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|Posted by Michael Nazhi on December 10, 2016 at 6:35 PM||comments (0)|
First, there was the original "JayBowl", the PowerPoint Bowling Game That Took The World By Storm with its literally naturally realistic controls that made bowling possible any time, any where. Closely modelled after "Wii Sports - Bowling", most typically referred to as, "Wii Bowl"; it was bound for success. And succeed it surely did!
Then, there was "JayBowl 2 - Still Standing", seen as a disappointment to most of its players, due to its low quality and lack of serious innovation; especially since the whole thing was based upon a glitch in the pre updated release of the original game. The length of the lifespan of "Still Standing" at the top of the lineup's how you say, "food chain", was very pathetic. But its replacement DEFINITELY MORE than MADE UP for such a sad failure of a launch.
Just a single day after "JayBowl 2 - Still Standing" flopped, even going far enough not to receive a single download from the (then) "JayDee Games" fan page; JayDee (now officially known as "JadeJohnson", or simply, "Jade") gave us (what was at that time) a brand new take on our beloved bowling simulator, this original variant of which, even to this very day, never ceases to invoke sheer awe at how something so powerful could have possibly been generated in a PowerPoint compatible format! That very reboot was, and still is, "JayBowl - Tournament Edition"! The freaking thing has full quality, television grade commentary that is even contextually aware of what score you get, DIRECTLY! As the pins go back up. I mean, the first time I played this gosh darned theng, my jaw dropped wide open. Like, dude! The game talks, AND; it talks a WHOLE FREAKING LOT! How could you make all that insanely high quality commentary fit in a measly little PowerPoint file! Even though I've memorized most of what the commentators say by now, their meer existance in the game will always baffle me to no end whatsoever!
And yet, it still gets even better! Once the "Tournament Edition" engine was made into its own official series, we saw the launch of "JayBowl 2 - Still Standing (Tournament Edition)", which basically just updated the original sequel to the T.E. Engine, but was still a huge improvement nevertheless, since it proved that (pre re brand) JayDee Games really knew what they were doing and could TRULY be TRUSTED as a LEGITIMATE GAME COMPANY who ACTUALLY CARED about its FANS, and NOT JUST about the MONEY that funded the time and research that went into the development of their revolutionarily innovative technology! Although the game itself was literally nothing more than what fans would have expected from the Tournament Edition of the former flop of the franchise, it was "JayBowl 2 - Still Standing (Tournament Edition)" that gave most "Jaders" (The Official Name For JadeJohnson's biggest, truest, and most loyal fanatics) the very foundation upon which to build and house their most pure, undivided trust of and loyalty to James's organization as a whole, including the parent company, (Then JayDee Industries), as well as the latter's other two subsidiaries (formerly known as "JayDee Records" and "JayDee Mobile" before the rebrand).
However, even though The JayBowl Series was so glorious in all that it was, there was still not much that could be done in the way of customization. Shortly before the rebranding of "JayDee Games" to "JadeJohnson Games Incorporated", the since heavily more popular game makers released something of a surprise, with "JayBowl 3 - COLOURFUL COLLISION". Even though the original "JayBowl 2 - Still Standing" died as soon as it came out, it did give players the first wave of customization elements to ever exist in the franchise. You could import compatible Mii™ characters almost directly from any "JayBowl Compatible Nintendo® 3DS™ Family System". Although not all Miis worked harmoniously with the game, and although you also couldn't import Miis from any of the handhelds in the "New Nintendo® 3DS™" lineup, the systems and avatars that DID work always functioned correctly, regardless of creator, name, birthday, unit region, or toy model. "JayBowl 3 - COLOURFUL COLLISION" added support for the customization of both bowling pins, and balls too. Players could even pick which individual pins to customize, and which stock pins they wished to leave as they were.
After that, we were all pretty certain that we'd reached the end of "The JayBowl Days". There haven't been any new releases in, or updates to, the franchise since COLOURFUL COLLISION's T.E. release. But "JayBowl" isn't going to be just a trilogy. That's right, we're getting a FULL, FOUR GAME SAGA! Or maybe five depending on how you look at it. The final game in the "JayBowl" franchise isn't going to be one game, but TWO! Think of them both as JadeJohnson Games's "JayBowl" equivalent to GAME FREAK's and NINTENDO's recently released (as of when this was originally posted) "PoKéMoN SUN And MOON" duo. That is, two different titles with similar gameplay and fundamentally identical ideas, both of which don't need to be played to understand and or win one or the other alone; but with slightly divergent backstories, neither of which can be fully experienced solely by playing one of the games without dabbling in the other.
On one hand, you can frolic with a flock of friends in "JayBowl 4 - PEACEFUL MODERNITY". It takes the best parts of the Tournament Editions of both "JayBowl 1" and "JayBowl 3", and mashes them up into the perfect blend with a shiny new colour order applied to the words on its title screen. Other than that, as well as the long awaited addition of gutter balls, not much really happens in this version of the game. It's intended for those of us Jaders who just want the ability to roll gutter balls. That being said though, it truly does an excellent job at showing off that which its name clearly indicates, and I highly recommend it for all you casual gamers out there who just like to play "whatever, wherever".
