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New Steam Greenlight Stats Reveal Toxic Community of "no" voters in majority.
11:45 AM on 01.30.2013
Addicting new puzzle game is Motion 9 Studios' debut title!
7:30 PM on 01.22.2010
Smash Bros. Final Smashes Revealed!
1:36 PM on 02.05.2008





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About
Ian Boswell lives in Jacksonville, FL.
He's an artist, animator, web designer, programmer, and psychologist. He currently consults and works in mobile app and game development at Motion9Studios.
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These are the stats for the game that is in the 73rd slot of the top 100 games on greenlight. After months of aggressive marketing campaigns across Steam Communities (The only thing which manages to cause the % to increase significantly) it has been revealed that, in fact, when the game first debuted more people voted "no" on it than those who voted "yes" despite this the game was considered 50% of the way to getting onto steam from day 1. 3 weeks of marketing campaigns later the title is now in the top 100, and it is very close to being published within 1-3 months. Today it will shift to the 72nd slot as it inches ever closer to victory, but now the developers have lost hope (and their funding) in the wake of this huge reveal.

Looks like everyone gets to eat Ramen for months due to all their years of hard work!

Thanks, Steam users!

If you want to help a game succeed on steam, go vote "yes" on every game you see in the cue to help counter-act these no-voters.

Here's a few Ques we suggest which are comprised of games which all have more "no" votes than "yes" but which deserve to be published on Steam:

http://steamcommunity.com/sharedfiles/filedetails/?id=95623697

http://steamcommunity.com/sharedfiles/filedetails/?id=92978477

http://steamcommunity.com/sharedfiles/filedetails/?id=93436534

http://steamcommunity.com/sharedfiles/filedetails/?id=93050217

http://steamcommunity.com/sharedfiles/filedetails/?id=101275934










Jacksonville, Florida - 21/1/2010 - Many puzzle games have come out since Tetris, some of which involve falling blocks, some of which involve folding space. At the end of the day though, the truly accessible puzzle games are ones which often are described as "Tetris-like". Unlike many video games, though, Tetris has a certain magic about it that makes it fun and interesting even to people who don't necessarily enjoy playing video games as a past time. This same magic is back and this time it's in an entirely new puzzle game experience!

"Flinger Frenzy", developed by Motion 9 Studios was released to the iTunes app store as of January 20, 2010. At a cost of 2.99 based soley on gameplay quality most critics have called it a gamble to rely on generating a fanbase from nowhere. To increase sales and get the word out about Flinger Frenzy they are putting the game on sale. Starting this Friday and running through the entire weekend until the 25th of January, 2010 it will be on sale at a special debut price of just 99 cents! It received a 3.5 out of 5 stars from AppStruck. Motion 9 Studios has been hard at work for several months honing its skills and devising formulas for creating games which they, as gamers themselves, like to play.

Lead director Ian Boswell (a psychologist-turned game developer who has worked in the game development industry for 5 years and wrote a thesis on video game 'addiction') explains, "When we started Motion 9 Studios it was in the same vain as any other small business, but we are particularly focused on quality video game development. We don't just limit ourselves to video game production, however. We have graphic novels, a recipe book, and other projects currently in development for both the iPhone and Droid. With Flinger Frenzy, specifically, we found a game which was, by itself, very hard to put down. We had to pick it up and publish it on the spot. I would dare to go so far as to call it 'addicting' and the simple control scheme has driven even non-gamers to sit and play with it on their iPhones for hours. What we intent to do eventually is evolve the game so as to add more synesthesia-based content like dynamic background skins and an awesome soundtrack."

With its intuitive control scheme and good reception so far it seems Flinger Frenzy is definitely worth checking out, especially if you're a casual gamer or a fan of puzzle games. Some Youtube videos of Flinger Frenzy in action are currently up and available for viewing at the Company's Youtube Profile: http://www.youtube.com/motion9studios It's on sale for this weekend only (for now) so now is the best time to get hours of playtime for just 99 cents. If you're browsing via a computer we suggest you visit http://www.motion9studios.com for more information and app store links.

If you are on your iPhone you can visit the app store link for Flinger Frenzy directly here: http://itunes.apple.com/us/app/flinger-frenzy/id350506999?mt=8

Motion 9 Studios, a company founded by video game designers from around the world and based on the East Coast United States, has managed to develop a long line of quality products, though most are only in early Alpha and Beta stages they clearly have a lot of potential for growth. Growth which they hope will begin by testing the waters with the revolutionary puzzle game "Flinger Frenzy" which they claim is not only hard to put down but which could even attract "non-gamers" and "Tetris fans."








