Teensies

The Teensies are a race in the world of Rayman, resembling small blue fairy-like creatures with enlongated faces and beady black eyes. Take note that you can only see their mouths if you take a good look under the side of their heads. They exist in many forms and most of them have magical powers. Their purpose is to unveil all the roads in the world. The Teensies first appear in Rayman 2: The Great Escape, and later return in Rayman 3: Hoodlum Havoc .

In Rayman 2, the first 3D Rayman game, the Teensies are introduced as a peaceloving race, who do nothing else then fight over who was once their king, since they all seem to have forgotten who it was. It is therefore not exactly sure they ever had a king in the first place. As they are unable to decide on a king, the members of the council of Teensies who communicate with Rayman all take turns wearing the king's crown. In Rayman 2, most Teensies are captured by the Robo-pirates, and put into cages. The goal in almost every level is to free a Teensie; or at least, to complete a level the Teensie must be freed. By freeing them all, Rayman gets some nice bonuses, due to the magic powers of the Teensies. Despite their silly looks and behaviour, Teensies are really wise and give Rayman advice on his journey.

The Teensies return in Rayman 3, this time in many more different outfits and with more elaborate cultures throughout the game. In Clearleaf Forest, they are seen in bright red hats and coats, wielding hooked staffs and dancing to bagpipe music. In the Land of the Livid Dead they are pale with ghost-like bodies (they appear as flying bedsheets with Teensie heads and hands). In the frozen mountains they wear thick furry clothes and constantly chatter their teeth as they talk. The Hoodlums have captured the Teensies and caged them up again, so Rayman sets out on a journey once again to save all Teensies as well as stop the Hoodlums. Technically, if you view the description in the camera-snapshot mode, it'll say that the Teensies themselves locked themselves up in cages so the Hoodlums wouldn't go through all the trouble of doing so. When they are freed from their cages they'll often say something along the lines of 'I have to go...' and state a certain chore, such as finishing their yogurt, ironing their clothes or alphabatizing their sausages. They'll also give a small reward for releasing them as well as a bonus addition to Rayman's health bar. The Teensies seem to have stopped fighting over the crown, even though it's not clear who's the king now. Probably they gave up the fighting and noticed they didn't need a king, though the ones that protect the magical Heart of the World all wear crowns and green robes like in the previous game. Teensies are still silly-looking in Rayman 3, but appear a little more intelligent and mature. They often advise Rayman on his journey.

Albeit one teaser trailer they are seen running from rabbids, they do not appear in this game. However in the handheld versions (Game Boy Advance, Nintendo DS, Mobile Phone) they appear just like in any other game.

Like most creatures featured in Rayman, there is little known about the history of the Teensies. Nobody can ever tell who was originally the king of the Teensies, and what the Teensies were like in the past in the first place, since even the Teensies themselves don't remember anymore. The only thing known is that Polokus created them to govern all the roads, shortcuts and secret passages. They also appear to have no gender and are all exactly the same height, giving light to the possibility that the Teensies are immortal.

The Allerian Empire

The Allerian Empire (also Aelyrian Empire) is a play-by-post collaborative fiction website where players interacted by role-playing over an internet bulletin board. The game has been running in various incarnations since 1989 until the present day. The Allerian Empire, or Alleria as it is commonly referred to, takes place on the fictitious planet of Telath on the continent of Medonia. All facets of the game environment including culture, economy, and politics are entirely player created. Players assume a character in the World of Telath, customizing its race, age, and background and tell its life tale through a series of narrative interactions with others.

Each beginning character is given a limitation on possessions; carrying only 500 golden crowns (the coin of the Realm), an Imperial Visa (identification papers), one set of clothing, a simple dagger, and the deed to a one-room house in the city of choice. Citizens of Alleria are taught reading, writing, and mathematics in Schola, though further education is required to be played in-game, and Players can certainly choose not to take advantage of the opening benefits.

Telath is a planet that circles a rare trinary star system. It has thirty recognised moons, though only the largest is named: Chaendar. The largest sun is Majora, and the smaller two are Apas and Nepas. The face of the planet is covered approximately fifty percent with water, which teems with oceanic life including several sentient species of Mer and Sea-elf.