On the other end of the spectrum, you can party 'til the virtual house quite literally burns down, in "JayBowl 4 - REVENGEFUL ORTHODOXY", a mashup of all the best elements from "JayBowl 2" and "JayBowl 3", with a few new twists. It's a quite spookily thrilling spin away from the norms of the entire rest of the franchise, the former in which you are greeted with an intensely lit inferno that threatens to shoot flames out of your screen! Oh, and did I mention that the fire animation is made completely out of red, orange, amber, and yellow bowling pins? On top of that, the text on the title and loading screens shakes so rapidly and violently that if you didn't know any better, you'd swear that your display was on its last leg, ready to blow up, and incinerate anyone and or anything that got too close right along with it! To add to the intensity of the pure feeling of armageddon felt when playing this game, the normally human commentators have been replaced with INCREDIBLY HECKISH SOUNDING ROBOT CLONES OF THEMSELVES! Is ANYONE safe?
It really shows that JadeJohnson Games LITERALLY put EVERYTHING they EVER HAD into this grand release, because they also made old school non Tournament Edition variants of the titles in this pair as well! Plus, in all four games, you can now change the colour of the bowling alley! That means that LITERALLY the WHOLE ENTIRE GAME is FINALLY, FULLY CUSTOMIZABLE, which was JadeJohnson Games's goal from way back at the beginning of the series with the original "JayBowl" launch that started it all; back when they were still called "JayDee Games"!
I can't wait to see what you all think about "THE ULTIMATE BOWLING SIMULATOR", when it releases on Sunday, December Eleventh Of Twenty Sixteen! Yeah, you're reading that right! If it's still Saturday wherever you are, THAT'S TOMORROW! Goodnight, and PLEASE ENJOY THE BEST POWERPOINT SPORTING SIMULATION GAME EVER!
|Posted by Cat Valentine on November 10, 2016 at 1:35 AM||comments (0)|
I'm not kidding! This past spring, "JadeJohnson Games", still known as "JayDee Games" back then; released a true first in the realm of an up and coming hobby called, "PowerPointGaming", also referred to as "SlideShowGaming". It was a hyper realistic gyroscopic bowling simulator titled, "JayBowl". It could tell how properly you swung your arm, and it even featured digitized speech that announced the number of pins that fell with each throw. Needless to say, it was a beyond equal competitor to one of Nintendo™'s greatest hits, "Wii Sports - Bowling".
A single date before The Day Of The Dead earlier this year, James's company made an incredibly impressive comeback with "JayBowl - Tournament Edition", ending its horrendously problematic prolonged hiatus period, simply referred to as, "The Great JayDee" (or JadeJohnson) "Crash Era", during which the company server desperately required severe attention and repairs that cost the brand a huge sum of money, but succeeded in the end.
"Jade" and crew actually did release a single game on Halloween just the night before, which was the promised "JayBowl 2 - Still Standing", but it nevertheless balanced straightly upright on the exact same engine as the original "JayBowl" from this past cherry blossom season. The only exceptions were added support for Mii importation from most Nintendo 3DS Family handhelds; a new system voice modelled after that of an old personal digital assistant for the blind released in Nineteen Eighty Nine; and a new soundtrack that was triply based upon the enormously different sound sets of each and all of the original Nintendo Entertainment System from Nineteen Eighty Three (or at least if you're going by Japanese release dates), the iKuma CAMEL (ComeOn All Mortals, Enjoy Life!) console made by the predecessor of "JayDee Games" itself which was formerly known as "iKuma Entertainment Of India Incorporated", and the current brand's most popular SoundFont dubbed, "Piano Synth X", where the "X" is pronounced "Cross".
Other than those exact same three listed features, the software in question is literally completely identical to its first quarter predecessor; and some might say that even though the original JayBowl felt sixteen bit in atmospheric nature; because of the NES like music and perfectly robotic sounding computerized system voice, this sequel might honestly feel like it only utilizes eight of those sixteen available processes, even though the console that runs it can actually handle an entire whopping total of two hundred and fifty six simultaneous computations, or five hundred and twelve, depending on whether the title is being played on the JadeJohnson Hui, which can undertake the former, or the JayDee Hui U which can endure the latter.
Yeah, "JayBowl 2 - Still Standing", or at least not on its original Halloween release date, wasn't all that powerful, and it showed, especially in its last generation code. A quick look into the game's programming shows that it was only available for the Hui and Hui U, and on top of that, there were even lines of development jargon that instructed the game to check which console it was running on before it loaded up, as well as to scale back the graphical quality and frame rate when playing on the newer machine of the two.
That night, a lot of the JadeJohnson fans, officially christened "Jaders", were quite the lot disappointed by the lack of modernity that was truly instantly discoverable as soon as they booted up the game. But out of the blue the very next afternoon, out came "JayBowl - Tournament Edition", this amazing game that swept the world by storm. Although The "JayDee TALE (Technology For Amusement, Leisure, And Entertainment)", JadeJohnson Games's take on a ninth generation video game system, was released earlier this summer, along with its accompanying emulative software engine for people who couldn't afford an actual console of said monetary value and or computational greatness, there hadn't yet been even a single game put out for it. Well, we Jaders finally got our first TALE title on November First Of Twenty Sixteen, and that just so happened to be what could someday be labelled as, "The Single Bowling Game Series To End All Other Franchises In The Same Genre"!
