No dragons to slay, no aliens to blow up, and no power pellets to imbibe. I really struggle with classifying it at all, even today. It was a game that left you with clues as to where to go and what to do; you needed to do some research. Maybe you would travel to any moon of Jupiter or to any planet larger than the earth or to Saturn’s largest moon. You might not know the answer so you could take a guess, look it up in an encyclopedia, or go to your local library. Very unlike today’s modern conveniences as the internet is at everyone’s smart devices and you can find out all of these without getting off the couch…hmmm

                By playing the 10 missions in this game you learned about our solar system. You would just pilot your space craft around the solar system landing on different planets or moons. The graphics for the time were quite good. Even now as I look at a YouTube video of the game I am somewhat impressed for it really does seem to have a 3d real time look to it, outstanding for 1985 and the 8 bit world. There seems to be some secret 11th mission, but I never took it that far so I am unable to comment, I am sure that there is something on the world wide web, but on this subject I am quite blissful being ignorant.

                For me this game was especially entertaining particularly when you got the spacecraft going near the speed of light somewhere around 299,000 km / sec. The engines would ping, bang, and sputter in all manner of crazy noises and if you dared to push the speed past “Einstein’s Law” you would enter hyperspace and traverse across the solar system in a matter of seconds. A feat that even today we still cannot replicate in reality…come on Nasa!!!!!

                What firmly endears this nostalgically for me is the packaging and the printed material. First, you were to listen to a cassette tape in order to receive your mission briefing…not unlike some sort of super-secret spy thiller. Ok who would not like that I ask you? Second, you were invited to join the Planetary and Lunar Aerospace Navigation and Exploration Team, P.L.A.N.E.T. for short. With a special letter addressed to you requesting your assistance. Third, the reference manual was in the form of a large folder with many documents splayed with either TOP SECRET, CLASSIFIED, or CONFIDENTIAL across them. Anyway the thirteen year old me thinks this was totally way cool!

Links:

Wikipedia: http://en.wikipedia.org/wiki/The_Halley_Project

You Tube: https://www.youtube.com/watch?v=-raOBm9hNMQ

 

P.S. Look at all the stuff you got with this game....

 

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Today

by Gary 30. September 2013 16:36

Well Apple went ahead and updated their affiliate link program. So I spent the evening updating all of my links to the new format....Thanks Apple. So I updated the website a bit as well.

On Friday I joined the Central Ohio Game Developer's Group and went to my 1st meetup. http://www.meetup.com/The-Cogg/

It was a good deal of fun showing off what I have completed and learning a good deal about what others were working upon.

I met many good people there...Mike, Casey, Brice, Todd, Ken, Tom, Scott, Jennifer, Brian, and of course Seth.

Learned about Games like: Hatch-It, Plop Fizz Boom, Prepare for Warp, as well as a Pooyan Clone made with the Tululoo Game Maker.

That is all for now thanks for listening.

 

 

 

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Why I stopped playing Diablo III

by Gary 30. August 2013 05:58

 

 

Why Diablo III, why Blizzard why???

                “Lightning never strikes twice in the same spot” I am a big fan of Diablo II, in fact I still play it on occasion either that or some modded version(Median XL http://modsbylaz.hugelaser.com/ ) Blizzard really had lightning in a bottle there;  the runeword system, ladders, jewels, the Horadric Cube, and the Cow Level…ah those were the days….Diablo III is NOT Diablo II… nor is it much of a successor, unfortunately. Many people have articulated arduously upon this subject, but here is my opinion.

                Here we are over a year after Diablo III has come out…Wikipedia says: May 15, 2012, who am I to argue….today’s date is  August 30, 2013…and the hard working Blizzard developers are even now working on updates, fixes, and other enticements to keep people playing. Why? Well many reasons….first the game like many other human endeavors is a living and changing beast…in this I am in total agreement. Please add to your game, give me more content, or fix something especially if you are not charging for it. I say go for it and thank you very much! Second, well when you forget to add something…cough cough player verses player…um well you need to add it. Indeed PVP was added later on, thank you Blizzard. Third, tone down the game somewhat, Inferno you know I am talking about you….The game should be challenging, but not rage quit impossible. I am also glad to say that Blizzard also has “balanced out” the difficulty somewhat.

                The good news: Play Diablo III because the game play is flawless, the art work beautiful and downright dazzling, the backgrounds breathless, and the voice acting second to none. One derives a certain amount of satisfaction when defeating even the lowliest of monsters. When the sorceress casts spells you really feel it: Diamond Skin…beautiful.  Bravo Blizzard you scored a perfect score from me on that requirement.

