Global Game Jam 2018 @ KSU

Posted by Informasi Pekerjaan Saturday, March 28, 2020 0 comments

The Global Game Jam 2018 @ KSU will be held from Friday, January 26th through Sunday, January 28th. 

This is a great opportunity to come and make a game over a weekend. Anyone can join in regardless of skill or experience. Come and have fun, learn, and meet some new people.

Come to the J/Atrium building (Marietta campus). Driving directions and a campus map is available at http://www.kennesaw.edu/maps/docs/marietta_printable_campus_map.pdf and http://www.kennesaw.edu/directionsparking.php 


You will also need to register 
https://epay.kennesaw.edu/C20923_ustores/web/classic/product_detail.jsp?PRODUCTID=2015

The registration desk will be on Level 2 of J-Block at 2:00 pm. 

The opening ceremonies will take place in Q-202 and will start at 4:30 pm. The jam will take place in J-Block and will start at 6:00 pm on Friday January 26, 2019.

This is an 18 Plus event. If you are not 18 or older, you will not be able to participate. 


I


Must. Have. Wifi! (02/25/19)

Posted by Informasi Pekerjaan 0 comments
What's going on everyone!?


Today as many others before have been filled with packing our belongings and moving to our new place. It's not glamorous mind you, and it's about 3 sizes too small but it will actually be OURS. Which is something I thought we would never be able to say.


So with that being said, we're spending our first night here tonight and don't have phone and internet yet or even cell service way out here. Therefore this post and I'm sure a few others are going to be messed up as far as the date goes so I will have the date in the title to solve this for the time being. :)


Today for the #2019gameaday challenge I was going to play a game of Ticket to Ride but just couldn't keep my eyes open long enough to. 


So I opted for another game of Zombie in my pocket! As with most games it seemed to be going well but in the end I failed...

 But the worst part is it was within the last TURN! When I should have succeeded it robbed me (rightfully, I admit) of my win!

As always, thank you for reading and don't forget to stop and smell the meeples!  :)

-Tim


CX 2692, Moon Patrol!

Posted by Informasi Pekerjaan 0 comments
This episode is all about the Irem arcade game Moon Patrol, ported by Atari via GCC. Thanks for your patience regarding the release of this episode. I had a bit of an emotional setback in January and I'm trying to fight my way out of it. M.A.D. by US Games will be the next game I'm covering, so if you have any feedback for the game please send it to me at 2600gamebygame@gmail.com by end of day 23 February. Thank you for listening!

Moon Patrol on Random Terrain
Moon Patrol on KLOV
Moon Patrol on Atari Protos
The Zorfon Mystery by Rob Wanenchak
Mark Ackerman's web site
Atari Age Moon Patrol title screen glitch
Get Matt's Repro Freeway patch on eBay

Unspoken Tags

Posted by Informasi Pekerjaan Monday, March 23, 2020 0 comments

I was putting together a short adventure for a Roll20 game using the ever-changing Crimson Dragon Slayer D20 rule-set (final version will be uploaded sometime in the next couple days), and it hit me that I often have these unconscious, unspoken tags in my mind as I write and then proceed to run a scenario.

Knowing the effect you want to achieve is key to crafting adventures like a fucking boss!  One-shots especially are not unlike short stories.  As Edgar Allen Poe said about that particular art form, it should create a singular effect and every element of that short story needs to carry its own weight, driving it home.

As I was writing this latest one, I had the following emblazoned in the back of my mind: desperate, exploring the unknown, weird location-based scenario, and Lovecraftian.

Depending on my mood, I might have a different set of tags, such as: cat and mouse, whimsical, gonzo, introspective.

I don't know how many GMs do this and are also acutely aware of it, but just thought I'd mention it.  Is this part of your process?  If so, does it help?  Is this something you'd try using?  Have you ever run an adventure that someone else wrote, using a completely different set of tags?  What was that like?

VS

p.s. This new adventure will eventually show up in my upcoming book Cha'alt: Fuchsia Malaise.  Still haven't gotten your hardcover Cha'alt?  Now's your chance!

Suzy Cube Streaming Tonight On Twitch!

Posted by Informasi Pekerjaan Friday, March 20, 2020 0 comments
#SuzyCube #gamedev #indiedev #madewithunity #Twitch @NoodlecakeGames 
Suzy Cube will be streaming on Twitch later today! Tune in to  at 6pm
Read more »

Cortex Command Releases Code Under The AGPL V3

Posted by Informasi Pekerjaan Thursday, March 19, 2020 0 comments

Cortex Command is a mess, but in a good way. This bizarrely entertaining strategy blend has been undergoing continuous development since the early 2000s, having had its first main release in 2012. Seven years later, its creators decided it's time to let the community have a say.

Just one day ago developer Data Realms announced on the game's Steam page it was freeing the game's code under the GNU Affero License v3. While this release does not include any of the game's data or graphics, meaning you still have to purchase a full copy or replace them with your own, it is nevertheless welcoming news to see game studios embracing Free Software licensing, enabling users to modify the game at their own will.

The game itself is as fun as ever. An ungodly hybrid between X-COM, Terraria, and Starcraft, Cortex Command is one of those games whose chaotic approach to physics simulation can lead to some pretty hilarious moments. The game pits several factions in a messy planetary war for resources. The rest is up to the player to discover and go bonkers.

So if you do not mind about the proprietary data, by all means have a try. You can currently purchase the game for about 20 USD on the developer's website (linked above). The code can be accessed on the github page for the project.

Code license: AGPLv3
Assets license: Proprietary

Comments? Check out the forum thread.

Is The MBTI Pseudo-Science?

Posted by Informasi Pekerjaan 0 comments
After finding out my personality type (and more specifically preferences in the way I perceive and judge things) and finding the MBTI/Jungian concepts of cognitive functions deadly accurate, Google searches into these systems of personalities led to many articles debunking and criticizing MBTI and Jungian personality types as pseudo-science. 

On the flip side, the Big Five Personality Traits are considered scientific and verifiable. 

Indeed, taking the MBTI online tests, my personality flitted between J and P, and even after learning about the Jungian cognitive functions, which is more reliable, I still couldn't tell what my personality type is. 