"JayBowl - Tournament Edition has beautiful visuals, it supports HDMI display output by default, and it has an updated control system that works across many more platforms than just iOS, which never really worked well with it anyway. Now you can bowl using a touch display, a mouse, a Nintendo™ Wii Remote, your very own actual human voice, an iPhone, an iPad, or an Android smart device, the latter of which offers far more superior controller customization support and disability accomodation than iOS by a long shot! On top of that, the game can be played by an infinite number of players and or teams, all at the exact same time, each separate player bowling via the controller of his or her individual choice, and every one of them managed by just a single console! What really makes this game shine though, is the commentary. That's right, "JayBowl - Tournament Edition" has commentary! And I don't just mean that short and unfeeling kind of stuff you'd find in any of the newer titles that run on the "Sam Versus Cat" engine; I'm talking dually voice acted, television grade, contextually aware, high quality, warm, emotional, positive, unprejudiced, encouraging, helpful, amiable, appropriate, family friendly, actual commentary that literally makes you feel more like you're watching a televised bowling event, rather than playing a game that simulates your average local bowling alley!
Not only did James release "JayBowl - Tournament Edition" alone, but he also adjacently launched an updated variant of "JayBowl 2 - Still Standing", and both of these titles are fully, and only (or at least so far anyway), both designed and advertised to work with The JayDee TALE! That being said, you can bet your lucky stars that playing this game yourself shall blow you away! Jade even said that he plans to release the game on SlideShare, where it'll attract an even larger audience who should all be impressed that such a powerfully and accurately realistic bowling simulator could ever possibly have been achieved in a software that is normally used to make static slide shows, presentations, and info graphics that lack vibrancy, motion, and or audio; and always follow the same fixed and manually advanced order! I know it's cliché, but I really do recommend "JayBowl - Tournament Edition" to every single man, woman, and child. It's endless hours of fun, and I truly struggle to even imagine what the next edition of the game will enTALE!
|Posted by Annie THE ANNIEMON Wilson on August 18, 2016 at 7:20 PM||comments (0)|
It's official: James Johnson now goes by any one of three names - James, JayDee, or Jade. It is also confirmed that all of his fans have been collectively dubbed, "The Jaders", by James himself!
Earlier this summer, James was interviewed by an affiliate of The Kumanian News Team. We wanted to know what kinds of games he would be releasing this year and next. Among the list of shooters, sports simulators, and rhythm games; was a rather interesting game development system that, based on its description, seems to harken back to the days of the Nintendo 64 and its three dimensional polygon graphics. This tool, known as "The Rotary Engine", theoretically works by using a giant sphere as the foundational shape of the game world, and then constantly sub rendering smaller topographical details on top of it as the in game camera moves about. These processes would happen in the game's scrolling memory, before the details in question appeared on screen. This feature would enable the faster loading of moderately small elements such as trees and hills, and yet would still ensure that larger items like buildings and mountains would appear in their whole forms regardless of the rate of background loading activity.
James just finished running a test of a prototypical model of "The Rotary Engine", but the results turned out to have been far less than satisfying. There were large gaps in certain areas of the game world because no matter which optimization scheme he utilized, there were always certain items that wouldn't load quickly enough, resulting in transparent areas in the view shown by the in game camera.
James did say that today's test was incredibly experimental since it was the first time he's ever toyed around with virtual topography, but he says that although the realism of the graphics will need to be sacrificed a bit, his second attempt at his approach to three dee graphics should render far more accurately, especially since it will feature a transparent atmosphere that can be recoloured in the actual engine of whichever JayDee title it is applied to.
So Jaders rejoyce! There will be plenty more JayDee games, and even an all new series of "JayDee Legacy Emulators"; coming out during both the second half of Twenty Sixteen, and of course all of Twenty Seventeen. With your seven postmeridian Kumanian News for August Eighteenth Of Twenty Sixteenth, this is Annie The AnnieMon Wilson, signing off.
|Posted by Cat Valentine on August 2, 2016 at 11:40 AM||comments (0)|
For years, "Jade", as his newer fans have begun to call him, has wanted to make a solid first person shooter that combined the dual wielding capabilities of "Golden Eye", with the fast paced flyover combat of "Star Fox". Now, we just might be seeing that dream of his become a true reality.
JayDee posted on Facebook that he might get started developing the three dee models of the various in game items that would give the title an incredibly immersive look and feel. He did admit that JayDee Games still has a long way to go before they start creating virtual reality experiences or anything of that sort, but this is going to be the first step the company has ever actually taken in that direction. The game will have incredibly natural controls, if done correctly, which should enable the player to feel like he or she is literally in the game world instead of wherever they happen to be playing the game in real life.
