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Posts Tagged ‘game club’

Episode 124 (03/09/09) – Horshack Test

March 8th, 2009

watchmen-babies

It’s a long episode this week, but hopefully you’ll find it entertaining. Kenneth “Slim” Miller joins the lineup of CJ, Phil and Greg Sewart this week to talk about Street Fighter, arcades, Watchmen and video games. More specifically, we discuss game tapes like Street Fighter IV, Bomberman Live, House of the Dead Overkill, Peggle DS, Top Trumps: Doctor Who, Watchmen The End is Nigh, Legacy of Ys Books I & II, Mass Effect, Star Ocean 4, Dead Rising Chop Till You Drop, Phantasy Star Portable (or more specifically, the PS3′s AdHoc Party app) and more! Plus we’ve got a Game Club segment all about Beyond Oasis.

Thanks for listening! Don’t forget to visit our new web site at www.playeronepodcast.com. You can leave us a voicemail by calling 713-893-8069 or you can send a comment via MP3 to our email address, playeronepodcast@gmail.com. Don’t forget to join our forums if you haven’t already!

Running time: 2:20:06

Direct download: 03_09_09-Episode124.mp3

This week’s music:
“There Are Only 152 Pokémon” by PlayItLoud!
“Leviathan” by Falco Lombardi
“…..Its OK You’re Safe Now” by Falco Lombardi
“The Dine and Dash” by morgieporgie

Chris Johnston Episodes, Game Club , ,

Game Club: Beyond Oasis

February 18th, 2009

Two Game Clubs in one month? Surely not!

Because we haven’t pimped Sonic’s Ultimate Genesis Collection enough, the next Game Club is all about Sega’s oft-overlooked adventure game, Beyond Oasis. Let’s see if this masterpiece from Yuzo Koshiro’s Ancient development house stands the test of time.

Get your stories/comments/memories of this game post to the blog/forum/email or voicemail (713-893-8069) by Friday, February 26. We’ll be talking about the game in Episode #123.

Greg Sewart Game Club, Video Games ,

Episode 120 (02/09/09) – The Bird and the Bear

February 8th, 2009
Game Club returns in this episode and we spend the last segment talking about Rare's original Banjo-Kazooie game for the Nintendo 64/Xbox Live Arcade. CJ and Phil and joined once again by Gregs Sewart and Ford for that plus a discussion of the game tapes that took up our free time in the last week. Those include R-Type Dimensions, Dead Space, 3 on 3 NHL Arcade, Fable II, Killzone 2 (demo), Halo Wars (demo), Ratchet & Clank: Quest For Booty, Sonic's Ultimate Genesis Collection, Burnout Paradise, Far Cry 2, Donkey Kong JENGA, DJ Max Fever and Phantasy Star Portable, among others.

Thanks for listening! Don't forget to visit our new web site at www.playeronepodcast.com. You can leave us a voicemail by calling 713-893-8069 or you can send a comment via MP3 to our email address, playeronepodcast@gmail.com. Don't forget to join our forums if you haven't already!

Running time: 2:03:43



This week's links:
Our forum topic on Sonic's Ultimate Genesis Collection
MTV Multiplayer: Halo Wars feels like a Diablo RTS
Direct download: 02_09_09-Episode120.mp3

Bonus image:

Chris Johnston Episodes, Game Club , , ,

Reminder: Banjo-Kazooie Game Club

February 3rd, 2009

The next episode of the Player One Podcast will contain a Game Club segment where we discuss Rare’s Nintendo 64 platforming epic (and Mario 64 wannabe) Banjo-Kazooie. Participating is easy. You can discuss the game on our forum, reply to this blog post, leave us a voicemail (713-893-8069), or email us an audio comment.

To get you warmed up, here are some of my thoughts.

Some of the bad:

Swimming. My god, what the fuck. Swimming in this game is just a cluster. It’s nearly impossible to aim yourself with any amount of precision or make any kind of quick movements. Clanker’s Cavern was pissing me off while playing tonight,  especially the bit where you’re underwater 100 feet underneath him trying to turn this goddamn key and it’s just impossible to aim it right. I’d try, miss, then attempt to turn around. Oh no wait now I’m running out of air. Where’s the little fish that lets out air bubbles? Oh shit, he’s behind me I’m never going to be able to turn around in time. Now I’m on the last bit of my air. Oh shit, I’m dead…REPEAT. Thank effing god that swimming in video games has gotten better over the years (Ratchet & Clank FTW!). Flying is equally annoying but at least you can turn around pretty quick in the air. :)

