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About BluScreen_Jason

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    Mop Jockey

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  1. Furrito (How long has that been sitting out? Who knows! But we assure you that green and fuzzy meat is perfectly normal) Supernova Salsa or Supernova Nachos (Experience the flaming hot explosion of flavour from both ends!) Meteor Meal or Comet Combo (Comes with Nacho Taco, one side, and a medium beverage of choice. Comes with 50% off coupon for your next E.R visit and a toy for the kids) Big Bang Belcher (90% carbonation, 10% what the heck is this stuff?!) Chalupa Cleanse (Guaranteed to "clear out" your system) Uranus Burner and wife contributed the following: Timelord Taco - it's timeless. The Loaded Launcher - use your imagination. Cosmic Corn Chunks - Fried chicken and corn nuggets. Refried Rice - life just got interesting. Sides Quazar Queso Dip: Intergallactic awesome made for dipping chips, vegetables, and why not even your fingers into! So finger-licking good! Space Salsa - made from leftover space food with some random red toothpaste - just don't smell while eating. Dessert: Chunky Churros - Don't eat too many or you'll take after the desert itself.
  2. The following is just my response to the thought that "adventure gaming is dead". Skip this if you feel it's too irrelevant. Just wanted to chime in with a thought that's been bouncing around in my head for a while. It may not be 100% related, but I feel that it'll paint a picture of how I believe the "industry" is. Basically, back in the day we had adventure games, we had RTSes, we had arcade styled challenging games, we had what I'll refer to as (for lack of a better term) "hardcore games". These games typically had much higher difficulty ceilings, or required more work from the player to truly enjoy. I would put adventure games into this category. Now what happened as hardware became less expensive, and the idea of playing video games became less of just a "nerd hobby", more people started getting into them, and as more people got into them, the companies started to notice that they gravitated towards a certain kind of game. This has led us to the present day, with our adventure games, and our plethora of more "mainstream" type games. Where is this all going? Well, let me try to illustrate it this way. Imagine that back in the day that adventure games typically sold to 100 of the 200 people who played games. That's a pretty good chunk of total players. Companies totally went for that. Today though, adventure games may sell to 100-120 of the 40,000 people who play games (I'm making up numbers to illustrate a point, don't quote me on exact figures). In comparison to everything that's out there, and the amount of effort that companies will spend to please their customers adventure gaming may appear to be dead, when in actuality it's right where it was before, it's just that the pool of players and games has increased. The market grew around it. Adventure gaming is currently a niche genre with growing popularity. Will it ever be "mainstream"? I have no clue, but I know that until it does achieve that "mainstream" status, it'll be considered dead by many. END RANT I do agree with suejak in that I feel that there's too much emphasis on adventure games being about story. An adventure doesn't need to have some crazily crafted masterpiece of a story. An adventure can simply be exploration into the unknown. This is what I feel Sierra games did well in the past, and what I would like to see from any new endeavors under the same name. In Sierra games I felt like I was on an adventure, that I was exploring worlds. I've never been able to get into the LucasArts adventure games for some reason and I wonder if it's because of 1. The greater emphasis on story, and 2. The lack of death. Exploration and the threat of death are the biggest things that jump out to me when I hear the term "adventure". I don't care what format the new King's Quest plays in, as long as I feel like I'm an actual adventure, and not just riding along with a highly interactive visual novel with no failure states. I want a game, not a movie that waits for me to figure out what the plot is.
  3. I don't believe there really was any time. I get that we're not given any real timeline as to how long Roger and the Two Guys were in the ship together but I was under the impression that it wasn't long. My explanation is basically "It wasn't meant to make sense. It's just some fun fourth wall breaking humour", but if I had to somehow make it work I would probably explain it something like so... Roger exists in a fabricated universe put into reality by the Two Guys themselves. Much as how entire worlds could be written and created within books in Myst, the two Andromedans created the entire world Roger is from and his entire life through some sort of ancient Andromedan psychic/magic/insanity. Now they only craft Roger's life AFTER he drops them off on Earth. When they go to Earth, they are traveling to the past. Thing is, the events that led to Roger's saving the Two Guys had to occur in the way that they did because it became a fixed point in time for them. If Roger never saved them, the universe wouldn't exist. So as such, by the very laws of the universe they had to write Roger's life in an almost astounding coincidental manner or face their own doom, which in turn would create a terrible paradox. So without having any account of Roger's life, their games (Roger's world) were created in precisely the needed manner due to the very laws of time and the universe guiding them. The Two Guys themselves don't realize what is happening and attribute the character in their game to the faint memory of the "moron" who saved them and inspired the character design for his own creation. Well... that was just my quick attempt at making sense of things. I don't think it's perfect, but it'll do for now.
