September 2002 Archives

 

Animal Crossing Log Entry 5


Monday is the day of the raffle.

Tom Nook clearly still controls the supply lines in this town, despite my best efforts. His store is re-stocked with different items every day, and although many Animals have complained about the inconvenience that causes, they remain loyal customers. Me too. He must also have a scheme going with Sow Joan, the turnip lady. I bought 20 turnips from her at 103 Bells each, and Nook has been valuing them at 70-80 Bells each all week. I smell corporate dishonesty. Someone is Nooking the books here.

Back to the raffle. You have to have 5 tickets to enter, and rumors abound that this is a good way to score NES games. My suspicion is that Nook might actually spirit the winner away to a magical amusement park and they'll never be seen again. Tom Nook's "The Raffle."

I'm very close to paying off my second loan. I'm sure Nook is already concocting a new plan to get me back into debt. Unfortunately, Nook belongs to some kind of Animal Crossing Chamber of Commerce, because he's completely untouchable like the other shop vendors. I can't master him like I can the villagers. He never walks around outside, so I can't trap him by digging holes. You can't wield your tools in his store, so I can't smack him with my bug net. And he's not interested in idle chit-chat, so I can't offend and/or manipulate him psychologically. I can't even send him threatening letters.

And since his store is the single best way to clear out my inventory of crap (and get money for it,) he provides a service I need. I often need it late at night when he's not even open, and my pockets are full of White Scallops and Red Snappers I need to sell. I've got to face it: I'm a Nook whore.

 

Animal Crossing Log Entry 4


I considered Crazy Redd's visit a wake-up call.

You see, out here in the sticks, it's easy to forget that players can still be played. The locals are all so agreeable and naive, handing out items like the Nook-n-Go isn't just a short walk away. But Crazy Redd...

Apparently he blows into town every so often, selling rare furniture. He sets up a tent, puts on his smarmy salesman act, and waits for the starry-eyed morons to wander in.

And I was one of the starry-eyed morons.

If I've ever had a weakness, it's greed. That's why I'm stuck out here, after all. I'm sure Redd sensed this, when my jaw dropped at the copy of NES Balloon Fight sitting innocently in the back of his flimsy tent. The price was 12,000 Bells. Thing is, I would have paid more.

I needed money quick, so I sold off an inflatable moon given to me by Adamsvil's ineffectual figurehead of a mayor, Tortimer. The 8,000 that brought in made the Balloon Fight purchase an easier ride. Balloon Fight quickly earned a place of honor in my home, eclipsing the dusty Donkey Kong Jr. Math I received as part of a temporary armistice with Holliday. Only later that night, when the rush of Balloon Fighting wore off, did I realize how simply Redd had used me. I think the best counter-haggle I gave him was "Oh, really? I'll take it."

Crazy Redd is going to have to be figured into my plans. He's seems immune to my usual manipulations, so I'm going to have to turn him into a usable resource. But if he ever shows up with a copy of Super Mario Bros, I'll have to guard my emotions a little better. Or Legend of Zelda. And what if he has the special gold cart edition? Yes, Redd is a factor I need to consider.

For the moment, I've been beaten. Now it's time to return to business as usual. And more Balloon Fight.

 

Some Cards Belong in Bicycle Spokes, Not Decks


I find garbage disposals have a unique and fragrant odor, much like some of my third grade students who only wash their bodies on days ending in the letter Z. One particular garbage disposal stands crisply out in my memory though - the one we fed crappy Magic cards into after we set them on fire with vanilla insence. This achieved two objectives: mask the stench of last week's brocolli-cauliflower-turnip casserole my mother was so fond of, and to rid the greater New Jersey area of useless Magic cards.

Pardon me Chris, can you pass another Cyclopean Mummy?

Fast forward to the present, where Doomtown has happily and quite sufficiently replaced Magic as my TCG of choice. From my point of view, it's enjoyable playing a game where the entire outcome is not primarily decided by the first lot of cards you draw. Let's face it, many times in Magic you knew whether you had won or lost right after the initial shuffle and pull.

Let's see. One forest, four island fish jaconius and two Italian Goblins of the Flarg.

So Doomtown appeals to my sense of fairness and longing for balance in a game.

Most of the time that is.