James plans to incorporate a gyroscopic based, three dimensional mapping system into the game engine, which should enable the game world to be very deep and realistic in look and feel. He says he still has to run some tests to see if the game engine supports the types of 3D models he wishes to use, but if it does, then he really wants to go all out.
Ever since the birth of JayDee Games, the majority of its products have been aimed at testing to see what the software company could do to please its fans on a rather indirect basis. They'd release a game, ask the fans what they want to see happen in that game world, and then release those newly requested features in a software update to the title. However, for one of its first times ever, the developers will finally put their fans first, with an all new custom content engine that will allow players to import custom content directly into the game. Being a first person shooter, most of these custom imports would result in really cool weapons, ammunition, characters, and skins for the game, but "Jade" does proclaim that he wants to see custom object models in the game too - objects that are not weapons by default, such as furniture, since most of the game's map will be located indoors.
JayDee Games as a whole is most excited about the new possibilities of game engines presented by the colossal upping of the upload file size limit by Facebook which applies to pages such as the exclusive "JayDee Games Community" on the social network. Being a reporter though, I must respect privacy policies, so the actual name of the company's private group may not be shared here. "Jade" says he can't wait to bring some of his SlideShare titles to "The Book Of Faces", as he playfully refers to his favourite social network; and according to an anonymous source of mine, he has already released his most influentially popular title, "The Fims - All In One", to the timeline of his company's official fanpage.
Back on topic here, "Single Action Game Boy" is rumored to be an amazing title, and I know that I will be downloading a copy of the game when it launches sometime in Twenty Seventeen. I hope I won't be the only one in that conversation, because this game is going to be off the charts if it's done right!
|Posted by James Johnson on July 18, 2016 at 12:50 AM||comments (0)|
"Big Sean - ONLY 2" is here! Download it today!
|Posted by Shion Kaito on June 30, 2016 at 5:55 PM||comments (0)|
JayDee Games has been rather well known, in a bad way, for its many server problems. It all started last year, when the JayDee Games server went out for the first time ever, initiating what many people have woefully come to call, "The Great JayDee Crash Of Twenty Fifteen". The company did get its servers back up and running, only to have them knocked off the grid again two months later.
James, the company CEO, did admit that both occasions were his fault, and that he promises to work very hard to make sure that such a long crash period does not happen for a third time, even as the second one has not yet ended.
Although we fans of his are all still waiting for him to get back onto his feet, AND STAY THERE, I did interview one of his associates and inquire as to his upcoming releases - and I did get an answer.
First, we will be receiving an update to the Big Sean Engine, in which all of the rooms will be linked by door, allowing Sean and his assistant to move around the house while the zombies are trying to attack them. This will awaken the room escape like, lively look and feel that James originally envisioned within the game engine.
Secondly, the beta version of "Big Sean - ONLY 2" will be completed, giving us the full sequel experience as we have dreamt of it since day one of knowing that we would be getting a sequel in the first place. There is currently a beta version of the game available via JayDee Express, but only JayDee's personal friends, family, and fans currently have access to both that "public" beta, as well as the gameplay video associated with the project.
Thirdly, James says that he has a schematic for the entire code for a first person shooter in his head, the actual likes of which is titled, "Single Action GameBoy". It's a twist on almost every other FPS out there, but instead of using a fire arm that shoots bullets or shells, you use a Nintendo handheld that shoots credit cards. He says that the idea came from this video that he wanted to record on his Nintendo 3DS system, but that he couldn't quite achieve, because he had no way to steadily hold the camera and the Game Boy, and reload the weapon, at the same time. Hence, to make up for the lack of a video, he thought he would make this game engine, which would enable himself to virtually perform all three tasks at once, by using the game's artificial intelligence to make up for his real world loss of vision at birth - which is why he wouldn't be able to have seen where the projectile had flown off to after firing.
Because the first title in the series did so well among rhythm game lovers, James then wishes to make, "JayBoogie 2017", an obvious parody of, "Just Dance 2017". The JayBoogie series was made specifically so that players could create their own content to put into the game, and structure the gameplay to any format they desired. It is a big hit among "The Jaders", as they are more and more widely known.
Upon the completion of that project, JayDee Games hopes to release its first attempt at a "Fatal Frame" parody, in which you use the in game camera to take pictures of ghosts right before they try to attack you. If done correctly, you will be able to proceed to the next room, but if not, then you will instantly die, and then you will have to survive the hooror all over again to get back to where you were when you lost your last life, and hopefully past that spot there after. It will basically be just like Fatal Frame, but with a "Do Or Die" difficulty. Jaders are already saying that this game will have loads of potential, but we have yet to see a trailer that proves whether they are right or not.
Sixthly, "JayBowl 2 - Still Standing" will come out. It is a sequel based on a glitch in the first title; where instead of telling you how many pins you knocked down, the game's announcer voice will tell you how many pins are still standing, with a special sound to represent a strike, just like in the original game. James plans to add a score board to the top half of the screen to utilize the currently blackened real estate up there. He claims that it will not tally up the total amount of pins knocked down, but will simply display the number of pins you previously left standing, to reiterate the announcer for people who can not hear, or for those of us who play with their volume turned off.
