You can add new features to Chrome by installing extensions. Visit the Chrome Web Store on your desktop computer to discover hundreds of thousands of extensions for shoppers, designers, photographers, chefs, students, lifehackers, bloggers, and so much more. There are thousands of Themes to explore in the Chrome Web Store too. Find one that’s just right for you and give your Chrome a whole new look. You can add extensions and apps to your computer from a mobile device. To get started, browse or search the web in a Chrome window, find the extension or app you want, and tap on the link. Learn More Note: the Chrome Web Store isn’t currently available to browse or search on your mobile device. Click the link below to send yourself a reminder to visit the Chrome Web Store next time you’re at your desktop computer. You can add new features to Chrome by installing extensions. Visit the Chrome Web Store on your desktop computer to discover hundreds of thousands of extensions for shoppers, designers, photographers, chefs, students, lifehackers, bloggers, and so much more. There are thousands of Themes to explore in the Chrome Web Store too. Find one that’s just right for you and give your Chrome a whole new look. You can add extensions and apps to your computer from a mobile device. To get started, browse or search the web in a Chrome window, find the extension or app you want, and tap on the link. Learn More Note: the Chrome Web Store isn’t currently available to browse or search on your mobile device. Click the link below to send yourself a reminder to visit the Chrome Web Store next time you’re at your desktop computer.
"Tactical Leaping Adventure - Jump King: There is a Smoking Hot Babe at the Top!" is a platforming challenge about struggling upwards in search of the legendary Smoking Hot Babe! This lonely adventure to reach The Top will demand full mastery of the technique of jumping. Just try to remember, with each fall there is a lesson to be learned... Jump King includes two free expansions - ”New Babe+” and ”Ghost of the Babe”! -Prepare for true high-stakes platforming! The only way forward is up, and your only enemy is yourself! Tension rises with each jump when a single mistake means a long fall - and you have to get back up again yourself...-Hold to charge and release to leap away! The seemingly simple act of jumping will take much practice to master.-Use your mind before you jump! The obvious path is sometimes not the best, and once you are in the air there is no turning back...
Learn to love and hate the curious characters that you meet on your journey through this mysterious vertical world.
The last hour led to this jump, everything is on the line! Will you get the Babe? Will you reach the Top? Do you think you have what it takes to defeat this game!? New Babe+: ”How amusing, he approaches without shaking...” The world at the end of the Imp’s hidden path seems familiar, yet everything is different... Prove that you really deserve the title of Jump King in the intense second chapter! Ghost of the Babe: Investigate the mystery of the Ghost of the Babe in the twisted third chapter of the legendary struggle. The desolate land past Philosopher’s Forest is unlike anything seen before... With only a faint ghostly presence remaining, what is left to jump for? You didn't do it for her, did you? (It is recommended to finish the original game before attempting the expansions.)
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games.
In an action game, the player typically controls a character often in the form of a protagonist or avatar. This player character must navigate a level, collecting objects, avoiding obstacles, and battling enemies with their natural skills as well as weapons and other tools at their disposal. At the end of a level or group of levels, the player must often defeat a boss enemy that is more challenging and often a major antagonist in the game's story. Enemy attacks and obstacles deplete the player character's health and lives, and the player receives a game over when they run out of lives. Alternatively, the player gets to the end of the game by finishing a sequence of levels to complete a final goal, and see the credits. But some action games, such as early arcade games, are unbeatable and have an indefinite number of levels; with the player's only goal being to get as far as they can to maximize their score. The action genre includes any game where the player overcomes challenges by physical means such as precise aim and quick response times.[1] Action games can sometimes incorporate other challenges such as races, puzzles, or collecting objects, but they are not central to the genre. Players may also encounter tactical and exploration challenges, but these games first-and-foremost require high reaction speed and good hand–eye coordination. The player is often under time pressure, and there is not enough time for complex strategic planning. In general, faster action games are more challenging. Action games may sometimes involve puzzle solving, but they are usually quite simple because the player is under immense time pressure.[2] Players advance through an action game by completing a series of levels. Levels are often grouped by theme, with similar graphics and enemies called a world. Each level involves a variety of challenges, whether dancing in a dance game or shooting things in a shooter, which the player must overcome to win the game. Older games force players to restart a level after dying, although action games evolved to offer saved games and checkpoints to allow the player to restart partway through a level. Increasingly, though, some games allow for 'resurrection' or 'cloning' and the opportunity to regain lost items upon death for a certain sum of ingame currency, typically increasing exponentially the more times the player dies. The obstacles and enemies in a level do not usually vary between play sessions, allowing players to learn by trial and error. However, levels sometimes add an element of randomness, such as an enemy that randomly appears or that takes an unpredictable path.[2] Levels in an action game may be linear or nonlinear, and sometimes include shortcuts. For levels that require exploration, the player may need to search for a level exit that is hidden or guarded by enemies. Such levels can also contain secrets—hidden or hard-to-reach objects or places that contain something valuable. The prize can be a bonus (see below) or a non-standard exit that allows a player to access a hidden level, or jump ahead several levels. Action games sometimes offer a teleporter that will cause the player's avatar to re-appear elsewhere in the same level. Levels often make use of locked doors that can only be opened with a specific key found elsewhere in the level.[2] Action games sometimes make use of time restrictions to increase the challenge. However, game levels typically do not react to time passing, and day/night cycles are rare.