Tuesday, November 11, 2014

NerdieNifties!!!


So, I just launched my own Etsy shop called "NerdieNifties" where I will be selling nerdy art projects. My first project was a "For The Horde" coaster set, which contains 4 pieces. Definitely check it out. I will be making custom made sets as well, and there are a lot of projects in the making!! Make sure to check it out often. Sets in the works currently are a WoW class set, Animal Crossing Logo set, Mass Effect set, among many many others.
My first set available on Etsy!!

My YouTube will still be active of course, and I'm hoping to do a live stream for the release of Warlords, and I WILL be making a Bolero of Fire piano tutorial as was requested by many viewers. There's a lot coming up so stay tuned, and give NerdieNifties a view, or two ;)

Saturday, September 27, 2014

Minuet Of Forest (PIANO TUTORIAL)


*The Minuet of Forest *

from the legend of Zelda:

Ocarina Of Time


{n}       indicates a distinct section of the song.
[  ]       is used to group notes together into sections to make it a little easier to read.
GB        when notes are grouped together it means they are played at the same time.
A B A    when spaced out it means that they are played separately.
^ means the note is played one octave higher than the previous.  A ^ outside of the bracket means the whole part is shifted up one octave

Left Hand: 

{1}: [EE^  BE BE] [AA^  C#E C#E]x2 
{2}: [CC^ EGC EGC] [DD^ F#AD F#AD] [EE^ B E B E B E]
 *NOTE: B E climb at end will be shared with the right hand :) 

Right Hand: 

{1}: [D  D^  B  A  B  A]  ^[D  D^  B  A  B  A] 
{2}: [EE^ AA^ GG^ AA^ GG^ AA^ GG^ F#F#^ EE^]
{3}: Help the left hand with that B E climb!!! 

Good luck :)

Tuesday, September 23, 2014

Baten Kaitos Origins: A Beautiful Prelude to an Amazing Series.


After finally playing through Baten Kaitos: Origins completely, I have to say Tri-Crescendo never ceases to impress me. I find myself quickly falling in love with the JRPG genre after having played both of the Baten Kaitos games and Tales of Symphonia...These games tie together ageless graphics, fascinating and easy to follow lore, as well as a soundtrack that will leave the gamer with all the feels.

*Note: Random screenshots from the game will be scattered throughout this post :)
I hate that feeling of beating a game and putting a series one loves so much to a close, but wow, I have never been so satisfied to log 55 hours of my life into a game (probably over 100+ hours when you tie in Baten Kaitos: Eternal Wings)...


I post on Google+ about it all the time, but I truly believe that this series is highly underrated, and is one of the best within its genre. It's worth a try for any of you that like a great RPG and love being captivated by a pretty well built storyline...

The only complaint I have is that in Origins, the player is tasked with going to far away places just for one tiny little cut scene explaining where to go next. Seemed a bit unnecessary since the protagonist has a phone to contact the one issuing the orders.

The only other complaint which is the most serious, is that the card system, while still being good, seemed flawed compared to Eternal Wings. Yet alas, I still love this franchise even with the "meh" changes.




This video below the great toupee commentary is just one of the many great tracks in the game. :) Best part is there is a feature in the game to listen to the ingame tracks for as long as you want. *signal applause*. What a great way for fans to admire a very vital component of a game!!!

Wednesday, September 17, 2014

October 1st!

I'm coming back October first and will be trying my best to overload you guys with blog posts and videos to make up for lost time. Also will be attempting to get a PS4 and will be doing live streams of Destiny as well as some older games I've been wanting to play. I'm looking forward to hosting a Zelda marathon for ya'll starting with Majora's Mask, so hopefully we can get that up and running. Thank you for your patience and I won't be gone too much longer now :)

Friday, September 5, 2014

Be Back Soon.

Hey everyone, I'm just making a quick post as an apology. I will not be releasing a new video for a bit of time, mainly due to the fact that I'm in Austria to study and do not have access to everything I wish. Hopefully I will have something released in October Either, but if not, then the next date will be in February or March. Will try my best to keep more updated before though and find a way to broadcast videos.

All the best, und Gruesse!

Thursday, August 21, 2014

World of Warcraft: Is it Time for Massive Changes?


When a game has been out for a decade, how do you still make it feel new, fresh, and rewarding for more recent players as well as the veterans who have been in it for the long haul? How do you change components of a game that has been the most successful in its' genre? Changes to UI, graphics, or the way the game functions overall? What do you do? Do you begin to accept the slow decline and focus on a new game or continue? What should Blizzard do?

