Hating on us will get you baked. And then there will be cake.

We're on Twitter!
@nullreview

We have a Gmail!
nullreview@gmail.com

We're also on Google+!
Null Review

Oh, and we have a YouTube Channel!
NullReview

Thursday, December 29, 2011

Cave Story Three-Dee

I celebrate Christmas, as I'm sure some of you do, so It is logical to assume that I got something for Christmas. And, in doing so, you would be correct. I got 200$ from my uncle, who lives in Montreal. 100$ was for Christmas, and the other half was from my birthday, which was in October (the 9th, to be exact). I decided I would go out and get a 3DS game. At the time, I didn't really know what I wanted, but when I saw that Gamestop only had one copy of Cave Story 3D left, I decided to buy it.


Anyhow, this is my review of the game.

The game has a nice classic feel to it, while adding the new effects nicely. You have two options for graphics. You can choose to play with the new 3D characters and objects (such as Life Capsules and Save Points), or you could play with a 3D world, but with the original 2D sprites, and thankfully, both are amazing.

The gameplay is just what I had expected it to be. The characters have exactly the same lines, and unfortunately, Balrog doesn't say "HUZZAH!!!" when he appears in the shack. Other than that let down, the game is a good amuser, at least until I feel like hauling my lazy ass out to buy another iTunes gift card.

I give Cave Story 3D 89 Huzzah's or lacktherof out of 100 Huzzah's or lacktherof.

Sunday, December 18, 2011

Club Nintendo 2011 Platinum Reward Unboxing!

So, two reviewers here on Null (Rinzler and myself!) recently got their hands on the latest Club Nintendo elite status reward! Platinum, no less. There's really not much more to say, so check out our unboxing videos down below! Just click a link and have a good four minutes of your life. It's time well wasted, folks.

My Unboxing (Fiftybottles):

Rinzler's Unboxing:

Friday, December 16, 2011

Sorry for the Last Post

As you can see, the title is what I mean. I have deepest regrets for doing something so childish. I'm just expresses my inner emotions through pictures that I created. Like a poet with his or her poems. Like an artist with paint or an author with words. I am just a follower of these great people. I may have missed some of the great people who express their feelings. If you thought I would make more of those, well too bad. I'll only give you one more though.

                       888       .d888                         
888 d88P"
888 888
.d8888b 8888b. .d88888 888888 8888b. .d8888b .d88b.
88K "88b d88" 888 888 "88b d88P" d8P Y8b
"Y8888b. .d888888 888 888 888 .d888888 888 88888888
X88 888 888 Y88b 888 888 888 888 Y88b. Y8b.
88888P' "Y888888 "Y88888 888 "Y888888 "Y8888P "Y8888

Sad Face

A picture I drew, technically typed. Hope you like it. Sad face.

#####-----------#####

---O--MMMMM---O----

-O--///--------\\\--O--

--///-------------\\\---


It's me with emotions and depression. Sad face.

Thursday, December 15, 2011

Just Some Stuff...

Okay, so recently a few things have happened... Thor has recently retrieved the password for our YouTube/Gmail/Blogger account, so I took the liberty to upload a video review, which is kind of crappy, for the Club Nintendo Platinum Reward... Which is being uploaded as I type this on my phone.

The other info I had to inform you about, is that our fellow blogger, Chi You has been temporarily demoted to an author for posting a poll asking who was right, me or him. Not to worry, he has been informed and will be fully reinstated as a full admin before the turn of 2012.

Another quick note, I will also be making a video review for Mario Kart 7 as well as Super Mario 3D Land.

Thanks for reading,

~Captain Picard


Wednesday, December 7, 2011

Minecraft Requests

I am taking Minecraft creation requests if you don't know. It has to be something you won't censor or look like something you will censor. So, I will be able to make a lot of thing. I would prefer if you gave Minecraft city ideas. Sad face.

I have an emergency station, if you don't know, I have a visual tour of it. I have a church, inn, observatory, indoor shooting/bomb range, therapist, a brewer stand, a vendor, a well, a soup kitchen/homeless shelter, hunting store, cafe, a lighting shop and a color wool store.
Well, if you want to tell me a request either e mail me with the e mails at the side or post a comment.

Sad face.

Tuesday, December 6, 2011

Lucky Number 7

So over the weekend, my dad was supposed to buy me Mario Kart 7 from the NWS in NY City, but he ran out of money, so I was forced to get it today, after school. Anyhow, I ended getting it on the 6th instead of the 4th, like I was supposed to. I did however, get the 2 pin set from Gamestop (and an Yellow Bird plush) with the game.

Overal, the game has its many ups and downs (literally, with that damn hanglider), and one strong point the game has is something I have admired about Mario Kart since I used to play my N64, which is probably collecting dust somewhere in my basement, was the music used in Rainbow Road. The developers and composers that helped with this game gave it a unique feel, but the classic fanfare kicked in about halfway through the first "section" (longer courses, such as Wuhu Loop, Maka Wuhu and Rainbow Road have you complete three segments of the course, but only one lap). The way the music blended with the graphics almost made me cry myself to the finish line.