[2] When the timer expires, the player typically loses a life, although some games generate a difficult enemy or challenge. If the level is completed with time remaining, this usually adds to the player's score.[2] Character abilitiesIn most action games, the player controls a single avatar as the protagonist.[2] The avatar has the ability to navigate and maneuver, and often collects or manipulates objects. They have a range of defenses and attacks, such as shooting or punching. Many action games make use of a powerful attack that destroys all enemies within a limited range, but this attack is rare.[2] Players may find a power-up within the game world that grants temporary or permanent improvements to their abilities. For example, the avatar may gain an increase in speed, more powerful attacks, or a temporary shield from attacks. Some action games even allow players to spend upgrade points on the power ups of their choice.[2] Obstacles and enemiesIn action games that involve navigating a space, players will encounter obstacles, traps, and enemies. Enemies typically follow fixed patterns and attack the player, although newer action games may make use of more complex artificial intelligence to pursue the player. Enemies sometimes appear in groups or waves, with enemies increasing in strength and number until the end of the level. Enemies may also appear out of thin air. This can involve an invisible spawn point, or a visible generator which can be destroyed by the player. These points may generate enemies indefinitely, or only up to a certain number.[2] At the end of a level or group of themed levels, players often encounter a boss. This boss enemy will often resemble a larger or more difficult version of a regular enemy. A boss may require a special weapon or attack method, such as striking when the boss opens their mouth or attacking particular part of the Boss.[2] Health and livesIn many action games, the avatar has a certain number of hit-markers or health, which are depleted by enemy attacks and other hazards. Sometimes health can be replenished by collecting an in-game object. When the player runs out of health, the player dies. The player's avatar is often given a small number of chances to retry after death, typically referred to as lives. Upon beginning a new life, the player resumes the game either from the same location they died, a checkpoint, or the start of the level. Upon starting a new life, the avatar is typically invincible for a few seconds to allow the player to re-orient themselves. Players may earn extra lives by reaching a certain score or by finding an in-game object. Arcade games still limit the number of player lives, while home video games have shifted increasingly to unlimited lives.[2] Graphics and interfaceAction games take place in either 2D or 3D from a variety of perspectives. 2D action games typically use a side view or top-down view. The screen frequently scrolls as the player explores the level, although many games scroll through the level automatically to push the player forward. In 3D action games, the perspective is usually tied to the avatar from a first-person or third-person perspective. However, some 3D games offer a context-sensitive perspective that is controlled by an artificial intelligence camera. Most of what the player needs to know is contained within a single screen, although action games frequently make use of a heads-up display that display important information such as health or ammunition. Action games sometimes make use of maps which can be accessed during lulls in action, or a mini-map that is always visible.[2] Scoring and victoryAction games tend to set simple goals, and reaching them is obvious.[2] A common goal is to defeat the end-of-game boss. This is often presented in the form of a structured story, with a happy ending upon winning the game. In some games, the goal changes as the player reveals more of the story.[2] Many action games keep track of the player's score. Points are awarded for completing certain challenges, or defeating certain enemies. Skillful play is often rewarded with point multipliers, such as in Pac-Man where each ghost that the avatar eats will generate twice as many points as the last. Sometimes action games will offer bonus objects that increase the player's score. There is no penalty for failing to collect them, although these bonus objects may unlock hidden levels or special events. In many action games, achieving a high score is the only goal, and levels increase in difficulty until the player loses. Arcade games are more likely to be unbeatable, as they make their money by forcing the player to lose the game. On the other hand, games sold at home are more likely to have discrete victory conditions, since a publisher wants the player to purchase another game when they are done.[2] Action games have several major subgenres. However, there are a number of action games that don't fit any particular subgenres, as well as other types of genres like adventure or strategy games that have action elements.[2] Character action games (also called "character-driven" games, "character games" or just "action games") are a broad category of action games, referring to a variety of games that are driven by the physical actions of player characters. The term dates back to the golden age of arcade video games in the early 1980s, when the terms "action games" and "character games" began being used to distinguish a new emerging genre of character-driven action games from the space shoot 'em ups that had previously dominated the arcades in the late 1970s. Classic examples of character action games from the early 1980s include Frogger, maze games like Pac-Man, and platformers like Donkey Kong.[3][4][5]
Shooter games allow the player to take action at a distance using a ranged weapon, challenging them to aim with accuracy and speed. This subgenre includes first-person shooters, third-person shooters, light gun shooters, rail shooters, run-and-gun shooters, and a plethora of shoot 'em up games taking place from a top-down or side-scrolling perspective.[2] Space shooters were initially categorized as a separate genre from action games in the early 1980s, when the term was used to refer to character action games,[3][4][5] up until character-driven shooters (particularly scrolling run-and-gun shooters) became popular by the late 1980s.[4] The setting of shooter games often involves military conflicts, whether historical (such as World War II), contemporary (such as Middle East conflicts) or fictional (such as space warfare). Shooter games do not always involve military conflicts; other settings include hunting games, or follow the story of a criminal (as seen in the popular Grand Theft Auto franchise). Although shooting is almost always a form of violence, non-violent shooters exist as well, such as Splatoon which focuses on claiming more territory than the opposing team by covering the playable environment with colored paint or ink. Hybrid action games are games that combine elements of action games with elements from other genres.
