New Blog Announcement: Waking the Dreamer

“Do you know where dreams come from, Harry?  Acetylcholine neurons fire high voltage impulses into the forebrain. The impulses become pictures, the pictures become your dream. But no one knows why we choose these particular pictures.”

Special Agent Dale Cooper is deeply invested in his dreams.  He believes that dreams are coded truths, waiting to be broken and revealed.  In the waking world, this FBI agent encounters many bizarre situations and suspicious characters.  His experience with amazing violence and fantastic tragedy led him to the small town of Twin Peaks, where he felt compelled to solve an ominous mystery that could tear the tiny community apart.


As the investigation of Laura Palmer’s murder was airing on television in 1990, a similar story was being influenced by the events on screen.  A small group of designers at Nintendo were meeting after hours to develop a pet project on the recently released Game Boy.  What started as an experiment with the capability of the handheld became the most unrestrained entry into the beloved Legend of Zelda series.


Aptly titled Link’s Awakening, this game took the eponymous hero away from the familiar land of Hyrule to an uncharted island with a dark secret.  Amidst the sleepy villages and serene coastal environment, suspicious characters and horrible nightmares lurked.  As Link set out to find his way home, a singular question would occur again and again- Who is the Dreamer?  Like the parallel inquiry into who killed Laura Palmer, the answer is the least suspected and most tragic.

Waking the Dreamer is a new blog written by Chip of GIMMGP.  The site falls somewhere between a playthrough journal and a cultural analysis of The Legend of Zelda: Link’s Awakening.  He will cover the interesting “afterschool club” development of this odd title, its connections to the cult classic Twin Peaks, and how this game’s unique mechanics would influence the structure of the Zelda series for years to come.

If you are a fan of the Legend of Zelda, Twin Peaks, or long form games writing, please be sure to check out Waking the Dreamer!

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Animal Crossing x Mario Kart 8 Mini-Review

Even though it wasn’t featured on either of our individual lists, Mario Kart 8 was easily GIMMGP’s Top Game of 2014.  This comes as no surprise to us, since Mario Kart was the reason we purchased a Wii-U.  From the moment we first raced at a friend’s apartment, we knew we had to have this fantastic game.

As Laura mentioned in our first Gateway Games post, Mario Kart is aesthetically interesting, technically manageable, and “not the least bit concerned with the proper physics of a dinosaur riding a motorcycle.”  The approachable gameplay and familiar Nintendo characters make Mario Kart 8 an ideal party activity.  The wide variety of tracks and vehicle options kept our attention for months, and a healthy amount of post-release downloadable content ensured we would come back for more.


There have been two packs of DLC released for Mario Kart 8 so far.  Each of these packs adds two grand prix cups (for a total of 8 new race tracks), three new characters, and four new vehicles.  The DLC also features plenty of crossovers and cameos from other beloved properties, like the Legend of Zelda, F-Zero, and Animal Crossing.

We eagerly downloaded the first pack when it released in 2014, and we have more recently purchased the second pack since its 2015 release.  Now that we have had plenty of time to digest the latest Mario Kart DLC, it’s time for a mini-GIMMGP review!

Favorite New Race Track: Big Blue


Chip is so pleased to see another F-Zero staple make an appearance in Mario Kart 8.  As much as we loved racing in Mute City in the first DLC pack, Big Blue is our preferred Formula Zero flavor. The track features plenty of nods to its parent series, including damage barriers, energy refill pads, and AMAZING music.  The soundtrack for Mario Kart already impressed us with its live band recording, so the dueling guitars and brass of Big Blue are especially exciting. We are also pleased to see another continuous track that is divided into sections rather than laps.

Runner up: Ribbon Road. It is delightful.

Loathed New Race Track: Cheese Land


We never played Mario Kart Super Circuit on the Game Boy Advance, so neither of us have any prior love for its tracks.  So when one of the retro-remake courses happens to come from Super Circuit instead of our beloved Mario Kart 64, we are less than enthused. Cheese Land is a lackluster track, filled with garish yellow tones, grating harsh turns, and obnoxious moving obstacles. At least it’s not another Rainbow Road.

Runner up: Neo Bowser City. It’s very pretty, we are just terrible at it.

Chip’s Favorite Racer: Animal Crossing Villager


It’s no secret that Laura and I loved Animal Crossing: New Leaf.  It was our mutual summer obsession in 2013.  I love the aesthetic of the Animal Crossing series, so I was eager to see its inclusion in Mario Kart.  The Villager fits my racing style quite well: a lightweight racer with solid turning skills.  Plus, the addition of the chic City Tripper moped makes my Villager look quite fashionable while she leaves other racers in the dust.

