Gaming Podcast 203: Super Meat Podcast

This week we’re enjoying our last 2010 gaming podcast, Jonah, Jennifer and Derrick are cracking through some of the latest news releases for this year and pondering what comes next. Our flashback includes Miner 2049er and the remaining history on the Atari console platforms. The news of the week includes:

This week’s question of the week, pretty simple: What are you looking forward to in 2011 in terms of video games and the industry?

0 thoughts on “Gaming Podcast 203: Super Meat Podcast”

  1. @Harmonix Sues Viacom, Goes Solo
    Thing is, the only distribution channels that would fit indies (developers not backed up by a publisher) are the digital distribution ones: Steam, Desura, GOG. Those, however, are for the PC …
    It’ll be tough for Harmonix.

    @ “Price Fixing” Suit Vs. EA
    … who plays NFL? [strike that, Jonah mentioned students in their dorms] And wasn’t the controlling of prices the whole idea of “exclusive license”?
    Why isn’t there a similar suit against NFL? I mean they issued the exclusive license, right?

    @Super Meat Boy Canceled for WiiWare
    Ha! Don would have the guts to tell the right words there … Still, Derrick slipping them out once in a while is still funny.
    Anyway, Team Meat did the right choice. There are different constraints from PC/XBox to Wii.

    @PSN Still Not Turning a Profit:
    This is not news, why did you have this in the news section … ?

    Derrick, Jonah, Steam accounts are also free. And the features for it are … well, something any digital distributor would drool over.

    @Question of the week:
    I expect the rise of the indies. I mean currently the big news is coming from big developers/publishers. I’m hoping this will change in 2011 and we’ll see more news related to indies. Minecraft, Super Meat Boy, stuff like that.

  2. @Harmonix Sues Viacom, Goes Solo
    Thing is, the only distribution channels that would fit indies (developers not backed up by a publisher) are the digital distribution ones: Steam, Desura, GOG. Those, however, are for the PC …
    It’ll be tough for Harmonix.

    @ “Price Fixing” Suit Vs. EA
    … who plays NFL? [strike that, Jonah mentioned students in their dorms] And wasn’t the controlling of prices the whole idea of “exclusive license”?
    Why isn’t there a similar suit against NFL? I mean they issued the exclusive license, right?

    @Super Meat Boy Canceled for WiiWare
    Ha! Don would have the guts to tell the right words there … Still, Derrick slipping them out once in a while is still funny.
    Anyway, Team Meat did the right choice. There are different constraints from PC/XBox to Wii.

    @PSN Still Not Turning a Profit:
    This is not news, why did you have this in the news section … ?

    Derrick, Jonah, Steam accounts are also free. And the features for it are … well, something any digital distributor would drool over.

    @Question of the week:
    I expect the rise of the indies. I mean currently the big news is coming from big developers/publishers. I’m hoping this will change in 2011 and we’ll see more news related to indies. Minecraft, Super Meat Boy, stuff like that.

  3. Long-time listener, first time writer. I can’t wait for The Sims Medieval. It’s like The Sims, but in the Middle Ages. Can’t wait, can’t wait, can’t wait.

  4. Long-time listener, first time writer. I can’t wait for The Sims Medieval. It’s like The Sims, but in the Middle Ages. Can’t wait, can’t wait, can’t wait.

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Let us know what excited you at GamesCom.

Retro FlashBack: DragonFire (Atari 2600)Retro FlashBack: DragonFire (Atari 2600)

Now here is another interesting video game for the Atari 2600, the game Dragon Fire consisted of two game screens, one which you ran across a bridge while fireballs were shot at you, you had to duck or jump over the fireball. This screen was a side-scroller style screen (although it doesn’t actually scroll), at the other end of the bridge was a castle door which you’d enter to get to the next screen.

The second screen was more classic “overhead but not really” screen where you ran around this black screen picking up treasures while a dragon at the bottom shot fire at you from below.

As the game increased in level jumping fireballs became more challenging (on the first screen) as you ran because they would come quicker, more often. The second screen would get very difficult very quickly as the dragon would increase in speed and fireball spitting. You could tell how hard the dragon would be as it would change colors from lighter to darker black as you progress stages.

When you finished collecting all the treasure an exit would pop up in the corner and you had to run to it without being burned by the fireballs, that dragon would turn from left to right nearly instantly too! Then, you’d jump into the exit and be back on the bridge again, but this time it was harder. You could die up to 7 times before the game was over (just to show you how hard it is, they gave you a bunch of lives).

The game was tough, frustrating, hard to replay because you were just so nervous and jittery from the last attempt. Graphics were “okay,” nothing to rave at but it was, after all, the 2600.

You can hear all we had to say about DragonFire for the Atari 2600 on Episode 79 of the TD Gaming Podcast!