Design 101 – Bad Company 2 – Spotting
crafted by: AlexIn Design 101 I will discuss specific systems of various games that I am currently playing.
Spotting
I am unsure to what extent this system might be in place in other games. I know in MW2 you appear on a map when you shoot or a UAV is in the air. I believe in the first Bad Company, shooting someone would make them appear on friendly units' maps. In Bad Company 2, aiming at a unit and pressing the back button (or select on PS3, or some key on PC...) will put a red marker over the head of the enemy for everyone on your team and place them on the map for a few seconds. This leaves the task of reporting enemy positions actively in the hands of your teams. There is one major problem with this. The red arrow over the heads of enemies appear even if the person is behind solid, or not so solid object. It is possible to kill enemies through trees based entirely on this red arrow, which while useful to you, is also useful to the enemy and seems a bit cheap. This is the only downside I see to the spotting mechanic.
The benefits of putting spotting in the hands of players is the promotion of teamwork, especially because players receive experience for spotting units that are then killed by teammates. Spotting an enemy and critically wounding him before a squad mate kills him will actually give you more experience than if you were to directly kill the unit yourself. Almost constantly you have to make the strategic choice of whether to shoot or to spot the nemy. Shooting will give away your position, but you may be able to kill the enemy, which will take an enemy ticket, get you experience, and possibly save a teammate. If you give away your position and die, that enemy may continue on unspotted and your teammates may be unaware of is presence. Spotting an enemy for a teammate in a better position to make the kill is often times a great decision. Even tanks won't appear on the map unless a friendly unit spots it. If you are on a terrible team that doesn't spot often a tank or two could rumble right up to the objective without anyone having a clue, other than the person that saw it and didn't spot it.
Spotting is so important, there are a few items that aid in this process. The Motion Sensor of the Recon unit can be throw and will spot any enemies in a small area automatically. The recon unit will get exp for any enemies spoted by this device. The Spotting scope for the Recon unit will automatically spot enemies that the unit looks at through the scope. Finally, the UAV whil able to call in and direct missles, is also primarily a tool for spotting positions of enemies in hiding.
Spotting brings a sense of unity to the team. When you spot an enemy and receive experience when he is killed, you know that it likely took both you and your teammate to take down the enemy. And you will feel thankful when you notice an enemy who has been spotted was attempting to sneak up on you. Overall the system is well thought out. It was apparently tweaked from the demo, where p[layers were spamming the spot button, and now there is a cool down delay to prevent this. The only other addition I would like to see is that the red arrow above enemy heads be line of sight only, rather than a magic icon that appears through walls.
Genesis-A-Day: Star Control
crafted by: AlexUpon finding a magic lamp, Alex rubs out a genie. Obviously, Alex wishes for a ton of genesis games. In this feature, Alex documents the results of that wish.
Ships destroyed: 4
I have to admit, I thought this game would be another heaping pile. I mean, it IS, but it has a little something special too. The menus are horrifically archaic. This game doesn't seem to be anything more than pitting 2 space ships against each other. It plays like asteroids but ship vs ship rather than ship vs asteroid. There are 2 factions with completely different ships, each faction has 9 ships with various handling and weapons. Shooting a weapon uses up fuel which is constantly recharging, and crew is a measure of your ships health.
The controls are terrible, and half of the ships seems useless. Some are too slow to catch an enemy ship, yet the weapons are extremely short range. On the other hand the ship designs are really cool and they all have different weapons. I think every ship has 2 attacks? I don't know, I didn't really care and I was confused. My favorite part if that on the right side of the screen is a shot of the ships' cockpit and how it is controlled. This includes images of various aliens. For example, a pterodactyl that apparently turns the ship by turning it's head. Another is controlled by a crystal that shoots lightning at other crystals. This is actually the only reason I kept playing this game. If I cared I would make a gallery for your all, but I don't care so just accept what i give you.
AND NOW A MESSAGE FROM PIKACHU!!!
