Unreal Tournament vs. Quake ]I[ Arena

By Shamus Posted Tuesday Oct 30, 2007

Filed under: Game Reviews 64 comments

(This post is about eight year old deathmatch games, and I expect it’s a little esoteric even for this blog. I’m not saying if you should skip it or read it. Just… You know, fair warning. You might have better things to do with the next ten minutes. Proceed at your own risk.)

In 1999 there were two brands of deathmatch games: Unreal Tournament (Coke) and Quake 3 Arena. (Pepsi.) Few people partook of both flavors, and in fact there was something of a rivalry between the two. Lines were drawn, and people chose sides with partisan zealotry unheard of outside of religious wars. (Such as Mac vs. PC.) People loved their chosen game, loathed the opposition and all it stood for, and insulted one another in long, rambling forum threads where the ratio of uppercase / lowercase letters was about even. Continue reading ⟩⟩ “Unreal Tournament vs. Quake ]I[ Arena”

 


 

Halloween Theme

By Shamus Posted Tuesday Oct 30, 2007

Filed under: Projects 56 comments

Oh? The new theme? Yeah. I just wanted to see what it would look like. Back when we were talking about black-on-white vs. other-way-’round I threw together this inverse of the TwentySided theme as an experiment. Then I got a bright idea: Hey, I’ll use this for Halloween!

Except, the little dice images looked awful because they were on a white background with shadows. So I re-shot pictures of all the dice, cut them cropped them, colored them, reduced them.

Also, the icons didn’t match. So I came up with these lame stand-ins. They don’t match, color-wise.

DMotR now looks like rubbish, and if I want it to look right I’ll need to re-make all the navigation and logo graphics. I’m quickly realizing that this is one of those “In for a penny, in for twelve metric tonnes” sort of deals. I’m going to stop sinking time into this and just let it be. It’s just a couple of days. I’ll restore the old theme on Nov 1st.

To those who like the new theme and think I should make it “an option”: I’m open to suggestions. Switching to a black theme means replacing the dice roller, the DMotR graphics, the category icons, and swapping the other various dice and logos on the site. You can’t change all that by swapping out CSS files, which is how most sites allow users to theme-switch. The site has a lot of legacy stuff we need to support and a lot of cruft, which makes the introduction of new features more problematic.

Also: Happy Halloween.

 


 

The Physics of Portal

By Shamus Posted Monday Oct 29, 2007

Filed under: Video Games 107 comments

Portal
In my previous post on Portal, some people were talking about how the Portal Device (PD) could easily be made into a perpetual motion machine. This is something that struck me about Portals as well. I can accept various inexplicable magical technologies, but I can’t accept violations to the first law of thermodynamics. I have rigorously adhered to the laws of physics my entire life, and I’m not about to change that over some sexy new portal technology. Let’s see if we can’t get a portal that respects the laws we hold so dear.

Let’s assume that the PD is maintaining the portals. It’s got a power source that can supply some finite level of power, and the PD itself is required to keep the portals open so that they are not self-sustaining. The technology is pretty magical, but we want to keep it from obviously and flagrantly violating physics.

Portal
The obvious and simplest way to get free energy from a portal is to place one at the bottom of a swimming pool and the other somewhere above the swimming pool. Add a waterwheel between them and enjoy the free energy. Some people suggested that you could avoid this violation by just having the portal consume lots of energy to remain open. But swimming pools and water wheels are just the simplest way to make free energy. You could put something of greater mass through the portal – say, depleted uranium ball bearings – and get more energy. You can also move the exit portal higher to increase energy yield. So, you can’t just say that the portal gun uses “a lot” of energy in an attempt to balance out the free energy you’re getting, because once the portal is open there is no hard limit on how much mass you can cram through it, and thus no fixed limit on how much energy you can derive from it. There are practical limits, sure. But physics doesn’t care about what is practical. Continue reading ⟩⟩ “The Physics of Portal”

 


 

Escher’s Relativity in Lego

By Shamus Posted Monday Oct 29, 2007

Filed under: Pictures 19 comments

This is amazing:



Escher’s Relativity in Lego by Andrew Lipson

Originally uploaded by idigit_teddy.

And for comparison, here is the original.

And thanks to Shadow Wolf below, here is the creator’s homepage.

 


 

Context-Free News

By Shamus Posted Saturday Oct 27, 2007

Filed under: Rants 29 comments

Once in a while you see a mistake in the news. Sometimes they spell the name of a city wrong, or misplace a comma in an amusing way. It’s funny to see when it happens, and sometimes good for a laugh.

But last night I saw this. The story hasn’t changed since I spotted it twelve hours ago, but I’ve saved the text in case they do:
Continue reading ⟩⟩ “Context-Free News”

 


 

Ai Yori Aoshi: An Old Favorite

By Shamus Posted Saturday Oct 27, 2007

Filed under: Anime 11 comments

Steven is writing about Ai Yori Aoshi. It’s very interesting to see his reactions to the series. (My own synopsis is here.)

Ai Yori Aoshi is the second anime I’d ever watched, right after Cowboy Bebop. I really enjoyed it, but as I took in more shows I looked back and wondered how much of the appeal wasn’t the newness of anime itself. The show has a slightly different premise than the standard harem comedy (in this case the lead character is fully committed to one female at the outset, instead of being some sad-sack who can’t make up his mind) but it still hits all the harem comedy tropes: You’ve got one guy surrounded by a few pretty and unaccountably single girls, you have your beach episode, the harvest festival, and many chances for the guy to fall into preposterous and compromising situations with the girls. All the girls dig him, although some do so more overtly than others. Then there a plot justification to keep him from just running off with his chosen girl. Add fan service and stir.