With Warlords of Draenor, players will see a lot of game components fixed that need to be fixed as Blizzard resorts to character remodeling and stat crunching. But is this, on top of the incorporation of player owned garrisons, enough to keep players captivated in the world of Azeroth? It seems that Blizzard hasn't taken much risk to severely change the World of Warcraft. Sure things have been introduced over the years, such as machine controlled quests/raids/BG's, a new talent system, BG system, LFR, etc, but is it enough to make a game feel completely new to the point where it totally grabs you in? I would say no and here's what I think needs to be done.

PvP. New players without heirlooms don't stand any chance. Sure this can be fun for veteran players who get to 1-2 shot the newbies, but for those newbies, they get harassed and told not to even join the battles. This isn't a fun way for a first timer to try out a game component. Why not bring back that now useless (unless used for transmog) PvP gear, that once reigned supreme at the level cap of expansions? Make it change stats for a bracket like heirlooms do, meaning a set of PvP gear would improve stat wise from a bracket, for example 60-69. Buff it and slightly increase the honor needed to buy it. Give players a chance. Don't let those pieces sit at the vendor to collect dust anymore. Do something with it. Bring back the Quartermasters of the Battle Grounds so you can get amazing looking gear that makes you look like a champion of AV,WSG,AB. This is something old veteran players would appreciate, and new players could utilize.

Scale Zones & Bring Back World PvP!  Questing is just not a viable option when being ganked 209320923 times by a level 90 who has nothing better to do with his time than disrupt the lives of people trying to level without dungeon grinding. Bump their gear stats down to the mid-high level of the zone and their level as well. This could make for some pretty fun battles actually. I know a lot of you will say, "Well just roll on a normal server," but PvP ones can be fun when you're matched with someone who is "your own size". Bring back zones that veteran players loved for World PvP. Give more honor for kills that happen in the world. Maybe add certain buffs for components like flag control in a mid point between South Shore & Tarren Mill or something like that, but add an AV style component where players can gather resources to summon a "protector" so that they stand a chance even if their numbers are small. If a player (primarily of higher level) has been doing some ganking, maybe there can be a posting in major cities as a bounty, and whoever kills this character gets a pretty decent reward and a reputation gain. Just some open thinking...

Bump the amount of XP that Quests Give & The Gear
As a veteran player who has introduced many people recently into WoW, it's very sad to see how much quest content is skipped because of dungeons & ganking problems. I would love to see quest XP bumped so that players can enjoy their experience questing, and feel like it is an equal option to dungeoning. In this case, blues should be given more frequently for quests of heightened difficulty, or for small quest chains within a zone that are completed.

Quests

Quests need to be able to immerse players, even those who don't know the lore. Seeing a switch up in quests would be nice, and it would be great to see an addition where players can do small things for xp, such as helping out citizens folk with small tasks, or doing little weekly pvp quests that grant xp. For instance, there could be an NPC in town whose brother was just killed under the hands of the horde, so he wants you to go out there and kill 50 horde (online) players for vengeance, or something like that. It'd be nice to see some switch ups, and something different for a change. I haven't felt very immersed in a quest line in this game to be quite frank. I'd love to see a general overhaul of how quests are currently presented in the game to be honest, but this is asking for a lotttt.

Make professions give XP. I actually had a ton of fun in GW leveling my professions, and I actually gained a shit ton of experience doing it. I would love to see this added to World of Warcraft. I think the professions need an overhaul in general to make them more entertaining and feel more unique. I can't specifically say how yet, but maybe through the use of UI changes and just the way they are leveled completely. I want to feel immersed in my professions, and that just isn't happening.

Make Old Raids Scale-able  It would be cool to run Kara at 90 for fun, for a chance at some newly added rare raid gear, or maybe even possibly within a level bracket as a way to gain massive chunks of XP while leveling. It's sad to see most raids collecting dust unless a player is grinding for a rare mount or a piece of gear for transmog. I'd love to see older raids brought back somehow.


No Player Housing? How about Guild Halls?
I know we are getting lucky with even having garrisons, but how about Guild Halls if Blizz won't do player housing? As a guild, players like to celebrate group accomplishments, so it would be nice to have an area dedicated to it. Each major raid boss could maybe present a guild with a momento, such as a claw, fang, possibly even their head, etc. There could be a readable plaque within the hall stating what achievements have been accomplished as a guild. Simply a nice thought to really honor your guild, which seems rare nowadays.

