XAG

Calendar with only Sundays

Drupal Groups: Churches - Fri, 01/20/2012 - 12:22pm

Hi,
Using Drupal 7 with Calendar and Date modules.
I would like to make a calendar that shows only Sundays. I need it to make planning easier for "my people".
Can I configure the calendar like that?
-Niels

Categories: Drupal, XAG

Struggling with building a Calendar

Drupal Groups: Churches - Thu, 12/29/2011 - 4:36pm

I am trying to build a church calendar. I have watched a number of Podcasts on this topic and it doesn't seem that difficult but I am missing something. First of all, I am running on Drupal 6.15 and I am using cck 6.x-2.6, views 6.x-2.8, date 6.x-2.7, and Calendar 6.x-2.4.

Please take a look at www.myvcc.com/calendar and then let me ask the following questions:

1. Why isn't the name of the month displaying?
2. Why is there a narow column to the far left on the calendar with the numbers 49 - 53?
3. When I click on either of the two test events I have created there, the pop up doesn't display anything.

I would appreciate any help anyone can provide as I have been stuck on this for 2 days now.

Categories: Drupal, XAG

Help finishing up a church Drupal-based site

Drupal Groups: Churches - Sun, 12/11/2011 - 11:24pm

Our new church website is 85% ready to go live. Our Drupal developer finished the initial development and has left us in the troubleshooting stage. Since he has decided to move on and not complete the project, we are in big trouble. None of us are Drupal programmers. I am the designer. I know a moderate amount of Joomla, Wordpress, Magento and Expression Engine but I am not fluent in Drupal. In order to create a plan to move forward, we need someone to analyze the state of the development. Maybe it looks worse than it is and it's easy fixes for someone who understands Drupal taxonomy, or maybe it's a mess. We don't know. Could someone volunteer to spend a half hour looking at the backend of our website? We are the Unitarian Universalist Community Church of Santa Monica and our development site is at uuccsm.pairserver.com.

This could turn into a paying gig since we need to finish the site asap.

Thank you.

Pam

Categories: Drupal, XAG

Creating a CCK field module

Drupal Groups: Churches - Sun, 12/11/2011 - 7:38pm

I wanted to create CCK field module. I am supposing there would be special considerations for cck field modules than a regular stand alone module. Where would be a good place to point me to?

Categories: Drupal, XAG

Drupal Commerce for Donations

Drupal Groups: Churches - Fri, 12/09/2011 - 4:43am

I have been trying to do something in Ubercart, but after watching a screencast on Commerce and Rules I think Commerce may be a better solution. Her is what I want to do:
I wnat user to be able to donate to other users and the site. If a user donates to another user whatever amount they decide the user will get 90% and I will get 10%(I believe this can be done with rules). I want a donate button for the user to show up on the profile. I would like to handle this through paypal. Is this possible through Drupal Commerce.

Categories: Drupal, XAG

Drupal ubercart donate to User

Drupal Groups: Churches - Thu, 12/08/2011 - 5:58pm

I am developing a site that has alot of donations involved in it. That is users can donate to users and users can donate to the website. I would like to integrate or have an option where people can donate to a user via their profile. Does anyone have suggestions?

Categories: Drupal, XAG

Unique Module

Drupal Groups: Churches - Fri, 12/02/2011 - 5:33pm

I currently developing a site that would have alot of contributors and individual donations to those contributors. Is there a module currently available that has as you donate to one a percentage of your donation would go to another.

Categories: Drupal, XAG

Donate for Drupal 7

Drupal Groups: Churches - Thu, 12/01/2011 - 4:27pm

What is a good Drupal 7 module for donations?

Categories: Drupal, XAG

Contributors on new Drupal site

Drupal Groups: Churches - Mon, 11/28/2011 - 10:40pm

I am currently developing a site in drupal where people can come and see tutorials on their favorite Bible software. If you would like to contribute let me know.

Categories: Drupal, XAG

Module Suggestion for my Senior Design Student Project

Drupal Groups: Churches - Wed, 11/09/2011 - 4:15pm

Hello everyone. I'm a final year IT major and for my senior design I have decided to redesign a non-profit organization Web site using Drupal. My background is in .Net Framework but I have been playing with Drupal and I have a developed lot of interests. The non-profit organization is a chapter based organization, which has 1-3 chapters in every state and some parts of Africa, Europe and Canada. My academic adviser has approved the project BUT said that I will have to develop two custom modules. I have never develop any module before. Any suggestions/ideas will highly be appreciated.

Categories: Drupal, XAG

Volunteering in Your Local Church

Geeks and God - Tue, 10/04/2011 - 5:10pm

In this month's podcast, Shrop, Hans and Micah talk about volunteering in your local church.

Categories: XAG

Burnout

Geeks and God - Mon, 09/05/2011 - 6:36pm

In this month's podcast, Ed and Micah talk with Josiah Ritchie about burnout.

Additional links can be found in the show transcript.

Categories: XAG

Super Smash Bros. Brawl (Wii)

Christ-Centered Game Reviews - Tue, 06/17/2008 - 6:12pm
(This review has been adapted to fit CCGR's review standards from its original form as seen on Revolve21.)

Brawl is Nintendo's frantic, over-the-top take on the fighting game genre. Brawl throws 35 of the company's popular characters (and a couple of extras from other publishers) into a battle royale, equipping them with signature weapons, attacks, and a huge array of items from Nintendo's expansive game catalog. Though the game's appeal is greatest for those who have followed with the company's history, Nintendo masterfully brings its historical triumphs together in a game designed for today and tomorrow. Frantic and yet paced, accessible and yet strategic, simple and yet wildly addictive, Brawl is one of very few games that not only aims to please everyone, but also comes very near to achieving that goal.

For those of you just looking for another recommendation for Brawl, here it is: Brawl is an amazing game with more replay value than can be expressed. If you're not put off by the over-the-top violence, then this game absolutely belongs in your library regardless of your particular gaming preferences. If, however, you're looking for a more detailed review, sit down and buckle up; you're about to get what you're looking for.

Image

Even from the opening cinematic of Brawl and its epic landscape and heroic cast, complete with a powerful score by Nobuo Uematsu, long time gamers can tell that they're in for a treat. Brawl is, in many ways, Nintendo's message to its devoted fans; the game is a huge piece of nostalgic fan service. From the wide variety of characters new and old to the massive collection of in-game collectibles based on an array of franchises, from the expansive soundtrack featuring most of gaming's great composers to the usable in-game items that pull from even more franchises, followers of Nintendo are left with hardly little room to ask for more. The title is not perfect, but it is practically a dream come true for fans of the included franchises, and is accessible and appealing enough for everyone else to enjoy thoroughly. However, since franchise fans have no excuse for not owning Brawl already, I'll now focus on discussing Brawl as a game entirely on its own merit instead of its value as fan service.

The main draw of the Super Smash Bros. series has always been its crazy multiplayer action. Though the game has expanded to include other modes since the series' first incarnation, the core of Brawl's experience is still in the high-speed arenas. Unlike conventional fighters, Brawl is about knocking your opponents into oblivion without actually killing them. In order to achieve this, opponents must first be dealt considerable damage. As opponents are beat up, they become more susceptible to being knocked off of the fighting arena and past the point of no return. Additionally, item usage is (generally) heavily emphasized in combat. In this, Brawl has much more in common with a competitive action game than a traditional martial arts simulation style of fighting game.

With the exception of a few clone-like characters, everyone in the cast is equipped with a unique list of attacks. Attacks vary in speed, power, and range. Some characters focus on a flurry of hand-to-hand strikes, some characters fight from a distance with blasters and bows, and some characters focus on strong, sweeping strikes with a sword. Though every character has a unique move set, actually using these moves is very easy. Characters have basic attacks, smash attacks, and special attacks, in addition to a shield, grab, jumping, item-using, and dodging skills. Each attack is executed with a simple combination of pressing a button and applying the directional pad or control stick.

I must detour for a moment here. Brawl supports numerous control schemes. Full support is given to the Wiimote, Wiimote and Nunchuck, Classic Controller, and, for fans of Melee, the Gamecube controller. All control schemes are easy to use and intuitive with no control scheme holding an intrinsic advantage. Nintendo has done a kind thing for gamers by giving them these options. However, the one thing that I should mention is that there is no motion control. There's no reason to complain about this, but the lack of IR support for the menus does seem a bit odd. Nevertheless, game controls are tight, responsive, and easy to use, no matter which controller style is being used.