                The mediocre news: You must have an internet connection because the game is always online, even during single player mode. This upset some people. Well ok this does leave you at the mercy of patching, server maintenance, and your own personal internet connection. I cannot argue with that, however I would ask when the last time you bought a computer and asked specifically for it not to be capable of accessing the internet because you like to play games on your own?

                The Auction house…well it is good and bad. Good because I am able to sell my useful equipment to someone else and I do not even need to be online to do it. I could even attempt to sell it for real money…ok this is somewhat of a pipe dream, but it is out there. I am also able to find some equipment I may be able to use and I may be able to afford. Blizzard even provided a way to sort by specific characteristics thanks for that as well…it is very helpful. This is one of the very few game mechanic improvements over Diablo II.

                Now why the auction house is not so good: I am unable to sell more than 10 items at a time? Really….Why? This is unacceptable. Come on Blizzard you can do better! Some people say that we should play without the auction house…I disagree, the game is hard enough especially with the monster power cranked up. I need all the help I can get.

                Key Wardens, Good because this is a move back to the Diablo II days of running “the Ubers” where you need to collect 3 keys so that you can access more difficult and presumably more rewarding content.

                Not so good, because I am forced to have 5 stacks of Nephalem valor in order to even start the search for a Key Warden…..why force me to play the game a certain way in order to finally allow me to play the game I want to play? The key warden drops are random already, unless you are at monster power 10…but I am not there yet. So I must work for about 20 minutes in order to collect 5 stacks, then I can beat the key warden in order to get a chance to get a key…then I can try it again if it did not work….ugh this is not fun. Removing the 5 stack requirement would dramatically improve this task.

                Nephalem Valor: good as it provides more magic/gold find just for killing monsters…

                Not so good: It can and has been used to reduce the enjoyment of the game as referenced above.

                Now for the (not-so) good news:  Only 4 players per party???….really Blizzard???…I find this truly baffling given the technology we enjoy in 2012/2013. Is the game totally imbalanced if we play with 5 people or 6 or 8? If the problem is bandwidth, then well I look to you as IT wizards to…figure that out….give me more…not less. What happened to 8 players per group? Why is this impossible? I might not opt to play with 7 or more other people, but at least I want the option…..

                The way point system: BAD!!! why do I need to leave the game to run some content in a previous act? I want to jump around to do specific content and I am forced to quit the game in order to do so.  This is especially annoying given the fact that each time you log out, you lose all stacks of Nephalem valor…ugh this is broken Blizzard….and should be fixed. Let me run everything open to me in one instance.

                Leveling…attribute points are assigned automatically? BAD!!!! I want a max intelligence sorceress, but I am stuck with the exact same attributes for a sorceress as everyone else at the same level. Why? ….when attribute points are automatically assigned this leads to less build diversity, less build diversity leads to less choice for the overall game and less choice leads to less enjoyment. This really does seem as though the game was ‘dumbed down’ for us players…UGH. I am an individual and as such have an individual playing style, the more that my individual game style is limited, the less enjoyment I will derive from your game.

                Whimsyshire!!!! UGH!!! I want my cow level back. I do not mind killing bovine, after there is a precedent for this already, but Whimsyshire??? Really Blizzard, it looks like a 4 year old designed it with a set of bad crayons. The look and the feel of this secret level does not match the theme of the rest of the game. Why do I need to kill flowers and unicorns and what is with the annoying ‘music’? What ‘genius’ thought that this would be fun? <Face Palm>

                Crafting…The idea of crafting is good and indeed some recipes are not bad. In Diablo II the crafting was done completely by the horadric cube. You just needed the components and then you would craft a new item. This was random, but every once in a while you would get something useful. Crafting in Diablo III is now done with NPC’s, which is ok, until you want to craft something useful, then they charge you an ungodly amount of gold in order to create the item. One would think that if you as a character were ‘saving the world’ so to speak then maybe they could craft the items for free? Not all of us have the time to be able to amass billions and billions of gold. Give me my cube back!

