If Duke Nukem Forever can teach us anything, it's that long development times are not always good for a game. The same can be said for the much-vaunted Valve and its ongoing vaporware, Team Fortress 2. It was with this in mind that Valve decided to go in a different direction than anyone else in the industry. Rather than spending three or four years working on 20-hour long epics, they would instead focus on episodic content. The games are shorter, to be sure, but the smaller scope and speedier development times allow them to put out quality titles once every six months, rather than once every few years.
Half Life 2: Episode 1 will set the bar for determining whether folks prefer their gaming ...
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Review: Wario (Mario) Smooth Moves (Wii) FunnyGames, February 27, 2007You've got Mario Kart, Mario Party, Super Smash Brothers and a variety of other games where Mario, Zelda and friends make appearances. Another one that came about in recent years is the Wario Ware series. You see, Wario is a 'bad' Mario, complete with a W on his hat and similar outfit to our beloved red-overalls clad hero. The Wario Ware games have traditionally been what are called microgames...
...Wario Ware Smooth Moves takes place in Diamond City shortly after our good friend Wario stumbles across the form baton in a temple. As you get a bit of story, he'll make an escape while being chased by an Indiana Jones style boulder. For the uninitiated, the single player game puts you into some sort of cheesy situation and gives you a chance to fail as many as four microgames. After a set amount of games (success or failure), you'll move on to a boss stage which...
Read complete preview at:
www.atomicgamer.com
A History of Racing Video Games FunnyGames, June 12, 2006It all begins with Pole Position. It was 1982 and, along with Mr. And Mrs. Pac Man and the Space Invaders, this seminal arcade racer was a major player in the early days of the video arcade. There were other racing games before it, but Pole Position looked and played like nothing else. The graphics were the clincher. There wasn't much to work with back then, but the Indy cars resembled actual automobiles, and the Fuji racetrack featured billboards, grass fields and majestic mountains rising up from the horizon...oh, and other cars, which weren't a given in early racing games. It was this attempt at realism that made Pole Position one of the biggest cash cows, or should we say "coin cows" (HAR!) of the early video arcades.
Namco, the game's creators released Pole Position in Japan first and distributed it throughout arcades across the globe, but Atari had the rights to the phenom in the States. The biggest difference between the International version of the game and the U.S. counterpart is the "Prepare to qualify" computer...
Read full story at:
www.ugo.com
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