Returning to the fighting system, in spite of the simplicity of using attacks, using them effectively is nowhere near as easy. As a rule, "button mashing" tactics won't help players overcome their opponents. Knowing exactly which attacks to use at which times is highly strategic. Moreover, the way it is implemented allows for gamers to learn at their own speed. Nintendo managed to balance the learning curve extremely well in Brawl. Even more strategy is brought into the game through the items that appear randomly in the arena throughout a match. Some of these items provide character alterations such as invisibility and weight, some of these items heal fighters, some of these items provide new melee or ranged attacks, and some of these items provide random effects.

Of particular note among the items are the Pokeballs and the new Assist Trophies. Pokeballs, when thrown, result in a random Pokemon appearing to use one of its attacks. Generally, these means damaging enemies, but it can sometimes result in healing effects or putting enemies to sleep. The Assist Trophies are similar in concept, but they are almost exclusively attack driven; they are also more effective than Pokeballs. Assist Trophies, when picked up and activated, result in a randomly chosen character from another game showing up and acting in a way signature of that character. An example would be a Metroid that attaches itself to an opponent, dealing damage in the process.

A feature that is truly new to the series is the Final Smash. The Final Smash is executed by acquiring a power up (represented by a glowing Super Smash Bros. insignia that floats around the playing field, requiring that it be attacked sufficiently in order to claim it) then using the special attack button. The Final Smashes are very big, very flashy, and very powerful. These attacks can result in a massive shift in match standing for the user. However, these attacks do not assure victory. Just as there is a strategy in using the standard attacks and items, the Final Smash must be executed at the right time in order to be effective. Some Final Smashes (such as Mario's, which damages nearly everyone on screen) are easier to use effectively than others (such as Captain Falcon's, which requires an enemy be standing right next to the player to be effective). Nintendo managed to balance the Final Smashes very well, and they are a most welcome addition. When the Final Smash sphere appears, all players typically race for it; this adds a new level of competition, and an occasional change of pace, to the game.

In regards to the core game of Brawl, the level of customization available in the main battle mode is ridiculous. The drop rates of every item can be adjusted, computerized players can be customized in their battle intelligence, gravity can be adjusted, and so much more. There are multiple ways to define the win condition of a match. It is possible to play to gain the most knock offs in a given amount of time, to play with a limited number of lives, to play for coins gained by dealing damage, and so on. The main battle mode is where most players will spend most of their time, but it is far from the only mode.

There are also a variety of survival modes that require players to face off against armies of enemies for as long as possible. Aside from modified battles, however, there are a few other options. A series of Break the Target levels are in the game. These levels involve running around a stage as a given character to destroy ten targets scattered about the stage in as little time as possible. However, the three newest additions to the series are the level creator, enhanced Adventure mode, Supspace Emissary, and the Wi-Fi Connection mode.

The level creator is far from being the most innovative or exciting level creator ever seen in a game. That being said, it is a nice gesture that should be appreciated for what it is. The level creator gives would be level designers a blank canvas on which they can give life to their ideas of amazing playing fields. The variety of design elements is not very exciting, but the basics are in place. Levels can be created in one of three level sizes, placed on one of three backdrops, and set to any of the songs unlocked in the main game. Once those decisions have been made, an empty grid is presented to the level designer. From here, designers can apply floors, slopes, stairs, a few structures, and a variety of interactive elements such as moving platforms. Perhaps the coolest feature of the level creator is that completed levels can be submitted to Nintendo's servers via the internet. And, in turn, a created level is chosen every day to be made available by an automatic daily download. Though it's uncommon for user-created levels to hold their own against the ones built into the game, this feature ensures continued newness and variety for a long time to come.

Subspace Emissary, the newly redesigned Adventure mode, is another nice gesture. The Adventure mode is a story driven sequence of platformer-esque levels involving the whole of the game's cast (Subspace Emissary being the easiest way to unlock the full cast). As far as the story narrative is concerned, it plays out in a series of cutscenes between each of the levels. However, the cutscenes are completely devoid of dialogue or verbal explanation of the events. The result is a flashy silent film without the slides of text. For those willing to get past the generally uninteresting (though very nice on the eyes) story, the platforming aspect of the Adventure mode can be fun. Generally playing out like a traditional 2D platformer with expanded moments of fighting, and leading to a normal brawl with a boss, the mode does offer a nice change of pace. Then again, the character handling for the platforming segments is identical to the fighting game, and it doesn't translate as smoothly or enjoyably as it could. Because of this, Subspace Emissary doesn't come close to being a game-seller, nor even all that great, but it is nice to have included.

The Wi-Fi Connection support is, possibly, the thing most likely to motivate fans of the series to buy Brawl. At its core, Brawl's multiplayer fighting translates well to internet play. It's easy to set up for a randomly matched online game. Friend codes are present for those who want to play with people they know. Unfortunately, the execution of online play does seem a bit troublesome. For me, and many others across the internet, actually getting into a random match is difficult. This could be a matter of overloaded matchmaking servers (which is very possible given the sales figures of Brawl). Whatever the case may be, it is not always easy to get into an online match. However, once in an online match, the game code seems pretty solid. If everyone in the match has a decent internet connection, lag is hardly present at all. On the other hand, a weak connection in the group could make the gameplay much less enjoyable. Because of these things, online play really does work best when playing with people on your friends list.

Games like Brawl are meant to last gamers a very long time. Having an enjoyable, accessible, deep, and, most of all, addicting, fighting system is central to the lasting value of a game. Nintendo has succeeding in creating such a system, but they didn't stop there in giving gamers more bang for their buck. The reality of the matter is that there is a ton of stuff to unlock in the game. Players can unlock characters, stages, usable items, songs, trophies, demos of Virtual Console titles, and even some more. The inclusion of the Virtual Console demos is a strong marketing move by Nintendo as it not only gives players a glimpse the characters' origins, but also turns players towards purchasing those games. Of all of the unlockables, the trophies are what will be most commonly acquired. These trophies include characters, items, and other things, straight out of Nintendo's past. Admittedly, the unlockables have a bit of nostalgic appeal, but those who enjoy unlocking everything in a game will get a great deal of play time from Brawl.

Image

Of course, the fact that Brawl is a visual treat for the Wii hardware will make that time even more enjoyable. The visuals of Brawl are some of the best on the system at this point in time. Initial screenshots had some people concerned that the game wouldn't look much better than Melee did; however, once Brawl was seen in action, all concerns were relieved. In action, Brawl is beautiful. The character models are smooth, the environments are alive, the special effects are strong, and everything runs at a reported 60 frames per second.

First of all, the character models take the focus in Brawl, so why not start there? Given the variety of the source materials, few of the characters have an art style that is consistent with any other characters. Nevertheless, from the polygon counts to the high resolution texture maps, all of the characters are highly detailed. That, while well and good for screenshots, doesn't necessarily mean anything for gameplay; fortunately, every action of every character shows polish and fluidity. The animation portrays natural (or unnatural as the case may be) actions in a convincing manner. Heavy strikes look deliberate, quick jabs are lithe, and ridiculous maneuvers actually look plausible. Still, every action is animated in a fashion that remains true to the source material.

Next, the environments will definitely catch your eye while playing the game. With stages varying from serene outdoors to high speed space chases, all of which are inspired by the game's source materials, the variety of the locales will hardly get stale. The level of detail in the environments is also very impressive. For example, a space level inspired by Starfox contains a ship cruising through an asteroid field. The farthest reaches of the background have a decent starscape. Of primary interest is the astroid field itself. Each chunk of rock is well rendered and lit; each asteroid is highly detailed, spinning aimlessly through space. However, the environment doesn't end there. Other things happen in the background while fighting, including Arwings (the primary fighter ship of the Starfox games) flying through. Other stages include interactive environments, demanding gamers be on their toes to avoid attacks from the stage itself. Some stages have destructible environments, allowing the playing field to change throughout a match. Still, in all of this, the graphical detail never takes a hit while stages come alive. Instead, the way that the various worlds come to life causes Brawl to further impress on a visual front.