                Itemization, Ok this is really the straw that broke the camel’s back. Possibly I can live with the other not-so good things about this game, but this, this is SOOOO Broken. There are many reasons why this ruins the game. First: normal, magic, rare, and unique, great we have many different qualities of items, but why are rare items in many cases better than unique? Unique items should outclass all other items in their own right, so that when you find one you really have an item there, but no, they are somewhat mediocre at best and finding one does not give you that sense of accomplishment. Second, there is no way in the game to make an item incrementally better. For example, let’s say that you finally find the perfect weapon…yes!!!…in Diablo II you could have socketed it and possibly put in an increased attack speed jewel in it to make it, even better…where is this in Diablo III? Third, runewords, they were  very prevalent in Diablo II, this was a good thing, because it gave the player the option to look for normal or gray items in order that they may be used for a specific runeword. Let’s take the recipe for The Heart of the Oak: 4 socketed flail, 4 runes (Ko, Vex, Pul, Thul) and a very sought after item. This ‘recipe’ had 5 components…3 of the runes were very common, the 4 socketed mace somewhat common and the vex rune very difficult to find or expensive for which to trade. However, these components were all sought after and as a player I felt a certain attachment to the character when attempting to build this item. I can remember saying, “Yes, I have found a vex rune!!!!! Now I can complete my HOTO!!!” Where is this in Diablo III? Maybe that was not considered fun, maybe I should just go hack and slash to have more random items drop and when I get something close, but not quite what I want then go get some more nephalem valor and try it again 20 minutes later. UGH Why Blizzard….Why?              

                Maybe I should be playing (www.pathofexile.com) as this seems to be a more logical successor to Diablo II than Diablo III and is indeed a great deal more fun….but that is just my opinion…

 

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ReVolt....

by Gary 21. January 2012 14:17

 

 

That is correct I am talking about the 1999 RC Racing game released by Acclaim Entertainment. It made it to the PC, N64, DreamCast and PlayStation...or so Wikipedia says:

http://en.wikipedia.org/wiki/Re-Volt

 

...anyway did you know that many people made extra cars and tracks for the game..I mean I kinda figured about the tracks since there was a track editor built in, but I did not know about the scores of cars created after this game came out.

 

Cars like:

Bugatti Veyron

BMW M3 GTR

Ferrari F50

Mini Cooper S

1999 Suzuki Escudo Pikes Peak........Just to name a few. Do I have your attention now?

Ok you say sure, but I lost the cd...well I can help you there....This is considered Abandon-ware and can be downloaded...Where you say:

 

Here I say:

http://www.abandonia.com/en/games/908/Re-Volt.html

or If you are not too sure then there is a YouTube Video:

http://www.youtube.com/watch?v=VFjZGYhGWvI&feature=related

This links to a different site, but you have choices...You like that don't you?

 

In order to run this game in xp vista or 7 you will need to create a shortcut and add: -sli -window to your shortcut.

 

Also, I have found an update to the game:

1.2 Beta:

http://rv12.zackattackgames.com/downloads.php#Re-Volt

 

Cool, you say, now where are all these cars????

Ok, Here is the largest car and track resource I have found to date:

http://rvzt.zackattackgames.com/main/search.php?sort1=2&mode=car&page=1

You can download these cars that are not in the original game, but are very kewl. Just unzip them and put the folders in the \cars folder of Revolt then start the game.

 

Just one more thing....Have Fun!

Let me know what you think.

 

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New items to the website...

by Gary 16. February 2011 11:51

Ok, I admit it I made a mistake. The links to the app reviews was....well...not so good to say the least so I need to retract my last blog entry and just man up and say I was wrong...

There that is now out of the way. I feel better..How about you?

Anyway, I have now changed the main 4GottenGames website around a bit.

1st I have added a Deal of the Week section to the main page. I will search through the App Store and look for interesting games for you and post them here for you. These games will be discounted or be outright free maybe for a limited time. These apps will not belong to me so I will have no control over them. Here is the link take a look:

http://www.4gottengames.com/Default.aspx

 

Also I have moved the app reviews themselves to the main site as well. This way I can bring you the glorious artwork as well as provide my uncanny wit and humor in the form of a small description.
Here is a link to that literary masterpiece.

http://www.4gottengames.com/Reviews/Reviews.aspx

 

As always live long and prosper and thow out a comment or two.

Gary

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Added a new widget to the blog.....

by Gary 10. February 2011 13:24

I added a new widget to the blog. It is called Other iPhone/iPad Games, with it I will provide a list of games for the iPhone/iPad that I feel are worth buying. It will not be a full fledged application review site, but will be apps that I have personally downloaded, played, and think that they make the proverbial grade.

 

Anyway that is all for now....See ya next time...

 

Gary

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