For instance, I really couldn't tell what my dominant function is, since we use it automatically without thinking. However, it was obvious to me (without having to take the test) that I prefer extroverted intuition for sure, meaning when I think about things I like to come up with tons of ideas, sometimes not necessarily connected. So I'm definitely Ne. As for the other functions of my personality type, introverted sensing and extroverted thinking, I couldn't tell. In fact, in medical school, I could see myself thinking that I was Te dominant since I was on point with the schedules, even exercising 5 times/week.

However, when I took the Big Five Personality Trait at multiple different online sites, the percentage may change by a mere 10% or so, but it was always consistent, leading to the empathic idealist profile. This made me chuckle, since the INFP sounds very much like the empathic idealist.

So is the MBTI and Jungian cognitive functions psuedo-science? 

As I'm not a scientist, I had to go back to the basics. Exactly what is science? Science is a systematic way of organizing empirical data, that can be tested and replicated, to explain and predict patterns of the universe.

The scientist comes up with an idea, and through experiments and collection of replicable data, if the large amount of data confirms the idea, time after time, this idea becomes a theory.

Science is highly esteemed because you can either prove or disprove a theory using the same experiments, over and over again. You can also critique whether the experiments being used are actually testing what you are evaluating. Finally, can the question that you're investigating be measured in the first place?

For instance, supposed I want to prove my idea that cats are superior beings, and because I want to make sure this idea is in fact true, I could "make up"an experiment that really doesn't test that idea, but may "sound" like it does.

In this example, we can say that superior beings don't follow instructions and "do their own thing" since they don't follow the herd. Therefore, my experiment collects data in calling my cat to come to me. They stare blankly at me 100% of the time. We then test that with millions of other cats, and it tends to be true 99% of the time with 5 billion collection points. 

There are the rare cats that do know their names and even so, they may or may not come to their owners (only when they want to), proving even more strongly that cats are "superior" because they do what they want to do, when they want to, on their own terms.

Per scientific methods, this is trash. One, you can't measure if something is in fact superior (i.e. what is superior? how do you measure that?), and the experiment, while easily replicable, doesn't really measure anything.

Using these criteria, the MBTI test itself isn't valid because your personality type constantly changes even when you take the same test twice - I took the official MBTI two times and then the online ones so many times to figure out if I were a J versus P as discussed here.

Even the official MBTI test is problematic. In the typing of Stephen Colbert, who tested as an INFP, you saw how his eyes lit up (which mine did as well) when the tester asked if he's more attracted to witty, creative, imaginative, incisive wit (this is supposed to be "N" or intuition), or if you find someone who can make others comfortable in practical ways ("S" or sensory):



As soon as I heard the second choice, I chose the "wrong" answer for my type. I'm infinitely more impressed by people who make sure that when you come into their homes, that you're warm and toasty, making your favorite cheese and fruit platter, and providing your favorite matching wine.

In fact, almost everyone would be more impressed by someone who is thoughtful and kind, over someone who is "just" a "smart ass". Of course, ideally, someone like my best friend Todd has both where he would combine various statements I would make and instantly come up with a joke, parody, imitation in unexpected surprising ways, but also makes sure that I'm cozy, comfortable and taken care of.

However, if you're forced to be in a relationship with someone who can only have 1 trait, 100% of people would chose the "S" option.

A better way of seeing if someone is an N or S is by asking if they think about things by considering open-ended possibilities (N), or seeing things in a structured, logical systematic manner (S). I'm very "N" so I'm not sure if I used the correct wording for "S" types and how they think.

Indeed, even the much-touted, "psychologist approved" Big Five Personality Traits, you can come up with your wrong personality type. You may notice that it's not "good" to be neurotic and irritable (even if you are) and then answer the questions where you get strongly "agreeable" when you should have scored the opposite, in the high neuroticism range.

In other words, it's hard to measure personality, because the person may second-guess, or may not know themselves very well, making personality inventory testing problematic. Even more highly tauted "psychologist approved" tests such as the MMPI (Minnesota Multiphasic Personality Inventory,  though that is used to screen mental disorders) can be problematic.

You can see how an extremely intelligent Narcissist or Antisocial person would answer such that they're healthy. Which is why psychologists use this as a screening tool, not as a diagnostic tool.

Perhaps the question should be, given all the problems of knowing yourself, or knowing yourself, but preferring the opposite since "opposites attract" leading to incorrect choices and wrong typing, the question should be this instead:

If you're in fact typed correctly, is the MBTI useful?  At least for me, it's extremely useful, because I can use my personality to accomplish what's most important to me, that's natural to who I am, without backlash.

When I try to solve things by being so fed up by my disorganization that I set up very rigid schedules and trying to organize my living space "to perfection", I end up being very critical of myself because I invariably fail and get overwhelmed.

Because of the failure and overwhelm, I get very grouchy and irritable, which leads to me becoming critical of others who aren't "pulling their weight" in terms of organizing and cleaning. Being critical and judgmental of others, as opposed to being accepting and open-minded, is one of the traits I hate the most about myself.

In MBTI/Jungian terms, this is my inferior Te function at work when I use it as my primary, ignoring my dominant and auxiliary functions that I use naturally (Fi and Ne). Forcing yourself to be something you're not almost always leads to disaster and/or is short-lived, because you can't be someone you're not.

On the flip side, if you find out that you're the opposite of me where you have extremely strong Te, using your Te dominant is the right thing to do, because you're good at it, and you use Te in a mature, healthy manner that's actually quite compelling and refreshing.

However, if I use my cognitive functions based on who I truly am, I tend to be very successful. For instance, when I was in a rut and every day's the same and there's a sense of dissatisfaction, I was able to come up with solutions.

One of my values (the jargon is Fi, introverted feeling at work) is to grow and be challenged, it makes sense to use my auxiliary Ne (extroverted intuition) to come up with possibilities and to think outside the box. I came up with Twitch streaming due to love of video games, and the extreme challenge of being entertaining (since I never had to use that skill), and wanting to create a warm, accepting community all fit my values (Fi) and what I found right to me based on my past experiences (Si).

Then, I use Te in the "right manner". Knowing that streaming fits my values and the challenge will jolt me out of the daily grind, I know I need a schedule, otherwise I would never stream. I set up a schedule, researched the in's and out's of streaming, finding practical ways to make streaming work for me.