crafted by: Pokémon Trainer KevPika pika! Pika chuu! Pika chu! Pika pika! Pika! Pika chuuu! Pika pika! Pika chu! Pika pika! Pika chuu! Pika pika! Pika chuu! Pika pika! Pika chuu! Pika pika! Pika chuu! Pika pika! Pika chuu! Pika pika! Pika chuu! Pika pika! Pika! Pika pika! Pika! Pika pika! Pika! Pika pika! Pika! Pika chuuu! Pika chuuu! Pika chuu! Pika! Pika chuu! Pika! Pika chuu! Pika! Pika chuu! Pika! Pika chuu! Pika! Pika pika! Pika chu! Pika pika! Pika chuu! Pika pika! Pika chuu! Pika pika! Pika chuu! Pika pika! Pika chuu! Pika! Pika pika! Pika chuu! Pika chu! Pika pika! Pika! Pika chuuu! Pika pika! Pika chu! Pika pika! Pika chuu! Pika pika! Pika pika! Pika chuu! Pika chu! Pika pika! Pika! Pika chuuu! Pika pika! Pika chu! Pika pika! Pika chuu! Pika pika! Pika pika! Pika chuu! Pika chu! Pika pika! Pika! Pika chuuu! Pika pika! Pika chu! Pika pika! Pika chuu! Pika pika! Pika pika! Pika chuu! Pika chu! Pika pika! Pika! Pika chuuu! Pika pika! Pika chu! Pika pika! Pika chuu! Pika pika!
PAX Badge has arrived!!
crafted by: AlexI came home today after a miserable day of work (got called into a "quick" meeting that lasted 3 hours.) On our little mail table lay an envelop with a return address of PAX. Excited, I opened up the envelop, quickly threw down the contents on my warm fleece blanket, and took some pictures in poor lighting just for you! Interestingly they are giving out charlie cards which are used to travel on Bostons public transportation. But I'm sure they are not preloaded with any monies. But a word to the wise (or the people that want to party it up during PAX weekend), the public transportation stops around12:30, so be sure and plan to leave the bars early, or catch a cab home.
Also, this ain't the Big Apple, bars in Boston close at 2PM at the latest, so plan to bring the party back to your hotel room for 50 rounds of Mario Party and some Jager Bombs. Personally I like the rules on the back of the pass. Note that is only says that drugs are bad, not that you shouldn't do them. So here are the pictures for your edutainment, click the images for a closer look.
SNES-A-Day: Al Unser Jr’s Road to the Top
crafted by: PaulTime played: 4 minutes
Skills mastered: quitting events fast to try the others (still not fast enough)
Who is Al Unser Jr, and why is his big face plastered all over this game? That's the question we're hoping to figure out here. Here's a step-by-step breakdown of the Al Unser experience:
- We’re in trouble…
- OK, racing game, standard 1992 font…
- Dear christ, he’s spotted me!
- Unser makes me start at the bottom: snow mobiles
- Then one step up – go karts with no brakes
- Then he makes me drive his ‘89 Firebird and clean its ashtray
- Finally an F1 car – fast enough to escape Al Unser’s iron grip??
Did I ever find out who Al Unser Jr is? No - he blinded me with bleach and dumped me on the side of the road. Now I can only play Final Fantasy XIII by hearing!!
Boss Battle: Bioshock 2 vs Paul
crafted by: PaulBioshock 2 attacks: Shoots fire at Paul! Paul's on fire!
- Vastly improved game play - dual-equipping guns and plasmids speeds up action
- Most levels are more interesting and varied than in Bioshock 1
- Smoother difficulty curve doesn't leave you pissed off at the end like Bioshock 1
- Some genuine spooks, shocks, and disturbing set-pieces
- No crappy final boss battle
- Better hacking mini-game
- A pleasure to revisit the world and mythology of Rapture
Paul attacks: Drains some life
- ...Doesn't add anything that crazy to the Bioshock and Rapture experience
- Not many new or impressive plasmids
- Been-there, done-that weapons and ammo
- One or two boring levels (design-wise)
- Protecting Little Sisters as they harvest Adam gets tedious
- Fighting Big Sisters not as fun as fighting Big Daddies, doesn't require and different technique
- No "Welcome to the Circus of Values" clown voice
Game-A-Day Doubleheader: The Adventures of Dino Riki AND Rad Gravity
crafted by: BrendanUnable to post on Thursday, I've doubled my effort(tolerance) and brought you two NES games you should be thankful for not owning.
The Adventures of Dino Riki
Time Played: 15 Minutes
Cave Babes Nailed: 0

Sabertooth Hornets? Jungle's lousy wit 'em.
Dino Riki is of my favorite lost genre: the top-down shooter. You play as Dino, a caveman, who is making is way somewhere to do something. I assume the instruction manual has the back story because the game just throws you into the action. I like to think Dino is on his way to catch somebody on their way to work to serve them a dino-subpoena. The game is pretty hard because there isn't a lot of room to move laterally and the screen is consistently taken up by groups of attacking enemies.
The Adventures of Rad Gravity
Time Played: <2 minutes
Love of Space: diminished

New favorite pickup line
This game makes you hate it from the get-go. It comes at you with this ear-raping title screen then goes on to introduce you to the douchey looking Rad Gravity who needs to search out computers on the planet Cyberia because something about a teleporter. The gameplay is one of those platformers where you go in and out of doors by pressing up on the d-pad until you've completely lost your way. The video might make it look easy...but it's so crappy it isn't worth trying to beat.