The gamplay that Mario Kart 7 has to offer is truly one-of-a-kind, in the sense that is has the virtue that it hasn't been done before. The 3D effects really add depth (pardon the pun) to the game, and the first-person-racer mode allows you to use the gyro controls to race. I still can't forgive Nintendo for putting Mushroom Gorge in this game...

The only area I think that this game lacked in was the characters. The game has some new characters, and the ability to customize your kart, but the characters you'd expect to be there have been replaced by some useless characters from Super Mario Galaxy and Super Mario 64. Otherwise, this game was among the stars (literally, again with the hanglider), and is bound to be like it's predecessor, which has only dropped in price by 5$ in almost 4 years.

I give this game 99.5 hangliders out of 100.

Tuesday, November 29, 2011

Our opinion on Minecraft

Sorry that no one posted anything about the Minecraft Official release. Well, here it is, we've only been out for about a year now, so we said stuff about Minecraft since Feburary of this year. We continued to say things about Minecraft, me posting lots of things about it. In the month of July, I posted Minecraft Traps for everyday, and currently I'm making a city to show off to you, the viewers. Overall, I have posted the most about Minecraft, I never really stood there and valued it. Yes Fiftybottles posted things that were cool, like a cavestory texture, Minecraft movie, Minecraft videos and stuff no one really cared about. He just improved the Minecraft appearance. Sad face.

I on the other hand will take requests for what you want to see about Minecraft. I will mold Minecraft into whatever, and make this a Minecraft experience. Minecraft is about observing natural structures on you computer and not in real life, it's about bragging about awesome generating bugs, building huge things because you have no life, and just having fun with mods. Sad face.

In short, Minecraft is awesome juice straight from a semi awesome fruit. Half the awesomeness is from what you make of it. Whether you build or mod, Minecraft is what you make of it. This is not Null Review's official review of Minecraft but it is close. Sad face.

Saturday, November 26, 2011

Voxatron Review

Ohmigod, it's Fiftybottles! (resounding applause) Thank you, thank you. As you obviously noticed, that whole "Freebies and Betas" died a loooong time ago. But anyways, I'm back, and I'm here with another review. It's a bit shorter this time, but let's hope you still enjoy it!

Voxatron was released originally with the "Humble Voxatron Debut", a day before Halloween. It's obviously over now, but I managed to pick it up (on the last day, no less) and I figured, hey, why the hell not? Let's review this mother!

Voxatron is an old-school shoot-em-up with a twist. Sure, you're still blasting away at hordes of demons, monsters, and giant pigs with fists that could break Chuck Norris, but the entire game is made of voxels. Don't know what voxels are? Ever heard of Minecraft? Then you know what voxels are. They are essentially 3D pixels. Minecraft uses a completely voxel-based engine (which is how it achieves the whole "block-building" effect), albeit on a much larger scale than "Voxatron". A.K.A. The voxels in this game are much smaller. This means that you can run around, blasting tiny chunks away from buildings with your pea-shooter, and watching them collapse in a pile of rubble before your very feet and eyes! It's immensely satisfying to shoot the stilts off of a cage containing hundreds of little monsters, and watch them pour out of the remains to tear your face off. There are really no limits to what a voxel-based engine can do, and there's really no better showcase for that than this game.

Voxatron comes with a 27-room sample level, labelled "Adventure Mode". It's very fun to play through, and shows you just what can be achieved in the impressive engine that Lexaloffle has crafted. The real bulk of the game, however, comes from the "BBS Levels" game mode. Every single user-created level is stored in here, an you can play them at your will, save them to your favourites, browse character models, filter which levels you want... it's just great. There's already a tremendous community in this game, with already 441 user-made levels having been uploaded to the BBS (one of which is mine. "Onslaught Arena", look 'er up on the BBS!). That's pretty incredibly considering how long the game has been out.

Voxatron comes with a tremendous, easy-to-learn level editor that will have you blasting baddies in your own stages within no time at all. It's a bit clunky, and I wish there were some more options, but with the promised updates and the sheer amount of customization options, this part of the game is an absolute blast. Design your own dungeon, then litter it with items and power-ups to slay the evil army of tear droplets that approach from the hallway in front of you. Trap the player in a cage and force him to shoot his way out into a post-apocalyptic mad-world that wants nothing more than to see you dead. The possibilities are endless, and you really have the ability to flex your creative muscles and let your talents shine.

In conclusion, Voxatron is an awesome game that is definitely worth the current asking price of $15. Hell, if this game was $30 it would still be an incredible buy. Without hesitation, you should head on over to the website and download this sucker A.S.A.P.!

Voxatron gets 88 "Swords of Fortune" out of 100.