The burn-out indeed came when I used my Te in the wrong way where I was results-oriented thinking about numbers. But renewed interest in streaming came about when I thought deeply about whether streaming is meaningful and fun. Does it make me happy, does it fit my values, and once I realize it has been helpful and rewarding, and ignore the number-driven results, I stopped being burned-out.

Another way in which knowing your personality type is seeing your blind-spots. I'm basically a slug, because I know myself very well. I know I'm 100% going to like something or not, so I close myself off to dreadful experiences such as going to frat parties, learning how to cook, learning how to garden, because I know 100% that these activities will lead to dread. 

However, using my auxiliary extroverted intuition (Ne) and being open to things, I force myself to do them because I see the value of experiencing these things, confirming what I already know, and using these experiences to laugh about with friends. 

As a complete introvert, I can go months without talking to my friends. This is a huge blind-spot and is definitely hurtful to others because they think, appropriately, that if you don't call them, you must hate them, don't value their friendship at all, and/or they did something wrong, even though that's far from the case. Strangely, I think about my friends all the time, but never call (talking on the phone makes me cringe), and I'm content to be alone for weeks on end.

As this causes clear problems in relationships, I use my inferior Te this week in fact, and actually set up a schedule to check my messages daily. I hate schedules, but this is meaningful to me, so it's been working. My daily activity list has things I want to do because they're meaningful to me and adds value to my life.

So I add things to that list such as making my bed. At night, I like the immediate gratification of crawling into sheet and blankets perfectly smoothed and evened out, distributing the warmth equally, as opposed to pulling the blankets on me, and ending up with clumps of warmth and cold spots. Since I highly value being comfortable, making my bed makes sense.

However, if you find that making your bed is a hassle, and you don't care about comfort, then do not make your bed, do not even waste your time thinking about it and feeling guilty about not doing so. In fact, there are scientific studies showing that making your bed may increase dust mites. Luckily, since I'm getting allergy shots, I've been making my bed so dust mites aren't going to cause problems.

Folding clothes adds no meaning to me, because it's just as easy to fish out the clothes I need, then spend hours folding. Further, the clothes are clean so it's not going to cause any sanitary problems if you don't fold. 

However, if you find organization truly soothes your soul and gives you peace of mind (clutter can be soul-sucking), and you love it when all your clothes are neatly hung up and in drawers, then by all means fold the laundry!

Washing dishes, vacuuming, steam mopping the floors, washing the bathrooms are a must for sanitary reasons.

Knowing who you are, and accepting who you are, you can find ways that lead to happiness, productivity and meaning. 

The MBTI/Jungian classification seems to be the one personality inventory that helped me figure this all out in a systematic, logical manner. As opposed to my having a hunch that being rigid doesn't work for me, but why not!, there must be something wrong with me, because it works for almost everyone else.

Indeed, American society operates this way, where being productive is to make sure you show up on time at work, follow the regimented schedule, and you find out if you're doing well if you get the results (this is very Te). So naturally, I think that if it works for the majority of Americans, it should work for me...but it never does.

Now knowing why using my Te (extroverted thinking) out of order is problematic, I know how to use my Te in the right order, thanks to understanding cognitive functions and stacking.

So it's very difficult to find your true MBTI type, unless you're very honest with yourself and insightful, but once you do, you see how it can be extremely helpful. But is it pseudo-science?

I'm not sure how to characterize the MBTI, except that at least for me (n=1), it's extremely accurate, and a very helpful therapeutic tool. Perhaps the MBTI is more philosophical in that it seeks to explain how you perceive and think about things. That doesn't mean that there's no truth and no value in MBTI. Just the opposite, it seems to be very accurate and honest. In fact, I found that the Taoist philosophy is in many ways more truthful than a lot of science. But, you can technically say that Taoism is a pseudo-science, because you can't really use experiments to prove if Taoism is scientific.

Everyone uses things that can't be proved by science, but nevertheless hold truths. Controversial topics such as people finding meaning and purpose in having faith and going to your place of worship for affirmation, love, support, interdependence, even though spiritual matters, can't be proved to be "correct" by science. And, controversy again, quite a few people find religion and spirituality "psuedo-science", which is the code, pejorative word for "bull-shit".

However, for a lot of people, having faith is not only extremely valuable but life-affirming, and leads to positive community building, lifting people out of depression, despair and despondency that can come from being disconnected.

Likewise, why throw MBTI out the window? For me at least, it's the personality system that not only makes the most sense to me, but also the most useful. I finally understand why I do the things I do in a systematic manner. As opposed to having a vague hunch about why I fail if I operate in the typical "American" results-driven way and berate myself as a result.

I can now leverage this concrete information to be a more productive and happy person, as opposed to using the cookie cutter method of "just be more organized" and "just do it" which would work for quite a lot of people, but not for me.

In fact, I was often critical of myself because of my procrastination and how I can't just plunge in and do the things that I need to do! Now I am better able to accept myself, and solve problems in a more cohesive and enduring manner.

Conclusion:
The question, "Is the MBTI Pseudo-science?" is the wrong question to ask. Rather, the question posed should be, "is it helpful?" If you manage to get consistent results even on the flawed online MBTI tests, knowing your cognitive function and stacking will help you to accept yourself, and find more cohesive and effective ways to solve problems based on how you operate.

The answer is yes, it has been helpful to me and many others, which is why MBTI still endures despite all the flack.

The How of Happiness Review

Missed Classic: Trinity - Won! (And Final Rating)

Posted by Informasi Pekerjaan 0 comments
Written by Joe Pranevich


We finally made it to the end of Trinity, but the ending was a lot longer than I expected. The trip through New Mexico is the longest sequence in the game and it's a lot of fun, even if I bit off more than I could chew for one week. As such, this post is more-than-double-length but even that seems insufficient: this game rewards exploration and introspection in a way that few games have. A few years ago, I stumbled on the term "first-person thinker (in contrast with "third-person shooter") to describe adventure games. That label doesn't fit many games as well as it fits Trinity; I have spent many sleepless nights recently thinking about this game and what it means. That is high praise!

