March 2003 Archives

 

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I check fourhman.com's statistics fairly frequently, if only to laugh at the great stuff you guys type into the Search field. ("give me fuckin kingdom hearts cheats now") And I'm proud to say that our readership has grown incredibly over the last year. But lately, I've been watching the difference between requests and pageviews, because it has alerted me to some innocent bandwidth stealing.

Let me explain. According to my service provider, requests is the total number of items that your machine asks for when you visit fourhman.com. Each graphic, each cgi, each html counts as a separate request. A pageview is the more commonly used unit of measure, a one-for-one relationship: one page, one pageview. So you looking at this page counts me one pageview and about thirty requests.

In March, my requests shot up to crazy levels, well out of line with the progression from previous months. Further research showed that a goodly portion of that number was caused by people linking to graphics contained here. Since they're simply linking to a graphic contained on my site, it counts as a request, not as a pageview. And that adds up to increased bandwidth in and out of fourhman.com that I could conceivably have to pay for, without the users ever actually visiting the actual site.

The key abuser is message boards that allow graphic avatars. Since lots of folks don't have their own webspace, they just ID one of my graphics as their avatar. So every time they post a message, or anytime anybody reads a message they're posted, I get hit with the requests bill.

That's my problem... the potential for losing money. I don't care at all about people using my graphics, if they download them and store them someplace else. Hell, this is the internet. It's a users' market. In fact, one of the most commonly stolen fourhman.com images isn't even relevant to fourhman.com. It's a picture of Homestar Runner, as shown on my link farm (a page I routinely ignore and ought to just destroy someday if I didn't rely on it for bookmarking.)

Here is the original:

Since people are linking directly to that image, I can freely change it to whatever I want, and the "new" image will instantly appear in their message boards. My first thought was to do something totally crude like "I LIEK TEH BUTTSEX," but I decided to play it political...

I went back to watch this icon appear in message boards around the world and it occurred to me: these people probably are against the war. Some of the biggest bandwidth stealers were on German and Canadian websites. I didn't want to go the route of a big Saddam head with the text "I LUV KILLING AMERICANS" (although I reserve the right to do so in the future), so I settled on some free advertising.

Now that's bandwidth theft that might actually pay off for me! But don't think I'm done, because as I see this sort of thing continue I intend to have more fun with it.

UPDATE 04/01/03: I am also sending this wonderful image out there...

UPDATE AGAIN: One of the guys using that ol' Homestar image figured out the best way to avoid getting avatars of fat ladies: host the image yourself! Plugo2K, I salute you! Hope you enjoyed the brief mayhem.

 

The Best Little Whorehouse.....


Tonight, after a long drawn out battle, Shannon won her first game of Doomtown.

Her deck, which she calls "The Best Little Whorehouse in Texas", uses the Texas Rangers Outfit, and contains every female character that I have a card for. The deck idea sprang from Joe Fourhman's "Girls with Guns" deck - only the idea of this deck is to get out as many saloons and brothels as possible, and put the girls to work. With all the various bonuses to production and bullets, as it turns out the deck works rather well against other slow developing decks.

In this case, the Whores took on my Law Dogs Original Home, and specifically the Hanging Judge. While the Judge was taking out mostly my own dudes, the Whores were working their hearts out. After several "days", Shannon had amassed nearly 10 control points, and only a well timed Law Dogs shootout (with several non-cheatin reactions played) put both decks in a winning condition....so we played on.

More control points, more dudes, more shootouts only kept things exactly as they were. Finally, the Law Dogs played both the Jail and Courthouse, and started to gain victory points through the shootouts - but since the Dogs had so few dudes (thanks to the Judge) I couldn't capture enough of the Whores property to win. We played on some more.

The Dogs finally took on enough victory points to win the game by stealing some control from the Whores. But Shannon would have none of it. The final shootout was thanks to Judge Henry Warwick, who assembled a posse to ace one of the Whores. This would reduce the Whores in number enough for the Dogs to take control of Gomorra.

Posses were formed, and the shootout began. The presence of the Poison Women caused this to be a "Draws Only" shootout. The shootout involved some quick thinking on the Law Dogs part, having played "Ace in the Whole" to create a three-of-a-kind, which matched the Whores. This would have been enough. This was followed, however, with a "Double Dealing" card from the Whores, who then drew a Jack high hand to replace the Triple. The Dogs were history, and the Whores took contol of Gomorra.

For tonight anyway......

 

Tuning Tingle


We started playing Legend of Zelda: The Wind Waker around 9:30pm last night and didn't stop until 6:30am. That's nine hours where I didn't think about sleep, about tomorrow, or about anything but Legend of Zelda. At 9:30pm we were clearing up the Deku Tree's unfortunate skin condition and at 6:30am I had uncovered the secret of the King of Red Lions's true identity.

Yeah, "we" became "I" by sunrise. Rhonda passed out somewhere around 2:00am, but I would kick her awake for important cutscenes and boss fights. It rarely worked.

