Showing posts with label FNG. Show all posts
Showing posts with label FNG. Show all posts

16 August 2008

TrackMania United Forever only $20.00 This Weekend on Steam!!!


Buy TrackMania United Forever on Steam this weekend for 50% off!


If you like TrackMania Nations at all, you'll not want to miss this offer! Get one of the greatest racing games ever made for only $19.99 this weekend only!


What are you waiting for...?! Stop reading and start downloading! Then come race with the Friday Night Gamers!!!

16 April 2008

TrackMania Forever!!!

Quiet ride down a country road at night - TrackMania United Forever
TrackMania United Forever - Quiet Ride Down a Country Road at Night

Many people dread April 15th (at least if they live in the United States and they owe the Government taxes...) but not me.

No way, April 15th 2008 (April 16th in France) was one of the best days in video-gaming history for me.

That's right... TrackMania United Forever (TMUF) and TrackMania Nations Forever (TNF) were released today; the latter being the free version.

Nadeo, the game's creator, took the United engine for the Stadium environment and put it into TMNF. Basically, Nations Forever is like taking Stadium straight out of United and put in a standalone game. What makes this great is that owners of TMUF (which contains an additional 6 environments spanning the entire TrackMania series) can connect to TMNF servers without having Nations Forever installed (prior to this release, one had to install both TrackMania United (TMU) and TrackMania Nations (TMN) to play both.)

That's the first really exciting piece of goodness I discovered when I updated my game to TrackMania United Forever... but wait, there's more!!!

Some of my favorite additions:
  • Easier Player/Server search functionality

  • The TrackMania Original (TMO) environments have all had major graphics engine revamps done to them and they're incredibly beautiful. I'll post pics when I get some time.

  • We can now change video settings in-game; which we've been dying for!

  • Rumor is there are two new block types: a blue block in Stadium that makes it easier to carve a turn; and a "rainbow turbo" that is timed to be 100% power for 1 second, then amp up to 150% for 1 second, then 200% for 1 second, then cycle back to 100%, etc. I haven't seen these yet, but am looking forward to them. An "Engine Killer" block was added to TMU and it added a whole new dynamic to the gameplay; so I look forward to these two new blocks.

  • Tracks seem to load faster (though that might be due to the new hardware some too...)

  • All environments seem to play smoother and look prettier (even the ones that didn't get the face-lift seem to have better lighting, etc.)

I'm sure this is just the tip of the iceberg; as I only got to play for a couple of hours tonight.

I will say this: Nadeo has put a TON of time and effort into enhancing this game and it shines like the sun. I can't believe they made it a free upgrade. I'd pay for it... in fact, I'm considering making a donation to the cause anyway; the enhancements are more than worth it.

I can't wait to see what else lies ahead as we play TrackMania Forever... you know where you'll find me late Friday Night! (Dang I need to get some time to update that site... holy old...)

Rumor was that the people in the USA that bought TrackMania United from Steam wouldn't be able to get the Forever update yet... but I pointed the update installer at my "Program Files\TrackMania United" folder and it worked fine... then when trying to launch TrackMania United from Steam after I played TMUF from the manual update, Steam decided to update the game automatically in its install folder... I just hope it didn't overwrite my car skins and gamepad configuration :)

See you at the races...

(By the way, if you're interested in getting into the world of TrackMania; contact me first... TMUF has a feature where I can invite friends to get the game... and if you get it from the invite using the same email for your account, I can be your sponsor. I'm not sure what that means, but I'd like to find out... so let me know.)

30 December 2007

TrackMania United Only $22.45 Until 02 January 2008!

Buy TrackMania United on Steam before 02 January 2008 and get it for only $22.45!

This (along with Motocross Madness 2) is the coolest PC racing game made-to-date. Nadeo has done a fantastic job bringing unlimited replay value by creating an easy-to-learn track editor with really cool features.

They even include a Puzzle mode that allows you to have fun while learning how to build tracks.

I highly recommend this game. Go buy it and join FNG for some high-flying, fast-driving, non-stop good times!