I am getting ahead of myself. Where we left off last time, I explored six of the seven mushroom realms spread across our sundial "wabe". This included an amazing magnet-assisted trip through space in a soap bubble, as well as a less-than-spectacular bout of trial and error where I killed a lizard in a number of incorrect ways. Last week ended with my discovery that the two gems (the ruby from the beginning of the game and an emerald from the end) could be used to create a pair of magical speed boots. With those, I am finally able to explore the Trinity site in the desert, the last of the seven realms at the dawn of the nuclear age. Something has caused the "primitive" first atom bomb to vaporize New Mexico. I need to find out what it is.

The base of the tower at Trinity, with the "gadget" (bomb) being loaded into place. 

Woosh! It's just text, but there is something visceral about careening around the desert at superhuman speed. Previous times that I had come here, the game would end in just a few turns as simply walking from place to place took more time than we had left. I did not write much about my failed attempts to explore, but it feels good that we're able to do it for real now. Super boots make all the difference!

Traveling with the boots is fun, but there are some drawbacks that I discover quickly. The desert acts a bit like a maze. As long as you follow the roads, you can explore pretty well. Once we step off the roads however, the monotony of the desert means that we can speed right past a road that we were looking for without seeing it. This means that going northeast into the desert and then west doesn't actually have you always notice a north road in the middle. Mapping becomes a pain, but fortunately it's not that hard to work out a path and keep to it. The other thing to bring up immediately is that this exploration involved a lot of reloading. Even with speed boots, there isn't enough time to explore well and I had to reload frequently just to take stock of the place. Everything is more difficult than my narration will suggest, but in the interests of brevity we'll just take that as a given and move on.

The included map is helpful, but not so helpful that I didn't have to draw my own. 


The Lay of the Land

Looking at the map of the Trinity site, we immediately identify a few areas to explore. Obviously, the McDonald Ranch will be key given that we even have a breakout map, but there are many other potentially important areas in the vicinity. Near the tower is a spot just to the west labeled "Jumbo" and an impact crater to the southeast. Going further afield, we have a northwest road leading to "Able", a southwest road leading to "Pittsburgh", and a south road leading to "Baker". I'm curious as to why we have "Pittsburgh" instead of "Charlie", but as a native son of the Steel City, I will not complain much! To the southeast, not on a road, is the ranch. A final arrow to "Socorro" is off from a secondary road to the west, running parallel to the one leading to Able. I plan to explore the labeled locations first, before scouring the desert for more hidden gems.

Since it is nearby, I head to "Jumbo" first. That contains a suspended barrel that looks like a cold capsule:

Why would anyone hang a giant barrel in the middle of nowhere like this? There doesn't seem to be any openings, windows, or markings of any kind; as far as you can tell, the thing is utterly useless.

This is obviously our character's voice; Moriarty would have known that this useless thing was an abandoned plutonium reclamation system that would allow the fuel to be recovered in the event that the bomb was a dud. I have no idea how it would have worked and I cannot see anything that I can do with it.

The bomb crater to the southeast is similarly boring, at least for now. That was created when with traditional explosives during a "rehearsal" of the nuclear blast. There's nothing in the crater, but perhaps I can hide in it or something down the road.

A real map of the Trinity site. Moriarty may have based his map on one like this.



Able and Baker

I explore south first to discover "Baker", an open shelter with a number of guards. When I arrive, I immediately (and automatically) hide behind a shed so that the guards do not see me. A general steps out of the shelter and asks one of the jeep drivers to take him back to Base Camp, far to the south. The guard/driver is relieved to not be anywhere near the coming fireball and takes him immediately. Another guard, half asleep on his feet, arrives to take his place. Can I sneak past the guard by helping him sleep? Even with my super speed, I cannot get into the shelter or do much of anything here. Any attempt to leave my hiding place gets me captured and killed. Is this area included because it was there in real life or because there's a puzzle to solve. I do not see any way to get to Base Camp, so I restore back to the tower.

I discover an abandoned jeep on the northern road to "Able" . Someone left in such a hurry that they dropped their wallet on the floor. I peek in to find a black-and-white snapshot of a smiling kid. I would have expected an ID card or something that I could use, but the wallet is otherwise empty. I check out the jeep's radio, but it is bolted to the floor. I must be on the right track because I gain three points just for noticing that it was set to channel 39. Do walkie-talkies from the 1950s work on the same wavelengths as jeep radios from the 1940s? Apparently, yes! When I tune my walkie-talkie to that channel and extend the antenna, I get even more points and can hear the chatter of the various bases talking to each other as they get ready for the countdown. Most of it is Greek to me, but maybe something there is useful.

Even in the 1940s, Pittsburgh wasn't all steel mills and pollution. The Cathedral of Learning towered over the University of Pittsburgh, although it was used as a military barracks during the war.


Pittsburgh

Southwest of the tower is "Pittsburgh", a military blockhouse and the source of the searchlights that scour the landscape looking for spies and saboteurs. I might be a bit of both. I have been killed more than once by trying to climb back up the tower while the searchlights were on; this may be where I deal with that problem. Although I am told that there are no doors or windows on "this side", there does not seem to be any way to circle around the building to get in. Instead, the only thing that we can interact with here is a giant sleeping German Shepherd. If he's supposed to be a guard dog, he's not doing a tremendously good job.

As I explore, the road runner arrives. Up to this point, he has been following me around the desert at high speed, but every now and then he disappears for a bit and then catches up later. As soon as the bird arrives, it gives me a mischievous look and then jumps on the dog's head! It feels very "cartoonish". The roadrunner nibbles on the fleas behind his ears until he wakes up and flips out. The dog then sees me and tries to attack, but its chain prevents him from ripping me limb from limb. The sound alerts the guards who capture me and I die in the usual way. I feel like this might be a reference to a Looney Tunes cartoon, but if it is I do not get it.

The final place on the map is Socorro, but it too is too far for me to get to. The map not only fails to mention that it is 30 miles away, it also has San Antonio in front of it. Up to this point, the maximum distance that I have been running is around 6 miles, the distance from the tower to each of the sites according to the "real" map that I found. Just for giggles, I calculate that I cover that distance in 2 minutes and 15 seconds of game time for an approximate speed of 150 miles per hour! Math is fun!

That fence is surprisingly unpassable in the game.