Some Doomtown cards though are truly amazingly too powerful for friendly play. Why? Because they throw off the competitive nature of the game and encourage lazy decks that rely entirely on a single shtick. If you play the game, no doubt you have a few of your own, but here are mine:

Lord Grimely's Manor What genius thought this one up? Worth something like eight billion control points. Can't be controlled by another player. Essentially one of those homemade Magic cards that say: To win game, tap. This is fun?

Jackelope Stampede Now this cards wouldn't be so awful if it could only be played in shootouts. And if it were aced after each use. And if you personally apologize each time an opponent's deck is run down to squat. Lame lame lame. One positive though: it does help such whizbang cards as The Slaughterhouse and Pox Walker to show up in many decks.

Sioux Union Spirit Warriors The entire playtesting crew must have been transported to the planet UrQuan on this one. A home rife with migranes, arguments and divorce. Combined with my all time favorite, Brawl, an entire legion of nine year kids can win by essentially playing zero cards and taking advantage of an obese sized loophole. Since when can booted dudes start shootouts?

Original Blackjacks Home Perhaps if it only produced one Ghost Rock per booted dude. Perhaps if something more profound than becoming wanted was the result. Perhaps if it could only be used once per turn. Perhaps if every Blackjack dude I played didn't use this same damn home every single time. Perhaps it should have been rewritten, eh?

Those are my favorites, to say the least. I would gladly send these punks to meet their maker in whirring metallic glory if I could, but unfortunately I have no garbage disposal in my new digs. I guess it's up to my older-than-dirt, puke green, rusted chain three speed to obliterate them. Or I could give them to my students to stick in their fungi armpits. Regardless, the light of day these cards do not deserve to see.

 

Animal Crossing Log Entry 3


Today we're going to talk about persuasion.

As I climb the ranks and secure my fortune, it's important to keep firm control on the locals. I know from experience that strongarm tactics will only get you so far, and I don't have the kind of backup I usually enjoy to persue that tact. So this operation requires quite a bit more subtlety.

With only a week in Adamsvil to my name, I've already learned to make myself invaluable to my neighbors. Mitzi needs to get her Game Boy back from Cesar? I'm on it. Weber wants me to deliver some clothing to Cobb? You bet. It may seem like low work, but what's actually happening is that I'm breaking down their relationships. I'm ruining their pre-established friendship networks from within. And with a smile on my face. I will become the center of their existence.

With that pattern set, this weekend I began sending letters. Persuasive letters.

Dearest Freckles: How is your fish research coming? It would be a shame if something were to happen to it. OBEY ME. Here is a Sand Dollar.

Dear Cobb: Your loyalty to Adamsvil is impressive. There will always be room for the faithful among my ranks. How does "Generalissimo Cobb" sound? Here is a Red Aloha Shirt for you.

Dearest Mitzi: I hope you will not fall prey to the lures of nearby Holliday. Those who stay will be amply rewarded. Those who leave... will be crushed in the revolution. Enclosed: 1 Pear.

Thus begins the diary of conquest. Cobb is already wearing the shirt.

 

Send us gifts!


Now that both Rhonda and I are heavy into Animal Crossing, we're open to receiving/trading items if anybody is interested. Our names and towns are in the graphic below; just go to Nook's and select Other Things to get a gift code for one of us. We'll do our best to reply with a code for you!

www.nintendo.com R-h-o-n-d-a-space-cat head J-o-e-infinity symbol www.animal-crossing.com
That's J-o-e-infinity symbol and R-h-o-n-d-a-space-cat head, cannoli.

 

Animal Crossing Log Entry 2


My reputation is starting to grow. In three days, I have had no less than three townsfolk leave Adamsvil. Grizzly the Bear, Baabara the Sheep, and Friga the bitchy elitist bird thing have all moved east to Holliday. They each sent me a kind farewell letter, but I can read between the lines: They're afraid of my growing power.

Perhaps they're the smart ones; getting out before I really take over. I've already begun to dominate the local arts scene, the Adamsvil Museum. So far, 100% of the Insect, Fish and Fossil exhibits has been donated by me. I figure after a few more donations, I'll engineer some press that describes how benevolent and giving I am. Come off as a real bon vivant. That's how you grease the wheels... the Harvest Moon festival is this Saturday, and I plan to put in a real slick appearance, all handshakes and smiles.