Level design. Again, what in the goddamn hell is Rare thinking? Their level design is based around making it as tedious as possible for the player. I’ll just give you Bubble Gloop Swamp as an example. So in this level, you can’t run in the swamp water without the boots power-up (which wears off after 20 or so seconds). Yet they have put power-ups, notes, jinjos, etc. in places all over the level where you’d either have to use the boots multiple times to get at them ( likely dying many times over in the process) OR wait until you go to Mumbo’s Hut and turn into a little alligator so you can wander the swamp areas unharmed.

banjokazooie3smallThey’ve also got this nasty habit of giving you enemy encounters in very close quarters. Yet Banjo doesn’t have any really good close-quarter attacks. The only one is the punching which you have to be absolutely still to even pull off with your hands off the directional. I usually fall back to the rolling attack, which can be suicide if you roll, end up behind an enemy as they turn and proceed to gank you (or they barely touch your back, yet hit you). Or you roll and fall off a cliff.

Health items that often fall to areas you can’t get to safely. So I’m gonna talk about Bubble Gloop Swamp again. They’ve got honey combs set up near the swamp so when you hit them, they inevitably drop one of their precious life-giving combs into the bog. The bog you loose life in once you step in it. And it’s because the honeycombs kind of burst out of their little hive and bounce 2-3 times before coming to a stopping place.

The hub world. Where is the design in this? You unlock a new world by filling in the pieces of the puzzle or whatever with your jiggies, and then the level isn’t even in the same friggin’ room where you just did that. Instead it shows you some OTHER area where it just opened up the level and you’re supposed to somehow find that area in a series of tunnels and disjointed paths with no hub world map. Eff you, Rare. You have the painting conceit of Mario 64 right there with the puzzle pieces and you can’t just transport yourself into the world from there? What the hell, man.

And the good…

The music. I gotta say the music in B-K is pretty dang awesome. I like the consistent theme that changes as you go in/out of areas or under the water. It gets in your head and that main theme is very memorable. Me likey.

The Mumbo transformations. They’re fun! It mixes things up a bit.

I’m sure there’s something else in there that’s good that I’m not thinking of now. :) More on this weekend’s episode (#120).

Chris Johnston Game Club , ,

Banjo-Kazooie

January 25th, 2009

It's back—we're doing another Game Club for Episode 120 (out Feb. 9), this time on Rare's Nintendo 64 platformer, Banjo-Kazooie. Initially known by the codename "Dream," this game copped a lot of Mario 64's style, and whether or not it holds up as well as Mario 64 does to the test of time is up for debate. It was recently re-released for the Xbox 360 via Xbox Live Arcade, and it can be yours for 1200 Microsoft space bucks ($15, but who's counting?).

Wikipedia entry on Banjo-Kazooie

And we'd be remiss if we didn't point to a YouTube video of the amazing intro to the game...

Get your stories/comments/memories of this game post to the blog/forum/email or voicemail (713-893-8069) by Friday, February 6. We'll be talking about the game in Episode #120.

Read more...

Chris Johnston Game Club , ,

Mega Man

August 25th, 2008




With its recent release on the Virtual Console and the impending release of Mega Man 9 (which I'm rather excited about), this seems like the perfect time to tackle the original Mega Man on the Game Club.

Now's your chance to play (or replay) the game that launched a franchise that has lasted over 20 years.



The game is available to play on the NES (of course) or for 500 points on the Wii's Virtual Console. You can also get it on the PS2, Xbox, or GameCube by picking up Mega Man Anniversary Collection.

We'll be discussing the game in Episode 98. Leave your comments here or on our voicemail line at 713-893-8069.

[youtube]C9t5uPrRyig[/youtube]

Chris Johnston Game Club ,

Alex Kidd in Miracle World

July 21st, 2008




If you've played Alex Kidd in Miracle World, consider yourself one of the few. This Master System platformer was Sega's "answer" to Super Mario and, well, it didn't work out. He was soon replaced by a speedy blue hedgehog and has gone all but forgotten since, appearing in only very brief cameos in places like Sega Superstars Tennis and Shenmue.

Why'd we pick this one? Well it's the opposite of Super Mario. Where that series met huge popularity and critical acclaim, Alex Kidd lies dormant in obscurity. It was one of Sega's early salvos to compete with Nintendo, and we're sure the lessons learned from this series helped to shape their next crack at it -- Sonic. The Alex Kidd series also had an incredible amount of installments in its short, four-year lifespan -- 5 in total (well 6 if you count a Japan-only BMX game), quite a lot for a character that never became a household name even across the Pacific. If you really wanted to stretch the argument, you could take the sheer number of disparate Alex Kidd in [insert world here] sequels made in that time and compare it to the mistakes Sega is making currently with its once-popular/once-good Sonic series.