Seventhly, James wants to make some kind of new three dimensional role playing game that would use a new type of approach to its graphics, which he calls, "The Rotary Engine". It places all the game's various elements on random points of a giant sphere, and then places the in game camera on a random viewing degree of that sphere, and uses zoom and rotation effects to change what the player sees while navigating the immense game world. He didn't say whether there would be any enemies in this game, but he did say that this concept would strictly be highly experimental, and that he couldn't wait to see what his fans thought of the final product. He also said that it would be something reminiscent of the "Super Mario Galaxy" engine, ideally.
Eighthly, since it was such a huge success, James hopes to make a story based fighting game that runs on the "Sam Versus Cat" engine, called, "JayMatch". In this game, you would fight off a bunch of wanna be's, in order to prove to the world that you are the best and truest fighter on Earth. There would be some levels where all you had to do is win, and some in which you actually had to perform a certain move, or a specific combination of attacks, in order to defeat your opponent. In any case, once you beat a level, you would unlock the next part of the story. The game would be aimed towards much older audiences, and it would be quite the lot unsafe for children, due to its constant violence, blood, and suggestive themes - the latter of which would mostly simply occur in the dialogue of the story. However, because it ran on the "SVC" engine, it would obviously still support multiplayer input, making it great for group workout sessions, parties, practice sparring, and of course everybody else who was thirteen or older - possibly seventeen if the title's rating were to go up due to the sheer amount of violence found within the game play.
Ninth up will be the long awaited "JayHoops". JayHoops is going to be a simple basketball game in which you use gyroscopic controls to shoot baskets based on posture instead of angle, distance, and velocity. The game will be able to tell if you are standing up straight, or if you are leaning to one or the other side, and it will be able to tell how straight your throws are by the way you move your elbows - even going so far as to be capable of knowing if a player is shooting one handedly - and even recognizing the difference between left and right handed players and adjusting accordingly.
Tenthly, but certainly not finally, "Big Sean III - Ghost Wars", will be launched. It will run on a totally new engine from the last two titles in the trilogy, and it will focus on better graphics, and more simultaneous animations, including animated background sprites. After that, James will experiment with more three dee rendering styles, and see if he can't create remakes of the series that use an actual, interactive 3D map of his real, up to date house. The series would feature tons of viewpoints that could not be observed in the original games, due to the limits of the top down perspective. The zombies and ghosts will be able to come directly at you, instead of just passing under the floating camera, a feature which JayDee actually hopes to implement into Ghost Wars before creating this new fully immersive 3D world.
In order to show that he understands how all the angry Jaders feel about his server issues, James has stated that he may have found a highly inexpensive way to repair the servers at his own cost, enabling the faster, more fruitful, TRUE revival of his company back to the glory it was able to bask in BEFORE "The Great JayDee Crash Of Twenty Fifteen". So now, all we can do is wait, hope, and pray - that all goes well for JayDee Games; because if it does, then James's company may just very well beat out ALL THREE of SONY, MICROSOFT, and Nintendo,, especially with the new console and emulator scheduled to come out this holiday season, codenamed, "The JayDee Kaitonium"!
|Posted by Hatsune Miku on June 28, 2016 at 8:10 PM||comments (0)|
From the looks of it, JayDee Games might not be able to prove itself worthy of being the next big thing in gaming.
A report that was leaked yesterday says that JayDeeIndustries is going to need a new server, and that could mean that its employees might need to learn how to use a completely new operating system and a totally different internal company member user interface.
Although this news is not necessarily new, it may cause shock to some of the employees over at JayDee, especially in the games sector, because they've been using the exact same development platform for the past several years. This has not limited what they could do with their games at all, but the company CEO, James Johnson, doesn't think that he himself will like the change, because of the fact that learning how to efficiently use all of the new features will severely slow him down, even further than did the company's first overhall back in Twenty Twelve.
The positive thing about getting a new server though is that it might be able to process more data at once, resulting in the company's possible expansion. "Jade", as James calls himself, has always dreamt of making JayDee Games the next company to become the number one game development brand in the world - and with Nintendo, Sony, and Microsoft all slumping, one or two more than the others, he might have the ultimate chance of turning his dream into a reality if he plays his cards right.
But time is rather quickly running out. On the timeline of the private JayDee Games group on Facebook, the company announced plans for a new console and emulator, as well as eight new video games, some of which will come out for the current collection of JayDee consoles and systems, and some of which will be exclusively offered on the brand's newest hardware. Neither James or any of his associates felt inclined to comment when Kumanian News asked for input. However, a generous family member of James's did say that she might be able to part with her server, since she never really used it; so that his amazing company could live on without much of a great interruption.
Kumanian News wants to know what you think. Do you believe that JayDee Games has enough skill to make such a comeback that they'll top all the gaming brand charts? Or do you think that there's no chance they'll make it in today's evolving entertainment economy? Don't be afraid to comment below. With your Seven O'clock news for Tuesday June Twenty Eighth Of Twenty Sixteen, this is Hatsune Miku, signing off.
|Posted by Michael Nazhi on February 4, 2016 at 5:15 PM||comments (0)|
After a deadly seven months, eight if you count February Of Twenty Sixteen; JayDee Games and JayDee Records have officially gotten back onto their feet. Both companies were devastated after a hacker on Google Translate infiltrated the JayDee Games localization server and corrupted the entire company's computers with malware that is worthy of supreme condemnation.
