December 2002 Archives

 

Like a cold wind from the north...


Today, December 25th, is a special day for America. You and your family will probably celebrate this day every year, gathering for warm fireside chats, delicious homemade dinners, and introspective spiritual moments.

For today, Boris has provided THREE new video game reviews to fourhman.com.

Noting that I was not getting that promised Kingdom Hearts review finished, Boris took fingers to keyboard and crafted three great reviews: Blast Corps (N64), Rocket: Robot on Wheels (N64), and the patchwork GameCube sci-fi opus Starfox Adventures: Dinosaur Planet.

Let's all thank Boris in the only way we know how: with lots of clicking and staring. Maybe we'll earn some more reviews from the lad in the future; watch for the Sputnik!

In other news... finished Metroid Prime last night. I have actually been avoiding the final boss fight for about two weeks now, because my initial forays into Giant Freaking Metroid Monster Stomping were met with terrible failure. It's always a mistake when I put a serial game down for a bit like that, because the timespan between plays always wrecks the linear narrative for me. I feel like all the cool bits of Metroid Prime - the searching, the collecting, the wandering - took place in another game.

The final level was frustrating. I feel it relied on a lot more luck than I usually like. After several trips through the jumping puzzle of the Fission Metroid room (where you have to scale a bunch of tiny floating platforms), I became very good at the whole jumping portion. But, it was all luck as to whether the goddamn Fission Metroids attacked me and knocked me back down. Frustration.

Then once you confront El Bosso Grande, Metroid Prime his bad self, it's all random as to what colors his rotates through... deciding what weapon weakness you need to exploit. I found his Ice mode wildly annoying, because your own Ice weapon is very slow... so if ol' MP selects Ice more often than not, you're going to have a harder time battling him. Frustration again.

And in his final form, he randomly chooses his visbility, and you have to quickly cycle through your combat, x-ray and thermal visors to locate him. So, again, if you're lucky, you'll find him right away. If not, he will bathe you in fire and push your corpse out to the road for Monday morning trash pickup. Frustration x3.

That's probably why I value Animal Crossing so much, since it operates completely on a non-frustration scheme. I'm not saying I dislike games that are difficult - quite the opposite - it's just exceptionally theraputic once in a while to play a game that isn't actively seeking to pull your pants down.

 

Animal Crossing Log Entry 15


In the spirit of the season, I forged a trade agreement with neighboring Holliday with the end goal of railroading Jingle out of his entire stock of gifts. Unfortunately, he outfoxxed both towns and we ended up with 12 out of 13 special items.

Which left myself and Holliday native RhondaCat looking nervously over the table at each other, silently wondering who would reap the larger share of the uneven booty. It was a tough negotiation, but I walked away with 11 unique items and she took all the duplicates and the Jingle Shirt.

Later, Jingle sent us both a phony-baloney holiday letter and the NES game Balloon Fight, which I already had bought from Crazy Redd back in September for 12,000 bells. Cruel fate!

The only other news of late is my quest to perfect Adamsvil. The town Wishing Well is some sort of landscaping guardian spirit. Every day it judges the town, according to some crazy tree-counting logorithm. Once you hit 15 days or so of perfection, the Well hands over a rare item.

Holliday, I am informed, has already achieved this. In fact, prior to our Jingle Summit, RhondaCat used this status to actively recruit Adamsvil villagers into her town. To this day, my people are still showing me her letters.

To Future Citizen Grizzly: Why not relocate to Holliday? Our town is perfect by all accounts, and we have a much better Museum. And if you like fishing, Holliday is the place to be! Signed, Perfect Town RhondaCat.

So far, only the flighty and shiftless Boots has taken up RhondaCat on her offer. Although I liked having an alligator around for pure scare value, his house was right in the middle of my orchard, so good riddance.

 

Game Review / Starfox Adventures: Dinosaur Planet (GameCube)



What do you get when you cross a generic platformer with liscensed characters?

From its inception, this was supposed to be a different game. Rare unveiled Dinosaur Planet, which was a really compelling looking game, for the N64. Then the N64 began to decline (read: dropped like a hot potato) when the next gen consoles began making their debut, and the GameCube (aka Project Dolphin) really took the wind out of designer's sails. Somewhere between making the transition from N64 game to GC game, the Big N told Rare to make this a Starfox game.

I can see the poor toady who had to suck up this decision, throwing months of creative work into the crapper just to make the switch to Starfox. Starfox, which at best has recognizable characters, really didn't seem like a good pot to fish likeable 3D platformer characters out of. And indeed, it ain't. At least, not in this particular outing.

The plot: Times have gotten tough aboard the Great Fox, the main mothership of Team Starfox. Essentially, now that Andross has been defeated twice, there's no more villainy in the Lylat system to root out, meaning that nobody wants to pay mercenaries. Falco Lombardi even left the team to pursue other interests, leaving Fox McCloud, Slippy Toad, and Peppy Hare (who is not looking peppy these days, I'm thinking poor ol' Peppy might be due for that big hutch in the sky) to idly putter about in their ship. Suddenly, General Pepper calls, and says that there's work to do on Dinosaur Planet, a remote world that's threatening to blow up. Ordinarily, this would probably not be a major concern, but if this planet blew up, it might destabilize the other planets. Or some junk. General Pepper promises to pay the Starfox Team, and so, with that heroic aim, the main character arrives.

Oh, right, I forgot. Meanwhile on Dinosaur Planet, a blue vixen (female fox, look it up) on a pterodactyl squares off against a dinosaur named General Scales. She drops her staff in the fight, but manages to escape unharmed, promising that they'd fight again. She then goes to the Krazoa palace, which is sacred to the dinosaurs (except, I guess, for General Scales, because he raided the place), puts back one of the 7 guardian spirits, and is trapped in a sorta neat CGI sequence.. I mean, in some sort of energy field thing. That's the last you see of her for most of the game, so pretend as if it's not really that important, because it isn't. Obviously, she is your main love interest, being the only other female mammal on all of dinosaur planet, and conveniently of the same species. How 'bout them odds?

Back to Fox. He lands, is told by General Pepper that he can't bring along his blaster, but, surprise surprise, finds Krystal (the blue fox, sorry about that, forgot to introduce her)'s staff. Essentially, you're informed that General Scales has indeed defiled the Krazoa temple, so you need to find all of those and put them back, and get the four element stones back to the force point temples to keep the magical energy of Dinosaur Planet from tearing the place apart. There's also the matter of young Prince Tricky of the Earthwalker Tribe, who you need to rescue and then need to resist throwing into a meat grinder for the rest of the game.

The gameplay: Linear. Every thing, and I mean EVERYTHING in the game is a scripted line. Whenever you get to a place, Peppy tells you where to go. Whenever you pick up a new item, or learn a new move, it's simply to get you into an area you haven't been able to go. However, unlike in other platformers, you don't need these moves to get a few jiggies. Oh, no, you need these moves to advance the plot. At one point in the game, you return from a mission to see a mother stegosaur fretting that egg robbers are stealing her babies. If you ignore her, nothing happens, but you can't open the glowing doors which you are informed are important. So, you go back, and, surprise, she's still having egg robber problems. Once you wipe out all the little critters, she lets you into a staff upgrade cave that gives you, big shock, the open-doors power. You can't do ANYTHING out of sequence, because that's not how the game was designed. At best, this game should have been called "Starfox List of Things to do in Order" and not Starfox Adventure.