Studies have shown that people can improve their eyesight by playing action video games. Tests by scientists at the University of Rochester on college students showed that over a period of a month, performance in eye examinations improved by about 20% in those playing Unreal Tournament compared to those playing Tetris.[24] Most arcade games are action games, because they can be difficult for unskilled players, and thus make more money quickly.[2] Researchers from Helsinki School of Economics have shown that people playing a first-person shooter might secretly enjoy that their character gets killed in the game, although their expressions might show the contrary. The game used in the study was James Bond 007: Nightfire.[25] Space Invaders (1978), an early shoot 'em up. Shooter games have been around since the beginning of the video game industry. Notable examples of shooting arcade video games during the early-to-mid-1970s include Syzygy Engineering's Computer Space (1971), Galaxy Game (1971), Tank (1974) by Kee Games, Gun Fight (1975) by Taito and Midway Manufacturing, and Midway's Sea Wolf (1976). In turn, early arcade shooter video games were inspired by early mainframe games such as Spacewar! (1962) as well as arcade electro-mechanical games such as Periscope (1965) and gun games. A major turning point for action video games came with the 1978 release of Taito's shoot 'em up game Space Invaders,[26] which marked the beginning of the golden age of arcade video games.[27] The game was designed by Tomohiro Nishikado, who drew inspiration from Atari's Breakout (1976) and the science fiction genre. Nishikado added several interactive elements to Space Invaders that he found lacking in earlier video games, such as the ability for enemies to react to the player's movement and fire back and a game over triggered by enemies killing the player (either by getting hit or enemies reaching the bottom of the screen) rather than a timer running out.[28] In contrast to earlier arcade games which often had a timer, Space Invaders introduced the "concept of going round after round."[29] It also gave the player multiple lives before the game ends,[30] and saved the high score.[31] It also had a basic story with animated characters along with a "crescendo of action and climax" which laid the groundwork for later video games, according to Eugene Jarvis,[32] who said many games "still rely on the multiple life, progressively difficult level paradigm" of Space Invaders.[33] Following the mainstream success of Space Invaders, the industry came to be dominated by action games,[26] which have remained a dominant genre in video arcades and on game consoles through to the present day. Space Invaders set the template for later games in the shooter subgenre,[26][34] and it is considered one of the most influential games of all time.[35] During the arcade golden age, from the late 1970s to early 1980s, a wide variety of new subgenres were created.[4] The success of Space Invaders led to space shooters becoming the dominant genre in arcades for a few years, before a new genre of character-driven action games emerged in the early 1980s.[36] 1980sKung-Fu Master (1984), an early side-scrolling beat 'em up. The term "action games" began being used in the early 1980s, in reference to a new genre of character action games that emerged from Japanese arcade developers, drawing inspiration from manga and anime culture. According to Eugene Jarvis, these new character-driven Japanese action games emphasized "character development, hand-drawn animation and backgrounds, and a more deterministic, scripted, pattern-type" of play. Terms such as "action games" or "character games" began being used to distinguish these new character-driven action games from the space shooters that had previously dominated the video game industry.[3][4][5] The emphasis on character-driven gameplay in turn enabled a wider variety of subgenres.[4] Namco's hit maze game Pac-Man (1980)[37][2] popularized the genre of "character-led" action games.[36] It was one of the first popular non-shooting action games, defining key elements of the genre such as "parallel visual processing" which requires simultaneously keeping track of multiple entities, including the player character, the character's location, the enemies, and the energizers.[16] Other classic examples of character action games that followed include Nintendo's Donkey Kong (1981),[36] which established the template for the platform game subgenre,[38] as well as Konami's Frogger (1981)[3] and Universal Entertainment's Lady Bug (1981).[36] Martial arts action games eventually emerged in the mid-1980s, with Data East's Karate Champ (1984) establishing the one-on-one fighting game subgenre.[39] While Japanese developers were creating a character-driven action game genre in the early 1980s, American developers largely adopted a different approach to game design at the time.[3] According to Eugene Jarvis, American arcade developers focused mainly on space shooters during the late 1970s to early 1980s, greatly influenced by Japanese space shooters but taking the genre in a different direction from the "more deterministic, scripted, pattern-type" gameplay of Japanese games, towards a more "programmer-centric design culture, emphasizing algorithmic generation of backgrounds and enemy dispatch" and "an emphasis on random-event generation, particle-effect explosions and physics" as seen in arcade games such as his own Defender (1981)[3] and Robotron: 2084 (1982)[2] as well as Atari's Asteroids (1979).[40] In the mid-1980s, side-scrolling character action games emerged, combining elements from earlier side-view, single-screen character action games, such as single-screen platformers, with the side-scrolling of space shooters. These new side-scrolling character-driven action games featured large character sprites in colorful, side-scrolling environments, with the core gameplay consisting of fighting large groups of weaker enemies using attacks/weapons such as punches, kicks, guns, swords, ninjutsu or magic.