Days passed. Those days turned into weeks, and those weeks into months. The company was horrified and didn't know what to do. But eventually the CEO, James Johnson, stood up and yelled to nobody in particular, "That's it, JayDee Games is coming back, even if it's the last thing I cause!"
And thus, because of James's iPad and a little internet magic, JayDee Games, and also JayDee Records, were reborn!
James: "I just wanna ghivva shoutout to all my fans. All the support and feedback, both positive AND negative, really inspired me to do something bigger than I'd ever done before on my own in the technological world. So thank you for making my dream become a reality, and welcome to generation two of JayDee Industries!"
James and his crew have already made another game and a couple of new songs since their revival. We'll keep you posted as to all the latest JayDee updates, here in The News Room at Motel Kumania!
|Posted by Shion Kaito on July 15, 2015 at 9:55 AM||comments (0)|
Ariana Grande Butera, the singer slash actress upon whose life the game in question was loosely based, had done some not so nice things in the past week or so before this article was posted. She went behind the counter of Wolfie's Donuts and licked donuts which were then unknowingly sold to customers by the shop salesperson, she said some very inappropriate words and made some very racist comments against all Americans, and then she had the audacity to blame it all on childhood obesity.
So, unfortunately, but rightfully, James has cancelled her would be game, "Ariana Grande - The Final Song", to show that if you get onto his bad side, along with those of all of your fans, then there are no promotions for you by any game makers who work for JayDee Games Incorporated, or any of its subsidiaries.
So what will the world renound slide show game developer do now? Well, James states that he plans to improve "Jayspeech", the communication aid program that he released back in February. He wants to add more voice banks to it, as well as improve the one it currently comes with. James might even make a total change to the software's layout and style of speech that would make it easier to understand, both for users' eyes and minds, and for listeners' ears.
|Posted by Jenny: The Girl Behind Shakira Jackson on July 15, 2015 at 9:30 AM||comments (0)|
James has finally initiated his new music service, known as WAVH. It essentially turns almost any music playing device into a radio station simulator, complete with automated deejays, who each have their own voices and phrase banks; and who can even stitch short portions of different phrases together to create new phrases and create a much more unique and diverse listening experience. The service is free, and always will be. Although James says he won't offer much in the way of giving people music to download to their copy of the service, he will produce covers and original songs that they can have for free, and they can request extra deejay voices and phrases for their personal version of the radio station simulator.
|Posted by gguru1 on June 9, 2015 at 4:10 PM||comments (0)|
Yesterday at the Twenty Fifteen Worldwide Developers' Conference, Apple revealed that they were working on a service called Apple Music, which is essentially a twenty four hour live radio station that plays songs taylored to its users' individual requests. It will enable searching and streaming of songs on demand, as well as the ability of a user to discover new music that he or she has never heard before. However, as I soon found out, I'm not the only person who will not be using that service upon its release come this fall.
Though more widely known for his "PowerPoint Video Games", later dubbed, "Slide Show Games"; which are, basically, completely astounding ports of console titles to the Microsoft Office PowerPoint platform, which was not originally meant for gaming; James Johnson is also a man whom is gaining ground as a cover artist, as he reproduces both pop songs, and video game music, with increasingly near perfect accuracy, using nothing but either a computer language he created, called, "PianoSynth+"; its sequel, "PianoSynthCross+"; or a variety of soundfonts from the several gaming consoles he has developed that can run his Slide Show Games more powerfully than a standard personal computer.
In an interview with an anonymous individual, James stated that he would be designing his own service that would be just like Apple Music, but without all the drawbacks.
James: "For one thing, Apple Music costs nine ninety nine a month per single person, or fourteen ninety nine a month for an up to six member family. Well what if you're on a tight budget? Or what if your family has more than six members but wants to be managed all under one main account?" James says he's arranged for all budgets and family sizes, by providing his service to all of its users, most of whom are his fans, one hundred percent free of charge.
James: "Secondly, there actually will be a time during which Apple Music is free to everyone, but only for the first three months. Well they didn't say whether that meant the first three months after its official release? Or whether that meant the first three months after a user firsts starts the app up? Or whether it was supposed to mean after three months have passed since you opened the app and were signed into the iTunes Store? Or whether it even meant whether you have used the app, you know; kept it open for the equivalent of three months, even if your device was locked and the app was not connected; or even if it was shut down and reopened, whether it was only counting when the actual music was playing? There's just so many things wrong with that vague statement."
Well James has promised that the service that he will be releasing sometime around the release of its competitor, Apple Music, will be free at launch, and it will FOREVER STAY that way.
James: "On the ring finger, Apple Music will only work with unheard tracks if there is an internet connection present. I think that is totally unfair, especially for those of the Jamesinators who reside in third world countries."