I still can’t be objective about the show. I’ll always view it through those rose-colored glasses that only a new otaku can wear. Now Steven is watching it, and he’s seen easily an order of magnitude more anime than I have. I’ve been eager for him to try the series, although I really expected him to stop somewhere on the first disc because he’d seen it a hundred times already. The fact that he’s sticking with it means the show probably isn’t the crap I feared it was. The fact that he’s not crazy about it probably means my own appreciation of the series is more than the show would normally merit.

Some of my old posts on the show:

Synopsis
Why I like Aoi Sakuraba
About Tina the American and her breast-grabbing

 


 

Free Game: X-Com

By Shamus Posted Friday Oct 26, 2007

Filed under: Game Reviews 117 comments

Widely regarded as one of the greatest strategy games ever, X-Com is a game with compelling gameplay and generous depth even by today’s standards, and was an amazing achievement given the technology available in 1993. IGN calls it the #1 PC game of all time.

The world map is astounding.  It’s a real 3d world you can spin and view in real time, like Google Earth.  No, you can’t zoom in and see things in detail, but you can see national borders and major cities.
The world map is astounding. It’s a real 3d world you can spin and view in real time, like Google Earth. No, you can’t zoom in and see things in detail, but you can see national borders and major cities.
You can Google around and read tales from fans who lost huge blocks of their lives to this thing when it came out, and who would forego sleep and food in lieu of playing more XCOM. They talk about games lasting weeks, although on modern machines I think a decent run-through of the game clocks in at about 20 hours or so. (Those 1993 loading screens and unit movements must have been killers. Today, both are more or less instant.)

Unlike in the movies, the aliens aren’t just here to conquer New York or LA.
Unlike in the movies, the aliens aren’t just here to conquer New York or LA.
I discovered the game late. I didn’t play it until the title hit its tenth anniversary. I came into it cold, without any sort of rose-colored glasses or nostalgia, and without much of an idea of what the game was all about. (Also without reading the directions, and I do not recommend doing this.) After a rough start I managed to get what the game was all about and how it worked. I have to agree with longtime fans: This is an amazing game with a lot to offer.

Here one of my units has entered a room with a couple of filthy alien scum.  You can tell they’re evil by how purple their funiture is.
Here one of my units has entered a room with a couple of filthy alien scum. You can tell they’re evil by how purple their funiture is.
The game takes place in the distant future of… 1999. The premise is that you are in charge of the Extraterrestrial Combat Unit (X-Com) which has been created to counter a dangerous and growing threat from a race of aliens in flying saucers. Your job is to shoot down alien craft when you can, and then send in a squad of specially trained soldiers to engage them in a a little turn-based, hide-and-seek gunplay. The force you lead is multinational, and individual nations will adjust their monthly contributions to your coffers based on how well you protect them. You can try to protect clusters of small countries if you like, or you can put all your eggs in one basket and suck up to one of the big, rich countries. You’ll probably want control of the whole globe at some point, but it will take you a while before you have the budget and technology to pull that off.

The game begins with the geoscape, a map of the Earth where you can see your bases and order your forces to move against any enemies you’ve managed to detect. There is a running day / night cycle, and you can plan missions to take place at day or night, depending on your preference. (Super-secret expert hint: It is dark at night.)

The base view screen.  You can have up to eight bases anywhere on the globe. All of them are belong to us.
The base view screen. You can have up to eight bases anywhere on the globe. All of them are belong to us.
From the Geoscape you can go to the base view, where you can design the layout of your individual bases and decide what facilities to build. You’ll need labs for doing research. Workshops for manufacturing new gear. Radar for detecting alien craft. Housing for your personnel. Containment for holding captured aliens. Hangars for your interception craft and troop transporters. Storage space for holding all of your sweet alien swag. Note that all of this cool stuff costs a lot of money, both to build and to maintain on a monthly basis. You’ll have a budget in the tens of millions, but it’s easy to go broke if you bite off more than you can chew.

Your soldiers gain experience and improve with each mission, assuming they survive.  You can hire more soldiers whenever you like, but constantly marching into battle with a collection of pants-wetting noobs is not recommended.
Your soldiers gain experience and improve with each mission, assuming they survive. You can hire more soldiers whenever you like, but constantly marching into battle with a collection of pants-wetting noobs is not recommended.
The aliens, for their part, will be doing classic flying saucer alien stuff like abductions, cattle mutilations, infiltrations, and good old-fashioned city invasions.

There is a lot here, and I’ve only scratched the surface. I can’t believe this game even fit into memory back then. (It only requires 2MB.) There are two or three strategy games layered together here, and all of them are compelling and fun. I went through the game last weekend in preparation for this post, and it was just as fun now as it was four years ago. The patched version is also easy to get running, without needing to fiddle with DOS emulators or slowing down your CPU. The graphics, while old, are still nice to look at.

If you’re running Windows, you can get a working version of the game from The Underdogs. It’s just a 3MB download, although that site is throtled back so much that it took me 15 minutes to get the file. If that site is too slow or you can’t get to it from where you are (I’m talking to YOU, people surfing the ‘net from work) then I have the file mirrored here. Just run the installer and then run xcom1fix.exe for Win 2000/ME/XP.