That's my biggest gripe with Starfox. There's nothing to it, and the 18 hours of game play are all because of the trudging you need to do. You're never stuck figuring out a puzzle, it's just an exersize in getting to the place you need to be. There's plenty to do along the way, but there's hardly any reason to care except for the fact that you can't progress unless you do whatever insulting task they want you to do. At one point, you return to the earthwalker tribe to find out that somebody has put out all their torches, and they're all afraid. "Well, that's too damn bad; if they want some light, I can get in my Arwing and shoot down a few trees," you think. But no, you have to help them. Incidently, you can now use the Fireweed Tree in the village square - hmmm, that's not suspiciously a CLUE or anything, is it? Once you solve the stupid problem, they give you a key so you can get to another new area. Why did they not give this to you earlier? What, was your goal of saving their whole damn planet not good enough? "Well, yeah, that's good and all.. but if you'd, like, light some torches and save some babies, that's like, really good, and we'll give you the key that lets you save the planet."

The only saving grace to all of this is that you can hit the earthwalkers with your staff over and over again, and they make a delightful groan and writhe convincingly. It hardly makes up for the indignity you suffer, but it helps.

Let's talk about moves. Fox doesn't learn any. Not a one. He does get staff upgrades, however, and these, plus Tricky, are how he does most of his stuff. The staff upgrades aren't useful for anything but solving puzzles; you can use your staff to shoot at bad guys, but most of the time, you'll be shooting switches with it. Tricky is useful only to solve puzzles; he can dig, breathe fire, and stand on switches, so that's pretty much all he'll ever do for you. Fox gets new items throughout the game, but unlike, say, the useful items in Majora's Mask, these items, you guessed it, have specific uses to solve puzzles. Moon seeds? Puzzle. Bomb spores? Puzzle. Mammoth horn? Puzzle. There's not a SINGLE item in the game that doesn't have an obvious "Use this here" spot. You can't even use them if you're not in the right spot. Why they even bother letting you assign them to a button is beyond me; if it's just an exersize in having Fox do something once he gets to a specific area, just have him automatically do it. Don't waste my time.

I've mentioned that Fox doesn't get to use his gun. Yet there are enemies for Fox to fight. So what does he do? He beats him with his staff (tee hee!). A lot. A crazy lot. You can do combos with the staff, but it's really not that important; once you land the first hit (which can be really hard, monsters block a lot, and it's pretty much a matter of timing that first hit to smack them when they drop their guard to attack), you can automatically land another one, and so you simply rapid fire out staff beatings until they drop, then beat them while they're on the ground some more. The result is a festival of beatings that make me think that Fox still has some serious issues with the loss of his dad. Two things take away from this honest, simple fun: It's boring, and it's too damn simple.

The latter I'll mention first. Starfox Adventures cribs Z-targeting completely from Zelda. That's fine, it worked then, but in Zelda, monsters will attack you even if you've not targeted them. This is not the case with Starfox; monsters will very patiently wait their turn until you kill their buddies and focus on them. If you linger for like 10 seconds next to a stray monster, it will hit you, but I think that's mostly out of impatience rather than any aggression towards you. "Please, Mr. McCloud, if you're not in too much of a hurry, I have theater tickets at 7, and I do need to get on to the business of being bludgeoned by you painfully." So you literally have time to spare while killing monsters. Add into this your shield - Fox can, at any time and for however long he likes, make a force shield around himself with Krystal's staff. So you can just sit there and ignore damage. You can, if you like, roll around and avoid attacks, but why bother?

Combat got so boring that I was regularly putting the staff away so as not to Z-target the nearest monster, which makes running by them very difficult. Since, barring the occasional door which won't open until you kill everything in a room, there's no reason to get into fights, so I didn't. Enemies were varied enough in Zelda that it was worth killing them, and they dropped stuff you could use. The only thing, barring one monster type which only drops one item of its own, monsters drop upon death is healing nuts, which you don't need because they're in EVERY DAMN CRATE IN THE GAME! AND THE CRATES RESPAWN!

Starfox Adventures also hosts the most godawful puzzles in the genre. What kind of puzzles do you not like? Box stacking? Check, but those aren't that bad. Box pushing? Big check there, but they're simply boring. Races? Check, and I'm sorry to say that they're one of the more fun puzzles. No, my friend, this offense against puzzle kind should send chills down your spine worse than any of those. I am talking about button mashing. Yes, twice in the game, you are forced to whale on your A button as fast as you can. You also have to do that for the final boss fight, but that's a different story. Get a turbo controller if you entertain any idea of playing this game. Trust me, you're not missing out at all by not sitting there like a monkey on ritalin, slapping your thumb meat raw onto your controller. An equally mindless - but well done - puzzle was the Test of Fear, where you have to jerk the controller left and right and keep a slider within a narrow box; it was difficult, annoying, and frustrating, but the effect was good.

The aesthetics: There's not a scene in the game that isn't lushly designed. Dinosaur Planet is a tropical paradise, except for those parts that are either snowy or lava-y, so expect lots of plants. Fox himself is really nicely done, and Rare outdid themselves with facial expressions here; Fox really yaps his muzzle off, and the sheer amount of contempt he shows on his face sums up perfectly most of the crap he gets handed to do. So that's very nice, and Rare did well on that score.

The voice acting is over the top, and generally, that's a good thing. Fox, however, sounds like a whiny teenager, which is in itself amusing, but hardly the dashing furry captain who avenged his father's death ten years ago. So it's a funny voice, and his whiny attitude is fairly Luke-esque (Luke from Star Wars), but unbelievable for the character. By far, my favorite voice is from the shop keeper. Her (?) barely restrained rage when you pick up something you can't afford is priceless. "Put that DOWN! You haven't got enough SCARABS!" complete with claws clenched into fists.

There's no way you'd enjoy hearing from Prince Tricky as much as you have to, so any voice would have worked for him. Essentially, he talks way too much, and it's always inappropriate. Every time you kill something, it's "Oooo" and "Yeah!", which gets tireseome really quickly. Tricky is otherwise an okay little sidekick, but there should be a "mute" command for him. Talking a lot doesn't give him any personality.

The music is inherently forgettable, and I can't remember any of the tunes. Sound effects are good, although you hear "whop" so much from hitting dinosaurs that I wonder if they could have done better with any other weapon, instead. Nothing particularly notable from the sound department, except for the Krazoa spirits themselves, who all sound nice and ethereal.

I can't leave this out: Who the hell thought it was a neat idea to have "dinosaur language" be nothing but scrambled english? And then not scramble proper nouns? The opening dialogue was just awful! "Oo oo ahh ahh pahoy hoy walla bing bang Dinosaur Planet?" "Fnord poit egad narf General Scales!" I kid you not, it's really that bad. It would be one thing if it was just written down, but the poor voice actors really had to say all that. Thankfully, they retire the effect VERY soon into the game as if almost to say, "we're sorry," but then they included the instructions on how to speak this way in the manual. Hey, parents, if your children are simpering idiots who have nothing better to do than learn how to speak a language more stupid than pig Latin, please take them out and get them neutered or spayed.

And yes, dinosaurs do call their planet Dinosaur Planet. From now on, I live on Human Planet. Suck it, bacteria, you've had this place for the last 3.8 billion years, but now we're taking over! I wonder if anybody told the dinosaurs that earth used to have those, too, but not so much anymore. Are we Former Dinosaur Planet? Less Dinosaurs Then Advertised Planet? Fossil Dinosaur Planet?

Major Beef: I have two major beefs, one's a spoiler, and one's not, so I'll put them in order of non-spoiler to spoiler.