Beyond the characters and the environments are the special effects. Fortunately for those who like eye candy, Nintendo does not fail to impress. Though the life of Brawl is found in its characters and worlds, it is the special effects, from the subtle to the extreme, that really give the game the oomph it needs to be an eye-catcher, leaving very little to be desired. Lighting effects are implemented very well. This is especially seen in the Final Smashes where dimming and a great deal of glow effects take place. The energy burst and spark effects associated with the clashes add vibrancy to the fights. Likewise, explosion, fire, and smoke, effects give the combat a much bigger and more powerful feel. Unfortunately, the significance, and beauty, of the special effects can hardly be captured in words. Truly, this is one area where seeing is believing.

Unfortunately, the music of Brawl also needs to be experienced first hand to fully understand how masterful it is. As mentioned at the beginning of the review, Brawl's soundtrack consists of a great number of songs pulled from the various franchises represented in Brawl that have been rearranged by some of the finest composers in the industry. From Koji Kondo, who has written most of Nintendo's most well-known songs, to Nobuo Uematsu, known especially for the Final Fantasy soundtracks, to Yasunori Mitsuda, responsible for the masterpiece soundtrack of Chrono Trigger, few game soundtracks have ever dared to be so ambitious. Even more important than ambitions in this case are results. The bottom line is that Brawl's soundtrack is moving, diverse, and completely beautiful. Even without the nostalgic factors, it is clear that this soundtrack was a labor of love for all who worked on it. The expansive list of unlockable songs, combined with the game's jukebox-like mode, nearly warrants Brawl's purchase on its own; the music is simply that good.

Likewise, the sound effects and voice samples are nothing to scoff at either. Signature voice samples are present, fitting, and polished. From Mario's victory cry to Ganondorf's evil laugh, the spirit of the characters carries over in the sound department just as well as it does in visual department. Beyond the sampled voices, attacks and items carry a range of sound effects with them, as well. Many of the sound effects are remastered versions of sounds from the various source materials, such as Mario's jumping attack, which has a sound based on what was heard in the first Super Mario Bros., but not all sounds come from older games. Regardless of source, the sound effects are always spot-on.

The only thing left that really demands attention is Brawl's moral fiber. Given the very nature of the game, violence is a central element. The violence in Brawl is almost always over-the-top in a cartoonish way. Even in the more realistic characters like Snake, the result of the violence is never a bloody mess or broken bone. Instead, the violence leads to sending opponents soaring through the sky. To clarify, players do not fight to the death, in that sense; players gain victory by knocking opponents out of the playing field. Beyond the violence, there is some mild crude humor seen in Wario's passing gas. Additionally, the new Zero Suit Samus (seen in the second screenshot) and Shiek (Zelda's alter-ego), wear form fitting outfits. These outfits are no more revealing than a wetsuit, however. On the positive side of things, the game's barebones narrative gives emphasis to heroic virtue and self-sacrifice.

To sum things up, Super Smash Bros. Brawl may not be the most original game ever made, but it is a very solid title. Easily in the running for one of the best games released this year, as well as one of the best games to hit the Wii so far, Brawl offers more bang for your buck than nearly any game on the market. The game is an absolute must have for fans of Nintendo's long list of franchises, but Nintendo's ever-present desire to make games that involve everybody ensured that Brawl can be enjoyed by nearly everyone. With the only room for complaint being in the mediocre Adventure mode and sometimes troublesome online play, the game gets every else extremely right. If the over-the-top violence and other moral factors do not turn you away, Brawl is one game that absolutely belongs in your collection.

-Kenny Yeager (kenny@revolve21.com)


Second Take by IBJamon
Super Smash Bros. Brawl is a fun, accessible title that has loads of replay value. Coming at this game from the perspective of someone mostly new to the series, I bought it because of a recommendation from others. It did take me a while to warm up to it. At first it seemed kind of like mindless button mashing, which was disappointing. After playing a few rounds with some friends whose skill wasn't too far from my own, I started to see a glimmer of what made this so fun (verses playing it against someone who punished me for grabbing a controller). The more I played, the more of that hidden depth to the seemingly simple fighter started to emerge. Once you start to get into it, it's a blast. While it's definitely not for everyone (my wife just won't see what's supposed to be fun about it) it's easy to recommend to fans of the Nintendo characters, as well as those who enjoy beat 'em ups. I think that the ESRB rating of Teen is very fair, perhaps even a little conservative. It by no means pushes the T rating, which is nice to see.


Appropriateness Score:

Violence 7.5/10
Language 10/10
Sexual Content/Nudity 8.5/10
Occult/Supernatural 8.5/10
Cultural/Moral/Ethical 8.5/10

Appropriateness Total: 43/50

Game Score:
Game Play 17/20
Graphics 9/10
Sound/Music 10/10
Stability/Polish 5/5
Controls/Interface 5/5

Game Score Total: 46/50

Overall: 89/100
Categories: Christian Gaming, XAG

Super Smash Bros. Brawl (Wii)

Christ-Centered Game Reviews - Tue, 06/17/2008 - 6:12pm
(This review has been adapted to fit CCGR's review standards from its original form as seen on Revolve21.)

Brawl is Nintendo's frantic, over-the-top take on the fighting game genre. Brawl throws 35 of the company's popular characters (and a couple of extras from other publishers) into a battle royale, equipping them with signature weapons, attacks, and a huge array of items from Nintendo's expansive game catalog. Though the game's appeal is greatest for those who have followed with the company's history, Nintendo masterfully brings its historical triumphs together in a game designed for today and tomorrow. Frantic and yet paced, accessible and yet strategic, simple and yet wildly addictive, Brawl is one of very few games that not only aims to please everyone, but also comes very near to achieving that goal.

For those of you just looking for another recommendation for Brawl, here it is: Brawl is an amazing game with more replay value than can be expressed. If you're not put off by the over-the-top violence, then this game absolutely belongs in your library regardless of your particular gaming preferences. If, however, you're looking for a more detailed review, sit down and buckle up; you're about to get what you're looking for.

Image

Even from the opening cinematic of Brawl and its epic landscape and heroic cast, complete with a powerful score by Nobuo Uematsu, long time gamers can tell that they're in for a treat. Brawl is, in many ways, Nintendo's message to its devoted fans; the game is a huge piece of nostalgic fan service. From the wide variety of characters new and old to the massive collection of in-game collectibles based on an array of franchises, from the expansive soundtrack featuring most of gaming's great composers to the usable in-game items that pull from even more franchises, followers of Nintendo are left with hardly little room to ask for more. The title is not perfect, but it is practically a dream come true for fans of the included franchises, and is accessible and appealing enough for everyone else to enjoy thoroughly. However, since franchise fans have no excuse for not owning Brawl already, I'll now focus on discussing Brawl as a game entirely on its own merit instead of its value as fan service.

The main draw of the Super Smash Bros. series has always been its crazy multiplayer action. Though the game has expanded to include other modes since the series' first incarnation, the core of Brawl's experience is still in the high-speed arenas. Unlike conventional fighters, Brawl is about knocking your opponents into oblivion without actually killing them. In order to achieve this, opponents must first be dealt considerable damage. As opponents are beat up, they become more susceptible to being knocked off of the fighting arena and past the point of no return. Additionally, item usage is (generally) heavily emphasized in combat. In this, Brawl has much more in common with a competitive action game than a traditional martial arts simulation style of fighting game.

With the exception of a few clone-like characters, everyone in the cast is equipped with a unique list of attacks. Attacks vary in speed, power, and range. Some characters focus on a flurry of hand-to-hand strikes, some characters fight from a distance with blasters and bows, and some characters focus on strong, sweeping strikes with a sword. Though every character has a unique move set, actually using these moves is very easy. Characters have basic attacks, smash attacks, and special attacks, in addition to a shield, grab, jumping, item-using, and dodging skills. Each attack is executed with a simple combination of pressing a button and applying the directional pad or control stick.

I must detour for a moment here. Brawl supports numerous control schemes. Full support is given to the Wiimote, Wiimote and Nunchuck, Classic Controller, and, for fans of Melee, the Gamecube controller. All control schemes are easy to use and intuitive with no control scheme holding an intrinsic advantage. Nintendo has done a kind thing for gamers by giving them these options. However, the one thing that I should mention is that there is no motion control. There's no reason to complain about this, but the lack of IR support for the menus does seem a bit odd. Nevertheless, game controls are tight, responsive, and easy to use, no matter which controller style is being used.