On the other hand, James's new service, of which he has actually been running a flawlessly functional personal prototype since Twenty Eleven, and which I forgot to mention until now is called, "WAVH"; will work anywhere, anytime, completely independent on the need for any form of wireless internet at all.
James: "Unlike with Apple Music, if it can play music, it can stream WAVH."
James seems very excited to stream his service on CD players, tape decks, and even phonographs, if he can find one of the latter that actually works.
James: I'm really excited to see just how much music streaming variety I can fit into even my sister's car's six disc CD Player! I mean, that's only up to four hundred and eighty minutes of audio, but even that can be an official radio station on its own, depending on the length and diversity of the songs you give it. I think this is going to be really cool!"
James hasn't yet announced an official release date for WAVH, but he knows that it is going to be big when it finally comes upon us. He plans for the playlist to be fully customizable by each and every individual user, and the quality of the music to be as close to physically being at its performance as possible, thanks to his "JayDee Records' Too Real Four Dee Audio Technology™", which will even be able to be turned on or off at a user's request; on a per song basis.
James: It will even remember which songs you wanted to hear in three or four dee, and which ones you wanted in plain two dee stereo. I promise, you won't be disappointed!"
More on the service as news develops. With your Five O'clock news, this is Michael Rodriguez Nazhi, signing off.
|Posted by Cat Valentine on June 4, 2015 at 10:00 PM||comments (0)|
I've been waiting since before the release of "Jaycraft", and now I finally know! "Ariana Grande - The Final Song", the game I've been longing to see for so long, is due for release either this fall or this winter! It's not much, but it's definitely better than no release window at all; so I'll take it. More on the game as updates are released and more news develops. Until then, this is Cat Valentine, signing off.
|Posted by James Johnson on April 13, 2015 at 7:10 PM||comments (0)|
The iKuma CAMEL has an Animated Gif channel, but the Gif channel is very slow on the iKuma SARI, and since most CAMEL games are also built to be run on the SARI, using the Gif channel too much would really mess a game up, especially on its iKuma SARI port.
Even though the Animated Gif channel on both the iKuma SARI and the iKuma CAMEL is used for rendering and displaying animated sprites, which are basically like little videos that play in place of a static, non moving graphic; the Animated Gif channel is located in the sound chip on either console. Thus being said, in some cases; if an animated sprite is taking up too much ram on the console and causing its graphics to slowly vomit themselves out instead of running at a normal, smooth, high frame rate, then one can expect the game's audio to skip or lag as well, or at least until the animated sprite in question goes away.
This is because when working with animated sprites, the iKuma SARI or CAMEL's sound chip is responsible for both playing the sounds, anned, rendering the graphics for display on the console's hosting television screen. With all that information straining its circuits, the sound chip can't keep up, thusly causing the audio to become mistimed, misplayed, completely distorted, or even utterly silent until things calm down.
|Posted by James Johnson on April 13, 2015 at 5:50 PM||comments (0)|
On CNN Tech, reporter "Brian Stelter" wrote an article about how YouTube is starting a new service that would allow its users to pay an about ten dollar fee per month to skip all advertisements for as long as their subscription remained active. See the article here.
(WARNING: By clicking the aforementioned "here" link, you leave this site, and head into a new tab or window that may expose you to non family friendly content. Neither Motel Kumania, or any of its members, affiliates, hosts, or aspects; are held responsible for the content you may encounter on "CNN Tech" or any sites that branch either to it, or away from it. User disgression is advised. Thank you for your understanding.)
Well, I can tell you, right now; that if you have the free "Mozilla Firefox" web browser for either Windows, Linux, or Macintosh; you can already ditch ads, all of them; for free! All you need is the "Adblock Plus" plugin, which you can find by googling "Adblock Plus Homepage". I've been using Adblock plus for probably almost a year now, and I've never regretted it since I started! Not only does it block ads from YouTube, and other video advertisements; but it also blocks all of those annoying ads you find on social Media sites like Facebook, that aren't even in video format! I highly recommend it! PS: You're welcome.
|Posted by Cat Valentine on April 1, 2015 at 1:35 AM||comments (0)|
James has made the world's first real, working, non-malware Nintendo 3DS™ Emulator, and it runs in PowerPoint! It is called "Custom 3DS." It doesn't have very many games yet at all, but it does have one. The "Sam Versus Cat" game that he originally made for his custom iKuma CAMEL PowerPoint 2010 operating system.
He wants you people to develop more games for it, and he has opened the former secrets of his "Custom 3DS" emulator development kit and specifications to everyone who knows about Motel Kumania's "Tribal Guest" service on SlideShare.
|Posted by Michael Nazhi on March 8, 2015 at 9:20 AM||comments (0)|
James has finally proven that he still has what it takes to make a great, fresh, new game, without using any source codes from any of his other games! His latest game, "Jaycraft" takes advantage of almost every feature in PowerPoint Twenty Ten, but without taxing your processor with super advanced animations that could render gameplay as less enjoyable because of their slow speeds.