Bring Back the WoW Population with Reduced Payments per Month.  A majority of people do not play World of Warcraft due to the fact that gamers must pay monthly. Blizz could bring back a lot of people while still making money by reducing the fare to let's say, between 8-10 dollars per month. The game went from close to 12 million subscribers down to a measly 6 million in recent times, so it might be a really great strategy to bring back players.


Many more things on my mind as I write this, but this was just a brief overview :)



Monday, August 4, 2014

What We're All Excited for in Draenor: Character Remodels!




World of WarcraftIt's obvious that veteran WoW players are finally excited to see fixes with character models, and new animations that seem to bring our characters more up to speed with the times in terms of graphics. With the time ticking until Warlords comes out, we have seen pretty much, if not all race remodels now, and they definitely are not disappointing.
TAUREN:  I was surprised to see the female tauren actually cleaned up pretty nicely in a character remodel. I wouldn't mind rolling one now! The Males always looked so badass in comparison, but I feel that the female remodel will look more presentable in gear!

The male Tauren on the other hand, are...questionable. It's obvious to see their features have definitely been smoothed out and cleaned up, but the face to me just looks a tad bit dopey. Maybe that's a personal opinion, and of course we are not seeing the other faces there are to choose from yet, so this may actually be different. I was hoping the extreme bulginess of the arm muscles would have been fixed to look a tinyyyyy bit more natural, but arm structure obviously looks almost exactly the same. The embellishment of the feather on the horn though is a nice little touch that actually seems to go a long way for the Tauren personality though, which I really like. Hey, sometimes it's the small things right?




HUMAN:  The human female remodel, in my opinion, is one of the best improvements WoW has made. The facial features have really kicked up a few notches and the crazy beady eyes were definitely fixed. Really happy to see such improvements here, because I think for this gender/race combo, it truly needed it.





The human male remodel pretty much follows the same terms, with the addition of some truly manly chest hair, same crazy abs, and some defined nipples (lol). Anyways, facial features pretty much follow the same terms here. Super cleaned up. More life-like, and a step up! I never found any flaws with the original human male model, yet now it seems that the manly features are definitely more defined here.



ORC:  For orc females, not too much is really too noticeably different here except for one thing that has been one of my pet peeves since I rolled one: HAIR!!! Finally the textures have been smoothed out and it's not as crazy, blocky looking. I could understand if orcs are supposed to have kinda dry frizzy-ish hair, but to have it with badly defined edges is something that is painful to look at. So the hair is finally more natural looking. GG Blizz & Thank you!!!

Male orcs have nothing too crazily different either. Still the same old-man hunch, but their fangs are definitely more noticeable, and they have a serious case of grumpy-cat face! Looks more orcish in feature though without a doubt!


TROLLS:  Unfortunately NOTHING yet :(! Hopefully this is a good means to show what the possibilities are, but again, I guess this is a race we will still be anxiously waiting to see. Hopefully jewelry and hair is fixed drastically for the females! For the males, I would say they just could use the texture smoothing, but there was never anything really flawed with their design.




GNOME:  Gnome females look so cute! Daw! Pretty basic remodel. Overall I'd say the changes really add more personality to the facial features. Nothing too drastic of a change here other than that.

Gnome male character remodel left me pretty disappointed. The hair (both facial and hairline) don't seem to blend well with the face, and even then, the gnomes have some weird creepy-old-guy feel to them. Picture is kind of unsettling. Hopefully the other faces prove me wrong and serve as a better example. Meh.






DWARF:   The dwarf female remodel combats that of the gnome male model, going from creepy, to actually settling. Never thought I would say that about female dwarves. The character remodel makes them seem more roll-able and yet they keep the same dwarvish features. Overall I feel that the female dwarf has a warmer association, mainly due to facial features being cleaned up, again, to have more personality.


As for the male dwarves. Uhm...LOVE! I actually am not the biggest fan of dwarves, and I never would think to roll one, but there's something about the remodel of the males that just perfects the look that male dwarves are supposed to have. Muscles are kinda like the male tauren and a bit TOO bulgy, but other than that, the facial hair and facial definition have been remodeled in a way that really hits the nail on the head for the way dwarves are pictured to be. Happy Megsterrz.