08 August 2007

Fun Motocross Madness 2 Screenshot

I was looking through some old FNG (Friday Night Gaming) screenshots this morning and had to post this one. It's from Roswell stunt quarry. Close Encounters of the Nac-Nac Kind


Yes, there was a crash... the UFO didn't fly away quick enough.

04 August 2007

Do Try This at Home...


Oh yeah, there's not much better than a good hour-or-two long round of high-flying, speed-rushing, nausea-inducing TrackMania United action!

If you haven't tried it yet, you're seriously missing out. It's on Steam now for only $29.95!

12 February 2007

Why TrackMania Will Never Get Old


Yes, that is a track ... yes, it's a commode ... and yes, it's really made with TrackMania United track pieces. For more info, check out the track at the TMX (TrackMania Exchange) website.

FNG Turkey Bowl 2006 (happened in 2007)

My Friday Night Gaming crew held our annual Turkey Bowl for 2006 a little later than normal (had to postpone twice from the original scheduled date in 2006.)

It was a fun time despite only having three of the seven committed riders there. Hopefully we'll be able to do a rematch later; especially on the Accelerate track.

The Accelerate track is a figure eight that goes very fast and has a high probability of collision with a bunch of players riding at the same time. There were a couple other tracks with a lot of crossover points as well.

"Bail Jumper" has some high-flying fun to it and despite its horrible spline (the method used for determining the track's boundaries so people stay on the track and don't take cuts...) was deemed the FNG favorite new track for this year's bowl.

We definitely had better luck with connectivity this year... which is good considering the first bowls had many people failing to connect or dropping out of the game prematurely due to connection issues and game crashes. Maybe having the Turkey Bowl on a weekend other than Thanksgiving weekend is a good idea. :) We'll have to rename it.

Anyway, check out the recap over at the Friday Night Gaming site.

01 February 2007

FNG - Motocross Madness 2 - Pepsi Max to the extreme



This was one of the most fun and exciting races we've had on this track in FNG history. Despite several stupid mistakes resulting in big wrecks, I still almost took Tsam ... until my last fatal mistake near the end of the third lap.

The spring-loaded jump through the finish is phenomenal ... the best one I've ever pulled on that part of the track.

Good times!!!

12 January 2007

The PC Motocross Dream Is Dead...?

It's all but official. My last hope for a resurrection of excellent PC motocross gaming is all but dead.

Holy crap this rant is long... if you'd like to get to the point quicker, feel free...

In January 2006, Rainbow Studios released MX vs. ATV Unleashed it's first PC motocross game since Motocross Madness 2; released in 2000.

The Motocross Madness (MCM) series wasted any other motocross games on the PC hands-down with it's excellent graphics, realistic (for its time) racing feel, super sik high air, intense racing, mega-fun tag mode, stunts and more.

The game had infinite replay value thanks to the ability to create custom content. "Kamshaft", of Cameron Graphics fame, hosted the biggest central repository of this custom content on the web ... and it was awesome. The whole MCM community participated in the forums and MCM file sharing at his site. The site was put up as "Motocross Madness Central" for the first game in the MCM series. It then turned to "Motocross Madness 2 Central" when MCM2 was released.

In late 2005, Kamshaft took down the site after bandwidth restrictions and cost of running the site became too much and MCM2 play had lowered significantly over time with the advent of newer games with better graphics and what not. Yet there were some still dedicated to the game (like my own Team FNG.)

Kamshaft was still offering his entire MCM2 custom content collection on 6 DVDs for $80, which I purchased. 19GB of compressed custom content ... the game will never die for me.

In around November of 2005 (maybe a little earlier...) we caught wind of news that Rainbow Studios had finally decided to give another shot to the PC crowd by releasing MX vs ATV Unleashed in January 2006. Kamshaft put up a new "MX vs ATV Central" site and the community once again flocked together in eager anticipation for what we hoped would have as much heart and soul (and endless fun) that the MCM series provided us.

Sadly, the game failed miserably for several reasons:

  1. The game was released later than promised; and when it finally was, it was a ridiculous search to try to find which stores actually had it. (I pre-ordered two copies paid in full from a local EBGames shop and didn't have mine on release day. Online orders placed the day before release day from EBGames site were sold to those people who had their game on release day... which enraged me, but that's another story...)