  4. I wanted to comment on this. As someone who's worked on some games (often from scratch) I can say that the criticisms of the demo show a lack of understanding of how bare bones and brutal an early build can be. I'd say the demo is almost a prototype/pre-alpha stage. To judge it at all is foolish. This isn't your AAA "Beta" where the game is more of a demo/release candidate. So even if you feel as though the swipe controls don't work based on what you tried, or they add nothing, keep in mind that at that stage of the development it was probably closer to being a concept than a fully thought out feature. I think it's best to wait and see how the interface is going to actually be used in the full game before criticizing it.
  5. I must have totally lucked out and as such it has affected my perception of which game is the hardest. SQ1: I actually found the glass shard on the first try. The survival kit on the other hand took me a bit to find, not that it matters as I only found it after several playthroughs of the game. SQ2: Never encountered a dead end. Get across swamp? Just watch what the little alien does Deep part of water? There's gotta be a reason for that. Investigate! Can't hold gem? Next logical step? Mouth! Exact wording of "Say The Word"... ok that one annoyed me. Beat the maze on the first try. In fact, to this day I have never seen the monster in the maze aside from videos of other people playing it. When the Labion Terror beast came onto the screen, I just walked off the screen and came back and he was gone. I ran to the elevator without using the rock or the supporter. Alien kiss? If you kept playing after that you were just asking to lose. It's actually completely possible to beat the game without the supporter, the Cubix Rube, or the rock. I actually found it to be one of the more straightforward games. SQ3: Pretty easy actually... well beside the point that I decoded the message on the arcade machine without the decoder ring, but I like to do things the hard way :D SQ4: As a kid I just had fun walking around, so the Galleria Arcade thing was a non-issue. Although oddly enough, I didn't get the slime in the sewers and I got stuck on getting through the door to the super computer. I would say that SQ4 did make me scratch my head the most though. I'd say it was probably the second hardest. SQ5: ... The freaking maze on the Goliath! I hate that maze! SQ6: I stopped playing after Polysorbate LX. Definitely the hardest and most frustrating for me.
  6. *sigh* I guess I'll step out of lurker mode to finally give my answer. Since I post so infrequently I think I'll just rate all of the games. The one I like the least is Space Quest 6. I can't stand it, and to this day I haven't been able to beat it. I've tried forcing myself to play through it but it's just not a Space Quest game. I won't get into the numerous reasons why, but know that I refuse to accept it as part of the SQ series. Next least would be SQ1 VGA. It also didn't quite feel like Space Quest. After that I would probably say 5 for the sole reason that it also didn't really feel like a Space Quest game. A reminder that this is a list of my preferences, and not what I feel are the worst games when judged on their own merits. If I was doing that I'd say SQ5 is actually pretty good and was pretty well designed. Now the next one on my list will likely destroy any credibility I may have as a Space Quest fanatic. Space Quest 3. I don't know. I feel as though there wasn't really all that much to explore, and what there was wasn't tremendously interesting. I think this is probably due to length as it's pretty much one of the shortest games in the series. Then Space Quest 2, Space Quest 4, and then in last place (of my least favorite) is Space Quest 1.
  7. Yeah it did. After the SV kickstarter I just stopped working on it, so it still has that problem... but what else is worth tracking anyways? Like really... c'mon. :)
  8. "Nobody" works :) Well if it is the same program, I'm glad you got some use out of it :) If it's not the same program, I'll still take credit for it :P (Basically a little Java program that took in the name of the kickstarter and the URL and then gave you a little java window with a progress bar, and how much had been pledged since the last "reset" and junk. You'd press 'A' to make it stay above all windows and I think 'R' to reset the pledge odometer)
  9. I don't really want to point out what I did because I'll feel like I'm bragging. Heck, I don't even know what counts as "helping". I've probably done nothing - During the SpaceVenture kickstarter I made a kickstarter tracker program to save at least two people's F5 keys :P - I made a comic about selling my house. - Yeah... not a whole lot. I'm mostly just a super enthousiastic lurker who would love to be involved with more things in the fan community but due to excessive introversion am too scared of working with other people.
  10. Ain't no shame here, everyone will likely see it anyways :)
  11. Not sure if this meets the criteria, I can try another run at it if this is in the wrong format for the collaboration. Here's my submission: http://www.mediafire.com/download/nssij89c9iatjf6/TwoGuys2.avi
  12. Yeah, if we keep getting updates that are this detailed and at least throw us a little teaser to whet our appetites over, I think I will be more than satisfied until the game comes out. Now being patient for the game to come out is a whole different story :P
  13. Poor table, I broke it with that flip :) Speaking of which, I never saw that video. I watched Twitter, but never saw the link come up. You have a place I should check for all of your stuff? Ya know what? Don't bother answering that, I'll just google it. I started writing up a rough script and I'll likely try shooting the video tonight.
  14. Aw heck, I'll get over my introverted self and record something. Anything for the Two Guys.
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