Returning to the fighting system, in spite of the simplicity of using attacks, using them effectively is nowhere near as easy. As a rule, "button mashing" tactics won't help players overcome their opponents. Knowing exactly which attacks to use at which times is highly strategic. Moreover, the way it is implemented allows for gamers to learn at their own speed. Nintendo managed to balance the learning curve extremely well in Brawl. Even more strategy is brought into the game through the items that appear randomly in the arena throughout a match. Some of these items provide character alterations such as invisibility and weight, some of these items heal fighters, some of these items provide new melee or ranged attacks, and some of these items provide random effects.

Of particular note among the items are the Pokeballs and the new Assist Trophies. Pokeballs, when thrown, result in a random Pokemon appearing to use one of its attacks. Generally, these means damaging enemies, but it can sometimes result in healing effects or putting enemies to sleep. The Assist Trophies are similar in concept, but they are almost exclusively attack driven; they are also more effective than Pokeballs. Assist Trophies, when picked up and activated, result in a randomly chosen character from another game showing up and acting in a way signature of that character. An example would be a Metroid that attaches itself to an opponent, dealing damage in the process.

A feature that is truly new to the series is the Final Smash. The Final Smash is executed by acquiring a power up (represented by a glowing Super Smash Bros. insignia that floats around the playing field, requiring that it be attacked sufficiently in order to claim it) then using the special attack button. The Final Smashes are very big, very flashy, and very powerful. These attacks can result in a massive shift in match standing for the user. However, these attacks do not assure victory. Just as there is a strategy in using the standard attacks and items, the Final Smash must be executed at the right time in order to be effective. Some Final Smashes (such as Mario's, which damages nearly everyone on screen) are easier to use effectively than others (such as Captain Falcon's, which requires an enemy be standing right next to the player to be effective). Nintendo managed to balance the Final Smashes very well, and they are a most welcome addition. When the Final Smash sphere appears, all players typically race for it; this adds a new level of competition, and an occasional change of pace, to the game.

In regards to the core game of Brawl, the level of customization available in the main battle mode is ridiculous. The drop rates of every item can be adjusted, computerized players can be customized in their battle intelligence, gravity can be adjusted, and so much more. There are multiple ways to define the win condition of a match. It is possible to play to gain the most knock offs in a given amount of time, to play with a limited number of lives, to play for coins gained by dealing damage, and so on. The main battle mode is where most players will spend most of their time, but it is far from the only mode.

There are also a variety of survival modes that require players to face off against armies of enemies for as long as possible. Aside from modified battles, however, there are a few other options. A series of Break the Target levels are in the game. These levels involve running around a stage as a given character to destroy ten targets scattered about the stage in as little time as possible. However, the three newest additions to the series are the level creator, enhanced Adventure mode, Supspace Emissary, and the Wi-Fi Connection mode.

The level creator is far from being the most innovative or exciting level creator ever seen in a game. That being said, it is a nice gesture that should be appreciated for what it is. The level creator gives would be level designers a blank canvas on which they can give life to their ideas of amazing playing fields. The variety of design elements is not very exciting, but the basics are in place. Levels can be created in one of three level sizes, placed on one of three backdrops, and set to any of the songs unlocked in the main game. Once those decisions have been made, an empty grid is presented to the level designer. From here, designers can apply floors, slopes, stairs, a few structures, and a variety of interactive elements such as moving platforms. Perhaps the coolest feature of the level creator is that completed levels can be submitted to Nintendo's servers via the internet. And, in turn, a created level is chosen every day to be made available by an automatic daily download. Though it's uncommon for user-created levels to hold their own against the ones built into the game, this feature ensures continued newness and variety for a long time to come.

Subspace Emissary, the newly redesigned Adventure mode, is another nice gesture. The Adventure mode is a story driven sequence of platformer-esque levels involving the whole of the game's cast (Subspace Emissary being the easiest way to unlock the full cast). As far as the story narrative is concerned, it plays out in a series of cutscenes between each of the levels. However, the cutscenes are completely devoid of dialogue or verbal explanation of the events. The result is a flashy silent film without the slides of text. For those willing to get past the generally uninteresting (though very nice on the eyes) story, the platforming aspect of the Adventure mode can be fun. Generally playing out like a traditional 2D platformer with expanded moments of fighting, and leading to a normal brawl with a boss, the mode does offer a nice change of pace. Then again, the character handling for the platforming segments is identical to the fighting game, and it doesn't translate as smoothly or enjoyably as it could. Because of this, Subspace Emissary doesn't come close to being a game-seller, nor even all that great, but it is nice to have included.

The Wi-Fi Connection support is, possibly, the thing most likely to motivate fans of the series to buy Brawl. At its core, Brawl's multiplayer fighting translates well to internet play. It's easy to set up for a randomly matched online game. Friend codes are present for those who want to play with people they know. Unfortunately, the execution of online play does seem a bit troublesome. For me, and many others across the internet, actually getting into a random match is difficult. This could be a matter of overloaded matchmaking servers (which is very possible given the sales figures of Brawl). Whatever the case may be, it is not always easy to get into an online match. However, once in an online match, the game code seems pretty solid. If everyone in the match has a decent internet connection, lag is hardly present at all. On the other hand, a weak connection in the group could make the gameplay much less enjoyable. Because of these things, online play really does work best when playing with people on your friends list.

Games like Brawl are meant to last gamers a very long time. Having an enjoyable, accessible, deep, and, most of all, addicting, fighting system is central to the lasting value of a game. Nintendo has succeeding in creating such a system, but they didn't stop there in giving gamers more bang for their buck. The reality of the matter is that there is a ton of stuff to unlock in the game. Players can unlock characters, stages, usable items, songs, trophies, demos of Virtual Console titles, and even some more. The inclusion of the Virtual Console demos is a strong marketing move by Nintendo as it not only gives players a glimpse the characters' origins, but also turns players towards purchasing those games. Of all of the unlockables, the trophies are what will be most commonly acquired. These trophies include characters, items, and other things, straight out of Nintendo's past. Admittedly, the unlockables have a bit of nostalgic appeal, but those who enjoy unlocking everything in a game will get a great deal of play time from Brawl.

Image

Of course, the fact that Brawl is a visual treat for the Wii hardware will make that time even more enjoyable. The visuals of Brawl are some of the best on the system at this point in time. Initial screenshots had some people concerned that the game wouldn't look much better than Melee did; however, once Brawl was seen in action, all concerns were relieved. In action, Brawl is beautiful. The character models are smooth, the environments are alive, the special effects are strong, and everything runs at a reported 60 frames per second.

First of all, the character models take the focus in Brawl, so why not start there? Given the variety of the source materials, few of the characters have an art style that is consistent with any other characters. Nevertheless, from the polygon counts to the high resolution texture maps, all of the characters are highly detailed. That, while well and good for screenshots, doesn't necessarily mean anything for gameplay; fortunately, every action of every character shows polish and fluidity. The animation portrays natural (or unnatural as the case may be) actions in a convincing manner. Heavy strikes look deliberate, quick jabs are lithe, and ridiculous maneuvers actually look plausible. Still, every action is animated in a fashion that remains true to the source material.

Next, the environments will definitely catch your eye while playing the game. With stages varying from serene outdoors to high speed space chases, all of which are inspired by the game's source materials, the variety of the locales will hardly get stale. The level of detail in the environments is also very impressive. For example, a space level inspired by Starfox contains a ship cruising through an asteroid field. The farthest reaches of the background have a decent starscape. Of primary interest is the astroid field itself. Each chunk of rock is well rendered and lit; each asteroid is highly detailed, spinning aimlessly through space. However, the environment doesn't end there. Other things happen in the background while fighting, including Arwings (the primary fighter ship of the Starfox games) flying through. Other stages include interactive environments, demanding gamers be on their toes to avoid attacks from the stage itself. Some stages have destructible environments, allowing the playing field to change throughout a match. Still, in all of this, the graphical detail never takes a hit while stages come alive. Instead, the way that the various worlds come to life causes Brawl to further impress on a visual front.