A Swim in the Reservoir

Finding the ranch house is easy: although there is no road to it on the Trinity site map, there is a southeast road at the impact crater. I'm not sure if the house is occupied so I explore the outside first. A reservoir and an old windmill are to the east. I climb up the windmill to discover that someone left a pair of binoculars at the top. I do not get a lot of time to think about who might have left them there, because the tower collapses when I attempt to pick them up. Instead of dying, we are plunged into the cold water of the reservoir. All of my stuff sinks to the bottom and that's that. I restore.

Next time around, I drop all of my stuff first. Even though I am lighter, the tower still collapses but at least I didn't lose anything. I swim down to find the lost binoculars, but it is too dark to see. Oh, damn. I left the lantern back in the "wabe" before I started New Mexico so I have to restore all the way back and play this all again. (I have to leave my axe behind this time.) I repeat the process and retrieve the binoculars from the reservoir bottom. Hooray!

I feel good about this for about five seconds because when I get back to my stuff, I discover that the roadrunner ate my bag of crumbs. I've played enough adventure games at this point to suspect that I will need them, but it turns out to be impossible to get the binoculars without losing something. If the bag is left on the ground, the roadrunner eats them. If I take the bag with me, the crumbs dissolve in the water. If I lock the roadrunner up in the birdcage, the lemming runs away. As nice as getting the binoculars is, I restore. I'llI return later.

Someone once loved this house.



Hall of the Mountain King

I explore the house, starting from the screen door at the northwest corner. Inside the spare room is the "map that is included in your Trinity package", which is great but I had not realized that I was not supposed to look at it until now. Oops?

Exploring the house feels like a horror film. The place is abandoned and empty, but signs of a former human life remain. As we walk from room to ruined room, we expect a jump scare at any moment. The bathroom contains only a filthy sink with no tap, let alone running water. The attached bedroom is empty except for a less dirty rectangle on the floor where the mattress had once been. There's a dining room and a kitchen with a discarded knife in a cabinet. Just outside is an "ice house" which I suppose is what passed for a refrigerator in the rural 1900s. Unless I have to keep an ice cream from melting, I don't immediately see anything I can do there.

The final room in the house is the "Assembly Room" with that long awaited jump scare. I'll let Moriarty set the scene for you:

Assembly Room

Whomever used this room was paranoid about dirt. The floor is swept spotless, and the edges of both windows are carefully sealed with tape. A closed front door leads east, and there's an open closet door in the north wall. Other exits lead south and west.

A workbench covered with loose sheets of brown paper runs along the north wall. You see bits of wire and other debris scattered across the paper.

You turn to face an urgent noise behind you. Your heart skips a beat. Two tiny eyes, bright with hunger, black with menace, are glaring at you from only a few feet away.

You hear the noise again. It's like a pebble in an empty can.

The rattlesnake rears its wedge-shaped head. It looks as if it's about to strike!

The roadrunner trots into the room and freezes. Tension mounts as snake and bird study one another, their eyes bright with familiar hatred.

Suddenly, the roadrunner explodes into action! It dances around the snake, fluttering off the walls as it tries to grab the hissing reptile in its beak. But the room isn't big enough to support this style of attack; and after a few very close calls, the roadrunner abandons the fray and retreats with a squall of frustration.

The lemming sees the rattlesnake and begins to tremble.  

Yeah, Mr. Lemming. I don't like snakes either.

Maybe I am thinking too deep about this, but the "bird vs. snake" moment here feels like an homage to the "Hall of the Mountain King" puzzle in the original Colossal Cave. At the end of the introductory area of that game, you hit the first real "magical realism" puzzle where you have to get by a poisonous snake. If you read the help, you know that the bird (which you discovered a handful of rooms prior) didn't like the snake. Dropping it causes an epic combat where the bird is victorious and the snake is driven away. This feels like Moriarty took that idea, wrote it better, and then still had the bird lose. It's a nice touch. I'll need to find another way.

I attack the snake with the knife but fail utterly. It bites me and slithers away. I have only a few minutes to live, which actually may be fine considering that New Mexico will be nuked in a few minutes anyway. Unfortunately, I collapse a turn or two later as the poison floods my system and lay in agony until nuclear armageddon strikes. I restore and try again, but I am not sure which approach I should take:
  • Am I supposed to let the snake bite me and then heal or prevent the poison from killing me in some way?
  • Or, am I supposed to find a different way to drive off or kill it?

The first seems unlikely, but not impossible. I recall that I left a bandage near the beginning of this section so restore back to grab it and play forward. Unfortunately, we cannot make a tourniquet or similar to keep us alive any longer. Let's focus on killing it.

Maybe the knife wasn't the correct approach? I restore back and play it all again to bring the axe with me, but I have no better luck with it or the spade. I try going around the house first and opening the eastern door to give the snake an easy escape route, but that doesn't work either. I get exactly one turn after seeing the snake to do something before he bites me; I need to make it count.

Dasvidania, old friend.

My next approach is to try to get the lemming to do something, but all he does is cower in the cage if the snake is present. If I let him out anywhere else in the house, he will flee out any open door. If I am careful and close every door, he still escapes because he can nose open the screen door in the back. And yet, I am positive that I am on to something precisely because Moriarty has gone to great lengths to script all the different ways that the lemming can flee. It's clever. The break comes when I realize that not only can I use my one turn to flee the rattlesnake by running out of the room, but that I can also use it to quickly hide in the closet and shut the door. Doing so traps me in pitch black, but it buys me time. I use my lantern and see nothing of interest. As soon as I open the door again, the snake strikes.

The solution is slightly evil, but I hit on it quickly. If I release the lemming in the closet, it runs around trapped. If I then open the door, the snake sees him first and strikes, killing my little friend then slithering off to enjoy his meal. As usual, Moriarty makes you feel the death-- I'm not going to forget his description of the little body twitching as the poison takes effect-- but it's done and I can explore the final room in the house. Hidden among the debris and papers on the table is a single screwdriver. As it was one of the ones used to assemble the bomb, it almost certainly is the one that I will need to open it up again. Score! Unfortunately, there is no way back up the tower to experiment as the searchlights now cover it completely and any attempt to climb up is met with an immediate reaction from the guards. I'll have to solve that puzzle before long.