Laura’s Favorite Racer: Dry Bowser


I inadvertently picked Dry Bowser the first time we played this DLC. What started out as an accident turned out to be a beautiful moment of serendipity. Do you know the feeling of finding a character in a game that truly understands you? Sure, he is a particularly fast, but this goes deeper than that. We are soul mates. The way he bullies the other players on the track. The way he breathes fire when excited or angry. How ridiculous he looks riding tiny motorcycles. Truly, we were made for each other.

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Captain Falcon is a Hunter, Not a Racer.

Captain Falcon has become something of a meme hero these days, more iconic for his catchphrases and signature punch than his career of driving futuristic vehicles.  His current status as a cheesy action hero is mostly due to his inclusion in Super Smash Brothers, where his racing skills proved to have no correlation to knocking opponents off of various platforms.  But from the inception of the F-Zero series, Captain Falcon has been portrayed as more of a galaxy-renowned bounty hunter instead of a worlds-class racer.


When F-Zero was released alongside the Super Nintendo in November 1990, it came with a rather hefty instruction manual for a racing game.  This is to be expected, as F-Zero was the first racing game to use the Mode 7 technology built into the Super Nintendo, and the start of the futuristic racing subgenre.  However, there was more than just controller guides and gameplay mechanics featured in this manual.  There was also an 8-page comic that told, “The Story of Captain Falcon.”

Written and drawn by Takaya Imamura, the character designer for F-Zero and Star Fox, this comic showcased Captain Falcon’s prowess as an intergalactic bounty hunter.  Within these few pages, the Captain wins a laser pistol duel, defends his bounty from a rival hunter, and arrests a high-level crime boss.  All of these feats occur mere moments before his first race in the Knight League, the initial competition that players face in the game.


Since this initial glimpse into Captain Falcon’s life outside of the races, Nintendo has greatly expanded the universe of F-Zero through a 51-episode animated series and various bits of storytelling in game sequels and cameo appearances.  In spite of creating a rich science fiction world full of colorful characters and scenarios, there has not been an F-Zero game released since 2004.

Personally, I would love to see a F-Zero game with a combination of different gameplay styles.  Instead of just sticking to tournament races, there could be action portions where players can take control of Captain Falcon as he hunts down the scum of the universe.  The money earned through bounty hunting could be used to upgrade his signature racer, the Blue Falcon, as Captain Falcon tries to balance his careers as a renegade champion for justice and a Formula Zero racer.

As I continue to dream about a hybrid action/racing F-Zero game, be sure to check out the Video Game Art Archive, where “The Story of Captain Falcon” has been lovingly scanned and archived for your reading pleasure.  There is plenty of other amazing official video game artwork featured on this site, most recently including rare EarthBound and Kirby’s Dream Land 2 scans.  Please follow the Video Game Art Archive for plenty of gaming goodness, and if you’ve got a few bucks to spare, please support the VGAA through Patreon.  Great archival work deserves some support.

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U-Pick VG IV: Mission Success


The latest U-Pick Video Game Marathon for Charity is officially over!  For 48 consecutive hours, the U-Pick Crew played a pile of video games for a good cause.  We battled brutal skeletons in Dark Souls, struggled with mech controls in Steel Battalion, and slapped each other silly in GoldenEye 007.

After the dust settled (and the consoles were turned off), U-Pick Marathon IV raised over $5000 for charity:water. Thanks to these generous donations, 168 people in Uganda will have access to renewable clean water sources.

In Africa alone, people spend 40 billion hours every year walking for water. Women and children usually bear the burden of water collection, walking miles to the nearest source, which is unprotected and likely contaminated.  It is amazing that the efforts of U-Pick and its supporters (along with charity: water) can make such a positive impact on the world through the joy of video games.

If you missed the marathon, fear not!  There is still time to donate to this worthwhile cause!  The current charity:water campaign is still accepting donations until June 30th, 2015.  Also, the entire 50+ hour video of U-Pick IV will be available to watch on Twitch for the next week.  Check it out here!

Many woots to Grant, Stephonee, and the rest of the U-Pick Crew!  Huge thanks to everyone who watched and donated! Please stay tuned to the U-Pick website, Twitter, and Facebook page for future livestreams and charity marathons.  And remember, GAME FOR GOOD!