Thursday, November 24, 2011

Super Mario 3D Land




SUPER MARIO 3D LAND


Hello peeps. So... a few weeks back I got Super Mario 3D Land, and I must say it is my favourite game of 2011 so far. And we still have December left. So, the bottom line is, that if you have a 3DS and $40, you need this game. You actually NEED it. This game has AMAZING graphics, keeping you in constant awe. The other great thing about SM3DL, is that it is an amazing blend of SMG/SMG2 and SMB3/NSMB. There is that sense of nostalgia you get when you first see the Tanooki Leaf, or when you hear the familiar underground theme, and the sense of adventure when you grab a Boomerang Flower.

Graphics - 100%
Playability - 100%
Music - 100%
StreetPass - 100%
Throwback Factor - 100%

OVERALL - 100%










I should probably do my Business homework now...

Monday, November 21, 2011

If I told you that you looked stupid not visiting this blog, would you believe me?

Hey guys, I'm back, and in case you are wondering who I am, I am 16 Bit, but now I am Captain Picard. Don't know who Captain Picard is? Go watch Star Trek: The Next Generation, you'll find out.

...Anyhow, since we are all busy with school, (I think) the amount of posts has almost completely flat lined, and we hope to solve that...

Because I got Super Mario 3D Land.

Now you will bask in the glory of my epicosity, and you will also wait until whenever-the-hell-I-feel-like-it for a review.

Monday, November 14, 2011

Polls

I made another poll for all of you to know. Only the cool people can click "my fist and break both disc"

Monday, November 7, 2011

Minecraft City

I have lots of time on my hands on certain days so I thought about installing Single Player Commands mod and builtng a city. I have an emergency response team ready and I built their headquarters. Here's a look at the main lobby and counter.
This is the detective's office. He has the best name
This is Detective Poopenstanky Mcpolicemanson's office
This is the doctor's office
The patients go on the bed, put their stuff in the chest and eat cake for instant health.
This is the emergency team sleeping place, bunk beds for space.
The top of the emergency tower, it is a lookout over the city. In the corner is netherrack, light it in emergency like a creeper take over.

Thursday, October 20, 2011

Minecraft Livestream

Probably none of you know of this, but PortalFTW and I did a livestream last night, of both of us playing in a private minecraft server I hosted (no, you can't join, don't ask, random viewer. I'm a jerk, I know). Here's the link to that, and have fun!

Tuesday, October 11, 2011

The Quest for McQuack

Not only does this video feature absolutely mind-blowing minecraft parkour, but it also features awesome music. The DuckTales moon theme, to be precise. Be amazed...

Thursday, October 6, 2011

Team Fortress Two Review

Team Fortress Two or TF2 is the sequel to Team fortress classic, if you don't know. I never played Team fortress classic but good games shouldn't rely on the prequels for support. So, without further a due, here is my short review.

The graphics of TF2 is amazing thanks to the many updates that enhance many things. They are the best. The cartoonist look to all of the characters gives a charm to them to make them unforgettable. Nothing is out of place, except the few bugs but they don't get in the way of the game.

The weapons are exciting with special things for all of them. No two weapons are a like. Some are community made so more can come. Only certain weapons randomly picked up. This makes for annoying doubles taking up space. But because certain things are picked up, crafting becomes necessity in getting the weapon you want. So, the doubles are helpful. On the topic of crafting, items are very nice things to get. Besides weapons, you can get hats, badges or things that do things in games. They are exciting to get and fun to add to your character. A tedious thing about the items is that there is limited space. You can only get 50 items unless you buy the big backpack. But it's $5.00, it depends on how rich you are. Somethings can't be crafted unless you buy something. A really annoying item is the Mann.Co supply crates that requires $0.50 to open.

I can't really say anything about the sound. They both whatever they come with but I don't play that much with sound. When I do play with sound it is great. The dialogue of the characters fit and are hilarious.

The gameplay is typical for it's genre. Multi player first person shooter. The typical awesomeness from Valve. The achievements and weapons keep making come back so there's always something to do. There are nine classes: scout, soldier, pyro, demoman, heavy, engineer, medic, spy and sniper. Each with their every own special abilities and weapons. So, once you're bored of a class simply switch.

All in all, Team Fortress Two is a game like no other with funny dialogue and characters. Stunning visuals and sound along with achievements and weapons making doing nothing extremely hard.

I give this 99/100 Sandvichs because the small bugs here and there plus the updates where no server works.

Sunday, September 25, 2011

We're back, Partly

The blog is back and running but a slow pace. We'll need you to help us with feedback and ideas. Right now I am all out of ideas for blog post. I already posted how to contact me so don't expect me to post it in this post.

If you follow this blog then you should know I lost my PSN account to some bureaucratic system. So, I replaced all my Playstation ideas with PC ideas. So, I won't be on PSN at all and I'll be on steam or random MMOs and what not. I got Portal and Team Fortress 2 so expect a review by me to come up soon. Remember, e mail me ideas for posts or complaints.