Today I put in some visits to Holliday. Looks pretty much the same, but with oranges. Adamsvil is full of pear trees. Looking at all that citrus, I recalled the words of Tom Nook: 100 Bells for Pears, 500 Bells for all other fruits. I stuffed my pockets with Holliday-grown oranges and jumped the train home, but not before leaving a threatening message on the Holliday bulletin board for the traitorous town-jumpers.

Nook took my black market orange stash, no questions asked. But I wisely planted a few of them due south of my home. After all, sell Nook an orange and you'll make 500 Bells, but plant an orange and in four days you can make 1500 Bells. Nook must be working his own racket: I paid off my loan and he promised to build me a bigger house. Either he's working for me, or I'm working for him... guess I'll know when I see how much he expects for his work. Either way, old Nook and I need to come to an understanding.

One last item of note. Dred Island has yielded an unexpected bonus. The sole inhabitant, June, has taken a shine to me. She's wearing my clothes and has agreed to enter into a money-laundering scheme. I bring her my bootlegged fruits, and she turns them into bags of clean money. Even out here in the country, there are those who want to turn an easy trick.

 

Animal Crossing Log

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I'm on the run. New name, new town, new life. They call me JoeForever (spelled J-o-e-infinity symbol) and I have just moved into Adamsvil, a town in Animal Crossing.

At approximately 10:00pm September 17th, I left the big city and began to melt into the countryside. On the train to Adamsvil, I met a simple cat named Rover. Already I am suspicious... a cat with a dog's name? When I reveal that I have no place to live, he slips to the back of the car and calls a "friend" of his named Tom Nook. Sounds like a scam, and when I meet Tom, I figure out why. My new crib costs 18,000 Bells, and Nook expects me to work for him to pay it off.

Nook sets me up with all sorts of stupid jobs, most of which require running back and forth across town delivering things. In between errands, I introduce myself to the other townsfolk. I let them do all the talking so they'll like me and not ask too many personal questions. Nobody locks their doors here, so I've been poking around looking for things to steal. But everybody has junk they want to offload, so I've been willingly accepting gifts with the idea of selling high later. To keep up appearances, I even visited the Police Station. The patrol officer seems sharp, but the desk clerk inside is a fool. I cleaned out his Lost and Found box. I've also travelled to a small island to the south, Dred Island. There's an abandoned shack there I plan to use as a safehouse, in case I need to hide out again.

I've been compulsively collecting seashells, and now my house is full of them. My radio is blasting a ska tune, but I have no neighbors closeby, so I doubt anyone will complain. At about midnight, old Nook calls me in and tells me he has no more work for me. So I figure, this is it, only one of us is getting out of here alive... but he laughs and says he's willing to buy stuff from me now. I briefly consider clubbing him and heading to Dred Island with that Space Shuttle model he has in the back, but then I consider the value of my seashell collection...

I've been "seriously" playing the Doomtown CCG for better then a year now. (Thanks Joe....its all your fault!) Thanks to my friends, I have a basic set of common cards and have begun to figure out not only the intricate details of playing the game, but even building my own rudimentary decks! I must say, that while I continue to get crushed when I play (even against my GF), its the most enjoyable card game I have ever played.

So I've subscribed to an email list server, in hopes to find out more about the game and its rules. In my mind, I thought I would be able to ask questions in a safe environment, and learn from others sharing their experiences with the game.

What I have gotten from my involvement in this email server is:

1. People bashing others for not checking the FAQ website before asking a "stupid" question.

2. People bashing others for misinterpreting the FAQ.

3. People bashing others in arguments over a "fan created" card sets (which can only be used online).

4. People getting bashed for expressing their opinions in a reasonable way.

5. Finally, I have gotten bashed myself for asking one specific member of the server to "calm down" and "play nice".

Don't get me wrong, I understand that this list server is designed for the open exchange of ideas, and I know that NOT EVERYONE WHO ACTIVELY POSTS TO THE SERVER acts like a self-important know-it-all about the game.....but its damn intimidating as a "newbee" to post when the responses may very well discourage me from getting more involved in the game.

I guess my point is this.....the list-server is just like the story line of the game itself. Even the Sheriff can't keep the "town" clean, because some people try to be "Law Dogs: Mob Justice" in real life. Battles ensue for no reason short of ego getting in the way.

Makes me glad I only play the game, and don't have to live it in real life.....except when I check my email.