Design 101 – Bad Company 2 – Squads
crafted by: AlexIn Design 101 I will discuss specific systems of various games that I am currently playing.
Squads
While squads can be found in other games, most notably the new Mag, it doesn't change the fact that this is an excellent design. Up to 4 people can be in a squad and it is highly advised you be in a squad of 4 if possible. Bonus experience points are awards when doing just about anything with your squad. Healing, rearming, repairing a vehicle, assisting in a squad members kill, or spotting a squad members kill. All of it will give you more experience. If you complete an attack or defend order assigned by a squad member you will get bonus points. This encourages squads to work as a team, and Modern Warfare 2 is a perfect example of why people need incentives for working together.
BC2 allows players to spawn right next to squad mates that are alive, regardless of where they are on the map. This completely changes the pace of the game. a really smart squad will have a recon unit at some sort of flanking position to the enemy base. From there teammates can respawn and keep attacking. There seems to be a conflict line held up by defenders in Rush mode. This is where the defenders have set up defensive positions and the attacks have a difficult time breaching. When one single unit is able to get beyond this line and act as a spawn point for squad mates it throws off this defensive line. It really gives and edge to the attackers and prevents spawn camping found in many other games.
Bets of all, it keeps you in the action and feeling like part of a team. Depending on how good (and big) your squad is, sometimes you will never be spawning at your base. The system is well thought out, and playing with a smart squad can make all the difference not only in the battle, but how much you enjoy them game. Keep in mind that if all your squad mates are dead, stay safe for about 6 seconds and you will have 3 more soldiers ready to blow shit up.
Genesis-A-Day: Lakers versus Celtics and the NBA Playoffs
crafted by: AlexUpon finding a magic lamp, Alex rubs out a genie. Obviously, Alex wishes for a ton of genesis games. In this feature, Alex documents the results of that wish.
Time Played: 5 minutes
Fouls: 10
I laughed when I saw the title for this game. It seemed silly to limit itself to two teams, though the game does contain 8 teams. So I did some research. From Wikipedia:
Lakers versus Celtics and the NBA Playoffs was a video game released first in 1989 for MS-DOS-compatible PCs and later adapted for consoles when released in early 1991 for the Sega Mega Drive/Sega Genesis. The game was highly successful; it was the first game endorsed by the NBA and was the first to contain multiple NBA stars and teams in one game. As the title suggested, the game was launched due to the success of the 1980s Lakers–Celtics rivalry. Established stars you can play in the game are Larry Bird, Kareem Abdul-Jabbar, Magic Johnson, Michael Jordan, and Patrick Ewing.
Okay, that makes much for sense. It also explains why this game plays like utter horse shit. It would probably play better if you had to type commands at a DOS prompt than with a controller. I thought I had picked to play as the Celtics to play as the king of (white) basketball players, Larry Bird. Apparently I must have picked the Lakers. It wasn't until the Celtics scored did I realize I was on the Lakers. There's NO indication of what clump of pixels you are controlling.
I hit a shot from downtown putting myself in a 3-2 lead before promptly letting the Celtics get 10 more points while I fouled them because I had no idea what was going on. I think I might have to play some NBA Jam next time to redeem my non-existant appreciation of retro basketball games.
SNES-A-Day: Air Cavalry
crafted by: PaulPaul plays all the smelly Super Nintendo games he found under a pier.
Time played: 1 minute
Tanks destroyed: Those were tanks?
At the start of the 16-bit era game developers were eager to harness the awesome power of the Super Nintendo to achieve hyper-realistic virtual experiences. Well guess what:
Air Cavalry has you flying this poop-colored helicopter around a swamp shooting at tanks and AA guns. This whole game is based around Mode 7 effects, yet it somehow looks way worse than other other game I've seen using it. So it is impossible to tell if you are going to come across a tank or even if you're currently shooting. But it doesn't really matter, because the game starts you off on top of 5 tanks and they are all shooting at you at once, even if they haven't popped up on the "horizon" yet. So you explode almost instantly. This game is incomprehensible.




![IMG_0194[1]](http://www.turbobossbattle.com/wp-content/uploads/2010/03/IMG_01941-150x150.jpg)
![IMG_0195[1]](http://www.turbobossbattle.com/wp-content/uploads/2010/03/IMG_01951-e1268090722401-150x150.jpg)
![IMG_0196[1]](http://www.turbobossbattle.com/wp-content/uploads/2010/03/IMG_01961-e1268090777142-150x150.jpg)