Plus, Alex Kidd in Miracle World is a game not many of us ever played. So let's give it a go, eh?



Available on the Virtual Console for 500 points.

We'll be talking about this one in Episode 93. Leave your comments here or on our voicemail line at 713-893-8069.

[youtube]VZoLcn5w_D4[/youtube]

Chris Johnston Game Club , ,

Super Mario Bros. 2: Mario Madness

July 6th, 2008




For lucky Game Club #13, we have selected Super Mario Bros. 2: Mario Madness.

Available on NES, Wii Virtual Console ($5), Super Nintendo (via Super Mario All-Stars), and Game Boy Advance (Super Mario Advance).

One evening, Mario had a strange dream. He dreamed of a long, long stairway leading up to a door. As soon as the door opened, he was confronted with a world he had never seen before, spreading out as far as his eyes could see. When he strained his ears to listen, he heard a faint voice saying "Welcome to Sub-Con, the land of dreams. We have been cursed by Wart and we are completely under his evil spell. We have been awaiting your arrival. Please defeat Wart and return Sub-Con to its natural state. The curse Wart has put on you in the real world will not have any effect upon you here. Remember, Wart hates vegetables. Please help us!"

At the same time this was heard, a bolt of lightning flashed before Mario's eyes. Stunned, Mario lost his footing and tumbled upside down. He awoke with a start to find himself sitting up in his bed. To clear his head, Mario talked to Luigi, Toad and the Princess about the strange dream he had. They decide to go to a nearby mountain for a picnic. After arriving at the picnic area and looking at the scenery, they see a small cave nearby. When they enter this cave, to their great surprise, there's a stairway leading up, up and up. It is exactly like the one Mario saw in his dream. They all walk together up the stairs and at the top, find a door just like the one in Mario's dream. When Mario and his friends, in fear, open the door, to their surprise, the world that he saw in his dream spreads out before them!




Post your comments about SMB2 here. Or, call the voicemail line and leave a message with your favorite parts/memories of the game -- 713-893-8069. Or you can record an MP3 of your comment and email it to playeronepodcast@gmail.com. We'll be talking about SMB2 in Episode 90.

Chris Johnston Game Club , ,

Castlevania: Symphony of the Night (PlayStation)

June 5th, 2008


"What is man?! Nothing but a miserable pile of secrets!"



Yes it's another Konami game for our 12th game club -- Castlevania: Symphony of the Night. And it's available for darn near everything. PSN, XBLA, PSP, PS1.



Record your comments as an MP3 and send to playeronepodcast@gmail.com, or call our voicemail line at 713-893-8069. OR, just reply to this post. DEW IT.

Unlock Symphony of the Night in Castlevania: The Dracula X Chronicles for PSP (stolen from GameFAQs):

In Stage 2, while the minotaur is chasing Richter, immediately fall into the first hole in the ground. You will not die, but instead be taken into the sewers. Play the level out normally and defeat the boss. Afterwards, you will be taken to Stage 3' (this is different from the normal Stage 3!).

In Stage 3', whenever the path branches, taken the upper route. Make sure you obtain the "axe" subweapon sometime during the stage. Eventually, you will meet a skeletal snake that is attached to a wall. Nearby is a vine-like cage; use the axe to cut it. It now serves as a platform for Richter to jump to the upper ledges. Continue along the upper ledges until you see a breakable tombstone. Inside is the item that unlocks Symphony of the Night. Return to the main menu to play it.

Chris Johnston Game Club , ,

Metal Gear Solid (PlayStation)

May 20th, 2008


Naomi:
Well, if you come back in one piece, maybe I'll let you do a strip search on me.

Solid Snake: I'll hold you to that, doctor.



In a few weeks PlayStation 3 owners will be enjoying another chapter in the Metal Gear Solid series. So what better time than now to take a look back at where Solid got its start -- as a 2-disc retro revival on the original PlayStation. Upon its release it received widespread critical acclaim and is considered one of the best games available for the PS1. It was later remade for the GameCube as Metal Gear Solid The Twin Snakes, co-developed by Konami and Silicon Knights.

Unfortunately the original MGS is not available for download like our usual Game Club games. So you'll have to procure a physical copy by other means. It's available as part of Konami's recent re-release pack The Metal Gear Solid Collection. Or it shouldn't be too hard to track down a used one via half.com or eBay. If you really wanted to you could play The Twin Snakes...





We'll be talking about this one on Episode #84. Call 713-893-8069 and leave a message (or record an MP3 and send it to playeronepodcast@gmail.com) with your memories of playing MGS1 and your thoughts on how it holds up today and we just might play your comment on the show. * To make it on the show you must submit your comment by Friday, May 30.

Chris Johnston Game Club , ,