The great thing is that, unlike most adventure games, Wind Waker can become a 2P experience. Early on, you find the Tingle Tuner... a Game Boy Advance-shaped item that lets you talk directly to Tingle, a cloying fairy man thing who finds self-worth in helping your quest. Although I find Tingle one of the more obnoxious additions to the Zelda vista (he first appeared in Link's last N64 game, Majora's Mask), the connectivity with a GBA is wildly cool.

Here's how it works. You hook up a GBA to your GameCube and activate the Tingle Tuner. The game downloads the entire Tingle program to the GBA, and as long as the GBA is turned on, it will continually exchange info with the GameCube. The Tingle player can then buy items on the GBA screen (using Link's money) to help out: bombs, health, etc. The GBA also acts as a secondary location display, showing the current wind direction, area map and hidden items. Tingle himself will spout hints and chatter as he follows along with Link's adventure, in the form of text on the GBA screen. For example, he will suddenly mention that he sees some writings on the wall of the cave Link is standing in, or he will try to direct you towards a hidden treasure.

One of the best uses of the GBA-Cube connection is the Learn to Use Tingle quest available soon after finding the Tuner. Tingle, communicating solely through the GBA, leads you on a scavenger hunt through the town... directing you to stand by a postbox, find three benches, uncover hidden rupees, and bomb the door of Tingle's former prison. As you complete each task, Tingle chirrups and laughs and gives you your next order. IE, the game isn't faking it. The GBA knows when you stand on that bench.

You might recall a lot of bullshit around the GameCube's launch that the GBA could not be used in any meaningful interaction with Cube games. EB clerks were spreading misinformation like soynut butter, telling gamers that the GBA/Cube Link Cable couldn't handle fast transmission speeds, that the GBA could not be used as a Cube game controller, and that the only "interaction" would be through out-of-game data transfers (like the Chao Garden feature of Sonic Advance.) Wind Waker makes them eat their words. One of Tingle's most utilized functions is the bomb, where the GBA player manipulates a live, real time, onscreen Tingle reticle across the map simultaneous to whatever Link happens to be doing. Since Link couldn't use bombs himself early on, I would ask Rhon to "bomb that rock" and off the little Tingle icon would go, bombing rocks and enemies alike for the low cost of 10 rupees apiece.

Two downsides. You don't get Tingle access in every single area. He disappears in some conversation-oriented areas - like the Rito cave, or the Deku Tree's grotto - and he turns tail and runs away before each boss fight. ("Oh, I have a cramp!") Plus, he won't always do as you ask if it's a puzzle the game would prefer you complete personally. ("I'm sorry, but if I do all the work, you'll never grow strong!")

And, it's hell on your GBA batteries.

 

Pokemon Sapphire Diary 5


I did a lot of laps around the map as I searched for the next plot point. Yes, it was largely aimless wandering, which I usually abhor (see my comments on Legend of Zelda: A Link to the Past,) but in the world of Pokemon, wandering can be a distinct benefit. Firstly, the battles you trigger during your travels are always helpful: your pokemon gain experience and you learn more about their attacks, strengths and weaknesses. And in Sapphire, you get to harvest delicious berries.

Dotted across the arboreal landscapes are patches of soft, loamy soil. "Loamy" is the game's word, not mine. In this specific soil grows berry trees of several different kinds. The berries have multiple uses: pokemon can eat them for various heathful effects, or you can process the berries into PokeBlock candies to improve their presentation stats for the beauty contests.

The berry trees have an unusal cycle of life. As soon as you harvest the tree's berries, the tree disappears. It is then up to you to plant a new berry and water it with the Wailmer Pail. I can't imagine how these trees have survived in the wild. In a couple days, your planted berry will grow into a new tree with fresh berries on it. Repeat.

Captured a wild Skitty tonight, lv8, and promptly delivered it to the Day Care. If I can raise the Skitty into its evolution, it might make a nice partner for Gringo. While at the Day Care, I picked up my Nincada, now at level 23, and also dropped off a Tentacool. The next Gym Leader I need to face, Flannery, looks to specialize in fire types, so I figured I should get a strong water type in my party.

I did finally find that next plot point... a confrontation between Team Aqua and Team Magma. I wasn't expecting to see Team Magma in Sapphire; I assumed they only appeared in Ruby. But there they were, smack-talking with the Aqua goons about which team is best suited to run the continent. Unlike Team Rocket, these two teams seem to think their goals will benefit all human- and pokekind. Of course, Aqua plans to flood the world, and Magma wants to cover it in lava, so you have to take them with a grain of salt.

Time: 15:44
Badges: 3
Pokedex: 35 (seen: 69)
Party: Grovyle lv26, Sableye lv27, Gringo (Mightyena) lv26, Nincada lv23, Razorbeak (Swellow) lv29

 

TRU Lies


I really think that my local Toys R Us must have pissed off the video game distributors community somewhere along the line. I've already complained here many times that they get nothing on time, unless it's a presell game. Sure, they had Pokemon Sapphire and Legend of Zelda: The Wind Waker right on time, but anything else? Forget it. Fatal Frame? No. Sonic Adventure 2 Battle? Nope. Metal Gear Solid 2: Substance? No way. The Three Stooges? Nuh uh. Weeks can go by before some games will hit the York store racks.