Non-spoiler: Now, I realize that this was never intended to have Fox in it. So I will forgive them certain howling problems like Fox's blaster. I mean, sure, he's a starfighter pilot, a rogue ace mercenary, what have you; he's still out representing.. well, whatever group General Pepper is the general of. But after the first dinosaur twice your size bites your furry ass, I'd call Pepper back and say, "Hey, bowser, look. Look at the big hunk of me-meat that T-rex bit out of me. Now, I don't know what you're being taught in Starfleet or whatever the hell group you're a part of, but I'm thinking about screwing the Prime Directive and going and bagging me some wall hangings."

What I can't forgive is the gross misuse of the Arwing. Essentially, having the Arwing is just an annoyance; the only use out of it is going into space, flying through gold hoops and landing somewhere new. Now, I realize that Starfox has always been about flying through gold hoops and shooting down space ships and what not, and certainly such elements belonged here. However, Fox has to fly through these gold rings to land on Dinosaur Planet. Why? What difference would it make if he didn't? Furthermore, how did all these gold rings and spaceships get up into space to begin with? Did the dinosaurs put them up there? Folks, these dinosaurs haven't even discovered workable underroos yet, let alone build spaceships just to put gold rings in space for you to fly through. Yet, every time you fly to a new location, you have to fly through gold rings.

Now, couple that with the fact that Fox clearly forgets about the Arwing in later missions. At one point, you have to rescue a bunch of dinosaur prisoners, and for NO DAMN REASON, suicide bomber droids hurl themselves at you and your giant sized dino buddy. Now, Fox, let's think a moment, shall we? You fly a what now? And that thing you fly, what is it armed with? Would you say that the thing that you fly, with all of its weapons is better, or worse equipped to shoot down swarms of robots than you and your staff are? Yet, the Arwing sits, gently parked, with no orders to shoot at anything. It comes up several times in the game; you have to learn a new move to take down some giant T-rexes (Oh, sorry, "Red-Eyes"), you have to learn a new move to climb your way up to the tops of locations - hey, here's an idea, why not FLY OVER THINGS AND SHOOT THEM? Answer: Because the designers never intended you to have an Arwing, and clearly had no intention of implementing it once Fox was added into the cast.

Spoiler (but hardly one at that): The final boss is Andross. Oh, gasp, no, I've spoiled it! Except that it's always been Andross. Beyond Wario and Wart, the only enemies Mario has ever had have been Donkey Kong and Bowser, and Kong seems to be on good terms with Mario these days. So me telling you that the final boss is Andross should come as no big surprise� except that General Scales has been advertised as the nemesis the whole damn time.

Think about it: General Scales caused all the trouble. He's the one who let out all the Krazoa spirits, he's the one who took all the Force Stones, he's the one who kidnapped all the Earthwalker tribe (or, at least the ones with half a brain), he imprisoned the Cloudrunner queen, he beat you up, he's your big fear in the Test of Fear, and he's the only bad guy even mentioned in the damn game. So, logically, you'd expect, oh, I dunno, to fight him. Even maybe a little? Perhaps a sharp rap on the knuckles and a scolding? Nothing. Andross just kills him. There's a little death door in the room with General Scales, and once he's done talking to you, he flops over and the death door opens up. Meaning that you don't even get to hit the guy once or twice, which is a real shame, because it's what you're geared up to do.

The only power up you pick up that helps you at all in space are the number of hearts you have, and you get those for free every time you beat a boss. So all the staff upgrades, all the collectibles, all the everything have no bearing in space. The boss fights, up until Andross, were neat AND you fought them on land. However, for the final boss, you have to go into space and shoot rocks until Andross dies. This isn't an ending, this is a cop out!

For those of you who I spoiled the ending for, I'm sorry. However, for those of you who were looking for an actual ending, and not some, "Well, it fits the liscence, so let's cram Andross in there somehow" kludge job, I'm HONESTLY sorry. You get no satisfaction in shooting up Andross because he's just a goofy boss. Incidently, why would Andross, who needed the Krazoa spirits to revive himself, want General Scales to mess with those same Krazoa spirits, thereby preventing Andross from joining them and using their power? Wouldn't it have been much better to leave the Krozoa in their palace and just glom onto them? Essentially, Andross has to get a minion to break the planet to the point where Fox has to come back and fix the planet, and in the process, revive Andross. So our villain subcontracted a villain and at the same time requires the service of a hero. For shame, Andross. I can see the big bodiless monkey head sitting in Video Game Bad Guy Hell, being openly laughed at:

Dr. Robotnik: Zo, it's zee big, bad Andross. Nice work on Dinozaur Planet, you got your revenge, for what, thirty, fourty seconds, topz?
Andross: Shut up! It's not like that! I had to get all the mystical energy into place before I made my triumphant return, that's all!
Dr. Wily: Tell me about your grand plan of making sure Krystal wouldn't be the one who rescued all the Krazoa spirits, thus ensuring that Fox was there, with his star ship, at the very moment of your ressurection.
Andross: Oh, yeah, like you're so hot, you keep giving Mega Man all the powers he needs to defeat you.
Dr. Wily: Perhaps, but at least I make sure that I keep my vulnerable ass as far away from Mega Man as possible when I announce my grand plan of world domination, instead of floating there like a pinata right in his crosshairs.
Bowser: I'm waaay too good to be in this crowd, any minute now, I'll just be called up to do another Mario game. Bots, Wily, catch you next time, alright? Monkey-face, next time I'm here, I don't even want to see you. Just pack up your giant space head and slink off.
Andross: (muttering to himself) I'm a cool floating space monkey head, I don't need them. I'll so totally suck rocks in and spit them out, it's not even funny. Plus, I can do that eating thing... next time, Fox, I'm going to come up with a different sub-bad guy and so totally whomp on you.

Incidently, I'm very glad that General Scales was promoted up the ranks of the Dinosaur Army. Private Scales sounds like a STD.

Final thoughts: Rent. It's a beautiful game, and you'll probably enjoy it ONE time. That is if you're not annoyed by the Test of Strength, Test of Fear, dull combat, tepid plot and easy puzzles to the point where you quit before getting the pathetic ending. If you want a game that can show you what the GameCube is capable of, definitely check it out; the fur modeling on Fox is really nicely done. If, however, you want a game that can show you what Rare is capable of, or indeed, what platformers are capable of, avoid this. Get Banjo-Kazooie or Rocket: Robot on Wheels for the N64.

I'm very sorry that they used Fox in this title; he deserves much better. Hell, I'm sorry they used dinosaurs in this title. They should call it "Stuff to pick up and carry Planet," it much more fits the theme.





I realize that Starfox has always been about flying through gold hoops and shooting down space ships and what not, and certainly such elements belonged here. However, Fox has to fly through these gold rings to land on Dinosaur Planet. Why? What difference would it make if he didn't? Furthermore, how did all these gold rings and spaceships get up into space to begin with? Did the dinosaurs put them up there? Folks, these dinosaurs haven't even discovered workable underroos yet, let alone build spaceships just to put gold rings in space for you to fly through.