  2. By the time we finally got the game... it's user-interface (UI) was completely horrid. It was a direct port from the console version of the game with no modifications to the navigation menus which could've been done MUCH simpler for a PC version.

  3. Related to the UI issue was the fact that only half the PC gamers could get connected to games online. The defacto was provided was through in-game menus connecting through GameSpy. If the fact that we had to go through 15 menus to just set up a game for people to connect to wasn't bad enough... you had to click through 2 extra screens to chat with the people in your game lobby, and then click back through two more to get back to the "lobby" to see who was in your game. It was pathetic

  4. Once you had your lobby set up, no one could join your game, because the required ports to play through today's firewalls were incorrectly documented; and despite spending several hours myself testing and discovering the correct ports... half the community had resorted to using Hamachi to try to set up private VPNs to play on. Since there was no good central place to matchmake, the online portion of the game pretty much died; essentially killing off the greatness of the game.

  5. They kept the console approach of "We're going to lock all of the tracks and let you 'unlock' them, to simulate the feel of "new content" since we can't offer you the ability on a console to create new content yourselves. Two words... Weak... sauce... Thankfully, there was a cheat code to unlock them all so we could *ahem* attempt to get online and race. But since we couldn't get online and race... the few tracks available in the game got boring real fast.

  6. Stunt mode sucked. Stunts was one of my favorite aspects of the game, taking unrealistically high air and coming down and landing it was an adrenaline rush like no other... Stunts in MX vs ATV Unleashed were fun for about 10 minutes, and only because we could pull backflips and 360's. But the fact that your score dwindled dramatically for trying to pull the same stunt/combo more than once, it was extremely difficult to pull any REALLY high scores; especially because the only way to get a high score on a given jump was to pull a backflip or 360 combo. In their attempts to make the game feel more realistic, they went too far and limitd the amount of air you could take on your jumps as well - and even when you springloaded for extra air - it the landing ramps weren't conducive to landing things that high... maybe I'm just still used to how MCM2 worked, but it tanked.



The game's only saving grace was the fact that they did still provide a way to make custom content for the game. Some of my favorite track creators returned and made a few new tracks. But alas, by the time the new tracks had come out... the community had peetered out from the online scene due to reasons listed above.

One racer posted a link to a new game a few weeks later called TrackMania Nations. It was a free racing game created for the Electronic Sports World Cup, created by a French company named Nadeo.

Yes, many of you already are familiar with this, because it was the nail-in-the-coffin for MX vs ATV Unleashed as far as FNG was concerned. It consumed all of our time for nearly a year. We were so sucked in, we bought the previously released versions of TrackMania as well. In late 2006, we were even more amazed by TrackMania United.

Why is TrackMania so successful?

  1. Easy to use interface - setting up local or online games is incredibly easy.

  2. Not only did they provide a full-blown in-game track editor, they provide a full-blown replay editor, so you can show off your awesome runs with incredible camera effects. Like the MCM series... endless replay value

  3. The same intense racing rush and high flying action (with the added benefit of driving on walls, through corkscrews and other fun action...) that MCM used to offer... just a lack of motorcycles.




So why am I writing this rant?



During the hustle and bustle surrounding the excitement for the release of MX vs ATV Unleashed back in late 2005, I discovered that Robb Rinard of MCM fame had defected from Rainbow Studios (makers of the MCM series) and with some other colleagues created a new company called 2XL Games.

I emailed Robb back then, in fears that this console port would disappoint (because I'd previously played MX Unleashed on the Xbox and was sorely disappointed... went right back to my Motocross Madness 2.)

I asked Robb if they were going to make another really fun motocross game for the PC. He said he couldn't tell me yet what they were up to, but that they were in the process of making a framework for some incredible new games that would start being available maybe 2 years later or so. I decided I would be as patient as possible and wait.

Well, with the death of MVA and TrackMania consuming my game time for so long... I decided to check in on the 2XL website the other day to see if any updates had been posted there. This is what I found...
"2XL games is currently developing multiple console titles on the Xbox 360 and Playstation 3 for a major game publisher..."