NIGHTELVES:   Female nightelves have always been my favorite. I'm biased because my first character (as you can probably guess....) was a female, NE Hunter. I actually really have loved the original model, but I want to give Blizz a personal high-five for the remodel. It's subtle in change, but just...perfect. /happytear. The face is given less of a curious, "what's going on rn?" look, and more of a "I'm going to kick some ass" look. Not too much is different, other than a slightly dumbfounded look being refined, which is totally fine considering Night Elf females have always looked fine in stature.

Male nightelf...another one to look forward to. I feel that this will be a character remodel that will also look like a masssssive improvement. Fingers crossed!!






UNDEAD: Another huge huge huge improvement here! The females look a lottttt more feminine, and a lot more realistic while still maintaining that pure-undead feel! Not too much to be said. The overall model from head to toe just flows a lot more smoothly.




And to top the cherry on the sundae, the male undead model looks breathtakingly different...In a good way. I think this, like the male dwarf revamp, just hits the nail on the head for what the undead male is supposed to look like.





DRANEI: Another one of my favorite original models, the dranei female really has not changed noticeable. There isn't much to be noted here which is good, because female dranei(s?) looked fine. Just up to date with the current graphics which is all that needed to be done. GG!




Male dranei have also been refined, but not tooooo much is different besides facial features. I overall do not like the square blockiness of the male dranei model, and that was not fixed with the revamp, but if that was Blizz's vision for the male dranei then I can't really complain against it, although to me I find it aesthetically displeasing. So..meh. Nipples are more apparent and their muscles are even more juiced up. Facial features have been drastically improved though, and appear more lifelike.


BLOODELF:  Still nothing, but I'm extremelyyyy excited to see what is done with this one! My second favorite character model next to Nightelf!





Thursday, July 10, 2014

Megsterrz is on Twitch!



Hey everyone! I will be doing live streaming on Twitch as soon as I can get the hang of it and make sure all of the equipment is working properly so that the stream is as nice as can be! I will be starting off by streaming World of Warcraft in a very casual style. Hopefully during PvP matches I can give you some tips and tricks in a very basic matter, we won't be getting too in depth here (yet!). I'm extremelyyyyy new to the whole streaming thing, so I ask that you be patient with me during this process! I hope to see many of your faces around on my Twitch channel though, I'm extremely excited to spend more quality time with my subscribers! As the side suggests, we will be delving in to Zelda and Skyrim at some point as well. You can expect my first live stream next week! I will give you a more specific time in the near future!

http://www.twitch.tv/Megsterrz  <- See you all there! :)

Wednesday, June 11, 2014

Queen Rutela's Theme

Queen Rutela's Theme is a song consisting of simple melodies but profound meanings. When the listener knows the story of Queen Rutela and her theme, it adds such a vital component to the whole song that seems to tie it together in a way that really hits home...To intimidate the Zoras as a whole, Zant had Queen Rutela executed in front of her own people as a statement not to oppose the "dark ones". And yet the love for her son and her people is something that almost transcends her death, keeping her spirit alive as she asks Link to help her dying son. Yet her theme somehow sends mixed signals. It's beautiful and peaceful, with a hint of tragic sadness. It really portrays the whole situation: showing the love of the Zoras, but also captivating this sense of tragedy that they have been put through.

So now that you have a little background, let's learn how to play this song!

*Queen Rutela's Theme *

from the legend of Zelda:

Twilight Princess

{n}       indicates a distinct section of the song.

 [  ]       is used to group notes together into sections to make it a little clearer
GB        when notes are grouped together it means they are played at the same time.
A B A    when spaced out it means that they are played separately.
^ means the note is played one octave higher than the previous. 


Left Hand: 

{PART I}: [D A F]  [B G D]   [D A F] [B G D]  [C A F] [C A E] [C A F] [C A E]

{PART II}: [D A F] [B G D] [D A F]  [B G D] [A# D F] [E C G] [A D ^D] 


Right Hand:

{PART I}: [D F A A B]  [D F A A B]  [F B C B E] [F B C B E] 

{PART II}: [D F A A B] [D F A A B] [A D F] [ G F E G F#]

Saturday, May 10, 2014

Nearing 2,000...Cheesy Post but THANK YOU!

I can't believe I'm reaching 2,000 subscribers, and at an alarmingly hastened rate. Thank you all so much for this, it has been such an amazing ride thus far and I cannot wait to see where we go in the future. I started this channel with no idea where it would go, and this past year has led me towards finally feeling like I've found a spot in the YouTube community.