[4] The most notable early example was Irem's Kung-Fu Master (1984),[4] the first beat 'em up[41] and the most influential side-scrolling martial arts action game;[42] in turn, it was based on two Hong Kong martial arts films, Bruce Lee's Game of Death (1973) and Jackie Chan's Wheels on Meals (1984),[41][43] This side-scrolling arcade action format became popular during the mid-to-late 1980s, with examples including ninja action games such as Taito's The Legend of Kage (1985) and Sega's Shinobi (1987), run-and-gun shooters such as Namco's Rolling Thunder (1986), and beat 'em ups such as Technōs Japan's Renegade (1986) and Double Dragon (1987).[4] Shigeru Miyamoto combined the platforming of Donkey Kong and Mario Bros. (1983) with side-scrolling elements from racing game Excitebike (1984) and beat 'em up Kung-Fu Master to create Super Mario Bros. (1985) for the Nintendo Entertainment System (NES).[44][45] It went on to have a significant impact on the video game industry, establishing the conventions of the side-scrolling platformer sub-genre and helping to reinvigorate the North American home video game market (after it had crashed in 1983).[4] Alongside side-scrollers, rail shooters and light gun shooters also became popular during the mid-to-late 1980s. Popular examples include first-person light gun shooting gallery games such as Nintendo's Duck Hunt (1984), pseudo-3D third-person rail shooters such as Sega's Space Harrier (1985) and After Burner (1987), and Taito's Operation Wolf (1987) which popularized military-themed first-person light gun rail shooters.[46][47] 1990sStreet Fighter II (1991), a fighting game. A trend that was popularized for action games in the early 1990s was competitive multiplayer, including what would later be known as esports tournaments. The arcade fighting game Street Fighter II (1991) by Capcom popularized the concept of direct, tournament-level competition between two players.[48] Previously, action games most often relied on high scores to determine the best player, but this changed with Street Fighter II, where players would instead challenge each other directly, "face-to-face," to determine the best player,[48] paving the way for the competitive multiplayer and deathmatch modes found in modern action games.[49] Inspired by Street Fighter II, along with the SNK fighting games Fatal Fury (1991) and Art of Fighting (1992), John Romero created the deathmatch mode in id Software's Doom (1993), which popularized competitive multiplayer online games.[50] In the 1990s, there was a "3D Revolution" where action games made the transition from 2D and pseudo-3D graphics to real-time 3D polygon graphics. 3D arcade system boards that were originally designed for 3D racing games during the late 1980s to early 1990s, such as the Namco System 21, Sega Model 1 and Sega Model 2, were used to produce 3D arcade action games in the early 1990s, including 3D rail shooters such as Namco's Galaxian 3 (1990) and Solvalou (1991), 3D fighting games such as Sega AM2's Virtua Fighter (1993) and Namco's Tekken (1994), and 3D light gun shooters such as Sega AM2's Virtua Cop (1994) and Namco's Time Crisis (1995).[4] On personal computers, the first-person shooter (FPS) genre was popularized by Doom; it is also considered, despite not using 3D polygons, a major leap forward for three-dimensional environments in action games.[51] 3D polygon texture mapping appeared in action games around the mid-1990s, introduced to fighting games by Sega AM2's Virtua Fighter 2 (1994),[52] to light gun shooters by Sega AM2's Virtua Cop in 1994,[53][54] and to FPS games by Parallax Software's Descent (1995).[55]
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This article's lead section may be too long for the length of the article.(November 2020) This article needs additional citations for verification.(August 2011) The topic of this article may not meet Wikipedia's notability guideline for web content.(September 2021) 1Up.com was an American entertainment website that focused on video games. Launched in 2003, 1Up.com provided its own original features, news stories, game reviews, and video interviews, and also featured comprehensive PC-focused content (an extension of the previously published Games for Windows: The Official Magazine). Like a print magazine, 1Up.com also hosted special week-long "online cover stories" (examples include Soulcalibur III, The Legend of Zelda: Twilight Princess, and Virtua Fighter 5) that presented each day a new in-depth feature story, interview with the developers, game screenshot gallery, game video footage, and/or video of the game studio and creators. On February 21, 2013, Ziff Davis announced it would be "winding down" the site, along with sister sites GameSpy and UGO.com.[1] Screenshot
Type of site
1Up Network was a collection of podcasts hosted by 1Up.com dealing with various aspects of gaming. Most of the shows, like 4 Guys 1Up, were about games and general gaming culture. Others were more specific, such as The Sports Game Guy's Sports Anomaly, which focused on sports games. The network also featured Retronauts, an audio retrospective series that chronicled various retro games and game series. The network had shown significant growth, with several new shows having been introduced in 2007–2008. However, in early 2009 1Up.com was purchased by UGO and its parent company Hearst Corporation from Ziff Davis.[2][3] This resulted not only in the closure of Electronic Gaming Monthly, but also the loss of over 30 jobs, including several hosts and producers of the site's many podcasts.[4] Because of this, more than half of the network's shows were abruptly discontinued, leaving only a few remaining. While 1Up Yours did not cease to exist, the resignation of the show's co-host Shane Bettenhausen led host Garnett Lee to change the show's name and structure to Listen UP. Several former employees also started their own projects after the firings as well, including Co-Op, the spiritual successor to The 1Up Show,[5] Rebel FM, the follow-up to 1Up FM,[6] and The Geekbox, Ryan Scott's replacement for Lan Party podcast (formerly GFW Radio).[7] There were also several shows that were created after the layoffs. Garnett Lee co-hosted Game Night with Tina Sanchez and David Ellis, a weekly video podcast wherein the hosts broadcast their playthroughs and discussions of (usually) unreleased games. Since Lee's departure, hosting duties are regularly shifted. Sanchez also started her own podcast Good Grief, focusing on community interaction, message board pranks and griefing.