HELLO!?!?!!!!! This is what pissed me off about Rainbow in the first place... they sold out to consoles because they could crank games out faster and potentially make more money since games were harder to pirate. While I can understand that business decision, my heart was crushed as I had seen the demise of good PC motocross racing. And with each subsequent Rainbow release, it felt to me that the heart put into their games was less and less and it was now just a cash-flow machine and not a team devoted to making fun games.

So now my dreams for a new PC Motocross game with the same magic and fun that the two MCM games provided are once again dashed to pieces.

Don't get me wrong... the Xbox 360 and Playstation 3 are great pieces of hardware, but online gaming in the console arena is still in its infant stages; and with the lack of user content creation for console games... it's simply not as fun as the PC gaming world has been. Sorry, but it isn't.

So I try to go to Kamshaft's MX vs ATV Central site to post the bad news, and when I went to the old link... mxvsatvcentral.com I was redirected to the Xbox Addict website.

Buh-bye any hopes for new PC Motocross games that will be worth playing... it was a nice dream while it lasted. Nadeo, don't pull a Rainbow.

20 November 2006

TrackMania Tournament and TrackMania United Thoughts

Well, I was knocked out of the tournament on Friday night; coming in with rank #372... not too shabby considering I only had 2-3 hours per track and those hours were scattered. For not having as much time as I'd have liked to get the groove I wanted, I feel pretty good about how I did.

Despite my grumblings about how it was a persistence contest where he/she who had the most time on their hands wins, the tournament was still an awful lot of fun to be a part of.

Every night at 10:00pm my time, qualified racers from around the world all jumped into the PlayLinc server lobby and eagerly awaited the new track meant to torture with technicalities. What I loved is that playing in the tournament wasn't much different than playing on my two favorite USA servers for all my TrackMania Career... "KOFS 440 (the server formerly known as 440 Mods and Boost)" and "Air Time."

Those servers always kept fresh, new and challenging tracks; which attracted some of the best racers around the world constantly. The thing that makes online play in TrackMania so special is the camaraderie between racers. Whenever a new track is encountered on these servers, the racers all anxiously try to be the first one to "solve" the track. Then it's a race to see who can get the best time.

As the racers figure out parts of the track, they openly share information with each other on how to better take the track. It was no different with this tournament. Mind you, there was $40,000 in cash prizes hanging in the balance; but the contestants still shared tips and tricks they'd find on the tracks through the rounds of competition I participated in. It truly is a wonderful community in the world of TrackMania.

Needless to say, my heart wasn't broken as bad as it could've been when I didn't make it past Friday night in the competition. You see, TrackMania United was released to the public Friday (well in France and some other French speaking countries...) but as mentioned previously, 10,000 copies were sold online and myself (That One Guy), Dan (Tsam314) and Jarin (Thundr) all scored copies; and were more than eager to take it for a test-drive.

And that's just what we did. Three-and-half adrenaline-filled turbo-boosted dirt-spewing hours of pure pleasure. United combines all the previous goodness packed into the existing TrackMania games and steps it up a notch.

One of my favorite parts is the new track block we lovingly call "The Engine Killer." This is a red-block of doom that when driven over, causes you to coast to the next checkpoint. As if it were only that easy. No, curves and other things that cause you to lose momentum stand between the Engine Killer and the next Checkpoint.

We played this really awesome track that has two Engine Killers... one that happens just before a huge run of turbo pads that launch you off a platform over a huge pool of water that you must skip your car like a stone over to a grassy area, navigate a sharp turn and still make it to the finish gate. (Video and screenshots to come...)

The new scenery is awesome, the improved Stadium environment (from Nations) is insanely cool (especially the dynamic lighting) and the game is just too much fun.

I recommend anyone that hasn't tasted the goodness of all things TrackMania, try TrackMania Nations. You'll be hooked too, and find yourself purchasing them all. (You'll have to wait for United in the USA until February or March, unless they have some of the 10,000 copies left -- personally speaking, I think they won't stop with 10,000 but we'll see.)