The ride with TGN over these past few months has been interesting. Being an extremely motivated director who was absolutely thrilled to gain exposure from having a segment worthy of being uploaded to central, I started crazily filming content and planning future ideas to really get my name out there and help the gaming community on a much larger scale. I was extremely surprised at the desire TGN had to make me a director, but unfortunately once I started, talking to more people from Central was a disaster. Suddenly all of the videos I had put sweat into were being ignored, and apparently "lost" by the big guys in charge of uploading them. At one point, it was stated that Next-Gen content was far more important and my videos just couldn't be uploaded. I also begged to be in charge of the TGN WoW Channel, which has been inactive for more than half a year, and yet I couldn't, because there was no "need" for coverage on a dying game. That was such a stab to me that I questioned why I even decided to join. There was so much potential that was wasted away with bad management, and it really discouraged me.

All in all, it has been a learning curve though, and has just showed me how situations like this really can show you what kind of management you'll stand for, and how much it says about a company. One day I hope to be partnered with a company that is not so superficial and actually cares about the people they hire onto their team.

On another note, this has led me to really focus on my own channel and what I'm doing there. I will hopefully be committing to posting 1 video per month, and 2-3 blog posts per month, and as my subscriber rate increases, so will this number! With Warlords of Draenor coming out soon, WoW content will be picked back up, and piano tutorials will be continued. I have a great lineup for 1337 Eats as well, so it's time to get cracking. I also intend on doing more "craftsy" gaming things, but this will most likely be blog exclusive.

Thank you all for sticking with me even though it's been a hectic ride. I know videos can take a while to pump out, and it means so much that you still stay tuned and give me so much support that really keeps me going and inspires me to make videos. Please always remember, even if we hit a big subscriber rate, you are never just a number.

I look forward to the future, and thank you for this.

Saturday, May 3, 2014

World of Glitchcraft: A Strategical/Tactical Tug of War


World of Glitchcraft: A Strategical/Tactical Tug of War

written by: Megsterrz

It's not recent news to WoW players that glitches, or malfunctions, happen in the World of Warcraft. In fact, many of these glitches have paved their way forever into the history of the game. Players reminisce back to the days where major cities were filled with corpses, as players essentially "one-shotted" every lowbie in the game. Other glitches, such as wall-jumping and casting manipulation, have served another role, simply allowing players to skip content, and maybe even explore a new zone that they didn't even know existed. In the realm of Communication and Media, these glitches actually follow the theoretical guidelines of Michel de Certeau, a French scholar, who stated that media paradigms work off of strategical input that consumers can manipulate in tactical ways. In World of Warcraft, we see that Blizzard is the main source of incorporated strategy, where as we, the gamers, find tactical ways to take advantage of all of the content that they throw at us through the use of glitches. Let's look at some of the common occurrences of glitches in the game. 

Corrupted Blood
“Corrupted Blood” was a glitch that may be one of the most popular glitches in World of Warcraft history. With the release of a 40-man raid titled “Zul' Gurub”, there was a boss fight which would bestow players within the raid group with a very potent boon effect, titled Corrupted Blood. This Corrupted Blood would cause massive damage, often causing online players to die within a few seconds unless removed by another player.
In addition, the effect acted like a plague, spreading to other characters within the general vicinity. This “Corrupted Blood” effect could only live within the raid since it was tied specifically to the boss Hakkar the Soulflayer, so as soon as players were back in the outside world, there was no way to be inflicted with the corrupted blood. Players soon figured out however (and this is where tactics come in), that there was a defect in which a hunter's pet could be inflicted with the corrupted blood, and summoned in the outside world to spread the plague, resulting in massive deaths of innocent online players who possibly never even had met with Hakkar before. Furthermore, other online players discovered ways to quickly teleport out of the raid zone while still being able to bestow the corrupted blood to other online players. Many, many skeletons were seen throughout major cities at this time. Many actually took on serious roles, attempting to heal other players in order to form quarantine zones and help effected characters survive the duration of their Corrupted Blood.
This glitch was shockingly so wide-spread within the game that The Centers for Disease Control and Prevention actually studied the player pandemonium as well as the effects of the Corrupted Blood in order to expand their knowledge on the ways in which diseases spread in real life (Staff, 2005). Later on in 2007, epidemiologist physician, Ran Balicer, actually published an article in the journal Epidemiology which compared the Corrupted Blood against avian influenza outbreaks (Balicer, 2007). In fact, Corrupted Blood received so much feedback, that Blizzard actually tried to refine the epidemic into an event that was more manageable for players, while also providing a way for institutions to study real life epidemic effects in a virtual world. This, my friends, was the Zombie Infestation that took place just before the release of Wrath of the Lich King in 2008. This was one of my favorite events, and there actually was a glitch to close the door to the Champion's Hall, the PvP rewards center in Stormwind. I would know...I closed that door and saw everyone freaking out. Still makes me laugh thinking back to it ("HELLPPPPP"). But ANYWAYS....