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Mark Your Calendars: U-Pick IV Charity Marathon Begins in Two Days


The time is nearly upon us- the fourth U-Pick Video Game Marathon for Charity starts this Friday at 8pm EST!

During the 48-hour-long continuous livestream, we’ll play the video games you pick to raise money for charity:water, to bring clean water access to people who need it in the developing world. The donation page is here:

Starting the evening of June 12th and ending the evening of June 14th, we’ll play the games you choose when making a donation to our charity fundraiser. We’ll switch games each hour (on the hour), as determined by a spin on the Wheel of Destiny – a magical rotating device with all of the top games that have received donations.


Similar rules apply from previous years- donate, pick a game from this list: and leave the name of the game in your comment.  In the meantime, you can read some delightful reviews from the U-Pick Crew on the games from this year’s list, like Deadly Premonition, Steel Battalion, and Hyrule Beyblade Go Go Fight Yes!

We have increased our charity goal to $5000 this year, and we’ve already had over $1000 donated so far.  At this point, at least 34 people will get access to a renewable clean water source in Uganda. Please help us in achieving another successful marathon!

Remember, 100% of everything we raise will directly fund water projects in Uganda. And when those projects are finished, charity: water will send you proof in pictures and GPS coordinates, so you can see the actual people and communities you impacted.

So spread the word about U-Pick IV, donate, tune in, and as always, GAME FOR GOOD.


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The Majestic Music of Daytona USA

Most of my time spent with racing games has been in the form of dedicated arcade cabinets shaped like the virtual cars I am driving.  The feel of a steering wheel in my hands and a pair of pedals at my feet engages me in a totally different way than simply playing with a controller on my couch. However, there is a drawback to this sort of experience: obnoxious arcade noise.

Depending on the build of the cabinet and the strength of the speakers, a racing game soundtrack is easily drowned out by the ambient sounds of chattering children playing on other machines.  On the rare occasion that the music is cranked up to 11, the featured tunes are often licensed tracks from current pop music. This is a shame, because so many of these arcade racing titles feature original and immersive music that gets the adrenaline pumping.


Recently, I became the proud owner of a Sega Saturn along with a handful of games.  Among the stack of titles included with this console was a port of my favorite arcade racer, Daytona USA.  A common cabinet across the United States, this game seemed to show up in every arcade, pizza parlor, and bowling alley around my home town.  In spite of dropping piles of quarters into this machine, I never heard the game soundtrack while playing until I hooked up the Sega Saturn.  As I started Daytona USA, I was delighted to hear this fantastic song:

This majestic ballad was used as the attract mode for the arcade cabinet, but I had never been called by its siren song before. Composer Takenobu Mitsuyoshi provided the vocals for the entire arcade soundtrack via synthesizer, and he went the extra mile for the Saturn port by re-recording each song with real instruments and re-singing all of the lyrics.  Mitsuyoshi was also a member of the Sega Sound Team Band, which gave him the opportunity to perform game music in front of live audiences, including the beloved Daytona USA soundtrack.


Every song in Daytona USA is so earnest and filled with upbeat sounds that match the colorful racing so well.  From the first bellow of, “ROLLING STARRRRT,” I was ready to put the pedal to the metal in this virtual world.  The game was eventually ported to the Xbox Live Arcade and PlayStation Network, where the popularity of its soundtrack led to the inclusion of a Karaoke Mode.  In this mode, players can sing along with Mitsuyoshi’s vocals as lyrics bounce along beneath the racing action.

As the arcade halls of my youth are fading away in American culture, I am a bit sad to see dedicated racing cabinets go the way of the dinosaur and floppy disks.  I will miss crawling into a bucket seat, taking hold of a steering wheel, and driving through a virtual raceway.  But I suppose being able to sing along with The King of Speed in the comfort of my own home is a suitable trade-off.

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Gateway Games: Racing

For 2015, we are debuting a new column here at Games I Made My Girlfriend Play: Gateway Games. Written by Laura, these posts will highlight different genres of video games and recommend specific franchises or titles to get folks playing.  To kick off this new series of articles, we are taking the next few weeks to discuss one of Laura’s preferred gaming genres- racing games!

Racing is a pretty broad genre of video games. The title of “racing game” can be applied to pretty much any type of game where the player engages in some sort of competition from point A to point B (using anything from snowboards to jet skis to dragons). In this case, we’re going to talk specifically about racing games with cars.