 

The Strange Case of the Llanowar Elves


For years, I have had a fairly complex Magic filing system; two of each card in a color-coded binder and the rest in a regular card box. For slightly less years, I haven't even played the game. I sidelined into Middle Earth and OverPower, evolved into Doomtown and Pokemon, and briefly toyed with 7th Sea and Dragon Ball Z. Magic was left in the dust. I was never very good at it anyway.

But those Magic binders (six of them, one for each color plus one for artifacts/multicolor cards) have been eating up a lot of shelf space that I'd rather use for genuine books. So this week I disassembled all the binders, and I've been alphabetizing all the cards into the boxes.

This reunion with my Magic collection reminded me how much I dispised the flavor text on many cards, which generally reads like a random line from a sixth grader's custom Dungeons & Dragons scenario. Why does every single character in Dominaria have to talk like they're doing a One Man Show down at the VA? All this filing has also reminded me of the Llanowar Elves, who have been the victims of a WOTC flavor text upheaval.

Original flavor text: Whenever the Llanowar Elves gather the fruits of the forest, they leave one plant of each type untouched, considering that nature's portion. Sounds pretty sissy for such an angry-looking group (see pic) with "war" in their name. And isn't leaving fruits for nature a lot like leaving bacon for pigs?

4th Edition: Hardened by their life in the haunted Llanowar Forest, these fierce beings are outcasts among elvenkind. Hardened? Haunted? Somebody's backstory just received a rewrite. Maybe they were outcast for leaving piles of rotten fruit for the trees.

6th Edition: One bone broken for every twig snapped underfoot. - Llanowar penalty for trespassing. Jesus. This sounds pretty badass until you realize that EVERY culture in Magic talks this way. The whole universe is filled with bitchy xenophobes who filter all their foreign policy through Schwartzenegger movies.

7th Edition: Llanowar covers a million square miles, yet nobody enters the forest without the elves knowing it. Whoo, the drama. As if there's any elf band anywhere that wouldn't claim this. Ironically, this edition changes the artwork to a couple of fantasy-cliche Elven Rejects who look like they're scouting for fruits to leave behind.

 

Game Review / Super Mario Sunshine (GameCube)



Somewhere along the line, I became a Nintendo fanboy.

I wasn't always this passionate. In fact, I've never owned a NES or SNES. But my N64 proved to me that Nintendo knows how to make great games, and even if they don't make a "Nintendo" game personally, they utilitize the abilities of development houses that also know how to make great games. As an over-reaching, heavy handed, blanket statement, Nintendo's family of games are superior to just about every other brand out there. This has been something I learned, not something I blindly repeat. Like I said, I never cared much about Nintendo's games until I began to play them. Mario Party, Pokemon Crystal, Starfox 64, Mario Tennis, Pokemon Snap, Ocarina of Time... the list goes on and on.

Super Mario Sunshine continues that tradition. It's a beautiful example of GameCube power, an amazing example of level design, and a charming example of style and presentation. That's not to say that there's chinks in the armor, but even with a clutzy camera system and a typically weak Mario plot, SMS is a high standard for video games in general.

So how do you categorize it? It's not totally a platform game, because there's many levels of scavenger hunts and gimmicky boss fights. It's a lot like how I would imagine Grand Theft Auto: Mushroom Kingdom, because you progress through the game by actively selecting missions brought to you in a living, changeable city (Isle Delfino) by various local townsfolk (new additions to the Mario universe: dopey fat Piantas and tiny shelled Nokis.) You even begin the game after Mario spends a night in jail, just like GTA3.

Mario begins the game proper when he picks up FLUDD, a silly-voiced water jet backpack. Thankfully, FLUDD doesn't chat all that much. Once it teaches you the basic controls, you can return to thinking of FLUDD as purely a tool. FLUDD expands Mario's age-old moves of leaping and spinning and hip dropping... now you can spray water in all directions and use the water stream to hover in mid-air, among others. The reason you have FLUDD is because some punk has painted graffiti all over the various town locations, and many enemies can spray mud everywhere... your job (on the Isle Delfino work release program) is to clean everything up. The punk in question has almost disguised himself as Mario, so part of your job is to clear your good name as well.

Don't assume that *all* you do is mop up mud. That's just one portion of the game's level variety... although it seems to be all the Mario Marketing people want to talk about.