Casting Manipulation, Old Ironforge: 
World of Warcraft is a game that truly relies on players casting “spells”, or abilities, in order to perform a large variety of functions. Players have used the action of spell-casting to glitch the game in order to gain entry to an assortment of places in the game. Various casting manipulations have helped players to skip content in the game, such as difficult bosses in dungeons and raids. Other uses have been to access “secret” content, two of the most popular in the game being Old Ironforge and below Stormwind.
Ironforge is a city, sculpted by the Dwarves, that has always been inhabited by many online players. The city of Ironforge has a rich history in the lore of World of Warcraft, and players were extremely excited to hear that there was an “Old Ironforge”, a section of the city that existed "underneath" that was not supposed to be accessible to characters. This content was first hidden by Blizzard when added to the game, but once players had found the “secret spot” for Old Ironforge, people were exploring this zone more frequently, which was not what Blizzard had originally intended. After hiding a functioning door behind a throne in the original Ironforge, Blizzard realized that more players were finding this area than they had liked, and removed the door from the game. Why it was added in the first place is unknown, but players utilized the function to access content that the game developers did not necessarily want to be revealed on a large scale. In fact, it has been said for years that Blizzard had added Old Ironforge to the game only to be used/revealed in later expansions, although it is unclear whether this is the true intention or not.
Old Ironforge does, in fact, still exist and is still accessible to characters via casting manipulation. Blizzard has tried various times to stop players from entering this zone by fixing various glitching possibilities, but has never been able to stop the accessibility entirely since players keep finding new tactical ways to get into Old Ironforge. The current tactic that players use is a form of casting manipulation combined with the previously mentioned wall jumping tactic. There is a very distinct location in which characters must cast a spell which summons their mount, or steed, and quickly walk forward while jumping at just the right time. It may sound confusing, and it is. Getting the timing right is not an easy task, and is frustrating to many players. The exploration of this content, may be well worth it though! "Look Ma, I've been to Old Ironforge!" BRAGGING RIGHTS!

Martin Fury
Soooo...Many of us have probably been hacked over the course of this decade of playing WoW, right? Well, one character had a very awesome, WoW-changing experience after finally receiving his character(s) back. This is one of my favorite "glitches", if it can even be considered a glitch...It's kind of more of a hiccup from the Game Masters...But, regardless, let's call it a glitch for our own sake. One character, named Leroyspeltz, had found a surprise in his in-game mail after having had all of his characters restored to their former glory. On his level 13 Gnome Warlock was the chest-piece called, "Martin's Fury". Leroyspeltz and his buddy, Karatechop, had used the item 14 times, mainly in conjunction with clearing the Ulduar raid. Upon claiming "world's first" titles, Blizzard caught on to what was happening and banned the accounts for their use of an item that caused them to "cheat" the system. Both players saw nothing wrong since the item was sent by Blizzard, and were unaware of the all of the titles they were claiming. So after having an account restored, Leroyspeltz was banned, as well as his partner in crime (if you can call it that), Karatechop. The whole malfunction of strategy is actually quite comical...But really, how can one be banned for Blizzard's mistake?  Unfortunately, these accounts were not restored.


There are so many other glitches that have occurred in this game that it would take pagessss and pagessss to talk about them all, but these bugs are a great way to understand de Certeau's theory about the ways in which strategy and tactics run hand in hand. Hopefully I brought back some memories...I know for me this article made me feel an overwhelming sense of nostalgia! What were some of your favorite glitches in World of Warcraft history? 







Monday, March 31, 2014

Majora's Mask: An Artistic Masterpiece






All nostalgia aside, Majora's Mask is one of the most chillingly beautiful games that takes a simple narrative story-line, but morphs it into a collaboration of more in-depth themes, and theories. People have provided numerous interpretations, and when a creation leaves this much room to be analyzed...You know it's good.