Beyond the characters and the environments are the special effects. Fortunately for those who like eye candy, Nintendo does not fail to impress. Though the life of Brawl is found in its characters and worlds, it is the special effects, from the subtle to the extreme, that really give the game the oomph it needs to be an eye-catcher, leaving very little to be desired. Lighting effects are implemented very well. This is especially seen in the Final Smashes where dimming and a great deal of glow effects take place. The energy burst and spark effects associated with the clashes add vibrancy to the fights. Likewise, explosion, fire, and smoke, effects give the combat a much bigger and more powerful feel. Unfortunately, the significance, and beauty, of the special effects can hardly be captured in words. Truly, this is one area where seeing is believing.

Unfortunately, the music of Brawl also needs to be experienced first hand to fully understand how masterful it is. As mentioned at the beginning of the review, Brawl's soundtrack consists of a great number of songs pulled from the various franchises represented in Brawl that have been rearranged by some of the finest composers in the industry. From Koji Kondo, who has written most of Nintendo's most well-known songs, to Nobuo Uematsu, known especially for the Final Fantasy soundtracks, to Yasunori Mitsuda, responsible for the masterpiece soundtrack of Chrono Trigger, few game soundtracks have ever dared to be so ambitious. Even more important than ambitions in this case are results. The bottom line is that Brawl's soundtrack is moving, diverse, and completely beautiful. Even without the nostalgic factors, it is clear that this soundtrack was a labor of love for all who worked on it. The expansive list of unlockable songs, combined with the game's jukebox-like mode, nearly warrants Brawl's purchase on its own; the music is simply that good.

Likewise, the sound effects and voice samples are nothing to scoff at either. Signature voice samples are present, fitting, and polished. From Mario's victory cry to Ganondorf's evil laugh, the spirit of the characters carries over in the sound department just as well as it does in visual department. Beyond the sampled voices, attacks and items carry a range of sound effects with them, as well. Many of the sound effects are remastered versions of sounds from the various source materials, such as Mario's jumping attack, which has a sound based on what was heard in the first Super Mario Bros., but not all sounds come from older games. Regardless of source, the sound effects are always spot-on.

The only thing left that really demands attention is Brawl's moral fiber. Given the very nature of the game, violence is a central element. The violence in Brawl is almost always over-the-top in a cartoonish way. Even in the more realistic characters like Snake, the result of the violence is never a bloody mess or broken bone. Instead, the violence leads to sending opponents soaring through the sky. To clarify, players do not fight to the death, in that sense; players gain victory by knocking opponents out of the playing field. Beyond the violence, there is some mild crude humor seen in Wario's passing gas. Additionally, the new Zero Suit Samus (seen in the second screenshot) and Shiek (Zelda's alter-ego), wear form fitting outfits. These outfits are no more revealing than a wetsuit, however. On the positive side of things, the game's barebones narrative gives emphasis to heroic virtue and self-sacrifice.

To sum things up, Super Smash Bros. Brawl may not be the most original game ever made, but it is a very solid title. Easily in the running for one of the best games released this year, as well as one of the best games to hit the Wii so far, Brawl offers more bang for your buck than nearly any game on the market. The game is an absolute must have for fans of Nintendo's long list of franchises, but Nintendo's ever-present desire to make games that involve everybody ensured that Brawl can be enjoyed by nearly everyone. With the only room for complaint being in the mediocre Adventure mode and sometimes troublesome online play, the game gets every else extremely right. If the over-the-top violence and other moral factors do not turn you away, Brawl is one game that absolutely belongs in your collection.

-Kenny Yeager (kenny@revolve21.com)


Second Take by IBJamon
Super Smash Bros. Brawl is a fun, accessible title that has loads of replay value. Coming at this game from the perspective of someone mostly new to the series, I bought it because of a recommendation from others. It did take me a while to warm up to it. At first it seemed kind of like mindless button mashing, which was disappointing. After playing a few rounds with some friends whose skill wasn't too far from my own, I started to see a glimmer of what made this so fun (verses playing it against someone who punished me for grabbing a controller). The more I played, the more of that hidden depth to the seemingly simple fighter started to emerge. Once you start to get into it, it's a blast. While it's definitely not for everyone (my wife just won't see what's supposed to be fun about it) it's easy to recommend to fans of the Nintendo characters, as well as those who enjoy beat 'em ups. I think that the ESRB rating of Teen is very fair, perhaps even a little conservative. It by no means pushes the T rating, which is nice to see.


Appropriateness Score:

Violence 7.5/10
Language 10/10
Sexual Content/Nudity 8.5/10
Occult/Supernatural 8.5/10
Cultural/Moral/Ethical 8.5/10

Appropriateness Total: 43/50

Game Score:
Game Play 17/20
Graphics 9/10
Sound/Music 10/10
Stability/Polish 5/5
Controls/Interface 5/5

Game Score Total: 46/50

Overall: 89/100
Categories: Christian Gaming, XAG

Dance Praise 2 Expansion Pack #6 Contemporary Hits Pop/Alternative Rock

Christ-Centered Game Reviews - Fri, 06/13/2008 - 5:52am
System Requirements
Windows VISTA/XP/2000
* 1 GHz Pentium 3
* 300 MB available hard disk space
* 512 MB RAM
* Supported T&L capable video card with at least 32 MB of video RAM
* 8X CD-ROM drive
* Direct sound 9.0 compatible sound card
* Speakers or headphones
* USB compatible dance pad (included)
Mac OS:
Mac OS X v10.2 or later
* 1 GHz G3
* 300 MB available hard disk space
* 512 MB RAM
* 8X CD-ROM drive
* 32 MB Video RAM
* Speakers or headphones
* USB compatible dance pad (included)

Contemporary Hits Pop/Alternative Rock is the first expansion pack designed for the Dance Praise 2 engine. It offers 35 new songs and a new arcade game. It’s nice that the original Dance Praise can play the new tracks from this expansion, though you’ll miss out on the Simon Says game.

How to play

As the music plays, arrows trickle down the screen. As they line up with the arrow grid on the bottom, you have to press the corresponding arrow on the dance pad. As you play on harder difficulty levels, the number of arrows and complexity increases. The arrow grid on the bottom shrinks as well, requiring you to be more accurate.

There’s a new game mode called Simon which offers a new way to play Simon Says. You have to follow the pattern as it gets more complex to remember. One wrong move or lapse in memory ends the game.

What new songs are there?

The Real – Nevertheless
He Reigns – Newsboys
Something Beautiful – Newsboys
Brave - Nichole Nordeman
Big Enough - Ayiesha Woods
Blush – Plumb
Harder Than the First Time - Barlow Girl
Alive - Rebecca St. James
Sunshine Girl - Brit Nicole
Forward Motion - Relient K
If We Are The Body - Casting Crowns
Awesome God - Rich Mullins
Made to Worship - Chris Tomlin
Undo - Rush Of Fools
God Of Wonders - City On A Hill
I'm Not Alright - Sanctus Real
Wholly Yours - David Crowder Band
Procrastinating - Stellar Kart
Searchlights - Falling Up
One Girl Revolution – Superchick
One Of These Days – FFH
Pure – Superchick
Love is a Beautiful Thing - Group 1 Crew
Ignition – tobyMac
Franklin Park - James Clay
Look What You've Done - Tree 63
This Man - Jeremy Camp
Join The Song - Vicky Beeching
What I Hear - Jessie Daniels
What If - Nichole Nordeman
The Beauty of Grace - Krystal Meyers
Yes You Have – Leeland
Only You - Mandisa

Graphics

The expansion pack does not enhance or change the graphics of the Dance Praise 2 engine. The max resolution this game supports is still 1024x768; it looks decent being stretched by my wide screen monitor.

Sound

The music selection is great; there’s a wide variety of music styles. The sound quality is good and the announcer isn’t annoying, so that’s a plus. The Simon games have various themed sound effects which adds a nice touch.

Stability

I have not run into any problems or glitches playing this game. If you want to play Dance Praise 1 songs/expansions it will prompt you for the CD which is a bit annoying.

Appropriateness

This is a game that has God honoring songs; I find no fault here. It’s a great game for families, churches and youth groups.