P.S. Fiftybottles, your other post is dead. I have a hand in it.

Thursday, September 22, 2011

Freebies and Betas

So, as I'm sure you ALL know by now, the Battlefield 3 Open Multiplayer Beta comes out next week, and ANYBODY CAN PLAY IT! Hence the "open" before the "multiplayer". Oh, and if you pre-ordered (or do decided to pre-order before that time), you get access TWO DAYS EARILER. SO WHOAH. And since I use Linux, I must first wait to see if it'll even work first under Wine with the Beta. Then, and only then, may I buy it. Yay.

Next week also marks the release of The Legend of Zelda: Four Swords Anniversary Edition on the DSiWare store and eShop. So, anybody with a DSi, DSi XL, or 3DS can get this game ABSOLUTELY FREE from September 28th up until February 20th. SO YEAH THAT'S AWESOME. It's also going to feature some anniversary levels, which are basically throwbacks to the original NES, SNES, and GameBoy Zelda titles, one of which I reviewed a while back. And since it's free, I'm sure WAY MORE people will be buying it this time around. Which is awesome, because I actually happen to own the original cartridge, WHICH NOBODY FREAKING PLAYED WITH ME. But that was mainly because they didn't have it. So damn.

Anyways, that's it in the way of Freebies and Betas this week.

YES IT'S A WEEKLY THING NOW SHUT UP

Tuesday, September 13, 2011

Do a barrel roll! (in 3D) + My formal apology for Summer Laziness

First off, I want to apologize to those who follow our blog, however few people you may be, for the lack of posts over the summer months. This was mostly caused by our unfamiliarity with being away from each other over a long period of time, which hasn't happened in the life of the blog.

So, anyway, over the weekend I picked up my preorder of Star Fox 64 3D, the second of hopefully many more N64 remakes for the 3DS. So I'm using this opportunity to try my new review style.

-Control 5/5-100%

Generally, the controls are relatively easy to get used to. Since I am new to Star Fox, I'm not familiar with the original control scheme, so I am not one to judge its similarity or lack thereof to the original game.

-Content/Singleplayer 4/5-80%

This game, despite it's many routes to the finish, has a limited supply of content, mostly because of the fact it is more to be considered as a re-release, more than a remake, despite the small changes that were made content-wise.

-Multiplayer 4/5-80%

This game has exceptional multiplayer, be it you face Falco, Peppy and Slippy, or your friends turned rivals this game has an amazing multiplayer experience, because you all have to admit that bombing Slippy is something you've always wanted to do. The only lacking feature of multiplayer is the absence of Wi-Fi.

-Graphics 7/5-140%

This game has amazing graphics, and in 3D, they will blow your mind so much, you will give them 2 bonus points for how amazing they are, and that is all there is to it.

-Overall 20/20-100%

What this game lacks in multiplayer and content, it fully makes up for in graphics. So in this easy to control-content lacking-Wi-Fi lacking- amazing looking game, you will find a glory that will most likely reboot the Star Fox series, possibly leading to games on the 3DS and Wii-U. Now, we will look at Nintendo to re-release Mario Kart 64, Super Smash Bros, and TLoZ: Majora's Mask

Friday, September 9, 2011

Retro Review: Quarth (Game Boy)

Let me get started by saying this: I know, I have been away from the blagospehere, or blagoblag, or blogonet, or whatever the hell you want to call it, for quite a while now. But hey, I'm back in business baby, and I have a retro review flying your way and most likely annoying the hell out of you, because well, that's just my style.

If you aren't interested in reading the whole review, just skip to the bottom to read my final thoughts. There's ice cream in it for you if
you read the whole thing though. I swear.

Quarth was originally released in November of 1989 as an arcade game, and was later ported to the Game Boy in on June 16 a year later, and the MSX2 in Japan a year later. The game is known as "Black Hole" outside of Japan, which means that I myself actually have my hands on the original Japanese cartridge, and I didn't even know it before looking it up. Hmm, neato. I guess that makes me lucky then?

Oh, and more thing before me get started; the cartridge that I have is apparently published by Ultra Games, but all the labels and all the box art I can find online says the game is published by Konami. I have no idea...

Now, I'm not gonna lie, you've probably never heard of Quarth, Black Hole, or whatever you want to call it. I don't blame you. Hell, the only reason I own it is because it came with the copy of Metroid 2 I purchased for $2.50 as a free game pak. But the question is, are you really missing out on anywthing? Is Quarth a hidden gem? Is it worth picking up, or spending the money on, even if that money is simply $2.50? Well, to put it quite simply, hell no!