I particularly love car racing games because their challenges can easily be completed in under 20 minutes. This makes racing a great introduction for new players, as well as a fun pastime for casual gamers or enthusiasts with limited time.

Generally speaking, most car racing games fall in a spectrum between arcade style and various degrees of racing simulations.

Arcade style games are more approachable to the casual gamer, particularly if they have no interest in cars or racing. The focus is less on a realistic experience and more on a fun and exciting one. The physics can be …inventive, the tracks…creative, and proper racing technique more or less irrelevant.

Semi-simulation games fall in the middle of the arcade-simulation spectrum. They push realism and physics, but still remain approachable to the average player. There is more emphasis on proper technique, but there are also aids in place (automatic transmission, anti-lock brakes, not blowing up when your car careens into a wall at 200 mph) that allow the player to focus on the race instead of micromanaging rpms.

True racing simulators focus heavily on vehicular behavior physics and proper technique. Games like the NASCAR or Formula One series, or iRacing are technical and more difficult to master. I don’t particularly enjoy this sort of game, so I wouldn’t advocate them to beginners or people are not into real life racing.

Also, for this purpose of this guide, I’m going to focus on game franchises rather than individual games. Most of the games listed below are available across multiple platforms in one form or another. The pros, the cons, and the spirit of each game remains constant across the series.

Here are five series that can pave the way to the world of racing games.


While Mario Kart is not technically a “car” racer (it’s a “kart” racer, if you want to get specific) let’s crawl before we walk, shall we? This is by far the most approachable racing game I’ve played. Mario Kart was designed for all ages so it’s aesthetically interesting, technically manageable, and not the least bit concerned with the proper physics of a dinosaur riding a motorcycle.


There are power-ups that imbue a player with temporary abilities that make it easier for less experienced players to place higher than they might based on technique alone. They also ensure that experience is not a guarantee of success (the blue shell humbles all). There are a number of challenges and little games that take the focus off of winning races and allow you to work as a team. Mario Kart is also great for parties. If you can get a group over for a party, you can apply the persuasive leverage of peer pressure to turn it into a full blown Mario Kart-y.

Also consider Burnout
The Burnout series is way less concerned with a player actually winning races and more about causing as much damage as possible by the laws of whatever physics engine the game employs. If your loved one needs a way to vent their suppressed road rage, this might be the ticket. If Mario Kart is go-karts, Burnout is bumper cars on fire.


Need for Speed an open-world racer which allows for a freedom of movement you don’t get in many other games. The missions are fun and face-paced and the cars are highly customizable, which adds an extra layer of fun. If you want to get your loved one invested in your Need for Speed game, let them design a car for you. Even if they don’t want to play, they may be more willing to watch you play with the gorgeous machine they made with their own two thumbsticks.


Also consider Forza
Forza and Need for Speed are compared heavily to one another. They are both open world racing games with amazing graphics, but each satisfies different markets. Need for Speed is for the arcade crowd, Forza is more a simulator.  


Gran Turismo might not classify as a “true” racing simulator (I don’t know enough about cars or racing to tell you why), but it is a solid choice for casual gamers and enthusiasts.


Gran Turismo allows you to experience high speed racing without the guilt of potentially denting a $1.2 million automobile or careening off the side of a mountain in a ball of fire. A great deal of attention is paid to the appearance and performance of each vehicle, as well as the general feeling of each car. It is a very big game, placing high importance on proper racing technique with the largest collection of cars in a racing game to date.

These things may be intimidating beginners, but I can still recommend Gran Turismo to people with little experience. The game does a very good job of preparing the player for difficult races with its license-testing system, which barricades the player from progressing to higher levels without proving they have mastered the necessary techniques. That might sound menacing, but the learning curve is actually very gentle.

Additional Tips

  • Let loved ones watch you play. I started playing racing games after watching an old boyfriend play them. Sometimes, people will be willing to investigate something you like simply because they want to connect with you.
  • It’s easier to approach something new when you are with other novices. Invite a small group over for a Mario Kart party. People tend warm up to new experiences (and each other) quickly when they are all equally terrible at something.
  • Be nice and be patient. One disadvantage of co-op racing games is that you are usually in direct competition with one another, rather than working toward the same goal. I cannot stress enough the importance of being a good sport. Being terrible at something is only fun for so long, and that length of time has a direct negative correlation with how crappy a winner you are. Don’t gloat. Be encouraging. Cheer them on. We all like to have someone in our corner.

