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"EXTRA GAMEADAY PRIZE - Special Reserve: The Game"

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Mon 27/10/03 at 17:02
Regular
"TheShiznit.co.uk"
Posts: 6,592
Yeah yeah yeah, I know. It was supposed to be judged last year. So sue me. Sometimes I think you freaks don't appreciate how hard I wo... sorry, getting a bit agitated. Anyway, the point is, we've finally got around to polishing off this competition. And I'm happy to announce we have two main winners and two runners-up.

The main winners are...

TGMBloke for his interactive video quiz, and...
Jim-hat and Chad Niga for their SR Lost Gameadays Adventure.

It's obvious that both of these games had hours and hours of effort poured into them, so it'd be criminal not reward the creators. You both get to choose a game of your choice up to the value of £50 (jim-hat and Chad will have to argue it out themselves).

And the runners-up are...

HalloHowArtThou for his excellent monkey SR adventure, and...
Mojojojo for his Spam Hard game

Again, it's great to see people putting real effort into these games and they were a cut above the rest. However, I can't give everyone who made a good game a full prize, so you two will have to make do with a game up to the value of £25.

Thanks again to everyone who entered, part of the reason this competition took so long to judge was because we were having so much fun playing all the games. Give yourself a big pat on the back everyone who entered (and we enjoyed the non-playable entries too, so don't think they went unnoticed). Scroll through this thread and you'll find links to all the winning entries eventually.

Thanks all!
Ali


-----------------------




Those of you who already have your Special Reserve club mags will be feeling a sense of smug satisfaction, but I thought I'd make it official and let all the monkeys on the chat forums know about the latest Extra Gameaday prize. If you want the game of your choice (up to the value of £50) then you'll have to design... Special Reserve: The Game!

We want you to use your extensive game knowledge and expertise to design a game based on Special Reserve! How far you want to take this simple premise is up to you, but the more imaginative efforts are more likely to be rewarded. You can simply jot down a few game ideas such as what kind of game it'll be, main characters, storylines etc. or you can even go further, draw pictures, design levels - it's totally up to you how far you want to take this thing!

What will it be? A Sims-style romp around Special Reserve Towers? A platformer starring our very own Tony? A resource-management set in our Sawbridgeworth store? The choice, as always, is down to you. You should write a short synopsis of your game, complete with characters, storyline and anything else of interest. You can supply illustrations, make flash animation or even (and it's a long shot) code a real game if you desire! Use your imagination and get your game on!

If the entries are good enough then we may think about multiple prizes for this one, and extra special efforts may win a bigger prize than normal, we'll see. You can enter in this thread if you want, post links to games/animations/images etc here, or put them on paper and send them to:

Special Reserve Marketing Department,
Make a Game competition,
2 South Block,
The Maltings,
Sawbridgeworth,
Herts,
CM21 9JX

All entries must be submitted by November 28th (posted entries must arrive on time) and hopefully we'll wade through the entries and pick a winner for Chrimble. Looking forward to seeing the entries to this one to be honest, you lot thrive on competitions where you have to flex your creative muscles!

Possible characters for your game:

Tony
Mr Snuggly
Loki
Darkus
Bob
Candyfloss
Any old staff members etc.
Page:
Tue 25/11/03 at 19:15
Regular
Posts: 10,437
That's brillaint :-D

Take long to make?
Tue 25/11/03 at 18:43
Regular
"That's right!"
Posts: 10,645
By the way, you can't shoot while walking, and obviously you can't shoot when reloading. It's in the readme, but people are lazy and never bother reading them, heh.
Tue 25/11/03 at 09:31
Regular
Posts: 10,437
Could I enter with this?

http://ukchatforums.reserve.co.uk/display_messages.php? redir=1&offset=&groupid=¤tsort= &threadid=68699&forumid=416&a=

I did it a while ago, but I'll knock up some pictures when I have the chance. Maybe do a few more and perhaps a storyline. Maybe.
Tue 25/11/03 at 08:12
Regular
"That's right!"
Posts: 10,645
Some of you may remember this post

http://ukchatforums.reserve.co.uk/display_messages.php? (space) threadid=45608&forumid=301

So here's my game - Spam Hard

http://fleebo.com/dr_g2/spamhard.zip
http://fleebo.com/dr_g2/spamhardmusic1.zip
http://fleebo.com/dr_g2/spamhardmusic2.zip
http://fleebo.com/dr_g2/spamhardmusic3.zip

First file is the game itself, which is 3.26 mb, the other three are the music for the game, 2.7, 4.13 and 2.91 mb respectively. Trust me, you'll want the music.

Unzip EVERYTHING into the SAME directory (ie. every zip file into C:\SpamHard) It won't work otherwise.

There's a readme included in the first zip, and a help page on the main menu, but if you have any questions feel free to ask them here or hit me up on MSN ([email protected])

Enjoy!
Mon 24/11/03 at 19:27
Regular
Posts: 10,437
heh
Mon 24/11/03 at 18:17
Regular
"Burning the evidenc"
Posts: 6
...which is exactly what I was trying to avoid by posting it on my webpage, which furthermore backs up my initiative to put it on my webpage. Not retarded at all is it?
Mon 24/11/03 at 17:47
Regular
"Dr. Chad Niga"
Posts: 4,550
dont talk like that, i hate it. IT'S CRAP = YOU'RE CRAP
Mon 24/11/03 at 17:31
Regular
"Burning the evidenc"
Posts: 6
Rickoss wrote:
> The fact that you only reply via your 'Junk Mail' sections proves that
> you're a retard.
>
> 'Ooooh, look at me, I have a crappy webpage'

It took me a matter of seconds to make that webpage. If you want me to make it intricate and detailed then just ask.