Final Thoughts

This expansion adds over thirty songs to your collection. There’s a wide variety of music genres and there’s something to please everyone. The asking price of $24.99 is fair. The Simon game is a nice throw in but I don’t see myself playing it much. The dance steps weren’t super challenging so hardcore DDR players may be disappointed. This is a good addition for the casual player who owns either Dance Praise 1 or 2.

Final Score
Gameplay: 15/20
Graphics: 8/10
Sound: 9/10
Stability: 5/5
Interface: 3/5
Appropriateness: 50/50
Overall: 90%
 
{gallery}dp2{/gallery}
Categories: Christian Gaming, XAG

Dance Praise 2 Expansion Pack #6 Contemporary Hits Pop/Alternative Rock

Christ-Centered Game Reviews - Fri, 06/13/2008 - 5:52am
System Requirements
Windows VISTA/XP/2000
* 1 GHz Pentium 3
* 300 MB available hard disk space
* 512 MB RAM
* Supported T&L capable video card with at least 32 MB of video RAM
* 8X CD-ROM drive
* Direct sound 9.0 compatible sound card
* Speakers or headphones
* USB compatible dance pad (included)
Mac OS:
Mac OS X v10.2 or later
* 1 GHz G3
* 300 MB available hard disk space
* 512 MB RAM
* 8X CD-ROM drive
* 32 MB Video RAM
* Speakers or headphones
* USB compatible dance pad (included)

Contemporary Hits Pop/Alternative Rock is the first expansion pack designed for the Dance Praise 2 engine. It offers 35 new songs and a new arcade game. It’s nice that the original Dance Praise can play the new tracks from this expansion, though you’ll miss out on the Simon Says game.

How to play

As the music plays, arrows trickle down the screen. As they line up with the arrow grid on the bottom, you have to press the corresponding arrow on the dance pad. As you play on harder difficulty levels, the number of arrows and complexity increases. The arrow grid on the bottom shrinks as well, requiring you to be more accurate.

There’s a new game mode called Simon which offers a new way to play Simon Says. You have to follow the pattern as it gets more complex to remember. One wrong move or lapse in memory ends the game.

What new songs are there?

The Real – Nevertheless
He Reigns – Newsboys
Something Beautiful – Newsboys
Brave - Nichole Nordeman
Big Enough - Ayiesha Woods
Blush – Plumb
Harder Than the First Time - Barlow Girl
Alive - Rebecca St. James
Sunshine Girl - Brit Nicole
Forward Motion - Relient K
If We Are The Body - Casting Crowns
Awesome God - Rich Mullins
Made to Worship - Chris Tomlin
Undo - Rush Of Fools
God Of Wonders - City On A Hill
I'm Not Alright - Sanctus Real
Wholly Yours - David Crowder Band
Procrastinating - Stellar Kart
Searchlights - Falling Up
One Girl Revolution – Superchick
One Of These Days – FFH
Pure – Superchick
Love is a Beautiful Thing - Group 1 Crew
Ignition – tobyMac
Franklin Park - James Clay
Look What You've Done - Tree 63
This Man - Jeremy Camp
Join The Song - Vicky Beeching
What I Hear - Jessie Daniels
What If - Nichole Nordeman
The Beauty of Grace - Krystal Meyers
Yes You Have – Leeland
Only You - Mandisa

Graphics

The expansion pack does not enhance or change the graphics of the Dance Praise 2 engine. The max resolution this game supports is still 1024x768; it looks decent being stretched by my wide screen monitor.

Sound

The music selection is great; there’s a wide variety of music styles. The sound quality is good and the announcer isn’t annoying, so that’s a plus. The Simon games have various themed sound effects which adds a nice touch.

Stability

I have not run into any problems or glitches playing this game. If you want to play Dance Praise 1 songs/expansions it will prompt you for the CD which is a bit annoying.

Appropriateness

This is a game that has God honoring songs; I find no fault here. It’s a great game for families, churches and youth groups.

Final Thoughts

This expansion adds over thirty songs to your collection. There’s a wide variety of music genres and there’s something to please everyone. The asking price of $24.99 is fair. The Simon game is a nice throw in but I don’t see myself playing it much. The dance steps weren’t super challenging so hardcore DDR players may be disappointed. This is a good addition for the casual player who owns either Dance Praise 1 or 2.

Final Score
Gameplay: 15/20
Graphics: 8/10
Sound: 9/10
Stability: 5/5
Interface: 3/5
Appropriateness: 50/50
Overall: 90%
 
{gallery}dp2{/gallery}
Categories: Christian Gaming, XAG

Dance Praise 2 Expansion Pack #6 Contemporary Hits Pop/Alternative Rock

Christ-Centered Game Reviews - Fri, 06/13/2008 - 5:52am
System Requirements
Windows VISTA/XP/2000
* 1 GHz Pentium 3
* 300 MB available hard disk space
* 512 MB RAM
* Supported T&L capable video card with at least 32 MB of video RAM
* 8X CD-ROM drive
* Direct sound 9.0 compatible sound card
* Speakers or headphones
* USB compatible dance pad (included)
Mac OS:
Mac OS X v10.2 or later
* 1 GHz G3
* 300 MB available hard disk space
* 512 MB RAM
* 8X CD-ROM drive
* 32 MB Video RAM
* Speakers or headphones
* USB compatible dance pad (included)

Contemporary Hits Pop/Alternative Rock is the first expansion pack designed for the Dance Praise 2 engine. It offers 35 new songs and a new arcade game. It’s nice that the original Dance Praise can play the new tracks from this expansion, though you’ll miss out on the Simon Says game.

How to play

As the music plays, arrows trickle down the screen. As they line up with the arrow grid on the bottom, you have to press the corresponding arrow on the dance pad. As you play on harder difficulty levels, the number of arrows and complexity increases. The arrow grid on the bottom shrinks as well, requiring you to be more accurate.

There’s a new game mode called Simon which offers a new way to play Simon Says. You have to follow the pattern as it gets more complex to remember. One wrong move or lapse in memory ends the game.

What new songs are there?

The Real – Nevertheless
He Reigns – Newsboys
Something Beautiful – Newsboys
Brave - Nichole Nordeman
Big Enough - Ayiesha Woods
Blush – Plumb
Harder Than the First Time - Barlow Girl
Alive - Rebecca St. James
Sunshine Girl - Brit Nicole
Forward Motion - Relient K
If We Are The Body - Casting Crowns
Awesome God - Rich Mullins
Made to Worship - Chris Tomlin
Undo - Rush Of Fools
God Of Wonders - City On A Hill
I'm Not Alright - Sanctus Real
Wholly Yours - David Crowder Band
Procrastinating - Stellar Kart
Searchlights - Falling Up
One Girl Revolution – Superchick
One Of These Days – FFH
Pure – Superchick
Love is a Beautiful Thing - Group 1 Crew
Ignition – tobyMac
Franklin Park - James Clay
Look What You've Done - Tree 63
This Man - Jeremy Camp
Join The Song - Vicky Beeching
What I Hear - Jessie Daniels
What If - Nichole Nordeman
The Beauty of Grace - Krystal Meyers
Yes You Have – Leeland
Only You - Mandisa

Graphics

The expansion pack does not enhance or change the graphics of the Dance Praise 2 engine. The max resolution this game supports is still 1024x768; it looks decent being stretched by my wide screen monitor.

Sound

The music selection is great; there’s a wide variety of music styles. The sound quality is good and the announcer isn’t annoying, so that’s a plus. The Simon games have various themed sound effects which adds a nice touch.

Stability

I have not run into any problems or glitches playing this game. If you want to play Dance Praise 1 songs/expansions it will prompt you for the CD which is a bit annoying.

Appropriateness

This is a game that has God honoring songs; I find no fault here. It’s a great game for families, churches and youth groups.

Final Thoughts

This expansion adds over thirty songs to your collection. There’s a wide variety of music genres and there’s something to please everyone. The asking price of $24.99 is fair. The Simon game is a nice throw in but I don’t see myself playing it much. The dance steps weren’t super challenging so hardcore DDR players may be disappointed. This is a good addition for the casual player who owns either Dance Praise 1 or 2.