These are just friendly guidelines. Your loved one may love Mario Kart, but he might be completely disinterested in the other games on our list. She may have a particular affinity for the technical precision of racing simulators. She might love Need for Speed, but steer away from Mario Kart. This entire genre might not be to their taste.


These games are just good starting points for you to test the waters. The key is to be receptive. Ask what they like about a game and what they don’t like. Are arcade style games too fast-paced? Are racing simulators too technical? Do they like customizing cars? The side challenges? You can use these responses to tailor your recommendations for them and find a common ground to enjoy together in the fast lane.

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Achievement Unlocked: Published Gaming Magazine

Component is the realization of a dream: to make a gaming publication that celebrates the joy of a beloved pastime.  The goal of this magazine is to bridge the gap between players. To share personal experiences and individual viewpoints with the rest of the gaming world. To encourage others to forge their own connections, and share the joy that our collective hobby can provide.


Each issue will have a central theme, and features a collection of essays and artwork on the subject of video games. Component is available as a print-on-demand magazine through Blurb and as an instant PDF, sold directly through the Component website. The editor and contributors of Component thoroughly believe in gaming for good causes, so 100% of the profits from Component will be donated to the U-Pick Video Game Marathon for Charity.

The first issue is filled with stories about our most cherished games. Some are first encounters where a lasting bond was established. Others are tales of transition, where these beloved games have stood by our side as a supportive medium. All of them reflect the wonder that can be found in moments of play and through them we share the happiness of a cherished hobby.


Games highlighted in the articles and artwork of Issue One include Mega Man 2, Super Mario 64, Castlevania: Symphony of the Night, Metal Gear Solid, Spyro the Dragon, Sid Meier’s Alpha Centauri, Pokémon: Yellow Version, Halo: Combat Evolved, and Okami.

Component will be released semi-annually, and the second issue has a tentative release of December 2015.  Please be sure to follow Chip, the editor of Component, on Twitter (@gimmgp) for news about the magazine and related video game musings.  You can also check our Blog page for updates and other works from our brilliant and creative contributors.

Thank you for reading and please be sure to check out Issue One: Our Games for all sorts of gaming goodness.

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Visiting Mario’s World in Weekly U-Pick Broadcasts

Keeping with our New Year’s resolution, the U-Pick Crew has been streaming fresh batches of games every week. These casual broadcasts are rehearsals for the bigger charity event on June 12th-14th.  Every Sunday at 4pm EDT (8pm UTC), we play hours of interesting and enjoyable games for our beloved viewers.

This week, U-Pick will be playing some of the big hitters from the hallowed halls of gaming.  We will explore the remote reaches of the galaxy with Samus in Super Metroid, join forces with Disney and Square-Enix to battle the Heartless in Kingdom Hearts, and take a nice vacation to Dinosaur Land in Super Mario World.


To prepare for our journey with the Mario Brothers, the U-Pick Crew has been enjoying videos like the one covered in this article from February 2014.  Please be sure to check our Watch Now page today at 4pm EDT for some gaming goodness!

My earliest experiences with the Mario Brothers were not spent playing, but reading the instruction manual while my younger brother rushed through the very first game on our Nintendo Entertainment System.  As I scoured over the game controls and characters, my brother would enjoy this relatively new experience with the ease of a much older player.  All of Mario’s moves seemed natural to him, as if he had traveled these fantastic worlds for years.  The reality of the situation is that my brother has better eye-to-hand coordination than I do, but the level design of Super Mario Brothers had something to do with his genius as well.

Think back to that very first level, World 1-1.  There was no tutorial, no overt guidance for the player; only a stubby little plumber standing on the far left side of a screen.  Any attempt to travel further left would result in the player hitting a wall, so to the right we must go.  Oh no, there’s an angry mushroom heading your way.  Quick, try one of those red buttons on the controller.  Okay, ‘B’ doesn’t do anything… what about ‘A?’  Ooh, you made Mario jump!  Try to stomp that mean looking guy.  Hey, you squished him, good job.  No time to celebrate though; there is a timer counting down up there.  Let’s get going.

The design of these early Mario games provided levels that taught players the rules without beating them over the head with exposition and hand-holding.  Almost all of the necessary skills could be communicated through visuals and the experience of play.  To sweeten the deal, these games had a reliably steady difficulty curve.  Each concurrent stage added new challenges, but they hardly ever put the player in a situation without the resources to learn and grow.  This trend of difficult but fair level design has continued in the Mario Brothers series to this day.