 

Game Review / Rocket: Robot on Wheels (N64)



Surprisingly innovative platformer, cursed by a generally flavorless mascot

Rocket: Robot on Wheels is a really innovative gimmick platformer. Rocket, the robot, has two things going for it that all other platformers after it have yet to duplicate � it can pick up nearly every object in the game (including enemies) and manipulate them, and Rocket is on a single wheel. The former makes puzzles a lot of fun, because they're more innovative than "Go here, touch that sprite, come back and drop off the sprite" (standard fare in most of Rare's games) � you literally have to carry the sprite, throw it over obstacles if need be, and dodge enemies which will steal the item you're carrying. The latter is fun because, being a wheeled character, you don't exactly stop when you stop pushing the control stick. Rocket gradually rolls to a halt, and if he's on a slope, it takes a lot longer. This takes getting used to, much the same way that the generic ice levels that all platformers since Super Mario Bros. 2 have invoked, except it's a lot more subtle than "Snow makes things slippery."

Incidently, and this is a pet peeve of mine, why is it that every platformer makes the mistake in snow levels that jumping around is more effective than running on ice? Have you ever tried to jump on ice? I did that once, and landed squarely on my ass. Ever since Mario, jumping around on ice has been the main thing that keeps you from falling off of the sheer cliffs that ice levels always seem to hang out around.

There's probably a very good reason you've never heard of Rocket. He's one of the most flavorless mascots around. He doesn't talk, he's not particularly cute (basically, he's a football helmet, a torso, and a wheel), and he doesn't have any real hope for a spin off racing title, golf game, tetris clone, or the like (no, I'm not a Mario hate-ah, I'm just a little tired of spin-offitis, and Mario's the biggest whore of those). In fact, barring this review, I doubt you'll ever hear of him again, unless you pick up the cart, which I imagine is a cheap endeavor by now.

The plot: Rocket is the robot assistant of some sci-fi Walt Disney, who is opening a walrus-mascot theme park tomorrow. "Wally World" and its lazy, slob of a walrus, is apparently all the rage. However, the walrus has a sidekick named Jojo the Racoon, who is jealous of Wally, and as soon as the professor leaves, Jojo clonks Rocket on the head, steals Wally, and attempts to recreate Wallyworld into Jojoworld. Your job, fix the place and stop Jojo before the professor returns.

Ok, yeah, that's a pretty lame plot. It's also a bit of a problem for Rocket. You see, he's not the mascot. He's not even the mascot's sidekick. Rocket is the fixit droid for the guy who made the mascot's theme park. Luigi is the mascot's sidekick. Tails is the mascot's sidekick. Both Luigi and Tails have some small bit of notariety because they're at least the poor, underused flunky that the mascot can call on. But poor Rocket is so far out of the pecking order, I'd be surprised if, barring this Jojo incident, he'd even be allowed out in public at the grand opening of Wally World tomorrow. So you can understand why Rocket would jump at the task to take on a greater role. He's the Toad of Wally World, forever doomed in a supporting role, forever hoping for the spotlight. No more will he be satisfied with, "Thank you for rescuing me! But our princess is in another castle!"

Wally World, of course, is the hub area, and you can more or less travel all over it from the beginning of the game. You can't get into the rides (aka, the "lands") until you collect enough tickets for the repair guy (I forgot his name, but it's really not that important) to open up the ride for you. So really, it's a matter of collecting tickets, opening up new areas, and collecting more tickets � pretty standard platform stuff.

The gameplay: Rocket only ever gets a few abilities in the game, and so once you get used to him, there's no major shifts to how he behaves (he never learns how to fly, he never transforms himself into a battlemech, etc. etc.), just marginal improvements to what he's already got. Samus never got really big improvements either; Rocket is much the same way. He learns a double jump, gets a longer grapple beam, get a short range ice ray, and learns how to slam whatever he's carrying into the ground, which is the only way you can defeat enemies. So clearly, the game is not about turning Rocket into an enemy thrashing hellspawn.

Actually, that's really the main difference between Rocket and any other platformer I've encountered. There's only a very few enemies in the entire game, and you can pretty much kill all of them without any trouble. The game is not about fighting, its more about using what you've got and figuring out puzzles. You get no reward for fighting (there are no tickets guarded by bosses) beyond energy, which you lose when they hit you only if it's a type of monster that can even cause you harm. Some enemies simply block you or interfere with your efforts, but otherwise have no offensive capabilities. That takes about as much getting used to as Rocket's movement. Let me stress this point: There are no boss fights. No cinematics where the boss taunts you, no bombastic fight music, no glorious death sequence for your defeated foe. None of the stages have a boss at all.

Of course, the game does have to adhere to some platformer standards. Rocket has to pick up tickets to open new worlds, and repair tokens to learn new abilities. You also get a ticket for getting all the repair tokens per world. Think of them as stars and coins, and you'll get the gist perfectly. Rocket also has to find parts of the main level theme, something that Jojo broke. Once you get all the parts together, a portion of the level is activated, and you get a ticket. The tickets are awarded to you for performing various tasks, and this is where the game really outshines the competition � you generally have to think your way through puzzles more than you have to jump and race for them (not to say that there aren't jumping and racing puzzles, but they're the minority). Let me give you two examples.

The first world you get to is a Boardwalk Carnival world. There's a beach, which has a sand buggy race on it, and the boardwalk itself, which has midway games (mostly tests of your throwing skill) and a few carnival like attractions (the very bizarre house of bees and a robot dinosaur). However, the most fun puzzle in the level is designing your own roller coaster. You have to build a roller coaster which will carry Rocket through 5 checkpoints. If you get them all, you get the ticket for that puzzle. Like any roller coaster, you have some options whether to build up, down, make a speed up corkscrew or a plain flat track, and the previous pieces have a lot of bearing on the next piece. Corkscrews are longer than flat tracks, and typically force you to build down after you place one, but you need to place these in order to reach checkpoints that are otherwise unaccessible. It's very clever, and it's quite enjoyable to ride around in, plus, you were actually encouraged to add something to the stage, as opposed to just blowing through, picking up the goodies you need to take, and leaving the rest of the world as the designer saw fit to make it for you.

The other example I have for you is from the Roman World. Yes, part of Wally World is set in ancient Rome, complete with plaster Centurion Wally statues. You even get to ride in a hover chariot. Most of the stages in Rocket have some sort of vehicle associated with it; the Hover Chariot is by far the most amusing because it can throw paint. So you can fly around the stage and paint all the Wally statues whatever color you like. There are several puzzles associated with this ability, but by far and large, the most fun is painting the stage random colors. The most intricate puzzle on the stage is painting yourself. One of the tickets is guarded by a centurion robot who has an orange shirt and a green kilt. In order to get past him, he has to think you're one of his legion. There are pools of paint nearby, and you can either wade in the entire way, or just soak your bottom half. In order to solve the puzzle, Rocket has to paint himself matching colors from the blue, yellow, red, and green pools. Notice how I didn't say orange. Also, you can't just paint your top half, you have to paint yourself entirely or just the bottom half. You can clean the paint off of yourself from another pool. I won't spoil the rest of it, just realize that the puzzle is one of experimentation. Plus, if you like, after you solve the puzzle, you can paint Rocket whatever color you like and run around like that for the rest of the stage.

Rocket has some of the most cleverly themed stages, and it's all in large part due to the fact that, being a theme park, the stages can be entirely unreal. I've mentioned the Boardwalk and Roman world; there's a mine shaft, a horror candy-land, an Arabian magic carpet setting, a cloud world, and a few others. You don't get any generic grasslands or deserts here.

If the game has a weakness, it's in Rocket's handling. The tasks themselves would be clever but simple if Mario was doing them, but Mario is far more agile than Rocket. Rocket's sort of gimpy. He's got a rather poor jump, he accelerates too fast to negotiate the tight corners he sometimes has to, and the rolling can really be frustrating when you've spent so much effort to get Rocket to where he needs to be, just to have him clumsily slip off thanks to gravity. It's not a fatal flaw; it was purposefully designed into Rocket, but if you find yourself screaming at Mario for being a clumsy dumbass, be warned, Rocket is a lot harder on you to control.