Jeremy Parish Thierry "Scooter" Nguyen Jose OteroGenreVideo GamingLanguageEnglishLengthApprox. 2–3 hoursProductionProductionDavid EllisAudio formatMP3PublicationOriginal release1UP Yours August 20, 2005 Listen UP January 30, 2009 4 Guys 1 Up October 23, 2009 In This Thread July 2, 2010 Games, Dammit! November 12, 2010 – presentProvider1UP Radio NetworkWebsiteGames, Dammit! Referred to as the "flagship podcast", 4 Guys 1UP began as a weekly discussion-centric podcast released on Fridays, hosted by David Ellis with contributions from Jeremy Parish and Scooter Nguyen. It was the follow-up to the successful "1UP Yours" and "Listen UP" podcasts, which were hosted by Garnett Lee. After Lee's departure, the show featured a special guest from outside "the land of editorial". Following Ellis' move to 343 Industries (developers for the Halo franchise), the show shifted hosting duties to Parish, and finally to Jose Otero. RetronautsRetronautsPresentationHosted byJeremy ParishBob MackeyGenreRetrogamingLanguageEnglishProductionAudio formatMP3PublicationOriginal releaseOctober 4, 2006 – presentProvider1UP Radio NetworkWebsiteRetronauts The Retronauts podcast concerned older "retro" games and systems. It was hosted by 1UP editor Jeremy Parish before he handed the reins over to Bob Mackey in mid 2011. It was frequented by Wired magazine's Chris Kohler as well as former 1up editors Scott Sharkey and Ray Barnholt. Often, an episode was devoted to the history of a particular gaming franchise, genre or console system. While often being focused on Japanese games, particularly those from the RPG genre, episodes were devoted to North American titles such as Starcraft. Retronauts was discontinued for a time following its 99th episode, but returned in 2011 as "Retronauts Live" (though it was still frequently referred to as just "Retronauts"). The format was largely the same, except that the show was recorded as a live audio stream, and a portion of the show was dedicated to the hosts taking live call-in questions and comments from listeners. The show was hosted by Bob Mackey at the time of the 1UP closure under the moniker "Retronauts Prime". Retronauts also produced the supplement video podcast, Bonus Stage, which looked at specific retro titles more closely. After a long hiatus (beginning April 9. 2007), Bonus Stage was finally updated in September 2009. Retronauts returned to producing video content with Retronauts Lunch Break, though this segment was not available as a podcast. Bob Mackey has also crossed over with the Laser Time podcast network[8] and GamesRadar+. Retronauts survived the demise of 1UP, first existing independently and supported by crowdfunding services, but later under the auspices of the USGamer website, a subsidiary of Eurogamer.[9] Retronauts is now fully crowdfunded on Patreon.[10] Cesar Quintero Jason Bertrand Ryan O'DonnellDirectionRyan O'DonnellProductionMatt Chandronait Ryan O'Donnell Demian Linn Rob Bowen Cesar Quintero Jason BertrandVideo formatQuickTime, WMVNo. of seasons10No. of episodes132PublicationOriginal releaseOctober 21, 2005 – December 19. 2008Provider1UP Radio NetworkWebsiteThe 1UP Show at the Wayback Machine (archived May 30, 2014) The 1UP Show was a weekly videogame podcast produced by the website. The show premiered on October 21, 2005 and featured editors from 1UP.com, Electronic Gaming Monthly, and Games for Windows: The Official Magazine. The show was initially created by Jane Pinckard and Ryan O'Donnell, and Che Chou. The theme song was created by Jane Pinckard and Eric Haller and the music for the series was composed by Ryan O'Donnell. The show consisted of previews and reviews of video games as well as debates and discussions on videogame news. The podcast contained some scripted content, but mostly consisted of unscripted discussions.[11] When The 1UP Show could not make its weekly deadline, it was usually replaced with an alternate video series titled Not The 1UP Show. One segment of Not The 1UP Show—called Broken Pixels—consisted of Seanbaby from Electronic Gaming Monthly reacting to poorly received video games. The 1UP Network was sold by Ziff Davis to the UGO Network on January 7, 2009 and two days later Matt Chandronait announced on 1UP.com that The1UP Show would be ending due to the acquisition.[12] After the cancellation, some of The 1UP Show staff—Jason Bertrand, Rob Bowen, Matt Chandronait, Jay Frechette, Ryan O'Donnell and Cesar Quintero—started a video production company called Area 5 Media and a podcast called CO-OP. The podcast was produced by the Revision3 network and was created from March 9, 2009 until May 18, 2010.