Over the years, I have enjoyed many titles in the Mario series.  I would consider myself a rather advanced player; not a genius like my brother, but someone who has played enough of these games to acquire skills beyond the average level.  I have put in the hours, completed dozens of stages, and stomped many a koopa troopa.  In other words, I am pretty damn good at Mario.  However, I recently witnessed a charity event that humbled me to my very nerdy core.

Awesome Games Done Quick 2014 started on January 5th and featured some of the most amazing speed-runners playing games and accepting donations for the Prevent Cancer Foundation.  Over the course of seven days, 115+ games were played continuously for charity, including a hearty block of titles from the Super Mario series.  I just happened to tune in right at the start of a race between two players in the SNES classic, Super Mario World.  What I saw in that livestream blew me away:

Just look at these guys- they never seem to stop running!  They are using tricks within the game design that I have never seen before.  It seems like every level is not merely a slog from left-to-right, but a challenge to discover new and inventive ways to speed through the game.  While they do exploit some glitches over the course of play, the meat of their performance comes from intentional secrets and layouts within the level design.  This is particularly noticeable in the stages made up of platforms or mushrooms suspended above bottomless pits.  It looks like the placement of enemies was designed to be vaulted upon for a quick trip through difficult levels.  It’s as if the designers wanted to reward dedicated players with the means to bypass the usual routes and discover entirely new ways for Mario to travel.  This intention from the designers is made even more clear through the Super Play videos included in the more recent Mario titles.

That is the lesson I have come to realize in between the moments of actually playing games with the Mario Brothers.  There is an amazing balance in the design of these levels so any player can pick up the controller and have a worthwhile experience.  The novice players can discover a new hobby that eases them into the game with intuitive controls and a steady difficulty curve.  World 1 will prepare them for World 2, which will prepare them for World 3 and so on.  Behind the scenes, these levels have expert routes carved into the background; perfect paths with a hidden time limit that provides a challenge to the expert who is looking for something new in a beloved game.  For every level that made good use of my instruction manual studies, there is a stage that provided a seamless flow of play for my brother.  It seems that across the long list of games in the Mario Universe, there is a level for every player.

For the record, the level for me is World 1-7 from Yoshi’s Island: Touch Fuzzy, Get Dizzy.  But that’s just because I am a sucker for trippin’ dinosaurs.

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Charity Marathon Incoming! UPickVG IV – June 12th-14th 2015


The time has come, my friends.  Our beloved streaming crew has returned.  The latest U-Pick Video Game Marathon for Charity will be broadcast live on the interwebs June 12th-14th, 2015!

During the 48-hour-long continuous livestream, we’ll play the video games you pick to raise money for charity:water, to bring clean water access to people who need it in the developing world.

Starting the evening of June 12th and going for the following 48 straight hours, we’ll play the games you choose when making a donation to our charity fundraiser. We’ll switch games each hour (on the hour), as determined by a spin on the Wheel of Destiny – a magical rotating device with all of the top games that have received donations.


Got ideas for what games should be on the list? GOOD. You can request games for UPickVG IV right now on our Request Games page. The sky’s the limit: name any game you can think of that you would pay money (to charity) to see played!

We’ll be taking suggestions for UPickVG IV on the Request Games page up until May 1st. At that point, the “Voting Period” begins, and we’ll throw everything that’s been suggested into a big ol’ internet poll – and you’ll be able to vote for your favorites! Don’t worry, you’ll be able to vote for more than one game, and we’ll let you vote more than once, too.

Once the votes are in, we’ll put together the ultimate list of video games available for UPickVG IV – and we’ll open the donation floodgates so that you can get the games of your choice up on that Wheel of Destiny.

But what should you be doing between now and then?

We’ve got some ideas!

  1. Get those video game title requests in! Request Games here.
  2. Add the marathon to your calendar so you don’t forget to tune in!
  3. Tell everyone you know about UPickVG and how awesome it’s going to be. Use the graphic up top, and share this post with the sharing buttons down below.
  4. Follow us on Facebook, Twitter, Tumblr, and LinkedIn. We regularly post cool video game stuff and updates about UPickVG IV.
  5. Visit our Watch Now page every Sunday at 4pm EDT (8pm UTC) – we do live rehearsal broadcasts every week! Tune in, heckle us in the chat, and get hyped for the big marathon on June 12th!

Get Hyped!!

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