There are many continents, each of which play home to a race of beings, but the game focuses on the eastern half of the continent of Medonia. The Western half hosts the Archaxetan Empire.

The Empire of Alleria is divided into nine Provinces: Arium, Arakmat, Carmelyn, Centripax, Enamoria, Eunesia, Lauryl, Prime, and Sherian. The Capitol city of the Empire is Alleria Prime, in Prime Province. Each Province is governed by a Governor, appointed by the Emperor or Empress and held for life. The Governor is responsible for appointing the Provincial positions of government.

The Allerian Empire appeared on the internet as alleria.org in 1996 after a six-year stint on the Prodigy Online Personal Service, and was soon a featured website on Netscape.com. With the feature, Alleria attracted hundreds of players and its no-rules story telling had to be replaced by a moderation system. The Game Master Council was created and moderators called "Game Masters" were assigned to geographic areas within the game play field.

After a couple of awards and features on popular tech networks and publications, the format which housed the Allerian playing experience needed to be revamped due to its new player load. Infinitely threaded topics made for a long and confusing experience. In 1999, Alleria moved to a dot-com address and began using the Ultimate Bulletin Board for its gameplay. With the new look and streamlined gameplay, The Allerian Empire's player base quickly grew into the thousands, and was featured on more prominent publications including Electronic Gaming Monthly.

Late in Generation Two, The Alleria Company and its founder took a back seat to creative development and allowed the game and its volunteer staff to move the game forward autonomously. The Game Master Council began to elect its own members and leaders from the gaming population which some say created an air of favoratism to the exclusion of those not friends with already established Game Masters. Criticism began to surface by the summer of 2001 that the game's ultimate goal was to become a Game Master and that characters played by members who could attain this status were given unbalanced preferential treatment.

he Allerian Empire survived a schism in the Game Master Council between the entrenched, ideolisitic, more experienced staff and the newer, more liberal electees as well as growing criticism by players, but a spectacular website crash crippled the alleria.com site in late 2001 and advertising revenues were not enough to keep the free-to-players website operating. The creator of the game pulled the plug on the site, much to the dismay of thousands of players that participated regularly in the game. A small group of players even took it upon themselves to recreate as much of the game as they could on the ezBoard system and started an aggressive e-mail campaign to attract the original gamers. The product of their efforts was dubbed nu-Alleria.

In 2002, The Alleria Company reorganized and became Play by Post, Inc. The goal of the new company was to not only bring The Allerian Empire back to life but to expand the game's focus from a single country to the entire world of Telath, allowing players to create more of the world than they had been confined to in previous incarnations of the game. The result was a web address change to telath.com and the launch of Telath: The Quest for Eternity, or what players simply referred to as Alleria II. Play by Post, Inc. also intended to bring its company out of the fantasy role-playing genre by launching Star Prophecy, a new science fiction based game with roughly the same mechanics. Unfortunately, none of this was ever actually achieved.

Both Telath and Star Prophecy failed. Later that year, Mr. Gonzalez took the Telath project and overhauled it creating Alleria: The Quest for Eternity and went back to the original game format with one major difference - players could now start to develop the new nations promised in Telath in the hope of having the environments opened eventually for in-character gameplay. The engine and website layout were both re-done, and Alleria returned to the alleria.com address. The company also introduced a subscription system for premium content to make up for the advertising revenues that had failed to meet maintenance budgets which made certain community members criticize the lack of promised privileges. Two years later, the size and scope of the game necessitated a revamp of their moderation and volunteer structures, and in 2005 the website underwent another upgrade, including an integrated Wiki, RSS feeds, and user-customizable content. A system crash in November, 2005, prompted Play by Post, Inc., to strike up a partnership with a design botique and the website was taken off the internet into the new year. Players logging on to the alleria.com site were greeted with a message stating "Alleria is Propagating" with little other explanation.