"Jaycraft", as it is known; is James Johnson's very own, original take on "The PowerPoint Demake Of Minecraft". Complete with high quality, relaxing piano music, HD graphics, over eight hundred storyline puzzles, and many optional sidequests and other challenges; this game is sure to keep you playing for the equivalent of months, trying to figure out how any of this stuff could have been programmed with PowerPoint!
Full feature list:
Over 800 storyline puzzles.
A large number of sidequests and other challenges.
A bunch of fun easter eggs to discover.
40 save files for virtually endless gameplay.
High replay value.
All the 3D Steve you can handle.
Mid game boss battles, instead of at the end.
Appearances by Ariana Grande Butera herself.
Hilarious, dumb ways to die.
A better, more beautiful soundtrack than the real Minecraft.
A housing market that builds your home once you buy it.
A collection of tools, ur, "TULES", to help you progress.
Smart home windows that correctly display the time of day.
Very unique sound effects.
All in all, I believe that "Jaycraft" is a very great and unique game, and I highly recommend it to anyone who wants an amazing PowerPoint game to enjoy for ages to come!
|Posted by Michael Nazhi on February 26, 2015 at 2:05 PM||comments (0)|
A while back, I released "Sam And Cat: Game Quest", for the iKuma SARI 94. It took advantage of the system's hardware limitations very well. One feature that the game had that no other iKuma SARI 94 title featured was its long audio samples. Previously, samples in games for the SARI 94 could only play for one second or less. But this really worked, because of the new approach I took to it, where I used low quality samples to expand the amount of storage space in the console's sample channel. I also only utilized only a mere sixteenth of the full bit rate allowed by said channel in each of the game's samples.
A long time later, James Johnson, a master of PowerPoint game development, made, "Sam Versus Cat", an extended spinoff of the one fight scene in my original game. His game took off, and mine was pretty much left behind. But I can't blame him, because his take on the game is actually pretty good! He even equipped it with gyroscopic and accelerometric controls, so that if you punched or slapped with your real hand, then your character would do the same in the game. What's not to love about a realistic look and feel! And he made a second, better, smoother version of the game, with character vocals and blood included. It's a great game, and I highly recommend it to anyone who is just looking for endless hours of fun, and maybe even a little exercise!
|Posted by Michael Nazhi on February 4, 2015 at 9:15 PM||comments (0)|
Less than two hours ago, world renound slideshow game designer, James Johnson, released a new type of software, quite unlike anything he's ever released before. It's a virtual communication assistant for people who either physically can't speak, or people for whom talking is difficult.
He originally seemed to have created this new program as a joke, stating that he could use it to talk for him when his mother grounded him from speaking. But then he went on to tell of the possible wonders it could work for the dumb or hard of speaking, and he actually made it sound like a good idea after all.
However, as I'm sure that many of you know, he created this whole program during the time within which we all thought he was supposed to have been developing his latest PowerPoint video game, "Ariana Grande: The Final Song". Furthermore, James also stated that as of right now, his new speech assistant, dubbed "Jayspeech", only comes with one voice bank. Though it is capable of speaking in at least four languages, he plans to add more voice banks to offer both genders and a variety of native tongues and dialects in later releases.
So you tell me. Do you think that "Ariana Grande: The Final Song" is going to be placed on the sidelines until further notice? Or do you think that his new voice banks will be there instead? Please comment, thanks; and stay tuned for more updates regarding the "PowerPoint Mastermind" himself, only here at Motel Kumania!
|Posted by Kasumi on February 3, 2015 at 12:55 AM||comments (0)|
Jonny Nazhi, a man who seemed like he had disappeared from the earth for many a year, finally resurfaces from whatever murky waters under which he lives; only to tell us a lie!
He said that world renound PowerPoint video game developer, "James Johnson", might be canceling his game, "WWE: Signiture Showdown", instead of merely just delaying its release.
Well, in truth, James wasn't even sure if he was truly going to even make the game in the first place!
In a Facebook post of his, James said that he only, MIGHT, be making the World Wrestling Entertainment game. There was never a follow up post that reported that he was working on it for sure. In fact, his latest posts seem to display facts that point more towards his current status of being in the middle of developing his true latest game, "Ariana Grande: The Final Song", than to anything else!
Whelp, that's all for now, folks! See you later, only here at Motel Kumania!
|Posted by Jonny Nazhi on February 1, 2015 at 8:10 PM||comments (0)|
"WWE Universe, hold your excitement!"
In a recent interview with Wheatland STEPS student "Agustin García", world famous PowerPoint game developer, James Johnson, was heard stating that it might be a while before he released, or even started working on, the spinoff of his original fighting game series, "Sam Versus Cat"; dubbed, "WWE: Signiture Showdown".
James: I have a lot of games in my twenty fifteen lineup, and as it is, I might not even be able to get to all of them by the end of this year. What with my game making career, and my music making career, I'm on a very tight schedule. But don't worry, I still have time to sign autographs.
Mister Johnson is currently working on a role playing game about globally renound singer slash actress, Ariana Grande Butera; known as, "Ariana Grande: The Final Song". So it does indeed appear that he is busy. More news on James in general will most likely come from the PowerPoint game design icon himself, here in The Newsroom.