The basic idea of Quarth is pretty simple. You shoot blocks at shapes descending upon you to create rectangle and squares. Upon doing so, the shapes disappear. You can speed up the drop speed of the shapes, much like in Tetris, and there are also a variety of power-ups that can be acquired, depending on the size of the shape you "phazed" away. Now, there is a small problem with this. It's actually pretty much impossible for you to get power-ups without adding to the default shape; in other words, you can't just shoot the minimum number of blocks. You have to sometimes shoot a ridiculous number of blocks onto the shape to make it large enough, and by the time you're done doing this, you're already dead, because the shape has already hit your own damn self and triggered the "game over". And worse yet, you always seem to get the same two power-ups, even though the "power-up field", as I call it, as room for way more than just 2. And don't think that you can stack up on multiple power-ups of the same kind, because you can't. You can only hold one of each type of power-up at a time. But you know what, for me, really takes the cake with these damned power-ups!? Not only are they useless, hard to get, and just plain not worth it, but if you have more than one type of power-up, you cannot, repeat, CANNOT, change between the types. I tried every button, and I wasn't able to switch between my fast-shot or my screen-clearer. That's just freakin' ridiculous! Why would anyone ever do that!? If I need my screen clearer, I have to get rid of my fast-shot, and if I need my fast-shot, I need to get rid of my damned screen clearer! Does that make any sense to you!?

Beyond my rants on useless power-ups, this game is just plain repetitive. I found myself slightly entertained at first, shooting blocks at shapes and watching them disappear, while tapping my fingers to the kinda catchy music. And then I played for another five minutes, and I realized that, oh shit, the music loops every 30 seconds, the same exact shapes that you just destroyed and filing down yet again, and you freaking fingers are hurting because the level designers never thought to place one shape directly next to another. No, you always have to be constantly fidgeting around all over the place if you even want to think of beating this damned game. And yes, I checked, the levels are pre-defined. No random generation here folks, which makes an already grinding, aggravating, and repetitive experience all the more so!

The sound is annoying. I found myself leaving it off most of the time, and do I really need to explain why? Annoying beeps and bloops and music that loops every 30 seconds is not pretty. The graphics are nothing to show off either. I know this is GameBoy, and that you don't have much to work with when it comes to a game like this, but come on! At least give us some differently designed blocks, or some interesting ships with nice little details here or a few neat pixels over there. But no, we're looking at the same crap over and over and over, and the sip designs are uninspired and lazy.

All in all, Quarth is just not worth the price of admission, even if that price is a simple 2 dollars. It's extremely light on content, and what you do get is repetitive and boring. Stay very far away from this abomination.

I give Quarth 43 poorly-designed labels out of 100.

Thursday, September 1, 2011

Boredom

If you feel bored because we didn't post much in the summer, just play the games we reviewed as good things. We will make more post once the school year comes up, Minecraft updates, or if a new system comes out. Speaking of which, the PS vita has many interesting launch games like Little Big Planet. A new Uncharted is due to appear for both the PS3 and the PS vita. Though the PS vita will appear in early in 2012. Ridge Racer is also coming out for the PS vita, so it's nice to see some 3DS titles in the PS vita lineup. So, just wait for more post.

Wednesday, August 17, 2011

3DS

There has been big talk of the 3DS in the last three months and sadly there is no review for it. I must say that the 3DS isn't getting a review. Before you start complaining or booing us, it wasn't my fault since I don't have a 3DS. Blame all this on 16-bit, PortalFTW, Fiftybottles, and Chillin416. That is all, you may start booing and hate the following contributors.

Saturday, August 13, 2011

Nintendo 3DS Ambassador Program, 3DS Price Drop and Dumb GBA Limitations

Good news for the early adopters of the 3DS. Nintndo is allowing you to receive 10 free NES games from the eShop, before they are available to the public, as a reward for buying the 3DS early, if you connect to the eShop before midnight on August 12th (that means you are late, unless you go back in time) you are automatically registered. Now, if you don't have a 3DS,now is the time to get it if you want it, because Nintendo is dropping it's price by 80 dollars to 170$, starting August 12th. The GBA game that were also announced, which are available only to ambassadors, which are most likely coming in early December, have dumb limitations, which include no restore points, no wireless features, such as StreetPass or Spot Pass, and no sleep mode. so, the system pretty much treats itself like an original GBA, but despite these limitations, they are exclusive to you, but you still have to pay for them.

Counter-Strike 1.6 Look-Back

In honour of the recent announcement that a new Counter-Strike game is in development, I thought I'd take the time to do a short look-back on the franchise, starting with the first entry in the series, simply titled Counter-Strike.

Counter-Strike began life as a community made mod for Half-Life in 1999. It quickly became quite popular, to the point that Valve took notice of the mod themselves. They ended up ultimately buying it and improving upon what was already there, releasing the game under the name “Counter-Strike 1.6”. This is the version that many people still play to this day, which is a testament to just how well the game was designed, and ultimately this is what boosted Counter-Strike right up there, what gave the series a name and style all its own.

I have never played the original mod, and I'm not even sure if it's still available anymore. I would imagine not, seeing as how it's really a retail game now that one can buy on Steam, a service run by Valve itself. So, I'm going to spend some time talking about Counter-Strike 1.6 in this look-back.