Alleria returned as of February 2006, lacking in many of its features and website, but still playable. As in Generation Three, core players, moderators, and Game Directors have driven ahead with re-building their community, this time with the upfront encouragement and support of Mr. Gonzalez. On April 11th, 2006, the Directorate launched the new Aliares Engine, a variation of vBDrupal. Based on Drupal and vBulletin, this new Engine is able to provide many of the features that were previously available to Players and Contributors.

On January 9, 2006, after roughly fifty days of disappointed players and no revival of the game, Play by Post, Inc., announced their intention to reopen the site, dissolving their partnership with the design boutique citing a "clear material breach of [the boutique's] obligations to ensure that Alleria continues to operate." On January 12 of that same year, Aerysia was announced as the newest installment of The Allerian Empire franchise which had been in preliminary development since late 2003. Expected to be released later in the season, Aerysia is the successor product to the The Allerian Empire with a core based extensively off its parent game.

Created in 1996, Play by Post, Inc., is the legal entity that was created to protect the copyright interests of the web sites it owns. Originally called The Alleria Company after its flagship game, the company reorganized and changed its name following the crash that destroyed its site in 2001.

Play by Post, Inc. credits itself for pioneering the play-by-post role-playing format and being the industry leader in such games.

Vyrium

The Vyrium are a spacefaring race of sentient lizards from the real-time strategy video game Conquest: Frontier Wars.

Originally, "Conquest: Frontier Wars" was to be a game with 4 playable races, but this was later reduced to three: the Terran Federation, the Celareon, and the Mantis. The fourth race, the lizard-like Vyrium, were at first going to be included, but then cut. The result was that they became a "ghost-race"; rudimentary elements of their programming code existed in the game, so if someone was modding the game with custom setting they would appear as a possible, half finished ship.

Although cut from Conquest 1, it had been announced that "Conquest 2: The Vyrium Uprising" is in development as a sequel, and its plot will feature on the titular Vyrium.

Details are sketchy at the moment, but it appears that the Vyrium were once slaves of the Celareon (who are normally thought of as a benevolent race), and they no longer control their homeworld. As the game begins, 40 years after the Frontier Wars against the Mantis, the Vyrium have started a revolt. This effort is bolstered by the Vyrium discovery of a treasure-trove of technological marvels left over from a "precursor" race (Progenitor of a sort), which has vastly improved their military capability.

Details about their unit and tech tree are also severely limited, but it is known that they possess the awesome Vyrium Leviathan, a massive vessel that augments its firepower through use of tractor-beams, which pull an enemy ship into close range for more concentrated attack.

Nukm Radio

Nukm Radio is an online radio station that was made by Guild Wars players for Guild Wars players. Nukm Radio currently does 50k gold give aways every Friday. They have been active and around for 4 months. Nukm Radio is a growing community of gamers and music lovers alike. Often listeners are referred to use 3 different websites to answer questions on air. Those websites are: Wikipedia.com, Guildwars.com & Nukmradio.com. This radio station also has a team speak on which they communicate with people from all over the world. One of the DJ's of this station is from Australia. While others are From the United States. They have people who tune in From Canada all the way to Japan. This is a very fast pace and constant growing community. The environment is friendly and all the people are friendly.


Nukm Radio has quiet a few DJs'. Their DJs' are: DJ Nocturne, DJ Ama, DJ Paralyzer, DJ Gemini, DJ Vegas, DJ Gunner, DJ Tesla, DJ Warhead, DJ Danger, DJ Evil, DJ Madison, and DJ Wilko. Currently, most of their Djs' are from the United States. How ever, DJ Wilko is from Australia. Though these are not the only people who make Nukm Radio a safe and fun environment for all ages. Other people your should know: DJ Evil is the CEO & Owner of Nukm Radio. Wolfie is the Co-founder & Co-owner of Nukm Radio. Bad Lag Mum & Tommy Twofingers are the Head Admins of the Nukm Radio Team Speak. There are many people involved with nukm radio, but that is because they are a constant growing community. They were made by Gamers for gamers, and they are your only source for in game Guild Wars music as well as constant give aways. Dont forget though, that any listener can whisper the current Dj in game and request a song. Nukm Radio actually play the music that the people want to hear and that they request.