Delfino Plaza is the hub location; from there you can visit 8 other areas. Each area has eight separate missions. Beat each mission and you score a Shine. Collect enough Shines and you can go after the final boss (Bowser, duh) and win the game. The missions are surprisingly diverse, and you'll find that the cities themselves change slightly from mission to mission... Pianta Village will go from day to night and back again, Pinna Park will gradually open access to all the amusement park rides, etc. Each city presents each challenge in a different level-based way, of course, but you can expect the following mission types: chase after Shadow Mario, collect 8 hidden red coins, defeat gimmicky bosses, race Il Piantissimo to a finish line, and "Secret" levels that send you to a bottomless pure-platformer level.

Those are the basic missions. You'll also have to cool off some super-heated Chain Chomps, race Bloobers across tricky water paths, clean a Hotel/Casino free of Boos, pop balloons from the seat of a roller coaster, and even some timed challenges. Just about every area is tropical themed, but I don't miss the cliched level assortment at all (forest, ice, underwater, haunted, volcano, castle, space, etc.) This is a vacation from the more temperate Mushroom Kingdom after all. I suspect that if SMS had all the usual locales, that people would whine about the predictability of Mario's world.

I had a huge problem with the Secret levels. Most Mario fans have been playing platformers since the NES. I have not; I've never played Mario 64. Most of my 3D platforming experience comes from Crash Bandicoot, and all he ever did was jump straight ahead. So the terrifyingly difficult Secret levels had me sweating and swearing. You'd have to see them to believe them, but they can get extremely nasty. Imagine you're forty stories above nothing, and you're expected to run across disintegrating sand blocks to jump to a series of platforms that rotate in three dimensions... they were all horribly painful for me. I understand that you can re-play the Secret levels to score extra Shines, but you won't find me doing that.

I also never mastered the entirety of Mario's moves. I found the sprinkler spin almost impossible to pull off (you have to rotate the analog stick in a circle with some pretty precise button timing.) And I just could not do the triple jump with any degree of predictability. (You have to hit the jump button at the exact millisecond that Mario hits the ground after a normal jump... twice.) Those tricky timing moves aside, Mario is a wonder of control. He's quick and he's tight. You can inch him to the edge of anything, perform wall-jumps in 3D space, and hoverjet him over the smallest platform. The biggest issue with Mario's control is Mario's camera.

The cam's default position is nicely behind Mario. But you can move it all around, or zoom out for almost an isometric/overhead view. (Which is pretty nice for those freaking Secret levels, by the way.) Unfortunately, there are times where the camera has literally nowhere to go, so it will end up stuck behind a wall or something. In these cases, the game lamely gives you a silohuette of Mario himself, but you can't see anything else but a wall, so the silohuette is almost useless. What's more distrubing is that many of these isolated situations occur exactly when you need that camera in a different position... like the Pinna Park level where you're scaling a series of narrow floating fences.

SMS also offers a weird porthole effect to illustrate a camera that's being obscured somehow, but I never once understood how exactly the porthole was expected to help me. More often than I can remember, the view would go into porthole in seemingly open areas. Strange.

But again, once you get past the trouble spots, the camera is a beaut, and far more friendly than most reviewers will admit. Zooming all the way out can be a great help. Once you get decent at it, you can use the camera position to "move" Mario around, using the analog stick as a forward accelerator, almost like an FPS.

I've also heard harsh criticism of the game's graphics and audio. Many textures will pixellate in an extreme closeup, but that was the only flaw I noticed. I'd like to point out that every game ever made pixellates in extreme closeups, so I'm not sure why many people are taking SMS to task on this one. Overall, things are clear and - once you collect enough Shines - bright. White bright. So bright that the game gives you an option for Mario to wear sunglasses to tone down the brightness.

But let me tell you something about the graphics. You can see EVERYTHING. There is no draw distance problems or all-covering far away fog. When you're scouting for Red Coins, you can throw it into first person mode and literally scan the entire area for coins. Did I make myself clear? You can spot teeny tiny rotating oval coins from miles away... even noting if they're Red, Blue or Yellow Coins. Get yourself to a high vantage point, and you can locate all 8 hidden Red Coins with some careful peering. In most of the scavenger hunt levels, it isn't spotting the coins that's the problem... it's the getting.

