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How to Catch Mew in Pokémon Red/Blue/Yellow

How to Catch Mew in Pokémon Red/Blue/Yellow
Yes, believe it or not, it can be done without a GameShark or other cheating device. Here's what you'll need to do: Once you've caught Mew, you can save your game without any ill-effects. There are two alternative ways to enter Route 8 and trigger Mew after beating the Youngster. If you have access to Saffron City, you can fly there and go through the eastern city gate. Also, you can fly to Celadon City, head east to Route 7, enter the Underground Path, and emerge back in front of the Gambler. Finally, the Route 8 Gambler isn't the only trainer that can initiate the trick. Thanks to TheScythe from the GameFAQs message boards for the information on how to do this. You can also get detailed information on how this trick works, as well as how it can be used to catch any Pokémon in the game. You can download save files from the start of this procedure to use on a GameBoy emulator here. If you're not a geek, you don't wank to read this. :) How to Catch Any Pokémon

Board Game: VIKINGS: The North American Saga - Smithsonian - National Museum of Natural History This is an old Norse game that is found in many Viking and Norse sites. It consists of a board (which can be cardboard or even paper) and game pieces. Students can make their own board and playing pieces and challenge each other to games until there are two champions of the class.

Chris vs. Pokémon, Volume One #126: Magmar Oh now what is this bullshit? According to Bulbapedia, Magmar here has characteristics of both a salamander–the one from the Monster Manual, not the one from science class–and a duck, and that is just fantastic. Big ups to whatever mad elder god responsible for this world of junior-league cockfights decided it would be a good idea to combine an elemental fire lizard with nature’s least threatening creature. Great job.

The Decline And Fall Of Flowtab, A Startup Story It started with an idea: How can we get our drinks more quickly at the bar? Dreamed up at 2 a.m. in Coloft, a Los Angeles coworking space, future founder Mike Townsend doodled up an iPad application mockup that he called Apptini to answer the question. Apptini, a portmanteau of application and martini, wouldn’t last, but the product later known as Flowtab had been born. Its life became a startup story that most don’t tell: A company that didn’t make it.

Secret Page with cool stuff – How To Unlock Wii Congratulations!!! You have made it to the Super Secret Page filled with cool stuff. You should bookmark this page so you can find a way to this page later in case you want to download these games again. Here you can download all 30 of the Nintendo Wii homebrew games. This is what you’ll need to play these games - Super creepy Pokémon hack - Tiny Cartridge I stumbled on this unsettling story of an obscure Pokémon bootleg/art-hack that I thought might be neat to share on here. I think this originated from 4chan, so I’ve no idea if this hack actually exists. It probably doesn’t, but it’s still a great concept/tale!: I’m what you could call a collector of bootleg Pokémon games.

Ten games that make you think about life At the start of this year, we decided to come up with a list of Flash casual games with a philosophical bent. To be honest, we struggled. After days of research, we could only find a handful of games that had the thought-provoking depth we were looking for. Our list (which you can view by clicking here) was therefore only five games long. Pokemons Ten Most Disturbing Pokedex Entries Last week, Pokemon Black and White were finally released in America as the two latest installments of the long-running video game franchise. It’s something I’ve been looking forward to since it was announced, to the point where I’ve been reading through the Pokedex — the official in-game database that describes all 649 Pokemon — and in doing so, I’ve discovered something: For a game made for children about adorable monsters, there’s a lot of really disturbing stuff in Pokemon. Okay, okay, admittedly: It’s a game made for children about adorable monsters who are sent out to fight each other for the enjoyment of their owners like gladiators battling at the pleasure of a ten year-old Caligula.

How Gamer Vision Could Transform War Much of the U.S. military's younger generation has grown up playing video games that constantly tell players how well they're doing on the virtual battlefield — whether it's the screen turning red to warn of low health or displays showing the world's top-scoring players based on reviving fallen friends and killing enemies with certain weapons. A U.S. Army weapons engineer thinks that, with the right technologies, such gaming-world awareness could become real for tomorrow's soldiers. U.S. soldiers could go into battle wearing "Google Glasses" that warn of exhaustion levels by changing their vision's tint from green ("optimal") to yellow or red ("danger"), said David Musgrave, a manager at the U.S. Army's Armament Research, Development and Engineering Center at the Picatinny Arsenal in New Jersey.

The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal The purpose of design documentation is to express the vision for the game, describe the contents, and present a plan for implementation. A design document is a bible from which the producer preaches the goal, through which the designers champion their ideas, and from which the artists and programmers get their instructions and express their expertise. Unfortunately, design documents are sometimes ignored or fall short of their purpose, failing the producers, designers, artists, or programmers in one way or another.

Game Design 101: The Design Doc In the early days of game development when teams were based on only a few individuals, there really wasn't any need for what's commonly referred to today as a design document. With only a few people working on the development of the game, the need for creating a document that defined in an easy-to-read and detailed fashion wasn't all that important because the individuals working on the game were always communicating and often already had their hands in every single stage of development, including coming up with the concept and design of the game. Nowadays with teams working on the development of games in the hundreds, the need of creating a design document that helps communicate the vision and direction of the game to every single member of the team, such as the programmers, producers, artists, musicians, marketers, and testers, has grown exponentially. Nevertheless, here's a good basic rundown of the items that should be included in a basic design document. Revision History

5 Alternatives to a Game Design Doc « Gravity Ghost If you're building a game with a team, communicating the design vision in a clear manner is essential. So what does a game design look like? The most well-known way to describe a game's systems is by writing a Game Design Document. But I much prefer to work visually, so here are 5 ways you can communicate your vision without resorting to long blocks of text. Paper and Pencil Space Combat Game I played this with my classmates in Grade 6, circa 1982-83. Presumably it was inspired by arcade games such as Space War and Asteroids! I have no idea who invented it. Bartle Test The Bartle Test of Gamer Psychology is a series of questions and an accompanying scoring formula that classifies players of multiplayer online games (including MUDs and MMORPGs) into categories based on their gaming preferences. The test is based on a 1996 paper by Richard Bartle[1] and was created in 1999–2000 by Erwin Andreasen and Brandon Downey.[2][3][4][5] Although the test has met with some criticism[6] for the dichotomous nature of its question-asking method, the test has been taken by a large number of computer game players.[7] As of October 2011, the test had been taken over 800,000 times.[8] Achievers[edit] Also known as "Diamonds," these are players who prefer to gain "points," levels, equipment and other concrete measurements of succeeding in a game. They will go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it. Single-player appeal to the Achiever[edit]