Final Score
Gameplay: 15/20
Graphics: 8/10
Sound: 9/10
Stability: 5/5
Interface: 3/5
Appropriateness: 50/50
Overall: 90%
 
{gallery}dp2{/gallery}
Categories: Christian Gaming, XAG

Super Mario Galaxy (Wii)

Christ-Centered Game Reviews - Sun, 06/01/2008 - 5:26pm
 

The Super Mario series has always been Nintendo's flagship franchise, and with much anticipation and fanfare, Super Mario Galaxy arrived on Wii. It all starts with Mario & crew responding to a request from Princess Peach to join them for a celebration. When he gets there, we find Bowser taking not just the princess, but the whole castle, into space. Mario tags along, and is rescued by Princess Rosalina, who asks him to help save not only Peach, but the whole universe, by taking back the Power Stars from Bowser and his ilk.

Super Mario Galaxy in many ways plays a lot like its immediate predecessors, Super Mario Sunshine and Super Mario 64. You walk, run, and jump in various ways in a 3D, 3rd person environment, to bop your opponents and otherwise reach the end of the level and complete various goals to collect a star. You can save the universe once you collect around sixty, or strive to collect one hundred and twenty stars, which is also similar to previous titles. What really changes the formula is the focus on planets and galaxies. Each area is called a galaxy, and within there may be multiple planets, each with their own varying gravity. Yes, you can be walking along, and up and down can switch places on you! You are also imbued with a special Luma, which allows you to perform a handy new spin jump/attack which can punch out enemies, as well as increase the height and distance of your jumps. Within a level, you can also collect coins (as in previous entries) but also the new star bits, which you gather by running into them or pointing at them with the Wii Remote. Both of these collectibles can win you 1-ups, though only coins help you regain health.

This new planet/gravity mechanic may seem simple or gimmicky at first, but it is put to use in rather ingenious ways. Each planet can be of a unique size and shape. Some are very small which you can literally run around on the screen without the camera needing to move much. Others are much larger, resembling a typical level from a previous 3D Super Mario game. Planets can also be of many various different shapes, with unique gravity on each.

This variety leads to some pretty neat level designs. These include situations where you do a long jump in between planets, and the gravity from one can suck you away to the other. Or it can mean planets which are not necessarily round - this can be cubic, flat, or some other odd shape - where traversing to the other side(s) can lead to quite a surprise waiting for you. On the smallest planets, I find it fun to do a running long jump off of the side, and watch as it takes a few revolutions before you finally land. Other areas have planets somewhat isolated, with a launching star, which has Mario flying in between one or more others. There are also low gravity areas, where you use your Wii Remote to click on a pull star to fling you toward them, and as such, you defy gravity. This can lead to some really interesting variety on levels. Nintendo did a great job of mixing things up and keeping this game feeling fresh throughout. The level design really is fantastic.

There is a fair amount of variety for enemies as well. Goombas, piranha plants, bullet bills, and other classics. There are also some new surprises waiting. Boss battles look great, and have a lot of personality. Even with all of this, your biggest 'enemy' is the level itself. On your side, you have some new power-ups. In addition to classics like the fire flower, you now have the Bee Mario suit, the Boo Mario suit, the somewhat annoying Spring Mario suit, and others. This naturally serves to increase the level variety even more, and the challenge as well, since most of these suits only last for a limited time. There is also a simple two player co-op mode, where the second player helps collect star bits as well as helping you out with enemies and even jumping. It's a nice gesture, though we didn't find it to be worth much. At least it's easy for the second player to jump in and leave at any time.

The graphical presentation on Super Mario Galaxy is something really well done. While the Wii doesn't have the power of other current consoles, this game shows what it can do, and it does it about as well as you could hope for with the game running at 480p resolution with the 16:9 wide screen aspect ratio. Each character and object has nice round smooth edges, there is plenty of nice lighting and reflections as appropriate, and it has the bright, and colorful palette of a typical Mario production. It also runs silky smooth without a hint of frame rate problems. Even on my large (126") projection screen, aliasing problems were not painful. All in all very well done and easy to enjoy.

While the graphics are nice, the sound and especially the music is spectacular. Here, the music is fully orchestrated, and sounds just great. From the appropriately mysterious intro theme, to the upbeat tunes in Egg Galaxy, to the menacing Bowser boss battle music, they all engross you in the atmosphere and help bring about the proper emotion of each area. This is definitely one to crank up, and if you are so fortunate to have your Wii hooked up to a nice 5.1 surround sound system, all the better.

There is not too much concern on the appropriateness front. There is common cartoon violence with jumping on and punching of unrealistic bad guys. There is also the occasional bomb thrown in. A few areas have Boos, which is the Mario equivalent of ghosts. You can also transform into Boo Mario in a few areas where you can float like a ghost. This is all done in a cartoonish way and is certainly nothing scary. There is a side story involving Rosalina that, while touching, is a bit sad. The E rating from the ESRB seems appropriate.

Super Mario Galaxy is a fabulous addition to the Super Mario franchise, and quite possibly one of the best ones yet. I find that this game does something that I haven't experienced in a long time - it brings back a sense of wonder and joy to gaming. As you play more and more, every turn seems new, different, and sometimes wonderful, with it rarely feeling tedious or too repetitive. While there is plenty to do, I found getting to the point where you can save the universe to be not all that challenging, though it does pick up if you continue towards getting all of the stars. Nevertheless, save the minor appropriateness concerns, and the nearly worthless two player mode (which most other Super Mario games don't even include), this is a game I really can't recommend strongly enough. Super Mario Galaxy has all of the earmarks of an instant classic.
 
Second Take by Kenny Yeager

Super Mario Galaxy is one of those games that reminds long-time gamers like myself of why we fell in love with gaming to begin with. This game is fun, easy to get into, and impossible to put down. The thrill of running around the game's worlds (or galaxies as it were) so well embodies what gaming has always been about, pure, inventive fun, that it becomes impossible not to consider Galaxy as Mario's triumphal entry into this generation of gaming, showing that he still has what it takes to play with the big boys.

Nintendo did an amazing job with the production values this time around, and the final release is nothing short of fantastic. The graphics shine. The characters are brought to life. The game's musical score is beautiful, and hearing a classic tune from Super Mario Bros. 3 given an overhaul is just one more example of Nintendo showing love to its loyal fans.

It doesn't matter who you are or what kind of games you like most, you owe it to yourself to pick up this masterpiece.

Appropriateness Score:

Violence 8/10
Language 10/10
Sexual Content/Nudity 10/10
Occult/Supernatural 8.5/10
Cultural/Moral/Ethical 10/10

Appropriateness Total: 46.5/50

Game Score:
Game Play 20/20
Graphics 10/10
Sound/Music 10/10
Stability/Polish 5/5
Controls/Interface 5/5

Game Score Total: 50/50

Overall: 96.5/100
Categories: Christian Gaming, XAG

Super Mario Galaxy (Wii)

Christ-Centered Game Reviews - Sun, 06/01/2008 - 5:26pm
 

The Super Mario series has always been Nintendo's flagship franchise, and with much anticipation and fanfare, Super Mario Galaxy arrived on Wii. It all starts with Mario & crew responding to a request from Princess Peach to join them for a celebration. When he gets there, we find Bowser taking not just the princess, but the whole castle, into space. Mario tags along, and is rescued by Princess Rosalina, who asks him to help save not only Peach, but the whole universe, by taking back the Power Stars from Bowser and his ilk.

Super Mario Galaxy in many ways plays a lot like its immediate predecessors, Super Mario Sunshine and Super Mario 64. You walk, run, and jump in various ways in a 3D, 3rd person environment, to bop your opponents and otherwise reach the end of the level and complete various goals to collect a star. You can save the universe once you collect around sixty, or strive to collect one hundred and twenty stars, which is also similar to previous titles. What really changes the formula is the focus on planets and galaxies. Each area is called a galaxy, and within there may be multiple planets, each with their own varying gravity. Yes, you can be walking along, and up and down can switch places on you! You are also imbued with a special Luma, which allows you to perform a handy new spin jump/attack which can punch out enemies, as well as increase the height and distance of your jumps. Within a level, you can also collect coins (as in previous entries) but also the new star bits, which you gather by running into them or pointing at them with the Wii Remote. Both of these collectibles can win you 1-ups, though only coins help you regain health.

This new planet/gravity mechanic may seem simple or gimmicky at first, but it is put to use in rather ingenious ways. Each planet can be of a unique size and shape. Some are very small which you can literally run around on the screen without the camera needing to move much. Others are much larger, resembling a typical level from a previous 3D Super Mario game. Planets can also be of many various different shapes, with unique gravity on each.