Since I no longer have the lemming in the cage, I can grab the roadrunner and put it inside. That lets me re-do the reservoir segment as well without the bird eating all of my crumbs. I therefore end this sequence with a screwdriver and a pair of binoculars. At this stage, inventory weight is a huge problem as I can only carry exactly what I need and no more. I'm also down to seven minutes left and that isn't enough time. I can barely even get to the dog again, let alone solve whatever puzzles are left. I end up playing it all over again and optimizing my moves every step of the way. With a few tries, I am able to get back to where I am by 5:16 AM (14 minutes left) and I hope that will be enough.

Not the kind of dog that I want to cross.


Stupid Roadrunner Tricks

I return to "Pittsburgh" and take another pass at the moving the search lights. I still do not find any way into the building and while that is a terrible thing for realism, it does focus my problem-solving just on the sleeping canine. I cannot kill it. I discover that if I let the roadrunner taunt the dog as before, but he away before the guards come out, it causes a panic and the search lights are moved momentarily away from the tower. That's progress! Unfortunately, the timing just doesn't work. If I start running immediately back to the tower the moment the roadrunner starts to do his thing, I only get halfway up before the crisis is managed and the lights return, catching me in the act. I'm on the right track, but I don't have the solution yet.

At this point, I am at a loss. I don't believe there is anything left to do at the ranch house or the jeep. I will need to distract the dog or otherwise affect the searchlights at "Pittsburgh". I am uncertain what, if anything, there is to do at "Baker". I already missed the General leaving and may have to restore to follow him somehow or something, but there could be something else.

I give in and take another hint to learn that I completely misjudged a puzzle. At "Baker", I was supposed to notice that we can look inside the compound using the binoculars. Doing that shows us not only some of the men that we overhear on the walkie-talkie, but also a box "similar to the one you saw under the tower" with a silver key. Unfortunately, I cannot find any way to grab the key and I end up taking another hint: we have to ask the roadrunner to get it for us. I would not have considered the bird to be nearly intelligent enough for that. The bit earlier in the game with the dolphin and coconut at least seemed plausible as we see dolphins obeying simple commands at SeaWorld and similar parks, but a roadrunner? Not really. In any event, doing that gets us lots of points. Yay? I feel like I completely dropped the ball on this one.

I race back to the tower and can open the box at the base to reveal a circuit breaker. I flip it and the base goes nuts. They immediately suspect sabotage and scrub the launch, but it doesn't take them long to catch me and the game still ends in a nuclear explosion, just a slightly later one. If I flip the breaker off and then on again, I am rewarded by another point and a brief dialog on the walkie-talkie. What was the point? I have no idea since I didn't gain anything obvious by the exchange.

Classical music swells...


The Final Puzzles

Everything is lining up now, but I realize that I need more time to get back to the tower. I conduct an experiment: I drop the bag of crumbs next to the sleeping dog. If I do so and wait for the roadrunner to show up, he pauses to eat them before torturing the dog! While I am enroute to the tower, he apparently finishes and begins his taunts because we hear the distant sound of barking and see the spotlight move. I can climb up successfully! We made it back to the bomb and it's only 5:23 AM. I have seven minutes to spare to do… something. I'll pause to note that this sequence may pay homage to the 1953 Merrie Melodies short, Zipping Along, or one of the later ones. This is the first time that Wile E. Coyote nearly entrapped his nemesis using a conveniently placed container of free birdseed. Unfortunately, Moriarty does not list Chuck Jones in his extensive bibliography…

Once I get back inside, I open the panel with the screwdriver and peek inside. It's dark and I didn't bring my lantern. I end up restoring back and playing again, this time keeping the lantern in my inventory after the ranch house but discarding the unneeded birdcage. I have the guide on the piece of paper so I cut the detonator wire and that's the wrong one. I die. I restore and cut other wires and still die. I die and die and die. What am I missing?

I take yet another hint to learn that I needed to wait until the final countdown to cut the wire, so as to not give the team enough time to react and call off the launch. I have no idea how I was supposed to infer that. This becomes trickier because the lantern has a limited remaining charge, but I'm used to optimizing at this point. I finally cut the correct wire with the kitchen knife (on my second attempt) and…

You slide the blade of the steak knife under the striped wire and pull back on it as hard as you can. The thick insulation cracks under the strain, stretches, frays and splits...

Snap! A shower of sparks erupts from the enclosure. You lose your balance and fall backwards to the floor.

"X-unit just went out again," shouts a voice.

"Which line is it, Baker?"

"Kid's board says it's the informer. The others look okay. We're lettin' it go, Able. The sequencer's running."

The walkie-talkie hisses quietly.

"Congratulations."

You turn, but see no one.

"Zero minus fifteen seconds," crackles the walkie-talkie.

"You should be proud of yourself." Where is that voice coming from? "This gadget would've blown New Mexico right off the map if you hadn't stopped it. Imagine the embarrassment."

A burst of static. "Minus ten seconds."

The space around you articulates. It's not as scary the second time.

"Of course, there's the problem of causality," continues the voice. "If Harry doesn't get his A-bomb, the future that created you cannot occur. And you can't sabotage the test if you're never born, can you?"

The walkie-talkie is fading away. "Five seconds. Four."

The voice chuckles amiably. "Not to worry, though. Nature doesn't know the word 'paradox.' Gotta bleed off that quantum steam somehow. Why, I wouldn't be surprised to see a good-sized bang every time they shoot off one of these gizmos. Just enough fireworks to keep the historians happy."

The scene shifts back to Kensington Gardens and it is the beginning of the game again. I explore and it goes almost exactly like before. I buy the crumbs and help the old woman with the umbrella. The game ends with a cute scene: this time, we've made friends with the roadrunner and we are off to find a soccer ball to do it all over again. The end.

I'm frustrated by how many questions were left unanswered, but that may have been the point. Who was that voice in our ear that made "gnomon" puns the whole game? Am I supposed to recognize his "folksy" speech patterns? I have no idea. And if the game is a time loop, how and when do I die so that the next me can find my body in the crypt? So many questions, but it's time for the final rating.

Time played: 6 hr 05 min
Total time: 16 hr 15 min
Score: 100 of 100

So much text until the actual ending.



Final Rating

Since writing the above, I have given a few days for my "victory" to settle in, but I have been unable to stop thinking about this game. Judging by the comments, several of you at least have had the same experience. I am sure that there are hundreds of details that I missed and I almost want to play it over again immediately, but at the same time I don't really want to put myself through that again. I cannot quite articulate how I feel about this game, except to say that it both hurts and feels good at the same time. Take that as you will.