How does only replying via my Junk Mail sections prove I'm a retard? That has got to be the most idiotic theory I have ever heard in my life. This is basically what you are saying:

teh h3r41d r3p1y 0n teh \/\/eb5173...
tehre4, teh herald r teh 74rd. N 1 r 1337. R1ck055 r 2 1337 4 h15 0\/\/n gud.

The reason is do reply via my website is so that:

1) It actually serves a continuing purpose, rather than just a one-off website.

2) It adds more variety and humour to the site.

3) It stops four year old imbeciles like you spamming up the forums with all these unnecessary flaming posts. If you look at your last few posts since I posted my entry, it has been nothing but spam and flame.
Mon 24/11/03 at 12:46
Regular
"Games 24 Player"
Posts: 6
I am no artist and have no time to write code so here is a basic outline of the plot and gameplay style

Plot

You play a disgruntled Special Reserve customer who’s copy of ‘Chicken Hunters’, the most sort after game of the time, has yet to be deliver even after a week of release date. You decide to take you anti-hero, acne ridden sorry backside over to the special reserve HQ and deal out punishment via twin Uzis Arnie style. Driven by rage and impatient you eventually reach the door of the Special Reserve big cheese (haven already taken out the various high rank underlings) and prepare for confrontation. You charge in with guns a blazing finding the big cheese heavily guarded. Eventually you fight your way to the big chair but on swivelling it you find it empty except for a note that says ‘Check the post moron’. The moral of the story is simple ‘Special Reserve never deliver late and is they do it is the fault of the post.’

Game Play

This will effectively be a cross between quake and manhunt offering the player a choice between all out guns a blazing or stealth. The player will be able to switch between first person/third person views depending on preference. The game will see the character progressing through the Special Reserve HQ assassinating the staff as they see fit. They will have access to various office-based weapons such as staplers and chairs to perform vicious silent melee executions with (in fact the player can pretty much turn any object into a weapon such as picking up a computer monitor and smashing it over a staff members head). The player will also at various points obtain guns from a mystery character (who you suspect works for Gameplay) that assists you in your merciless and unjustified mission. The number of guns you can hold at one time is limitless (this is meant to be realistic) and range from a simple .45 to a shotgun, right up to a plasma cannon. You can hold a different weapon in each hand and through certain combo style button presses can perform various twin gun manoeuvres.

The staff members have full visual and sonic awareness and will search for you if they hear or see you but you can hide under desks or in lockers to avoid detection. The staff will eventually return to their mundane routines if they are unable to find you. Progression through the game will involve climbing each floor until you reach the big cheese room on the 50th floor. The methods of opening the paths to each floor can range from a task as simple as executing every staff member on that floor to solving some logically puzzle (say cracking a door code by logging into an unmanned terminal on that floor).

Your bad guy customer will have upgradeable skills that can either be taught by your Gameplay mentor or improve simply through use. For example the player will have hacking skills that will improve each time you crack a code on a terminal and for later terminals on higher floors and certain skill level will be required to hack the codes. Also another example is a sniper skill that will improve upon each successful headshot you make and as the skill improves your aim will be steady and more accurate.

The floor environments themselves will be fully interactive and you will be able to shoot staff members through doorways or windows, blow up computers which will take out any nearby staff, blow light fixtures through either destroying the bulb and thus making the area darker or by actually blowing the attachments that will cause the light to fall on staff members. As you rain bullets down on staff members papers will fly and office equipment will spark with damage (eventually exploding). The player will also be able to set traps as the staff will plod around the office, exchanging papers and discussing various work issues, and if you track their routines you will be able to determine where they might be heading. This allows the player to wait in the place the staff member is heading so they can ambush them or kill them in a quiet spot without alerting other staff members. For example if you determine the staff member is heading to the toilet you can get there before them and hide yourself in say the air duct, sniping them as they are on the toilet.

As I have said the player can also opt for all out gung ho Arnie style but this is
dangerous and unless you have access to some powerful weapons will more than
likely be over powered by the alerted staff members. Also another risk with this tactic is that a staff member could ring the police and therefore the player will then be up against a S.W.A.T force that will prove very difficult to beat.

Summary

A third person stealth based game that offers the player a first person perspective and the choice to tackle the game in a more Arnie gung ho style. The Special Reserve HQ environment will be fully interactive and dynamic, changing through the player’s actions. The player will also be effectively cast as the bad guy, going up against the good and honourable Special Reserve staff, and is ultimately proved a moron for disbelieving in Special Reserves delivery times.
Mon 24/11/03 at 09:18
Regular
"WhaleOilBeefHooked"
Posts: 12,425
Rickoss wrote:
>
> 'Ooooh, look at me, I have a crappy webpage'

lol, I dont know why but when you did this impersonation firstly it made me laugh and then it made me think of some guy struting around with a high pitch voice. Any way back to the topic... *runs*
Page:

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