Majora's Mask revolves around the simple idea that the world is ending, which ultimately gives us the task of stopping a crazed moon from hitting the world and crushing everything to bits. The characters in this game are strikingly similar though, mainly because they're almost all from the Ocarina of Time, thus showing a relation between two worlds that are actually completely separate: Hylia, and Termina (termina meaning "the end" or "terminal"). Due to this relation, people have provided insight for many different reasons for the familiarity: It's all a dream, Link is dead in purgatory fighting for one more chance at life, or, Termina is a parallel universe. Evidence is fitting for each "theory", although I find the one about Link being trapped in purgatory to be most fascinating. There's a really great video on YouTube that analyzes this further. Watch it here. 

With the idea of death in Majora's Mask, the Stone Tower Temple plays an amazing role, as it alludes to the Tower of Babel, the tower that man tried to build to reach heaven. In Majora's Mask, Link ascends to the top of this tower in order to receive the "light arrow".

Another intriguing idea that was introduced from Ocarina of Time up to Twilight Princess was the idea that Link is the the "spirit of the hero of time", or the Stalfos that we meet in TP. He says lines we've heard before in Majora's Mask, and could directly tie with this idea that Link did indeed die in this game title, therefore showing the significance of the transcendence of death. 

This game title is a genuine masterpiece. As a child, there are many concepts and themes that are overlooked, so I ask for you to play it through once again if you haven't and  if you love it as much as I do. The complicity of the game is actually rather fascinating for such a simple idea, and if you do some searching, different theories (endless theories, really) are available. Enjoy!


Wednesday, March 19, 2014

Prelude of Light Notes

*Prelude of Light*
from the legend of Zelda,
 Ocarina of Time

{n}       indicates a distinct section of the song.
 [  ]       is used to group notes together into sections to make it a little clearer
GB        when notes are grouped together it means they are played at the same time.
A B A    when spaced out it means that they are played separately.


Right Hand: {1} [D  A]    [ D  A  B  D]
Repeat {1} again,  an octave higher. 

{2}: D D C#

 Right hand will help the left hand to climb notes of  at the end.

Left Hand: {1}: [DF#AD]  [DGBD]

Repeat {1} again. 

{2}: [BEGB]   [A#DGA#]   [ADF#]

{3}: Climb up a [D F# A] [D F# A] [C# A D] 




Thursday, March 13, 2014

Prelude of Light Piano Tutorial is up!

Warp songs are here! First up is the Prelude of Light from Ocarina of Time. I'm not sure yet if I will be consistently uploading warp songs, or kind of just spontaneously uploading them, so I apologize if there's any confusion. There are a lot of requests in the works and I'd like to get to a bunch of various songs while throwing in the occasional warp song :) I guess we'll see how it goes eh?!

Anyways, check out the Prelude of Light. I will be writing up the notes at some point this coming week for ya'll, so look out for that as well. Thanks for your continued support. It's only been a few hours since the video has been up and your comments always bring a smile to my face. I decided to start my own little portfolio of comments that really have made my day and have made me love everything I do on YouTube, regardless of the nasty comments I've received from trolls in the past.


You all continue to surprise me with your support day in and day out. I hope to meet some of you at a YouTube convention in the future!!!

Tuesday, March 4, 2014

Most Memorable Video Game Tracks?

What is it about video-game tracks that give them the power to hit you so damn hard in the feels? Is it the entrancement of our nostalgia that takes us back in time to all of the wonders of playing through a game for the first time, whether with friends or alone, or do we associate it purely with our satisfaction with a game that simply executed the task of having a good story line? It's all of those things, separately or together, and also the fact that some titles just have amazing soundtracks. According to Psychologytoday.com, there are neural sections in one's brain that become active when hearing music, and it excites creativity, as well as both motor activity and emotions.


But enough about the science (even though it is interesting), you can read about that in the link I provided below if you really want. Which game tracks are memorable for you? It's subjective, really, and no one will have the same list. We've all played different games and connected with them in different ways. I've chosen a few of my favorites for display.  




To learn more about how music evokes memories, read about it here.

Saturday, February 22, 2014

Song of Time Piano Notes


*Song of Time*
from the Legend of Zelda Ocarina of Time

{n}       indicates a distinct section of the song.
 [  ]       is used to group notes together into sections to make it a little clearer
GB        when notes are grouped together it means they are played at the same time.
A B A    when spaced out it means that they are played separately.