Puzzles and Solvability - This game is nearly a masterclass in puzzle design, with the showpiece puzzles among the best that Infocom has ever done. Puzzle difficulty increases gradually as you exit Kensington Gardens, explore to the various time zones, and finally fight through the timing and "did you bring the right tools?" puzzles of the Trinity site. In the end, I found the final round of puzzles too difficult for me. I absolutely did not understand the "what wire to cut" puzzle while playing the game. Only after reading the hints did I learn that I needed to use the information from when we pulled the breaker to know which wire I was supposed to cut. Even with the crushing difficulty at the end-- I lost track of how many times I had to reload and play everything all over again to bring a different item with me-- this is still one of the greatest set of puzzles I have experienced in a game. My score: 7

My final map of the Trinity site. I never did map all of the desert.

Interface and Inventory - I've commented so many times on the standard Infocom interface that to do so again would be redundant, but of course it is best in class for the era. This the second "Interactive Fiction Plus" title and supports some basic use of color (both for background and text color) as well as the nice jump-quotes that appear at the top of the screen. Those alone do not add up to an extra point so I will go with the Infocom-standard score. My score: 4.

Story and Setting - I'm torn on this one because while the setting is fantastic and the connections between the worlds make a certain internal sense, the story did not stick the landing. Introducing the time loop is fun, but the more you think about it the less sense it makes. How would your actions affect future nuclear bombs? If you are in a time loop forever, how does your dead body end up in the crypt? Still, you cannot but admire the amazing worlds that Moriarty has built. My score: 6.

Sound and Graphics - As you probably expect, we have a zero here. The additional color (which was also present in A Mind Forever Voyaging) doesn't add enough for a point. My score: 0.
Environment and Atmosphere - This is a game that it is hard to stop thinking about. I'm still making new connections in my head days after playing it the last time. The wabe is amazingly designed and each of the other environments are fun and unique. This game also gave me nightmares and that has to count for something. It takes great writing to affect me so much! My score: 8.

Dialog and Acting - Moriarty's text is amazing and the game showcases a couple of great characters. The roadrunner comes alive and the little scratch you give him behind the ears as we (and he) re-enter the time loop brings a smile to my face. The narration over the Trinity segment, which I read dozens of times, still never got old-- in part because it was based on real-life transcripts. I also loved the dolphin, the bubble boy, and so many other little touches. I have no idea who the mystery voice was, but he was well-written with nice colloquial touches that made him seem familiar somehow. The jump quotes were also insightful and well-selected. My score: 7.

Let's add those all up: (7+4+6+0+8+7)/.6 = 53. 


That is an amazing score, beating out The Witness as our top scoring Infocom game! (It has been said that I am a lower scorer than Ilmari; if so, that makes this victory all the more impressive.) This places it in good company with graphics games of the period such as Space Quest I and Kings Quest III. In fact, it is our highest scoring "Missed Classic" so far. If you remove the penalty because the game doesn't have graphics, it would have scored 64 and just missed our top ten. It is absolutely my "favorite" game of the Infocom marathon, even though I hope not to play it again for a long time.

The average guess was 44 so I suspect that most of you felt that I wouldn't like this as much as I did. With a perfect landing, Adam Thornton got the bullseye with his guess of 53 points! Congratulations! CAPs will be distributed with the next mainline game.

Up next for me is still one final Trinity post wrapping up this series as I play Leather Goddesses of Phobos. TBD already covered it for the site so I am playing it only for my own experience, although I may write a bonus post and put it up someplace. As a bit of an homage to Leather Goddesses, I will do a very quick "Missed Classic" in a few weeks about a much less well-written "mature" game before picking up again with Moonmist. I'd really like to knock that out before I play Space Quest V, but we'll see whether the scheduling gods smile down at me. Adios!

Against Awards Shows

Posted by Informasi Pekerjaan Monday, March 16, 2020 0 comments

Image by Marco Recuay. Filed under Creative Commons. Some rights reserved. Source: Flickr


Another day, another controversy explodes on the Internet. Controversies, and the obsessive social media coverage that they receive have become almost synonymous with award shows. Why, with Kayne's arrogant interruption of Taylor Swift, Miley Cyrus desperately trying to shock at the Video Music Awards, Ellen DeGeneres making an awful transvestite joke about Liza Minnelli at the Oscars, or Sofia Vergara's irony at the Emmys taken too seriously, we tend to forget that these shows are about the awards. It seems almost routine that these shows always provoke some controversy to tweet or blog about ad nauseaum. It's just so fascinating that in a post-Madonna age, liberal and conservative alike can still be offended, and even "outraged" (a terribly misused term), by a woman shaking her ass on TV.


I have the misfortune (or fortune, rather) of missing out on these controversies that will distract journalists from otherwise newsworthy stories, because I don't watch award shows. I don't see the point. They're really a waste of time, if you think about it, and I'm briefly going to articulate exactly why.



You're an observer, not a participant

I didn't get to vote in The Dark Knight for Best Picture. I didn't get to nominate Legend Of Korra: Book 2 for a Golden Globe. I'm not getting an award because I wasn't involved in any of the shows, nor are any of my friends and family. These decisions are all made by persons I'll probably never know. Of course, popularity can have an influence on the choices of those in charge, but the verdict ultimately lies with them. So why should I be involved? Why should I care? What good does it do for me?

Is it for validation? Can you only feel justified in liking art if it wins an award? I'll love Breaking Bad, regardless if it wins Best Drama. I'll abhor Gigi, even though it won Best Picture. I'll still listen to the Airborne Toxic Event, even if they never earn a Grammy. You should like art for reasons important to you, not to society, or those who claim to speak for it.

Or do you watch these shows to see artists that you admire finally get their due recognition? Well, that's fine and all, but chances are, you'll see other artists that you don't know or care about get their fair due as well. Think about it, do you really care about who wins Best Sound Editing at the Oscars? In most cases, the person or show you'll want to win, will only catch the spotlight for less than five minutes, and that's even if they win.