13 November 2006

TrackMania United - FNG Will Play Before the USA Release

Alright I admit it. I am an ABSOLUTE TrackMania JUNKIE. I learned today that the game I'm so eagerly anticipating... "TrackMania United" is to be released this year only (on November 17th!!!) in France, Australia, Canada, Belgium and Switzerland (French parts). For all other territories, it will be released in February/March 2007.

I also learned that they aren't leaving their TrackManiacs outside of these areas high and dry. They are offering 10,000 copies to be purchased online and pre-downloaded for the first addicts that get to them.

I'm proud to say that I'm downloading mine as we speak. I'm hoping that more of the Friday Night Gamers will score copies as well, so we don't all have to wait til next year to play.

Check out the Trailer and you'll get glimpse (that doesn't quite do it justice) of the festival of fun that is the world of TrackMania. In TrackMania United, we get the best of all TrackMania worlds combined... all pieces of all track styles are available in one game. If you thought the tracks were insanely cool and creative in the previous TrackMania games, wait until you see what gets brewed when desert and snow are mixed in one, and more!

It's a good thing I have the TrackMania Nations tournament to keep my mind occupied until I get my key for United... hehe... and if I lose in the tournament quickly; I'll have something to help me get over it quickly. *Cackle!*

Got Vroom?! Check out TrackMania today...

07 November 2006

TrackManiacs Reunite

The Friday Night Gamers have been addicted to TrackMania Nations since we learned of its existence early this year.

The crew and I played it consistently for over six months. We took a three-month hiatus after Nadeo decided to change the ladder system and chased a lot of the cool people we used to race with away. Luckily, devoted fans have continued to make excellent tracks and the game still rocks as hard as ever...

We picked TrackMania Nations up again a few weeks ago. Shortly after we discovered Verizon, Nadeo and PlayLinc" are hosting a $40,000 TrackMania Nations Tournament!

Since we got denied on the Electronic Sports World Cup qualifier competition (See the "USA Players Get the Shaft - FNG Denied Opportunity to Prove Themselves") post on the FNG site... we're ecstatic we get a shot to compete.

After spending a lunch hour at work practicing the official PlayLinc qualifier tracks a week ago; I finally got an opportunity to sit down last night and attempt to qualify for the tournament.

To qualify, one must earn a Gold Medal on each of six highly technical and just-as-challenging tracks. Times to earn medals are set by the track creator racing the track before putting it up on a server. The folks that created these tracks made the times very competitive and difficult to reach.

I'm happy to say that it took me an hour tonight to qualify all six tracks. (Well, according to PlayLinc's tracking system of how long I played, it was 59 minutes 46 seconds. Good enough for the girl I go out with.)

You can watch Qualification Status and Rank for the tournament. If you'd like to see my results, enter: That_One_Guy for the player name. Results won't update until 9:00am Mountain Time (give or take 20 minutes.) If it shows silver medals, check back later... those are from Halloween night.

Despite the fact I qualified, my ranks are quite low compared with everyone else; though the times between my rank and number one are probably within one second or so. Needless to say, I know I'm going to get my trash kicked at the actual tournament... but that's alright, cause I'm in it for the thrill of being in a sponsored video game competition again.

The last sponsored competition I participated in was in 1990 when the Nintendo Powerfest came to Salt Lake City. Wow those were golden times. You may mock me if you like, but that is one of my fondest memories. I still to this day have my "NWC Semifinalist" hat (beaten to a pulp, but I still have it.)

And I'm still bitter that had I been one year older (I was 17 at the time,) I could've gone to the finals (my Semifinal score was better than the 18+ contestant that made it to the finals.) Instead I got spanked by the 12-13 year olds that play all day long. Serves me right as I was competing in the Semifinal round on the Sabbath...

So now, I have the chance to get it handed to me again at the TrackMania tournament starting November 16. It will be a good thing I won't make it to the finals there either, since the Finals are again on the Sabbath... *sigh* Ah well, maybe one day I'll get lucky and be good enough to win a competition that ends on a Saturday.

Wish us luck anyway; we're going to see how long we can manage to stay in the competition. Good luck to the rest of the FNGers trying to compete. At last count, Dan (Tsam314), Jarin (Thundr) and Tyler (beuchety) are all working on qualifying. The gauntlet has been thrown...