Using Rocket's grapple beam is also a little touchy; there are several times where you have to grab on to floating pegs and swing to the next peg. Mercifully, Rocket automatically orients in the direction of the next hand hold, so you'll never miss the direction that Rocket needs to swing in. What you will miss is the button that lets go of the previous peg and catches on to the next � Rocket's grapple beam has a recharge time, and if you let go too late, you won't be able to grab the next page before you fly past it. If you let go too early, you won't have enough momentum to carry you close enough to the next page to grab it. It's frustrating, and I can't beat the last stage of the game because it relies on these abilities entirely too much, and it's often the only thing that gets poor Rocket killed.

The aesthetics: A weakness of the game that probably drove most people away from it are its graphics. Rocket himself is fairly well done, and the worlds are nice, but the graphics are generally flat. Boulders look like rough hewn polygons, even though they move very realistically, and tumble against each other convincingly enough. The worlds are bright and eye-pleasing enough, but if you soil yourself over gorgeous water ripples and shadowing effects, you're in for a bitter disappointment; this game hardly bothers with special effects. Essentially, the graphics are serviceable, but not impressive.

The sound is, more or less, the same way. The ham and eggs keyboard synth gets a little overused, and the music, while peppy enough, becomes white noise because there's so little variety in it. Rocket makes enough noise, and his "Yeowch!" sound effect sounds convincing enough when he gets nailed by something, but nobody else in the game makes a lot of noise. Jojo just has a cackling chitter, the repair robot that gives Rocket new abilities simply says, "Hmm?" and the professor type guy has a "Hmm!" of his own. Rocket doesn't otherwise interact with anybody else in the game. By the time you're done with a level, you're more or less done looking at and listening to it as much as you are done picking up all the tickets.

Final thoughts: It'd be a shame if you overlook this title based on its appearances. The point of Rocket is about novelty, and gorgeous platformers with a well-known mascot character picking up easily accessible doodads has been done. Rocket is about an ill-equipped loser struggling with basic motor skills, attempting to winkle its way through puzzles and skill trials. Rocket never gets very powerful, nor particularly agile or even adept, meaning, from start to finish (or, in my case, as close as I could come to the finish), you struggle with your own limitations as much as you do with the novelty of puzzles. Compared to subsequent platformers which were all about getting new abilities which merely let you access areas with more collectable crap in them, I thought it was refreshing to have a hero who had to make do with what it could do. Rocket: Robot on Wheels is more of a test of your abilities, not the mascot's, making it a much tougher game, but a much more satisfying experience.





Rocket is about an ill-equipped loser struggling with basic motor skills, attempting to winkle its way through puzzles and skill trials. Rocket never gets very powerful, nor particularly agile or even adept, meaning, from start to finish, you struggle with your own limitations as much as you do with the novelty of puzzles.


 

Game Review / Blast Corps (N64)



Blow up and crush stuff for fun and profit!

Blast Corps is really about one thing - driving vehicles through cities and suburbs, and laying waste to them. Obstensibly, it all has a purpose, but forget all that for right now. You drive vehicles into buildings until they fall over, then do it some more. The entire game is about that. Big explosions? Check. Sound effects of things crunching? Check. If you're a guy, and I know I am, this should appeal to the lizard part of your brain. You know, the part that likes jokes about testicles and laughs whenever you see a cat falling off of something on America's Funniest Home Videos? It's been scientifically determined, and by that, I mean I just made this up, that the lizard part of your brain hails back to our puniest brained ancestors, who, when they first started walking on land, liked exploding stuff. Today, modern man must struggle to suppress these urges and build up a utopian society, all the while wondering exactly how cool it'd be if all the stuff in the world blew up with lots of fire. This is probably the reason that we don't have peace in our time, and it's probably the reason Blast Corps got made.

The plot: A transporter truck carrying a bunch of nukes goes haywire, and just starts driving around randomly. Apparently, these things aren't manned, so if you see a truck carrying nukes passing down your street, just jump right into the driver's seat and direct it wherever you want it to go. Failing that, you should get a bulldozer and crush everything around it, just to make sure that the truck, with its precious cargo, doesn't bump into a trailer park and detonate. This, apparently, is such a high profile duty that a freelance organization of professional drivers-into-things was hired to crush everything in the nuke truck's path. You do that. A lot.

Silly? Yes. Glaring holes in the plot? No doubt. And yet, there it is, the plot of Blast Corps. Your mission is to get into different vehicles, of increasing difficulty to use, and crush crap before the nuke truck hits them. If the truck hits anything at all, it goes kaboom. If you hit the truck, it goes kaboom. If, in the later stages, you don't make sure the truck has a track to drive on, it goes kaboom. Think of it like tetris. If too much stuff gets in the way, you lose. Except that you get to gratuitously crush the blocks, not just dump other wimpy blocks nearby it until they all blink into nonexistence.

Along the way, you acquire new vehicles, unlock tracks, and find 6 scientists stashed in the levels. Once you beat all the levels AND find all the scientists, the truck can safely be lured to an unpopulated area and be blown up. Of course, fat lot of good that does, considering all the cities you had to level just to let the truck drive to the middle of some desolate salt flats and go kaboom. You should have just let it kill everybody around the first farm it got to and call it an acceptable loss. You literally do trillions of dollars worth of damage (there's even a $ total of stuff broken) in your noble quest to let a small nuclear payload kill less people. And you know what? I couldn't be more happy with that.

The gameplay: Do you need another reminder? You drive vehicles. Into buildings. Thereby crushing them. Sheesh, people, what do you want? The game plays exactly like that. Let you think that would get boring, each level (there are several) varies both in the toughness of the buildings, the vehicles you are allowed to use, and the speed of the nuke truck. The main levels supply all the vehicles you get access to; the first levels let you use the bulldozer, which is the most straightforward (read: effective) vehicle in the game. Later, you get a dump truck, a gigantic flying mech, a small acrobatic mech, a mech with a giant metal fist, a tricycle that shoots missiles, a transport truck with extendable side panels, a dune buggy with a turbo boost, and lots of normal cars to do the race tracks with. With the exception of the flying mech, the other vehicles range from "tough to control" to "dear God, why can't they just me use the damn bulldozer" - which is the whole part of the fun.

The game is one of strategy and skill; you need to crush the buildings in the most effective way possible, but each vehicle takes a lot of skill (read: steep learning curve) to use efficiently. The dump truck, which is the plague of your later missions, only crushes buildings when you skid turn your truck into it. Basically, you have to skid yourself so that the sides of your vehicle hit the building; if you hit it with the front, you'll do very minimal damage. The acrobat mech only damages buildings when you execute a somersault into them; if you hit a building before you start flipping and tumbling, you'll be knocked out of your flip and have to do it again from futher away. The tricycle shoots more accurately if you hold perfectly still, but the tracks its required on are often the most time-sensitive, meaning you'll never have the time to sit around and line up your shots. And the dune buggy only damages things if it lands on them, meaning you have to leap off of cliffs and ruts to get airborne.

To make the game even more difficult, there are very often puzzles that go with the wrecking of stuff. In some tracks, you need to park your vehicle on a crane, get out, go to the crane controls, move the vehicle over something, get out of the crane, walk your guy over a footpath, get into your vehicle, and go crush stuff before the truck hits them. The timing of the truck is very tight; if you dally too long figuring out what it is you need to do, you'll often never be able to make up for lost time. Fortunately, replaying missions is both satisfying and simple to do, even if the solution is not simple at all.