Awards
Broken PixelsBroken PixelsPresentationHosted bySeanbabyShane Bettenhausen Crispin BoyerGenreComedyLanguageEnglishUpdatesTuesdaysProductionDirectionCesar QuinteroProductionDemian LinnVideo formatQuickTime, WMVPublicationOriginal releaseApril 21, 2006 – January 6, 2009Provider1UP Radio NetworkWebsiteBroken Pixels Broken Pixels (or "BROK3N PIX3LS") was a video podcast that premiered on the April 21, 2006 episode The 1UP Show's "Not The 1UP Show" series, originally billed as "Crapterpiece Theater". Though originally made for the previously stated podcast, the show since branched off into its own series. The show featured former EGM Senior Editor Crispin Boyer, EGM Executive Editor Shane Bettenhausen and regular EGM contributor Seanbaby playing and 'riffing' on famously bad and obscure video games, in similar vein to Mystery Science Theater 3000. The show was updated on a 'whenever-we-feel-like-it' basis for the first thirteen episodes. These original episodes have been dubbed 'Season 0', and also featured other contributors such as former 1UP editors Mark McDonald, Luke Smith, former 1UP/GFW editor Darren Gladstone and 1UP podcast producer Andrew Pfister. The show began with a sporadic release schedule, with new episodes being released on an inconsistent basis, often months apart. Each episode featured multiple games, and was often around half an hour in length. However, in September 2008, the show began operating on a weekly, seasonal structure. New episodes were released on Tuesdays. To accommodate for this, each episode contained only one game, and episodes were generally about ten minutes long. The first episode of Season 1 debuted on September 9, 2008 with the crew playing Robocop for the original Xbox. Former 1up/GFW editor Shawn Elliott made a guest appearance on the WWE Crush Hour episode during this season. At the end of the Season 1 finale, a teaser was shown announcing that the second season would be premiering January 6, 2009. However, that was the day of the Ziff Davis layoffs that left more than 30 people out of a job, including the entire cast of Broken Pixels. Furthermore, Seanbaby noted that he caused controversy with "media watchdogs" by his use of the term "faggotiest" in the Spiderman 3 episode at the end of season one.[17] Most fans assumed that the show would not continue and that the segments they filmed would never be released, but season 2 premiered on February 6, 2009, with the Sega CD game, Wirehead.[18] With the acquisition of 1UP.com by UGO, Shane Bettenhausen joining Ignition Entertainment, Seanbaby joining the Cracked journalist team, and the crew of The 1UP Show being laid off and forming Area 5 Media, Broken Pixels quietly ceased production. RadiOPMRadiOPMPresentationHosted byJoe RybickiLanguageEnglishProductionAudio formatMP3PublicationProvider1UP Radio NetworkWebsiteradiOPMHosted by former Senior Editor Joe Rybicki along with co-hosts Dana Jongewaard, Thierry "Scooter" Nguyen and Giancarlo Varanini, RadiOPM was a supplement to the now-defunct Official U.S. PlayStation Magazine. EGM Live*EGM Live*PresentationHosted byJennifer TsaoGenreGaming DiscussionLanguageEnglishUpdatesMondaysProductionAudio formatMP3PublicationOriginal releaseApril 26, 2006 – June 10, 2008Provider1UP Radio NetworkEGM Live* (the asterisk disclaiming that the podcast is "not actually live") was a supplement to the magazine Electronic Gaming Monthly. Originally similar to 1UP Yours, the podcast featured round-table discussions about subjects usually relevant to upcoming magazine issues. As time went on, the podcast became substantially more structured, with the show being composed of separately recorded segments. Such segments included interviews with game developers and "review crew" gaming reviews led by EGM Reviews Editor Greg Ford and a variety of contributors. For a period of time, the podcast would end with a "question of the week," a contest in which fans received prizes for correctly answering a trivia question or writing a short essay. EGM Live* did not have a regular host, but the show was often hosted by Electronic Gaming Monthly Managing Editor Jennifer Tsao. On June 10, 2008 it was announced that the show would be completely re-structured. The new incarnation of the podcast, 1UP FM, was co-hosted by Nick Suttner and Phillip Kollar.[19] GFW Radio/LAN PartyGFW Radio/LAN PartyPresentationHosted byGFW RadioJeff Green Shawn Elliott Ryan Scott Sean Molloy Darren Gladstone Robert Ashley Anthony Gallegos LAN Party Ryan Scott Robert Ashley Anthony Gallegos Tina Sanchez Matt ChandronaitGenrePC Gaming, Console Gaming (occasionally)LanguageEnglishUpdatesWednesdaysLengthApprox. 