Counter-Strike 1.6 balances what some might call realism with that whole arcadey, fast-paced, shoot-em-up kind of action. You still run fairly quickly, and the game is very similar to games such as Quake in this regard. Running around and jumping frequently will definitely keep enemy bullets from hitting you, unlike in the newer Call of Duty or Battlefield franchises. However, when a bullet hits you, you'll slow down and you won't be able to jump as high for a sort period of time. It only takes a few bullets to end your life entirely, even if you're wearing body armour, and once you're down, you won't even be able to respawn until the next round. It added a lot of tension to the experience, and it ensured that players would act as a team. Anyone who tried to go it alone without some sort of backup was a goner for sure.

For every kill that you scored, you would be awarded a short amount of money. The same goes for every round you win, in which case around $1500 is given to everyone in your team. This money can be used to purchase various kinds of weaponry, ranging from simple pistols to explosives and booming machine guns such as the AK-47. The weaponry is quite varied, and each weapon has pros and cons attached to it, but if you just stuck with buying the most expensive stuff, you usually got the best weapons available to you. One thing that I never really understood, however, was why you had to buy ammunition for your primary and secondary weapons separately. Granted, it's not a huge issue, but sometimes I would find myself purchasing a massive, one-shot-kill, super-accurate sniper rifle for myself, only to realize I didn't have enough money for ammunition. So, I was stuck running around with 5 bullets for my sniper rifle and a pistol with 25. Luckily, this problem was solved with later iterations into the series.

There are two teams in Counter-Strike; the Counter-Terrorists and the Terrorists. It's the Terrorists' job to, depending on the map you're playing on, either stop the Counter-Terrorists from rescuing the hostages or from defusing a bomb. In some cases, you also had to plant a bomb yourself. However, since you don't respawn until the next round upon dying, the rounds also have a sort of elimination aspect to them. If the CTs wipe out the Terrorists before time runs out, they win, and vice versa. It was tense and satisfying, and is still fun to this day.

Counter-Strike is an awesome game that spawned an epic series, so far with three great instalments. If you haven't already, I recommend you pick it up, and if you do, add me on Steam. My account name is the same as my Blogger name.

This has been a look-back on Counter-Strike 1.6, provided to you by Daniel “Fiftybottles” Brackenbury.

The video version has been cancelled. Counter-Strike hates me...

Monday, August 1, 2011

Minecraft Traps

I have only made the traps for the month of July. I won't make any more daily traps. I might however, make weekly traps or tips on how to handle hostile mobs. Just e mail me if you have any trouble with the creeper, spider, skeleton, of zombie population at bran_19@live.ca.

Sunday, July 31, 2011

Minecraft Traps

Materials: redstone wire,
blocks,
8 dispensers,
1 pressure plate
and lot of arrows

First, place a pressure plate somewhere. Place dispensers, 2 blocks away from the pressure plate surrounding the pressure plate. Put a block one block up and one block left or right of all the dispensers. Now, put a dispenser on top of the other dispenser. Do this for all of the dispensers. You should have 8 dispensers facing the pressure plate. Wire all of the dispensers to the pressure plate. There are many ways to do this so I'll leave this to you. Load all of the dispensers with arrows. Whenever someone or something 2 block high steps on the pressure plate, BOOM. Face full of arrows. This works best on a hole; 1, the people can't escape the pressure plate. 2 it's not obvious.

I didn't put it in a hole because I didn't have enough time.

Saturday, July 30, 2011

Minecraft Traps

Materials: 1 diamond block,
2 sand,
and a secure room.

First, make the room or find a room for the trap. It should be small to avoid people from escaping. In the ceiling, place a block of diamond. Go outside onto the roof and place sand on top of the block of diamond. Make sure the room is well lit and people can clearly see the diamond block. The trap is when someone goes in to get the diamond block, sand will fall on the player and kill them.

The inside of the room with the diamond block on the ceiling
Outside the house and the sand on top.

Friday, July 29, 2011

Minecraft Traps

Materials: blocks,
and water

First build a tower 5 by 5. The inside should hold 3 by 3 blocks. Now raise the tower to whatever height and make something stick out by one block. In the little outcrop place water inside. Now, in front of the entrance, inside the tower, dig a hole. This stops water from flowing out. Now, make a door. Any foolish player or mob will swim up the tower and drown.

The little outcrop for the water. On the inside of the tower
Outside view of the tower.
Entrance to tower.

Tuesday, July 26, 2011

Minecraft Traps

Materials: lava,
ladder,
redstone wire,
switch,
and a piston.

First, dig a hole, one block by one block. Dig as deep as you want. Dig into the side near the top of the hole. Put a piston there facing up. Next to the piston dig a hole to put the lava. Wire the piston to a lever preferably and turn it on. Go up to the piston and place a ladder so lava can't enter the switch area. In the hole next to the piston, place lava. In a flick of a switch, the piston will release the lava onto whoever is in the hole.