Right Hand: {1} [A  D]   [F  A  D]    [F  A  C  B]  [ G  F  G]    [A  D  C  E  D] 

Repeat {1} again

{2}  [D  C  E  C  E  F  D]    [D  C  E  C  F  G  D]   [ A C B G]   [ F G A D]    [C E D]

Left Hand: {1}: [DFA] [DFA] [DGB] [DFA] [CEG] [DFA] 

Repeat {1} once.

{2} [CEG] [DFA] [CEG] [DFA] [DGB] [DFA] [CEG] [DFA]

Sunday, January 26, 2014

Song of Storms Piano Notes


This is due to popular demand. For those of you that can't read music and wanted to see the notes written down, good luck!

TABLE:
{n}       indicates a distinct section of the song.
 [  ]       is used to group notes together into sections to make it a little clearer
GB        when notes are grouped together it means they are played at the same time.
A B A    when spaced out it means that they are played separately.

The Song of Storms 
from: The Legend of Zelda Ocarina of Time

Let's start with the left hand.
{1}: [D FA FA] [E GB] [F AC AC] [E GB] X2 for the intro.

Repeat {1}once.

{2}: [Bflat DF DF] [F AC] [Bflat DF DF] [A CsharpE]

Repeat {1} once and start again at the intro to continue the song.

To end the song, when ending on the E GB, climb a  D F# A all the way up! Your right hand will help with this.

Right hand:

{1}: [D FA E GB F AC AC E GB] x2 for the intro.

{2}:  D F D     D F D     E F E F E C A  A D F G A   A D F G E

       D F D  D F D        E F E F E CA   A D F G A A D

Repeat {1} and {2} to continue the song. Play one octave higher the next time you play it.



Viewers may access this post on the Songs of Time page.


Sunday, January 12, 2014

1337 EATS: Skyrim Lavender Dumpling Recipe

Ingredients:

  • 2/3 Cup Orange Juice
  • 2/3 Cup Granulated Sugar
  • 2 1/3 Cup Cranberries
  • 1/4 Tablespoon Cornstarch
  • 2 Tablespoons Butter
  • 1 Tablespoon Milk
  • 1/3 Cup Confectioner's Sugar
  • 1 Tablespoon Culinary Lavender
  • Pillsbury Seamless Dough



1. Preheat your oven to 350 degrees.

2. In a medium pan on medium heat, add orange juice and sugar. Stir and bring to a boil. Reduce heat and add Cranberries. 

3. Add cornstarch (mixed with cold water) to the Cranberry mixture, and bring the stove back up to medium heat until the mixture is thick. This should take about 10 minutes. 

4. Add a half tablespoon of lavender and mix together on low heat for about 2-4 minutes. 

5. Spread out dough on a non-stick cookie sheet. Cut medium sized rectangles in the dough. Put about one small spoonful of the cranberry mixture in the center of your dumpling and pinch the sides together in the center of the dumpling to make a pyramid-like shape.

6. Melt butter in the microwave and brush onto the raw dumpling dough.

7. Place dumplings in the oven for about 15-20 minutes until golden brown.

8. *OPTIONAL: Mix 1/3 cup of confectioner's sugar with 1 tablespoon of milk until there it forms a smooth, thick consistency. 
 *I highly recommend this step. Although it goes against the "look"                  of the original dumplings, the sweetness really compliments the                    bitterness of the cranberries.

9. Drip the glaze (if you decide to make it) onto your dumplings and let cool for at least 2 minutes.

10. Enjoy! These taste greaaattttt while they're warm!!!!
                  FUS!

 This recipe is a 1337 EATS original by Megsterrz

Thursday, January 9, 2014

DIY Coasters

A little late but I wanted to bring you guys a blog exclusive using my new camera. Let's make some video game coasters! What you will need is Mod Podge glue & spray seal (available at Walmart or craft stores),  4 1/4 x 4 1/4 tiles (I got mine from Home Depot for 18 cents a tile), and adhesive cork stamps (or rubber) to ensure that your tiles don't scratch on hard surfaces.







Instructions:
1. Cut out your images!
2. Time for our first coat of Mod Podge glue on our tiles. Make sure to do one at a time.
3. Place your image onto the tile and hold edges to help them stick.
4. Coat your image with an outer layer of Mod Podge glue. Let dry for 30 minutes to an hour.
5. Spray tiles with the Mod Podge spray sealer. Let sit for 15-20 minutes.
6. Apply your cork stamps.
7. Done :)!


Want to use the images I did? Here! 
* Keep in mind, you can change the dimensions of your images and tiles if you want your coasters to be bigger/smaller.