2 hoursProductionAudio formatMP3PublicationOriginal releaseFebruary 16, 2006 (GFW Radio) October 7, 2008 (LAN Party) – September 17, 2008 (GFW Radio) December 23, 2008 (LAN Party)Provider1UP Radio NetworkWebsiteGFW Radio Originally CGW Radio, the show was created in early 2006 as a companion podcast for Computer Gaming World. CGW Radio was a PC-centric podcast hosted by Jeff Green and included a regular lineup of editors Shawn Elliott, Ryan Scott, Sean Molloy, and Darren Gladstone. When Computer Gaming World was re-branded as Games for Windows: The Official Magazine in late 2006, the podcast was retitled GFW Radio to reflect the change (though the format and content of the show remained unchanged). Darren Gladstone left the magazine and podcast in late 2007 to join PC World. In April 2008, Games for Windows: The Official Magazine was discontinued, and the editing staff of the magazine was moved to the PC editing staff for 1UP.com. Sean Molloy left 1UP.com to join Blizzard Entertainment, and recorded his final podcast on June 18, 2008. The podcast continued as GFW Radio until its final episode on September 17, 2008. Though the focus of the podcast was primarily PC-related topics, the unedited, free-form nature of the podcast often led to several other fields of discussion including gaming in general, games press and journalism, entertainment in other mediums, and a variety of stories and tangents. Occasionally featured were comedic segments created by Shawn Elliott such as "Heroes of the Web", which offered "dramatic readings" of unintentionally humorous message board posts on the 1UP.com forums or elsewhere and "Chuff Love," where Anthony Gallegos discussed his romantic quest for a relationship with a girl he met at a local game store. During its run, the podcast hosted several notable figures within the gaming industry as guests. Some were on the program on a professional level, often to promote games such as Cevat Yerli's guest appearance to promote Crysis. However, other guests came on the program with no specific project to discuss, such as Rod Humble's appearance on the show or American McGee's guest appearance.. Other guests would come on during one of the many special episodes produced during one of the industry's many trade shows such as the Game Developers Conference or E3. These guests included Ken Levine from 2K Boston, Josh Mosqueira and Mark Noseworthy from Relic Entertainment, Warren Spector of Junction Point Studios, Erik Wolpaw and Kim Swift from Valve, and Chris Taylor from Gas Powered Games. In addition to guests and commentary on games, the podcast was also a forum for gamer memes, including phrases such as 'stoking a game boner', referring to excitement gamers cultivate in anticipation of a release by frequenting message boards and looking for screenshots and information on their object of desire, or 'Banana riding', referring to gamers, often friends offline, who cooperate closely following a leader to enable that person to succeed—typically in a team based competitive game such as an FPS or RTS. It was announced on September 4, 2008, that Jeff Green would leave Ziff Davis after 17 years to join Electronic Arts to work on the "Sim" franchise.[20] Shortly afterward on September 17, co-host Shawn Elliott also announced that he would be leaving the company to work under Ken Levine as associate producer on the next 2K Boston video game.[21] The podcast is often affectionately referred to its nickname "97.5 The Brodeo".[22]'. After the departures of several regular podcast contributors, the final episode of GFW Radio was produced and released on September 17, 2008. In the final episode, Ryan Scott assured that another podcast would "fill the void", presumably with recent GFW Radio contributors Robert "Bobbito/Dr. Max Chill" Ashley and Anthony Gallegos. Such was the case when a test episode was produced on October 7, which was listed under the GFW Radio moniker. On the November 6, 2008 episode, the successor settled on a name, LAN Party. LAN Party's host was Ryan Scott, regularly accompanied by Robert Ashley, Anthony Gallegos, 1up Community Manager Tina Sanchez, and former GameVideos producer Matt Chandronait. After UGO's acquisition of 1UP.com on January 6, 2009, the majority of the cast was laid off, including Ryan Scott, Anthony Gallegos, and Matt Chandronait, leaving LAN Party's last episode to be produced and released on December 23, 2008. 1UP FM1UP FMPresentationHosted byPhilip KollarNick SuttnerGenreGaming DiscussionLanguageEnglishUpdatesMondaysLengthApprox. 2 hoursProductionProductionAndrew "Skip" PfisterAudio formatMP3PublicationOriginal releaseJune 16, 2008 – presentProvider1UP Radio NetworkWebsite1UP FM On June 10, 2008 it was announced that EGM Live* would be re-structured into a new program.[19] 1UP FM aired first on June 16, 2008 and was released every Monday. The show, hosted by Nick Suttner and Philip Kollar was more structured than its predecessor, containing several regular segments, including Shelf Life, Top 5, a rant by Anthony Gallegos, Mailbag, and the Backlog, which takes place after the outro every week. The "FM" in the title stands for "Feature Mondays", as the show often centered around one or several main features, including developer interviews or hands-on previews of an upcoming game. Backlog segmentThe show featured a regular segment called the Backlog. The concept of the Backlog was that the hosts play through and discuss a game that received a great deal of critical acclaim, but was mostly overlooked by the gaming masses. Generally, the segment covered one game per month, with the discussion being broken up over the course of four episodes. The segment began with the hosts discussing the acclaimed Team Ico game Shadow of the Colossus. The next game discussed was Psychonauts, developed by Tim Schafer and Double Fine Productions. For the final episode of the Psychonauts discussion, the hosts interviewed Tim Schafer. Following Psychonauts, the hosts discussed Indigo Prophecy by Quantic Dream. After the discussion, the game's senior producer Constantine Hantzopoulos