Minecraft Traps

Materials: 11 sand,
6 torches,
a hallway,
lava,
and one iron door

First make the hall way as long as you want, one block wide and eight blocks high. Place the iron door somewhere, then put sand on top of the door. Put torches on the side of the sand that is in the same direction as the hall. Put sand on top of the torches. Put torches on the outside part of that sand (the side pointing from the door). Put sand on that torch and a torch on the sand. On top of the torch, place three blocks of sand. Do the same on the other side of the door so you have a giant triangle pointing at the door. Pour lava into the triangle, and now your done. A player will break the iron door, dropping the sand, suffocating them. If they escape, lava will kill them. They can't escape because of the extra sand on the side.

Side view of the trap.
The torches can hold up sand.

Sunday, July 24, 2011

Minecraft traps

Materials: 1 netherrack,
a fire source,
and some soul sand

Dig a hole and put netherrack in it. Now, surround the netherrack with soul sand.The amount surrounding the netherrack is any. The trap is that, once a mob is on fire, they will slow down by the soul sand and you can easily get the loot. It works better if you use cobweb instead of soul sand.

Minecraft traps

Materials: 1-2 cobweb,
and water

First, dig a hole 1 by 1. The depth should be three. Fill the bottom with cobweb. Fill the top of the hole with water. A mob will fall in the hole and be stuck on the cobwebs. You can then torture them in the hole.

This is my trap but I removed one of the sides and replaced it with glass so you can see. I also used one cobweb instead of two. Thye mob will more likely drown if you use one cobweb. One cobweb is not recommended because the mob has to go pretty deep in the water to reach it.

Saturday, July 23, 2011

Minecraft traps

Materials: blocks,
glass,
and water.

First, make something nine by four. The inside should be two by eight. Leave one end open, on the other end place water. The water shouldn't go over the blocks. Now, dig five blocks and two blocks wide down at the end of the water area. Close off the end with glass but don't put glass in the hole. Now put water in the little hole but it shouldn't hit the glass but be right under it. After that's done, make a hole for the loot to go through. Lastly, close off all ways of escaping except the entrance.

This is a picture of the water.

This is where things are drowned. The water goes under the glass. The water is also one block under the other water.

Friday, July 22, 2011

Half Life 2 livestream

I reschedule to 8:00pm tomorrow. But, I will do a little bit today.

Minecraft traps

Materials: redstone wire,
redstone torch,
pistons,
1 sticky piston,
sand,
and blocks.

First, make a hall way. On the ceiling of the entrance and exit, or the on top of the switch (not recommended) place a piston or two. Now, in the middle put a pressure plate and wire it to a sticky piston. The sticky piston should have a block at the end. After that's over, wire the other pistons to a redstone torch. The wire connecting to the torch should be up a block so, when the sticky piston extends it should cancel out the circuit. The other pistons will then retract. On top of the piston opening part, put sand so when the pistons open, sand will fall on the person, or seal off the entrance or exit.

Bird's eye view of the trap. I did a double piston at the end of my hall. The sand also fell.

Side view of the trap's wiring so you can so the different heights every thing is at.
This is the view of the hallway.

Wednesday, July 20, 2011

Minecraft traps

Materials: 3 netherrack,
4 cacti,
4 sand,
and a fire source

Dig a trench of seven blocks. The width and depth is one block. In the trench put sand at each end. Then after the sand put netherrack. Then sand and in the very middle put netherrack. Place cacti on the sand blocks and light the netherrack. A mob will jump in the fire and bounce out into the cacti and die but protect the loot.


Minecraft traps

Materials: 1 netherrack,
and a fire source.

This is a simple pitfall trap. Just dig down. The depth is any. Make ladders all the way down if you want. But make a way out of the hole in case you fall in. Now at the bottom, place netherrack at the bottom and light it. An mob will fall in and die from the fire.

Minecraft traps

This is a multiplayer trap. It is best used as a security door to a stronghold or a base.

Materials: obsidian,
2 lever,
redstone wire,
piston,
sand,
2 iron doors,
pressure plate,
1 or more friends,
and glass.

First, make a hallway with only one block in width. Place a pressure plate at some point on the ground. Place one of the iron doors in front of it. So, if someone stepped on the pressure plate, the iron door will open. One block away, place another iron door. Before you do this, have a friend be on the other side. Place a lever beside the door on the side your not on. You should be in a block gap. Both doors should be operable from the other side. Now, remove the roof of the one block section, between the two iron doors. Remove more one block from the hole in the roof. Place a piston in the new gap. Wire it up to a place near the iron door and place a lever at the end. Now, pick a side of the iron door and remove two blocks from it. Now fill it up with glass. You should now be able to see the person in the one block place between two iron doors. Close the piston and fill the space above it with sand. Stand in the other iron door with the two levers. When something comes through you can pull the lever to open the door or drop sand on them. Have someone in the area with two levers at all times to guard your base.