There's also a nifty heat effect that waves out straight lines at a distance. The water - both standing and sprayed - is a dream; probably the best appearance of water in a video game to date. Reflections in puddles. Making things look damp until the water evaporates. Sliding through mud, leaving trails of slime. Plus an almost imperceptible background blur that brings things into focus as Mario runs closer to them. What's interesting about all this is that the sum of the graphics is so... normal looking. So smooth. It's so well orchestrated that you might not even notice all the tricks playing out in front of you. There's no distracting colored lighting effects, nothing like that to stand out and scream "Hey, amazing graphic render over here!" It just works so well together that you're going to blindly accept it all without complaint. Unless you're the type that throws fits over pixellized textures in extreme closeups.

As for the sound, I loved the voices: incidental mumblings of the townspeople, Mario's usual grunts (which hilariously change when he becomes exhausted), Toadsworth's funny "blah blah blah," and Peach's spacy observations. The music is a bright and happy mix of tropical tunes, blended in some cases with classic Mario themes. The Secret levels all have a wonderful a cappella version of the standard Mario level music, and Shadow Mario is always accompanied by a gritty revamp of the underground background music. Yes, this isn't a Surround Sound showcase like some modern titles, but it's no half-assed slouch either. I think Nintendo has a higher standard than most, and when you get *slightly* disappointed by an element of a Nintendo game, you tend to exaggerate the lack.

Another weak spot is the story. Guess what sports fans, Peach is going to get kidnapped. There's nothing Metal Gear Solidesque about the plot of a Mario game. Since you can tackle the cities in a relatively random order, there's not a lot of plot advancement throughout the game. You get an intro story, a smattering of events in the middle, and a big finish. Not much to tell about there.

Spoiler: What exactly happens to FLUDD in the final moments of the Bowser battle? I didn't quite understand the drama there.

If you don't already have a GameCube, this is a damn fine reason to get one. The weaknesses are minimal. The complete package is solid and challenging. Hit Get.





Shine Get.


I've read that Super Mario Sunshine has 120 Shines to collect. I didn't get that many, and likely you won't either. I stopped at 79 Shines, but I know I could easily nab a bunch more if I felt so motivated.


Lots and lots of the extra Shines are hidden. You can get some by accomplishing secret tasks in the hub world (hint: there's some dirty objects in some high places...) You also get a Shine for collecting 100 yellow coins in any given level.


Then there's the Blue Coins. Blue Coins are scattered throughout all the missions, often in difficult locations or hidden in something, like a moving school of fish. Every 10 Blue Coins can be cashed in for a Shine... just take them to the bear vendor's building in the docks of Delfino Plaza. He'll act all weird and skeevy about it, but you can trust him.


 

Other suggestions


For about a month now, I've been snapping cheap pics of my current purchases/favorites and putting them in that left hand column there. (Just like Wil Wheaton!) Fills out that table column nicely, I think. They're pretty obvious: Last Book Read is the last book I actually read, Last Game Bought is the most recent gaming purchase (video or otherwise), and Last Great Comic is the last comic I read and enjoyed. Here's some recent books that just missed being included on the cam.

- Wicked: The Life and Times of the Wicked Witch of the West, Gregory Maguire. I love the original Oz books, and I've sampled a lot of the alternate Oz stories that put a modern face on the stories and characters. (My favorite of those being the Oz Squad comic series.) This book doesn't precisely follow the continuity of the books - the origin of the flying monkeys is changed, for example. But it's so damn close that pure Ozites can make the leap. And if you've only seen that obnoxious Judy Garland movie, you won't notice anything wrong at all. Overall, it's a dark, masterful story covering the life of the Wicked Witch, including sex, violence, revolution, magic, love and family.

- Lies My Teacher Told Me, James W. Loewen. The title is misleading. It's not so much about bad teachers (as the name implies), but about bad textbooks. In the wake of unrepentant patriotism we're experiencing, this book helps to soften that edge and explain why other cultures might have a fucking good reason to hate America. We're not all baseball and apple pie, and the common conception that the US is Wonderfully Good (as taught by history texts) does nothing to prepare citizens for shocking attacks like planes being aimed at buildings. That aside, the author's point isn't that America is Bad, but that America is Complex, and robbing the true complexity of history in favor of blind nationalism just makes history class boring, turns lies into facts, and creates students who just don't care how we got here... and thus can't comprehend modern events.

Also, if you're not already following the weekly updates on Penny Arcade, get over there now and check out the links to the interview with Dr. Henry Jenkins, especially Part 2. Dr. Jenkins has some amazing thoughts on the growing legitimacy of video games as a medium for expression. Part 2 contains an analogy to the failure of comics that is chilling for both comics fans and video gamers.