Once you've played the mission successfully, the truck is gone, but you can go back and level the rest of the town. You know, for good measure, in case the truck decides to come back. This is both the most satisfying part of the game, and the most pointless. You get a gold medal for completing the mission, hoorah, hoorah. You also get a second medal for completely wiping out an area. Essentially, this is the first hint of things to come from Rare; you need to do EVERYTHING on a level to get that second gold medal. Crushing the buildings is fun, and apart from a few of 'em in hiding, you get that done relatively quickly and with a lot of enjoyment. Rescuing the civvies is easily done; if you batter down part of a building, and it has people in it, they scamper out and yell, "Help help!" until a chopper comes by and picks them up. Of course, when you do this AFTER the nuclear truck problem has already been solved, then perhaps they're running from the rampage that YOU are creating. Given that the civvies tend to run and yell "Help help!" whenever you approach them, I'm thinking that you're a bigger menace than the stupid truck.

The weakness from this are the RDUs - Radiation Dispersal Units. Essentially, they're little beacons that light up and go "Whom" when you drive close enough to them. There's a hundred in every level, and in almost every level, the hardest part is finding which one you missed in a field of ones you've already hit, and driving over it. There's no real reason why you should bother except that you don't get the second gold medal unless you hit all the RDUs, too, and you'll need that to get to the harder difficulty of the game. The RDUs are the main glaring weakness of the entire game.

As a side thing to do, there are little sub areas off of the main levels; you get these for bumping into a satellite beacon. Most of the sub areas are races, where you get to use your vehicles, typically (but not always) the civilian vehicles you "confiscate" during your raids. You get a General Lee, although it's one of the worst vehicles, a police cruiser with a working siren, a purple van, and a few others. Generally speaking, the races are more or less driving practice, although there's a few that require you to "cheat" - to get the best time and its gold medal, you have to drive off the track and find a hidden shortcut. Clever, really; it makes the races more a test of skill rather than simply speed, although none of the races are particularly fun.

As I hinted at, you'll need the gold medals to advance the difficulty - once you get a gold in everything, all the levels reset (i.e., your friend the truck comes back) and you have to repeat both the main tracks and the special events to get another gold medal, this time for a quicker time than the previous gold. If you've already qualified for that time, you don't need to repeat the stage, which was a nice consideration on Rare's part. Do that again, and you get to do the space missions, which are mostly a fun excuse to blow crap up on a place with much less gravity, so you behave awfully oddly up there. Complete those, and you can go for platinum medals, but those are so damn hard to get that I never bothered. I'm not sure that anybody has ever gotten all the platinum medals to see what it earns you. Probably just a black screen with "Congratulations!" printed on it in white block letters. At least I'd like to think that.

The aesthetics: For its time, and even to some degree still, Blast Corps was a gorgeous game. The main purpose, that of wrecking everything, requires fairly realistic graphics to be convincing, and Blast Corps delivers on that, so much so that there's even a hint of slowdown when a really big building explodes. The chrome on the two mechs, particularly the flying mech, are very well done, and it makes the robots look really cool - the fact that they aren't dull yellow bulldozers doesn't hurt either. The chrome effect is a little over used on the mysterious chrome orbs that you often have to hunt down and destroy in some of the levels, but its obvious the designers liked the effect.

Still, the game is mostly about crushing crap, not looking at it, and the explosions are gratifying. They sound a little tinny, but the crunching is satisfying nonetheless, and you feel generally good for doing it. The nuke truck is unnerving, it makes a threatening reactor hum whenever you're near it, and particularly when you're running around as the little bejumpsuited guy next to it, you really have to worry about whether or not you need a dental smock to protect your precious organs.

The sound quality really takes a hit from the goofy ass level music. There's no real way to avoid this: The music is often times incredibly dorky. The first level even has a Jew's Harp twanging away in the background. This is NOT the soundtrack you want to hear while leveling a farm so that a nuclear truck doesn't irradiate the food supply of an entire nation! Screaming death metal would be appropriate. Goofy Jew's Harp and fiddle solos are not. The level music goes away entirely when the truck is too close to an obstacle, you get a fairly urgent "WARNING" booming alert, and the music becomes somewhat of a warning siren. It's actually quite stressful, and because it is so very different from the level music, it becomes distracting. I quite like the warning-tune; too bad there's no real way to have it play more often then leaving a lot of debris in the way of the truck, and doing that too much will get you killed.

A nice aesthetic touch comes from your team mates, who, as far as I can tell, have nothing better to do than offer unhelpful advice. There's supposed to be more of them, according to the manual, but all you ever see is a rather attractive female sprite, and a paunchy, bearded construction worker in a little pop up window at the bottom right of the screen. Neither of them are anywhere near as bad as Navi, but they're not real strong in the advice department, either. The number of times you hear, "Try something else" or "Is this really working?!?" is frustrating, particularly when you're desperately trying to get whatever cantankerous vehicle it is you're stuck with to push over that last pebble of building before the truck hits either it or you. It's a nice effect, but in practice, it's bothersome.

Final thoughts: Once you get the hang of it, Blast Corps is fairly simple, but that just makes it a very enjoyable game, as opposed to a struggle against time. It's worth dusting off a copy of it for an afternoon of guilty, mass destruction of public property, pleasure. Until you figure out the trick of each level, you'll often find yourself doomed to repeat the level, and even now, when I mess up on a level, I make sure it's me who augers myself into the side of the truck, and not some punk ass building, "I'll see you hell, nuclear truck!" Also, the vehicles are purposefully hard to control; when you get them figured out, they drive just fine, but it's the initial learning curve that makes them very frustrating to use at first. Stick with it; even as a renter, it's a lot of fun, and by now, you should be able to get it for very cheap.





Think of it like tetris. If too much stuff gets in the way, you lose. Except that you get to gratuitously crush the blocks, not just dump other wimpy blocks nearby it until they all blink into nonexistence.


 

This will suck.


TNN plans to run a video game awards show, sometime around the end of 2003.

The Video Game Awards will honor the best video games as voted by players and fans. Categories will include: Hottest Hero and Heroine, Most Addictive, Coolest Villain, Best All-Around Badass, Most Difficult to Master, Best Free For All Carnage, Best Soundtrack, Hottest Graphics, Best Kick Ass Weapon, Best Game based on a Movie and Best Celebrity Actor and Actress in a Game, Best Pro-Sports Game. In addition, games will be competing for the Hall of Fame Award and Game of the Year.

That is the saddest, weakest, most depressing list of awards ever. As per normal, video games will come off as juvenile and shallow. Why not include "Most Graphic Gore," "Most Likely To Inspire Sniper Rampage," and "Best Use of Tits."

And "voted by players and fans" likely means "voted by 12 year old morons at your local Blockbuster video. HALO ROXORS."

 

The Two Towers


OK, you've had a weekend to see The Two Towers. Time to talk about it now.

This one strays a bit more from the books. When Fellowship differed from the books, it was generally because Peter Jackson had to leave stuff out. In Two Towers, he seems to be putting stuff in. By and large, it's perfectly okay, because the added bits resonate with other scenes... in short, the tweaks make sense, from a movie perspective.