Megacorp Weapons Company

Megacorp Weapons Company is a fictional weapon company in the videogame Ratchet and Clank Going Commando.It has 35 types of weapons.The more successfull Gadgetron Company appears in most Ratchet and Clank games while Megacorp only appears in Ratchet and Clank Going Commando.The protopets were made by Megacorp to be pets but until they turned evil and Ratchet had to fight the Mother Protopet at the end of the game as the boss.Abercrombie Fizzwidget is the C.E.O of Megacorp and appears in many parts of the game.

http://faqs.ign.com/articles/446/446568p1.html is a list on all the Megacorp weapons.

Blue Shift 2

Blue Shift 2 is a third-party sequel the Valve's Half-Life: Blue Shift, the story closely follows that of Half Life 2 and its world. Barney is undercover with the Civil Protection. It is set during the events of Half Life 2, you play as Barney Calhoun, a former mid-ranking security guard in the Black Mesa Research Facility, during the week Gordon and Alyx are teleporting back from Nova Prospekt. While seeming instantaneous to them, the trip took a week. After learning of the destruction of Nova Prospekt, the citizens of City 17 (and perhaps other cities as well) have begun to resist and are violently overthrowing the Combine. Barney has a major role in this. Thus begins the story of the mod.

Features:

* Enhanced AI - Your enemies will now be tougher using smarter tactics and working together to outsmart you.
* Enhanced weapon graphics.
* Stealth Gameplay - Enhanced AI now requires you to be more sneaky in your attempt of aiding the rebels.
* New Weapons - Barney will have full access to the Combine arsenal. New weapons include: Stun Stick, Combine Sniper Rifle, and Man Hacks.
* New Characters - Barney will have to interact with new characters not previously seen in Half Life 2.
* New Locations - Explore new areas of City 17 and Nova Prospekt not previously seen in Half Life 2.

Altair (Assasin's Creed)

Altair Ibn La-Ahad, commonly Altaïr (الطائر in Arabic), is the main character and protagonist of the fictional Assassin's Creed universe, created by Ubisoft Montreal, and is a player character in the third-person stealth video games Assassin's Creed and Assassin's Creed: Altaïr's Chronicles. Outside of video games, there were plans for Pocket Books to novelize Assassin’s Creed into a book trilogy, written by Steven Barnes and featuring Altaïr. There has also been speculation of a movie based on the game. Philip Shahbaz is responsible for Altaïr's voice in the game. The character's figure is modeled after David Fumero.

Character design

The name Altaïr is an Arabic word, which means "the flyer." In recent interviews, the game's producer, Jade Raymond has stated that while in mid-air, Altaïr's shadow is intended to resemble that of an eagle.[3] This effect is as a result of the design of his attire, which includes a point at the front of the hood (to resemble a beak) and cuts through the back of the outfit (to resemble tail feathers). The second part of his name, Ibn La-Ahad means 'son of no-one', reflecting his mysterious origins.

Attributes

Weapons

Altaïr is intended to be a master assassin, capable of extraordinary acrobatic feats, and a member of the Hashashein sect. In the game, Altaïr travels between the game's four cities (Jerusalem, Masyaf, Damascus, and Acre) and kills his victims with a variety of weapons. Altaïr's most used weapon is a concealed dagger similar to that of a Katar used for close-range assassinations. It is mounted on the inside of his left hand gauntlet, and when deployed, extends between his middle and little fingers through the space left by his amputated ring finger. This amputation was part of the initiation for becoming an assassin of the Hashshashin sect.

Altaïr also uses a combination of throwing knives, a sword, a small dagger, and his fists. The throwing knives are very useful when taking down archers as you approach an assassination target. The sword is slower than the dagger but when attacking is much more powerful. The dagger is fast and light and can be used in tandem with the knives.

Personality

Developers have stated in interviews that Altaïr is not religious but rather "spiritual" and is the son of a Christian mother and Muslim father.

Outward appearance

Altaïr is said within Assassin's Creed to 25 years of age. It is also stated that he is approximately six feet tall and weights 170 pounds. Altaïr is also missing his left ring finger, explained in Assassin's Creed to have come as a result of an initiation ceremony towards his entrance into professional assassinations.