 

Game Review / Air Hockey-e (GBA)



This may be one of the silliest video game reviews you'll ever read. Certainly it's one of the silliest I've ever written. Perhaps a tad pointless as well. But this game may end up being something of a minor landmark, and I wanted to talk about it before the moment passes.

Air Hockey-e is a gratis release for the GBA e-Reader. It was available at Toys R Us locations when the e-Reader was released, completely free for the taking. The -e games are an interesting experiment from Nintendo, the same people who brought you the Game Boy Camera, N64 Microphone, ROB the Robot, and the Game Boy Printer.The good news about Air Hockey-e is that it's only one card, two scans... unlike most of the e-Reader games.

So that's two points for Air Hockey-e. It's free. And it's fully contained on one single trading card.

The third bonus may be less obvious: This is a brand new game. This isn't a re-release of a classic NES game, like Balloon Fight or Pinball or the rest of the initial -e games. Somebody somewhere deep in Nintendo actually wrote an entirely new game, specifically for the dot code technology. Sure, you're not getting much at first glance... one screen of an air hockey playing field, some typical sound effects, a "first to 10" scoring system, 1P only... but you didn't pay much for it either, did you.

At second glance, you'll realize that the computer player is tough. Really tough. He's not just randomly moving or blocking through luck... he follows the puck and he attacks it when he needs to. He's smart. He's fast. Sure, he'll score on himself at least three times a game... but I'll wager you'll own-goal more. After getting your keister kicked a couple times, you'll be staring at the dot code wondering how such an aggressive AI can issue forth from such an inoffensive series of dots.

But is it fun? Sure, it's fun. Simple fun. The puck physics are believably smooth (IE, there's no weird hang-ups, stuck pucks, or unrealistic bounces). The A button gives you a dangerously quick puck attack, which is nice for a surprise score or just to get some speed behind the puck. Just don't walk in expecting NHL 2003 and you'll be fine.

Here's why I think this is a landmark. The potential for free or nearly-free games like this is amazing. Games in cereal boxes. Games in magazines. Games in the mail. Games that all cost less than $5 each. It's a brand new distribution channel, and it could be a marketing bonanza. If Nintendo Power guaranteed me a brand new -e game every month, my subscription check would be in the mail the day before yesterday.

What's especially promising about the -e games is the incredible show of good faith that Nintendo is proffering. The launch of the e-Reader is a much more robust and savory than, say, the Game Boy Camera. The Game Boy Camera worked with almost exactly nothing. Rumors abounded for N64 interactivity. Third parties created software to download pics to your PC. But, as a video game peripheral, it was less game and more gimmick. On the other hand, the e-Reader is being supported by a full assortment of classic Nintendo games, the GameCube mega-title Animal Crossing, and the Expedition series of Pokemon TCG cards.

And Air Hockey-e. A tiny little game that could herald a new style of marketing.





e-Basics


P'raps you're new to this brave new e-Reader gizmo. Here's a quick breakdown.


Each -e game exists on paper cards, in the form of intricate miniature dot codes along the sides of the card. You buy a set of cards, use the e-Reader to scan them all in, and then you get to play the game. It's actually very similar in concept to the punch cards that ran computer programs back in the dark ages.


Classic NES games seem to average five cards per game, with two scans per card. Game-and-Watch style games can fit into one card.


Now, scanning up to five cards twice each may seem like a big drag... especially when you just end up with something like Donkey Kong Jr., but it's not as bad as all that. Scanning is very easy, and the e-Reader can permanantly remember one app at a time, so you don't necessarily have to scan every time you want to play. I'd even be willing to scan a lot more cards if I'd end up with something bigger like a rare old Game Boy game... Balloon Kid! Mr. Chin's Gourmet Paradise! Although games of a larger caliber than, say, NES Excitebike seem unlikely at this point. 5 cards is fine; 25 cards is bad business.


But here's hoping Nintendo lets other companies into the e-penthouse, because I would love collecting NES and arcade re-issues in easily storable and portable card format. Kind of creates a whole new problem for the emulation scene, doesn't it? I mean, for years, emu fans have been moaning that "Company X isn't even doing anything with these game ROMS, so how can emulation be hurting their business?" Well, slappy, Company Nintendo just found a new way to milk it.


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