This is the side with two levers/ the safe side.Me looking through the window at the one block space.
Me in the one block space looking up at the piston with sand on top. There at iron doors on both sides of me. I opened one of them.

Tuesday, July 19, 2011

Half life 2 live stream

Because of some things I can't do the live stream today and will probably did it on this Friday at around 7:00pm. I hope you will be there to watch it at http://www.justin.tv/portalftw416. I will resume where I left off at my last live stream. I will also try to raise the frame rate and add sound.

Minecraft Traps

Materials: 1 sand,
1 cactus,
grassy biome,
24 fences,
and 4 torches.

First, find some flat grassy area. If you can't, make the land flat. Fence an area of 25 blocks or just make a square of fence 7 by 7. When you have that, dig a hole in the center of the fenced area. Put sand there and put cactus on top. In each corner of the fenced area place a torch. Since you have light on a grassy area. The animals will spawn in the fenced area and walk towards the cactus and die. They can't escape because of the fence.

I didn't have enough time so I just did that. I has two blocks in one corner because I need a way to exit the fence area. It can also be used to enter and collect the loot.

Monday, July 18, 2011

Minecraft Traps

I don't have access to Minecraft at the moment but the show must go on.

Materials: steel and flint,
netherrack.

First, dig a 1 block hole in a grassy area. Put the netherrack in the hole. Light the netherrack. Now, since animals mobs spawn in light near grass. They will walk into the fire and die. This also works with the other kinds of mobs except for squids because they live in water.

Sunday, July 17, 2011

Livestreams

I will be live streaming on Tuesday. It will be Half-life 2. I'll pick up where I left off last time I live streamed.

Minecraft Traps

Materials: sand,
chest,
torches,
and water

First, find a room to be the trap room. Place a chest near or at the center. Place sand on top of it so it's impossible to open. Climb onto the roof of the room and find where the chest is. Place water on top of the sand on top of the chest. Now, surround the room with torches. On top of the torches, put sand on top. The sand shouldn't fall because of the torch. Once again climb onto the roof and put water on top of the sand blocks. The player will break the sand to get to the chest. The sand will release the water and knock out the torches. The sand on top of the torches will fall and release more water and drown the player.

The sand doesn't fall.

I didn't spend too much time on the torches.

Saturday, July 16, 2011

Minecraft Traps

Materials: 3 cactus
and 3 sand

First dig a hole five by two by any depth. Now, crave out the sides so that there's room at the sides but not higher than two blocks. At the bottom of the hole, dig holes in a zigzag pattern and put sand in it. On top of the sand, plant cacti. Because of the carved out sides, the cacti should be plant able. A mob should fall in and die from the cactus.


This is a cactus and the carve so it should stay put.

This is dark but you should be able to see the pattern of the cactus.

Friday, July 15, 2011

Minecraft Traps

This trap is a lava trap.

Materials: lava,
water,
2 ladder,
and dirt.

The first thing is to make a platform that is five by four, the height is two. On one side make an opening that is two blocks wide. Don't fill the platform with blocks keep it open. On the bottom of the platform, place blocks to fill up the bottom layer of the platform. The first block nearest to the opening you should keep empty. Place ladders there. In front of the opening, build something eight by four by two. Once again keep it empty. Now, on the side farthest from the ladders, put water on the first block. At the side with water, destroy the two blocks so mobs can jump into the water. Now, on the side of the other platform farthest from the water, place the lava. The water should reach the ladders and not touch the lava. The mobs will walk into the water and flow into the lava because they float.

This is where you put the ladders. I used some other blocks because I ran out of dirt. I used soul sand because spiders can't climb this.
The correct placement of the fluids. The depths are different.

Thursday, July 14, 2011

Minecraft Traps

This is a cactus trap. Target is mostly mobs.

Materials: any kind of blocks,
4 sand,
4 cacti,
water,
and ladders.

First, build a frame about 7 blocks long, 3 blocks wide and 3 blocks tall. Keep both ends open. One end is where the mobs go in so build that side one block up so water doesn't spill out. Now at the other end place sand blocks and cactus on top. 3 pieces in a triangle like pattern. The other piece in front of the middle piece of sand but 2 blocks away. Now, in front of middle piece that I referred to before, dig down how much you want. But keep in mind you will need ladders to get out. Now, a block away from the middle piece of sand, outside of the trap, dig down the same amount of blocks as you did before and dig two blocks forwards. You should hit the other hole. Add the ladders so you can go back up, add a torch in the hole if you want so creepers don't surprise you when you go down there. Once up, add the water at the starting end. Any mob inside will be dragged by the water and hit the cacti and the water will bring the loot to the tunnel.

This is my tunnel to where I collect my loot.
This is a birds eye view of the trap. Left is my floating castle's garden. Right is my kennel. Top is another trap.