Elves at Helm's Deep. There's several reasons for this anomaly. It adds a little physical weight against the long-standing Tolkien complaint that all these powerful elves never do anything over the course of the story. The Professor can explain it over many chapters; all PJ can do is some rushed scenes with elves talking about Valinor. In the movie's vision, the elves battalion also helps bolster Theoden's defense... PJ's version of the defense of Helm's Deep is more hopeless than Tolkien's, in my opinion. The women and children stuck in the Glittering Caves, the six hours notice of the impending attack... and no huorns to bail everybody out at the end. But I think the most important reason is the return of Haldir. If PJ was doing a straight translation of the book, we'd have tons and tons of characters that are introduced, do something fairly important, and then never seen again. Haldir is a recognizable character from Fellowship, part of the movie's supporting cast... and he returns in Two Towers to die. It's actually kind of nice to see somebody important die. Nothing truly terrible ever happens to our leads - which is why Aragorn was tossed over a cliff - so B-teamers like Haldir (and Hama) have to step up.

Faramir. I have to admit I was a little bothered by this darker Faramir, but then I read this article from The One Ring.net which puts it into perspective. The movie version doesn't seem so off now. In the book, he just had more stage time to develop his interrogation and come to his decision. And "A chance for Faramir, Captain of Gondor, to show his quality" is one of my favorite lines. The battle scenes in Osgiliath are added just so all three storylines can culminate in war.

The truncated Entmoot. Much too hasty. I thought this was one of the weaker drifts, simply because it's purpose is to reveal an overwrought environmentalist moment. Treebeard really should have been aware of the deforestation of Isengard, and not be tricked by Merry and Pippen into discovering it. Still, I'd rather have a slightly dopey Treebeard than no Treebeard at all. The payoff for the altered Ent scenes is the inclusion of the amazing attack on Isengard, a portion that Tolkien totally glosses over. Maybe Return of the King will begin with Gandalf and company riding to Isengard and finding Merry and Pippen at their ease among the ruin.

 

Substance


I don't know how I stumble into these things, but this website has a pretty amazing theory to explain the plot of Metal Gear Solid 2: Sons of Liberty. Of course, it's presented in an incredibly stupid format that feels like someone's html training experiment, but maybe that's part of the point. The article fully explains several ideas that came to my mind while playing (and plenty of other theories), but I did not have the research and reasoning behind me to put all these pieces together.

MGS2 was skewered by a major anti-plot backlash a year ago, which I always felt was just a typically disgruntled and jaded response to the incredible amount of hype that preceded the game's launch. I also feel it was mainly funded by stupid people. I personally thought that MGS2 had a fantastic plot, marred only by the over-reliance on codec text screens... screens that made sense from an in-game perspective but often became tedious to click through from a real life perspective.

The vast majority of gamers expect the plot to be handed over in a nice, Hollywood-style package. They want nothing more complex than the average action film. So a game that purposely throws out red herrings, conflicting information, psychological twists - and develops in a generally obtuse way - frustrates a lot of people. MGS2 wants you to think, in addition to all the action. The story is also largely confined to the limited view of one single character, meaning that there is no usual Narrator or Omnicient Voice directing the plot's presentation and explaining everything in an obvious fashion.

I guess it's too easy to assume that there is no explanation for the game's weirdness, that it's just poorly done. We're used to the idea that video games have no "higher meaning" and that underdeveloped, gaping hole plotlines are the norm. We're not used to a game that has as much to say as MGS2, but requires your mental participation to make sense of it all. To compound it all, your mental participation may not even be enough.

The thing is, I thought this direction was obvious while I was playing the game. I may not have understood it all first time through (and I still don't), but I instantly "got" that Hideo Kojima was telling an incomplete story, a story that was far more complex than my first-person character could understand. But I always read every single word and watch every single cutscene when I play, which I know many gamers don't bother to do. I even read the game's supplementary onscreen novellas. Reading is fundamental.

I found it extremely rewarding to play a game that was as difficult in plot as it was in action. I'm looking forward to the release of the extended edition, Metal Gear Solid 2: Substance. I'll make a prediction here that Substance will be a critic favorite, but flop in the common public. The game has a huge reputation problem by this point... even if you ignore most peoples' issues with the storyline, everyone is on the We Hate Raiden bandwagon. You can't even read any professional commentary on MGS2 these days without some obligatory line about the "non-gender whiny wimp" or similar. Plus, several newer games have risen that promise to be MGS2 "without all the stuff you hated about MGS2." That's fine marketing I suppose, but I don't see anyone writing webpages about the deeper meaning of Splinter Cell.

I'm not saying it's the most perfect video game ever either, by the way. I just like that it took a big risk, storytelling-wise.

If all you want is an action game, that's perfectly okay. Get Substance and turn off the cutscenes/dialogue. I think you're missing something pretty spectacular, but whatever. I just hate to see a great game get mishandled because most people choose to cut it off at the knees.

 

Animal Crossing Log Entry 14


It is my goal to protect Adamsvil from all invading nations. Although I have negotiated mutually beneficial treaties of peace with the neighboring territories, it is only prudent to keep the populace in a position of strong defense and able to militarize should need arise. Here's how Adamsvil looks, here in December 2002, marking only my fourth month of Town Regent.

1. My home. The most important edifice in town, and thus at the very center of my emergency plans.

2. Admiral's house. Admiral, as his name suggests, is in charge of Adamsvil's navy.

3. Directly south of my home is a straight cliff, patrolled by Boots. Given the stores of my manor, the river on the east, and the tactical advantage of high ground, the acre is clearly our Most Defensible Position. Should we be forced to retreat on all other fronts, this is where we shall stand.

4. Pippy's house. We all hate Pippy.

5. This cliff gives a fine view of the entire SW quadrant. It is Grizzly's job to keep watch here.

6-8. These three acres form the southern front. I have every confidence that the townspeople here (Bitty, Olivia, Hazel, Cheri and Leigh) will fight in Adamsvil's defense, aided by backup on the cliffs. Hazel's position is of particular importance, as she must scan for invading ships that may be gathering in our lake.

9. We do have a weak area here, as there simply isn't enough villagers positioned to repel an incursion along the eastern wall. Luckily, Officers Copper and Booker hold an unceasing vigil in this acre, and any call for alarm they raise will be quickly answered.

10. Hornsby's house. Hornsby keeps watch over the southern seas, alert for enemy ships. Naturally, this is an extremely important lookout point.

The only front that remains unfortified is the northern edge. But with the presence of Cesar, Ava, Cashmere, Puck and Billy, we are certainly well-equipped to muster a defense along the railway track. However, it is my opinion that any foreign invasion will come from the south, as the mountainous regions surrounding Adamsvil are all but insurmountable.

Four months ago, this was a community of hippies and dirt farmers. Now they stand united to defend their homeland at any cost. Adamsvil's future is bright, and we will celebrate the dawning of 2003 with a renewed sense of nationalistic purpose.

 

I can do without Christmas.


This time of year doesn't do much for me. As usual, I feel attacked by pointless traditions and holiday demands.

Christmas cards. I really want to stop this one. They're expensive, they're time consuming, and they all get thrown away December 26th. I especially like getting cards from relatives we never see, featuring some appropriate quote of scripture. If you don't know if your recipient is Christian, don't send the Happy God Bible Card. That's what Santa is for. And kittens. One of these years, I'm sending out a Christmas card that says

This is the last Christmas card you will ever receive from the Fourhmans. Please don't take this as an insult - and no, this is not a suicide threat - we're just tired of the whole thing. Plus, we just fucking saw you last weekend. Merry Christmas.