appeared on the show to discuss the game's production, including much of the controversy surrounding the game's censorship for its North American release. After Indigo Prophecy, there was a one-off segment dealing with Gripshift before the hosts began their discussion of GSC Game World's S.T.A.L.K.E.R.: Shadow of Chernobyl. After the buyout of 1UP.com by UGO, the hosts of 1UP FM were laid off. However, they went on to form their own podcast Rebel FM that has a similar format to 1UP FM. Legendary ThreadLegendary ThreadPresentationGenreMassively multiplayer online game DiscussionLanguageEnglishProductionAudio formatMP3PublicationProvider1UP Radio NetworkWebsiteLegendary ThreadLegendary Thread was a podcast mostly devoted to World of Warcraft and other Massively Multiplayer Online RPGs. It was hosted by Game Videos managing editor Demian Linn. Usual guests included Karen Chu, Luke Smith, Alice Liang, Jason Bertrand, Ryan Scott, Andrew "Skip" Pfister, and Jeff Green. Review CrewReview CrewPresentationHosted byGarnett LeeGenreGame ReviewsLanguageEnglishLengthApprox. 5 MinutesProductionVideo formatQuickTime, WMVPublicationOriginal releaseApril 8, 2008 – presentProvider1UP Radio NetworkWebsiteReview CrewReview Crew was a short-lived video review podcast on 1UP Radio. On the weekly show, members of 1UP's Review Crew discussed the quality of newly released games in a talk show format. At the end of a segment a letter grade would be assigned to the game in accordance to the guest's written review of the game.[23][24] at1UPat1UPPresentationHosted byMike CruzJade Kraus Travis WilliamsGenreVideo GamingLanguageEnglishUpdatesTuesdaysLengthApprox. 30 mins.ProductionAudio formatMP3PublicationOriginal releaseFebruary 24, 2009 – presentProvider1UP Radio NetworkWebsiteat1UP at1UP is a shorter show (about 30 minutes) focusing on a "behind the scenes look" at the 1UP offices. The show sometimes has guests (which include current and past staff members) and features a short discussion of a variety of topics, Shirk's Cocktail Napkin (in which Matt Shirk discusses a short thought or opinion he has on something current or pertinent to what's going on), and a Final Word segment where the crew discusses whatever they want. The show also includes a "hidden" segment that comes after the main show is finished. This segment usually starts a few seconds after the cast signs off and ends the main show. The segments tend to be on the funny side—a horribly planned bank heist or an interview with "Michael McDonald". Although in the September 30, 2009 show, Matt Shirk announced his departure from the site, leading to an empty 4th chair in the podcast. New guests were cycled in depending on what articles and stories appeared on 1up.com. The final episode was released on April 12, 2011. The podcast rss and the mp3 files seem to be deleted from the server. The OddcastThe OddcastPresentationHosted byTina Sanchez, Scott Sharkey, Sam Kennedy, Chris PlanteGenreGaming NewsLanguageEnglishUpdatesWednesdayLengthabout 1 hourProductionAudio formatMP3PublicationOriginal releaseGood Grief February 26, 2009, The Oddcast November 12, 2009 – presentProvider1UP Radio NetworkWebsiteThe Oddcast Active Time BabblePresentationHosted byJeremy ParishGenreRole Playing GamesLanguageEnglishUpdatesEvery other ThursdayLength1 – 1:30 hoursProductionAudio formatMP3PublicationOriginal releaseOctober 15, 2009 – presentProvider1UP Radio NetworkWebsiteActive Time BabbleActive Time Babble (abbreviated as ATB) is 1Up.com's podcast for RPGs. It started as an unnamed pilot episode that took the place of Retronauts for a week. It officially began on October 15, 2009, and was still unnamed. Jeremy Parish originally planned to take a listener's suggestions for the title but ended up using his own choice Active Time Babble, which is a play on Active Time Battle (the name of the battle system used in Final Fantasy's IV - IX). It was released on a bi-weekly schedule alternating with Retronauts. The final episode was released on December 20, 2012 The Sports Game Guy's Sports AnomalyThe Sports Game Guy's Sports AnomalyPresentationHosted byTodd ZunigaGreg Ford David Ellis Andrew Fitch Tyler BarberGenreSports Talk, Pop CultureLanguageEnglishUpdatesWednesdaysLengthApprox. 45 MinutesProductionAudio formatMP3PublicationProvider1UP Radio NetworkWebsiteThe Sports Game Guy's Sports Anomaly The Sports Anomaly presents discussions on both sports games and actual sports. The show is known for its boisterous energy and the panel's frequent, spontaneous chanting. Among these chants is the "Yak Attack", a reference to "the wicked yakker" (or a curveball). Common segments in the show includes "Day and Date", discussing about the new released sports games; "Breaking News", which highlights a week in sports and the "HBO Minute", discussing about the hottest shows in TV. The Sports Anomaly panel includes host Todd "Casual Sports Game Guy" Zuniga, Greg "The Yakker" Ford, GameVideos producer David "Big Fun" Ellis, Andrew "Master of Fitchery" Fitch, and Tyler "@tylerbarber At?" Barber (which is both a reference to Twitter and a chant on the show about him). Former 1UP/EGM editor Bryan "Fragile Eagle" Intihar also contributed to the podcast. The final episode was released on May 29, 2010. Zuniga started a podcast successor called the 4th String.
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