Balance, it's something that's typically sought after in various games, especially multi-player games. Balance is something that's clearly very difficult to plan out and it requires hours of play to find that balance and work everything out so that it jells perfectly.

When I played Smash Bros Melee up until my Game Cube died (just a few days ago) I would always play with items off. The reason for this is because items, to me, seemed gimmicky at best and generally could turn the fighting game into a game of chance. Normally when I play with friends, of course, I always turn specific items on and we will try and vote to determine what kinds of weapons we'll allow and which we find to be a waste of time.

With all that being said, when optimizing my smash bros brawl experience, I, hopefully, will be able to turn the final smash off. Because I thought items were gimmicky, but the concept of chance seems to pale in comparison to these:

The Video is linked here. Click at your own risk of spoiling things.

This video is taken from the Japanese version of youtube and it showcases each character in the game using his/her final smash. So far I think Luigi's is actually the coolest, though that's just my opinion.

Another thing viewers might notice about this video is it shows every single character who is going to be in Smash Bros Brawl. Something that many people are actually still arguing about. It's actually rather amazing to me how many posts you'll find on youtube of people saying "Lucario's gonna be in smash!" "no he's not!" and "There's no Starwolf! baaaaw!" Basically this video surprised me because I didn't think Starwolf was going to show up, but I kind of assumed Lucario was going to show up. This video doesn't show the pokemon trainer, though, for some reason. Also: Whats up with Jiggly Puff? I love playing jiggly puff but that final smash seems just plain weird. Also: I hope there weren't any Pichu fans out there. If there were, tough luck to them.



Anyway, enough about character arguments, for all we know there might be some who haven't been unlocked yet but I am keeping my eyes peeled on Japanese Youtube posts about it. Back to my original discussion on balance: Balance is something which is pretty hard to find in the categories of final smashes. While there seem to be similar "types" (IE: Super Sonic and Pikachu have similar attacks) but how can Ness' PK Starstorm, which is easily avoidable, anyway comparable to Mario or Samus's Big energy beam of hurt-you-very-much? Some attacks seem to leave the victims at 75, others only knock them out, others send them flying, some seem very difficult to control (IE: Diddy Kong gets stuck on the edges there).

In all of this I can't help but ask: Are these final smashes in any way actually important to gameplay? Or are they just a gimmick? A random attempt at giving characters their own unique hammer that they can use designed for their character (that's how the guy at Hal put it)? The final conclusion one can only reach after this is, clearly this game is designed by fans of the original Melee and they have worked to the best of their ability to bring us an unforgettable multiplayer experience. Whether we like it or not is really based on our own opinions as individuals. To them final smashes are an important and fun gameplay element. I will mostly be focusing on the classic elements of charging up and smashing your enemies off stage and into the air. Clearly they can't have something for everyone but they sure have more than your typical amount to satiate even the most rabid Nintendo (and even Sega/konami/hal) fan boys. Another thought that crossed my mind: If sonic is going to be in the game will they include any sega-themed smash trophies (not as assist trophies, but like collectible items)?



This game has started a new tradition, though, and it's one which I think is very important: This game is the first smash bros game to EXCLUDE characters. Just like how Melee excluded some of the original Smash Bros. Stages, and how the King of Fighters 2003 had fewer fighters than the King of Fighters 2002, those fighters no one would ever really want to play as (Pichu for instance) have been left out, or replaced by an equivalent (Toon link FTW! GTFO Young Link!). This means that future smash games won't have to strain or emphasize reviving bad or annoying fighters. Fan favorites will be brought back for the next Smash generation, of course, and I think we can all look forward to this launch with fervor and excitement.



On one final note: Personally, I do really like how Ike's attack plays out and I'll mostly be playing Ike 80-90% of the time. My reason behind this is because in Melee I'd always play as Roy. Roy's attacks dealt fire damage and his attacks worked best when you hit with the middle-part of his sword. This contrasts slightly from Marth whose attacks are most effective when you get hit by the tip of his sword. Minor differences like that can greatly change the game mechanics. Marth, I should also point out, is the main character of Fire Emblem I, while Ike is from Fire Emblem II. I can understand why they'd get rid of Roy because he hardly had any role in Fire Emblem I anyway, but it was nice to have a contrast to Marth. My only problem now is: DEAR LORD do they both have to have blue hair? It's hard to tell them apart. "It can't be helped," I suppose would be Nintendo's appropriate response.

With all that being said, my future gaming experiences look to be playing loads of Smash Bros. with my old Nintendo Gamecube Wavebirds, and generally making custom portal maps and possibly working on some new TF2 content (this new push-cart game type coming up might be fun to try and build a map around). Also on my Game play list: No More Heros, Super Mario Galaxy, Guild Wars, & Metal Slug 6.
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