This variety leads to some pretty neat level designs. These include situations where you do a long jump in between planets, and the gravity from one can suck you away to the other. Or it can mean planets which are not necessarily round - this can be cubic, flat, or some other odd shape - where traversing to the other side(s) can lead to quite a surprise waiting for you. On the smallest planets, I find it fun to do a running long jump off of the side, and watch as it takes a few revolutions before you finally land. Other areas have planets somewhat isolated, with a launching star, which has Mario flying in between one or more others. There are also low gravity areas, where you use your Wii Remote to click on a pull star to fling you toward them, and as such, you defy gravity. This can lead to some really interesting variety on levels. Nintendo did a great job of mixing things up and keeping this game feeling fresh throughout. The level design really is fantastic.

There is a fair amount of variety for enemies as well. Goombas, piranha plants, bullet bills, and other classics. There are also some new surprises waiting. Boss battles look great, and have a lot of personality. Even with all of this, your biggest 'enemy' is the level itself. On your side, you have some new power-ups. In addition to classics like the fire flower, you now have the Bee Mario suit, the Boo Mario suit, the somewhat annoying Spring Mario suit, and others. This naturally serves to increase the level variety even more, and the challenge as well, since most of these suits only last for a limited time. There is also a simple two player co-op mode, where the second player helps collect star bits as well as helping you out with enemies and even jumping. It's a nice gesture, though we didn't find it to be worth much. At least it's easy for the second player to jump in and leave at any time.

The graphical presentation on Super Mario Galaxy is something really well done. While the Wii doesn't have the power of other current consoles, this game shows what it can do, and it does it about as well as you could hope for with the game running at 480p resolution with the 16:9 wide screen aspect ratio. Each character and object has nice round smooth edges, there is plenty of nice lighting and reflections as appropriate, and it has the bright, and colorful palette of a typical Mario production. It also runs silky smooth without a hint of frame rate problems. Even on my large (126") projection screen, aliasing problems were not painful. All in all very well done and easy to enjoy.

While the graphics are nice, the sound and especially the music is spectacular. Here, the music is fully orchestrated, and sounds just great. From the appropriately mysterious intro theme, to the upbeat tunes in Egg Galaxy, to the menacing Bowser boss battle music, they all engross you in the atmosphere and help bring about the proper emotion of each area. This is definitely one to crank up, and if you are so fortunate to have your Wii hooked up to a nice 5.1 surround sound system, all the better.

There is not too much concern on the appropriateness front. There is common cartoon violence with jumping on and punching of unrealistic bad guys. There is also the occasional bomb thrown in. A few areas have Boos, which is the Mario equivalent of ghosts. You can also transform into Boo Mario in a few areas where you can float like a ghost. This is all done in a cartoonish way and is certainly nothing scary. There is a side story involving Rosalina that, while touching, is a bit sad. The E rating from the ESRB seems appropriate.

Super Mario Galaxy is a fabulous addition to the Super Mario franchise, and quite possibly one of the best ones yet. I find that this game does something that I haven't experienced in a long time - it brings back a sense of wonder and joy to gaming. As you play more and more, every turn seems new, different, and sometimes wonderful, with it rarely feeling tedious or too repetitive. While there is plenty to do, I found getting to the point where you can save the universe to be not all that challenging, though it does pick up if you continue towards getting all of the stars. Nevertheless, save the minor appropriateness concerns, and the nearly worthless two player mode (which most other Super Mario games don't even include), this is a game I really can't recommend strongly enough. Super Mario Galaxy has all of the earmarks of an instant classic.
 
Second Take by Kenny Yeager

Super Mario Galaxy is one of those games that reminds long-time gamers like myself of why we fell in love with gaming to begin with. This game is fun, easy to get into, and impossible to put down. The thrill of running around the game's worlds (or galaxies as it were) so well embodies what gaming has always been about, pure, inventive fun, that it becomes impossible not to consider Galaxy as Mario's triumphal entry into this generation of gaming, showing that he still has what it takes to play with the big boys.

Nintendo did an amazing job with the production values this time around, and the final release is nothing short of fantastic. The graphics shine. The characters are brought to life. The game's musical score is beautiful, and hearing a classic tune from Super Mario Bros. 3 given an overhaul is just one more example of Nintendo showing love to its loyal fans.

It doesn't matter who you are or what kind of games you like most, you owe it to yourself to pick up this masterpiece.

Appropriateness Score:

Violence 8/10
Language 10/10
Sexual Content/Nudity 10/10
Occult/Supernatural 8.5/10
Cultural/Moral/Ethical 10/10

Appropriateness Total: 46.5/50

Game Score:
Game Play 20/20
Graphics 10/10
Sound/Music 10/10
Stability/Polish 5/5
Controls/Interface 5/5

Game Score Total: 50/50

Overall: 96.5/100
Categories: Christian Gaming, XAG

TAC PS2 to PS3 Converter

Christ-Centered Game Reviews - Sun, 05/25/2008 - 11:55pm

 

The Ant Commandos make third party music game accessories (guitars, drum sticks, microphones) for the popular Guitar Hero and Rock Band games. This review is on the universal Playstation 2 to Playstation 3 USB adapter. This handy adapter allows you to use your PS2 Guitar Hero guitars on the Playstation 3 for RockBand and Guitar Hero 1 and 3 for PS2, as well as Guitar Hero III for PS3. Thank you The Ant Commandos for providing us with this review sample!

Features:

* Enable the use of PS2 Guitar Hero controller on PS3
* Enable the use of PS2 gamepads on PS3
* Controller assignment number LED for easy identification
* Power On LED indicator
* Easy Plug and play installation
* Supports multiple PS2 to PS3 Converters on one PS3 allowing you to use multiple PS2 controllers on PS3
* Simple, low cost solution lets you re-use the old PS2 controller.


How does the adapter work?

Installation is pretty easy. All you need to do is connect your PS2 device into this converter and then plug the USB end into your Playstation 3. There are 3 modes on the adapter. There's GP mode, or GamePad mode, which is what you need to set it to for Guitar Hero 1/3 for PS2. To play Rock Band you need to switch it to RB mode. Finally there's GH mode for Guitar Hero 3 for PS3. It was nice to be able to play Guitar Hero 1 & 3 on our PS3. Some other brand adapters have problems with timing, tilt or whammy bar usage but the TAC adapter works flawlessly.

Why not Guitar Hero 2 or Rock the 80's?

Guitar Hero 2 (and Rock the 80s) has proprietary code that detects whether or not the controller is an original one and so only works with the original guitars. This was Activision's way of sticking it to 3rd party accessory makers. Although this proprietary code has been worked around for PlayStation 2, there are no adapters to date allowing the use of 3rd party guitars for that game on the PlayStation 3, and it may not be possible without some cooperation from Sony.

So what doesn't work?

Even though this device works like it says it does, we wanted to test a few things with the other hardware we have laying around. We tried two different PS2 extension cables with no luck; in order to extend, we had to use a USB hub and that worked great. I tried using DDR Dance Pads with this adapter and it cannot handle multiple arrows being pressed at the same time, which is required for jumps and some holds. Some people claim to have had success in this department. I wonder what difficulty they play DDR on; I play Heavy mode, but beginners may not see this problem. Lastly, rumble does not work with these converters. If you want rumble, you'll have to pony up for a Dual Shock 3 controller.

Final Thoughts

This product is great if you invested in a Playstation 3 and you want to re-use your guitars from your Playstation 2 versions of Guitar Hero. As promised it allows you to hook up PS2 guitars allowing you to play PS2 versions of Guitar Hero and Guitar Hero 3 and also to use a PS2 guitar in the PS3 version of Rockband or Guitar Hero 3 (for those who like the clicking strummer or need a second guitar). My husband found that his score in Rock Band is a lot better with the older style guitars, so I expect that it will get a lot of use when he's not playing drums. Do not expect this to work with DDR pads and it WILL NOT work with Guitar Hero 2. If you are looking for a great PS2 to PS3 guitar adapter, this one works really well. The price is around $20 which is reasonable. We have already recommended it to a few family members and friends.


Categories: Christian Gaming, XAG
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