Christmas gifts. Rhonda and I are in an admittedly fortunate position. If we want something, we generally buy it. We really don't ask anybody to buy us stuff for Christmas or birthdays. I also have a huge personal problem being the center of attention for events like gift-opening. I also don't like the stress of shopping for other people, given that I'm so good at shopping for myself.

Maybe this attitude will change if we ever spawn, but then I fully anticipate the focus will change to the kids. In the long while between, let me doing the buying for me and you go buy for you.

 

Mail order is so exciting, no?


We've been avoiding the Animal Crossing Strategy Guide like Pennsylvania drivers avoid turn signals. It was our contention that an all-encompassing guide would ruin the slow, gradual experience of the game. And since playing Animal Crossing doesn't require consulting maps or complex locked door puzzles, we've managed to muddle through the intricacies of letter writing, furniture placement and item collecting without a formal guide. Sarcasm.

That said, we've found plenty of hints and tips online - I doubt we would ever have found about the daily magic money rock without help - so it's not like we're playing in a vaccuum. The various message boards and websites are like peepholes into the guide itself, allowing us to just search out exactly what we need without presenting the entirety of the game's scope in one thick document.

But what I'm finding is that the Official Guide is incomplete anyway, which is as unique among guides as Animal Crossing is unique among games. The Guide does *not* list every single obtainable item, since Nintendo hasn't fully revealed everything. (I'm referring to the rare item Universal Codes, which can yield cool stuff that, as yet, remains unattainable in the game alone. I have not used any of them myself as I'm waiting for Nintendo to publish them formally, but they do exist.) Also, rumors continue of secret NES games not mentioned in the Guide. And after nearly four months of playing the game, my onscreen Nook catalog has become so unwieldy that I could use any sort of printed furniture listing to check off and complete.

So an Animal Crossing Official Strategy Guide is right now winging it's way through the USPS to us... as part of our new subscription to Nintendo Power. Nintendo Power is a funny magazine because it very clearly needs to straddle the fence between toddler gamers and adult gamers. But they've had some great pack-ins lately (Pokemon promo cards, GameCube preview DVD, Animal Crossing promo card), so that's really all I need to justify adding NP to my monthlies.

And on the accessory front, I'm still searching for the GameCube GamePak, a sort of all-encompassing backpack designed for Cube transportation. No store in town has it in stock, although they do all have the Xbox version. If any console needed a backpack for moving, it's the oversized Xbox. Perhaps even a forklift if you're bringing enough controllers.

My quest has resulted in me paying more attention to the accessory frontlines, which I usually ignore. The video game peripheral market has some of the worst marketing of any aspect of the industry. But I think that's largely because accessories tend to spawn from the ass end of the business - your cheater boxes, your rubber-gripped gaudy colored controllers, your figural PVC memory cards - and not the self-respecting big guns. Not to mention big plastic rocking chairs.

 

I Pod.


Matt picked up his iPod months ago, and we've had some pretty gnarly AIM arguments about the gadget. One of my biggest problems was the price. $400 for 10gig of music? Music? As I've said before, music just isn't my bag. There's one group that I'm passionate about (They Might Be Giants), most of my other favorites stem from college days, and everything else can go hang. I generally consider music to be even lower on the Interest totem pole than movies/tv... and I have an extremely low opinion of that entertainment wasteland. (If you're making a chart, I place sports even further down.)

So why did I buy one? I think I can trace it back to one moment. Mike and I had started playing Doomtown, and he suggested we play some background music. And I had nothing to play. Rather, I had plenty of cds, but nothing to play them with.

See, we recently bought a big wraparound couch, which is so big that it actually pushed my old Sony stereo out of the room. Rhonda and I never listen to music at home (it's true!), so we never noticed. The best I could do to satisfy Mike's natural inclination towards multiple simultaneous sensory inputs was to play a chosen cd with the PS2... and that is too annoying to expect me to try that too often.

So our iPod is now our stereo. I was up until 7:00am Saturday night digitizing 90% of our cd collection, putting over 4gigs of music on the iPod. That endeavor made me re-think my longheld notion that I'm not into music, believe me. A $4 Radio Shack adaptor now sits by the surround sound receiver, so we can jack the iPod in and easily skip through whatever songs or albums we want. (By the way, what the hell is wrong with the non-spellchecking idiots who submit to CDDB? I fixed about twenty to thirty spelling errors.)

But keeping Mike distracted between Doomtown plays wasn't the only reason that manifested itself. No, his mournful and disappointed stare when I balked at providing aural pleasure was just the Final Reason Required for purchase. We also plan to use it for long car trips, as neither of our vehicles have ever had a cd player. Plus, it's damn-ass cool.

I still think it's too expensive for what it does. I don't like the metal on the iPod rear and the remote, as it attracts fingerprints almost magnetically. The iTunes-to-iPod sync is great, but I find it weird that you can't do the reverse and create playlists on the iPod that then are sent to iTunes.

I also think the very concept of an attached remote on a portable device is ridiculous. That was another key point in my fights with Matt. Basically, the iPod remote sits on another cable that goes between the iPod and the earbuds, making the entire cable string another two feet longer. So instead of reaching down two feet to the iPod sitting on your belt, you can use the remote clipped to your lapel to skip tracks, play/pause, and adjust volume.

That's great, if you're jogging. Or if you're a veal calf. But unless your iPod is locked inside a lead-lined safe, you're really not saving much effort there. If the remote was wireless, then you could stash the iPod at the bottom of your backpack, snake the earbuds out to your skull, and hide the remote in your interior vest pocket. That strikes me as more useful: The remote is handy but not being forced into service as jewelry, and the iPod is completely safe instead of hanging off your waistline. Matt suggested I was a fool and that you'd need line of sight to make the remote work via infrared. I retorted that he was a complete moron and that you could use RF, not infrared. He further announced that I was a sublime jackass, and the RF receiver would add too much extra bulk to the iPod's slim design. I denounced his ability to form logical thoughts based on his utter lack of experience and pointed him towards the RF-based Nintendo Wavebird wireless controller: a AA battery inside the remote could R-freaking-F to a receiver in the iPod no bigger than an average man's pinky finger.

I don't remember what happened next, because an ad for Drumline just aired, and I was thinking how it seems like a marching band version of Top Gun, with extra booty.

Anyway, with the iPod, the Hiptop, and the Game Boy Advance, I now have quite a lot of portable gear, each more important than the last. This is why I fairly demand that Rhonda do all the driving these days.

 

Kill annoying popups.


Have you seen that ISP commercial that features Mr. Average Internet "Surfer" being assaulted by popup ads? The commercial goes on to exhult the ISP's anti-popup software. What I find amusing is that Mr. Average is clearly really into internet porn, if I'm to judge by the number of popups per second he seems to be triggering.

Maybe they should call their technology Porn-o-Saver or AdFreePorn. Enjoy your favorite fetishes, Windows Media movies, celeb screengrab montages and other assorted alluring materials completely free of advertisements! The biggest advancement in one-handed surfing since the invention of the mouse.

I don't know how most people use the internet, but I see maybe six popup ads a day, and I'd consider myself a pretty heavy user. I can even tell you which sites have them, since I tend to rotate through the exact same websites each day.

The only really interesting popup story I have is whenever one pops up behind my main window and happens to have audio as part of its persistant and thorough marketing message. I will usually hear the sound several times before I notice it and wonder "What the hell is making that sound?" I always blame it on some mysterious function of OSX that I don't fully understand before I remember to check the Window dropdown.

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This page is an archive of entries from December 2002 listed from newest to oldest.

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