Yes, yes, and yes. I know that the People's Choice Awards, the Teen's Choice Awards, and the Kid's Choice Awards allow the public to vote online, and they deserve credit for that. However, that still doesn't fix the problem of sitting through so much boredom. (Well, the Kid's Choice Awards have slime, at least!) It's still people getting awards. No plot, no climax. Not to mention that you can't choose who gets nominated (as far as I know.) That being said, these viewer participation awards don't always select the best of choices, after all, One Direction won Favorite Band for 2014. It is also noteworthy that Whitney Pastorek of Entertainment Weekly suggested that public's participation may be more marginal than advertised,

"Let's be honest: As the very clear post-show disclaimer explained, a complex system of "E-Polls" and market research and extravagant math went into choosing the nominees you saw upon your screen. And that system led to a telecast in which praise was lavished on a crassly commercial cross-section of demographically advantageous properties starring celebrities who were willing to show up." ("The People's Choice Awards: You showed up? Here's a trophy!").

By the end of the day, you're watching people you'll never know hand each other awards for two to four hours. Awards that you, likely, had no real effort in giving.You're only real participation is as a view count.

Much of what's going on might not even be that relevant to you

Kelly Clarkson, Rihanna, Taylor Swift, Robin Thicke, Lady Gaga, Katy Perry, and Beyonce are among the musical artists most represented by the Grammys as of late. This is one of the reasons I can't watch the Grammys, I don't listen to any of the new artists. Spinal Tap sounds better than a lot of what reaches Billboard these days. Now I'm not one of those retrophiles who hates new music simply because it's new. I love Nujabes, Airborne Toxic Event, DJ Okawari, and I even think that Kyary Pamyu Pamyu is a little catchy. The singles "Rolling In The Deep" by Adele and "One Engine" by The Decemberists are excellent, while The Foo Fighters' Wasting Light was a great rock album. Simply because I don't particularly like any of the artists who often win Grammys doesn't make me better than those who do, it simply means that the Grammys aren't for me.

I referenced part of this problem earlier. Even if an artist I enjoyed was getting recognition, I'd have to wade through a bunch of other artists who I don't care for just to get there. The Video Music Awards may supposedly represent my generation, but they don't represent all of us. 

This even happens with the high-brow Academy. After all, how many of you actually saw Slumdog Millionaire, Nebraska, An Education, The Reader, or Michael Clayton before they were nominated for Oscars? Though, yes, these awards can help bring public attention to those lesser known films (which is a good thing), but again, is it necessary to watch the show just to get that? I think the press releases, critical reviews, and film festivals can get that much accomplished.

Don't even get me started on the Tony's. I know that I couldn't afford to see all of those shows on Broadway. Could you?

All of the results will be available online after the show.

I've hinted at this point before, but it needs repeating.

It's not as if, if you miss the show or forget to record it that you'll never get the results. You could easily save hours out of your evening and just get the results from Google. That's what it's all about, isn't it? The results: who won and who lost. Still want to see acceptance speeches or performances? Fine, look them up on YouTube. See how much time you've saved.

Again, I don't see the larger point in watching these award shows, you really get nothing out of it, aside from a chance to drool over your favorite celebrities. There's a channel for that, it's called TMZ, but I wouldn't recommend that you watch it.

I recognize that this essay has been rather, well, short, compared to my others, and I suppose it's because I don't feel the need to waste too much ink on convincing the Average Joe that watching celebrities congratulate each other is something that we see every day. No need to turn it into a televised event. That's just masturbation.


Bibliography:

"One Direction Wins Favorite Band At People's Choice Awards 2014" Perez Hilton. January 9, 2014. www.perezhilton.com

Pastorek, Whitney.  "The People's Choice Awards: You showed up? Here's a trophy!" Entertainment Weekly. January 8, 2009. popwatch.ew.com



Going Your Own Route

Posted by Informasi Pekerjaan Sunday, March 15, 2020 0 comments
"Leave me alone and let me go to hell by my own route." 
– "Calamity" Jane Cannary, shortly before her death in Deadwood, South Dakota, in 1903. 
I love open world adventure games like Runebound, Fortune and Glory, and the mother of them all, Talisman. I also love the historical western genre, and have often found myself wishing, "if only there were a wild west version of Talisman..."

Well, now there is. Western Legends took Kickstarter by storm last year, billing itself as a wild west sandbox board game, and for the most part it delivers on that promise.

Players take on the roles of legendary historical figures such as Doc Holliday, Calamity Jane, Billy the Kid, or even lesser known characters like Bass Reeves or Y. B. Rowdy (this game does a better job than most at equal representation, with nearly half of the playable characters being women or people of color). The object of the game is to roam the countryside earning "Legendary Points" towards a goal determined by the length of game the players decide on at the start.

Players can earn points by prospecting for gold or herding cattle, but the real meat of the game is in the decision to either follow a path of law and order as a Marshal, or become a Wanted outlaw. Marshals spend the game tracking down non-player bandits as well as players who have gone renegade, facing off in combat via a clever poker-based game mechanic. Outlaws can choose to rob the bank, steal cattle, but have to watch out for player Marshals as well as a non-player Sheriff, because getting caught will force them to pay a hefty fine and set them back to the start of the outlaw track. Players can even switch careers midway through the game -- you aren't locked into a single course of action and can switch gears as needed.

The problem with a lot of open world games is that it's often difficult for players to figure out what they should be doing. Western Legends deals with this through several goal-oriented game mechanics. First of all, each player character comes with a set of goal cards outlining fairly simple tasks to perform such as winning fights or rustling cattle. There is also a story deck, which rewards players who achieve certain goals with bonus points or equipment as well as a bit of back story.

If I have any problem with Western Legends it's that it doesn't really shine at lower player counts. Playing the game with two requires the use of a third character, the Man in Black, whose actions are determined by a random set of cards. It works, but the game is a lot more fun with a full table of 4-5 players so Marshals have plenty of outlaws to chase, and outlaws have plenty of other outlaws to distract the Marshal...

Rating: 5 (out of 5) a terrific game that does exactly what it set out to do, which is to provide open-ended board game adventures in the wild west.

Suzy Cube Update: May 18, 2018

Posted by Informasi Pekerjaan Thursday, March 5, 2020 0 comments
#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
Holy smoke! What a week! First things first, let me apologize for the lack of update last week. As for this week? There's a lot to fill you in on, so let's get this party started!
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