(Meanwhile, the Lancaster store some 30 minutes away is like fucking gaming Valhalla, with all the games on time and all promo materials displayed prominently.)

Listen to this. Metroid Prime... without a doubt Nintendo's biggest game last fall/winter. I stop by on launch day... nothing. I know, I know, launch day is often actually get-the-damn-games-in-the-semi day, so I can't fault them for that. I stop by on launch day+1. Nothing. I call the store on launch day+2. "Oh yeah, we have that." As if it was nothing more than the daily shipment of Mary Kate and Ashley Bicycle Baskets.

The guy then goes to double-check that the Metroid Prime tickets were indeed out on the floor. And they were not. Metroid Goddamn Prime was sitting in the back of the warehouse because no one had bothered to print up the flippin' yellow tickets.

So last night we run out to get Wind Waker, and I stop by the display for the GBA SPs. They have little signs up reading "The Nintendo eReader is not compatible with the Game Boy Advance SP." Bullshit! Wrong! Incorrect! Every website and magazine asked this question months ago, and Nintendo has repeatedly assured us that the eReader does work with the SP. I was going to tear the little signs down, but I figured that would just look like simple vandalism and not conscientious objection, so I wrote "YES, IT DOES!" on the bottom of every sign.

I'll be watching to see if that lasts. And as you might imagine, I'm in Toys R Us quite a bit.

Anyone who suggests the behavior of the fans at the Montreal Canadians game on Thursday night, March 20, was acceptable must have a diagnosable condition which requires heavy medication. (I wouldn't be writing this unless someone argued that it was in fact an acceptable behavior. Taking that position is not only ignorant, it flys in the face of common courtesy and runs roughshod over the concept of civil disobedience).

In case you didn't actually see it live on DirectTV or InDemand Cable that night, let me recap it so that any misconceptions you may have about the situation can be immediately resolved:

The majority of fans attending the Montreal Canadians home game on Thursday night "booed" the performance of the United States National Anthem. Not just at the end, but through the entire thing. This, according to interviews later aired on Montreal Local TV (in French, damn it, so I had to read the subtitles and listen carefully to the translations) and later written in articles appearing on The National Hockey League Website indicated this was an expression of political opposition toward the conflict in Iraq. Immediatly following the national anthems, the broadcasters of the game appologized to the public for the crowd's behavior. They indicated this was not "usual" behavior for Canadian's hockey fans. Later, the president of the Canadian's issued a formal appology - the transcript appears at the very end of my commentary, courtesy again of The NHL Website .

I am not the kind of person who tells someone the view they hold is wrong. Every French-Canadian in Montreal can think that the American's are war-mongering bullies. Thats fine, and when I disagree under normal circumstances I can engage in debate about the topic and "agree to disagree" when applicable. My argument in this case is that there is a time and place to express those views, and during the performance of a national anthem is not the time for vocal protest. Turn away and don't look at the flag.....just like we don't make kids recite the pledge of allegence at school each morning anymore - unless they choose to. We don't allow kids to jeer, boo, or chant while others are reciting the pledge - we ask they respectfully stand quiet. Why should we accept anything less from adults? At the olympics, we never boo any country's national anthem while medal's are being awarded - even when said medal is in dispute! Everyone is polite, and then expresses their discontent in more more appropriate ways. These hockey fans did not do that, and I find it a disgrace.

Now, as a devoted hockey fan (both supporting and attending NJ Devils games since I was old enough to hold a hockey stick, supporting and attending Hershey Bears games since I moved to PA in 1998, and having played hockey for the majority of my life) I understand that fans often get rowdy and shout or jeer opposing players during the pause near the end of the American National Anthem: "Oer the land of the free...(Insert Comment Here)....and the home of the brave!" Often times vulgar insults are shot at opposing teams or players during what seems like an eternity before the singer finishes. But in this specific incident, the crowd didn't wait for the pause - they booed the entire performance.

Now don't tell me they booed the entire anthem because they were trying to rattle the other team.....I don't believe that. I have watched a ton of hockey (40+ games a year live, and more then I care to count on TV almost every night - and thats just this year alone!) This is the FIRST TIME I have ever seen the American National Anthem (either in the US or in Canada) receive boos in my 27 years. Even lousy musical performances of the anthem are politely applauded. (Believe me, as a music teacher, I have heard a ton of lousy performances!)

Meanwhile, all the fans manged to do was get the visiting NY Islanders pumped up. The Islanders wound up winning the game 6-3, and afterward New York's Mark Parrish -- who's from Minnesota -- expressed disappointment with the booing. "I came to the game pretty pumped up, but once I heard that, it really got me going," he said. "So I guess I can thank them a little bit for getting me more pumped up." Serves the Canadian's fans right.

Finally, rest assured that I will not be booing the Canadian National Anthem anytime soon. But I will be rooting for the NY Islanders, the NY Rangers, and the Boston Bruins - all of whom are preventing Montreal from making the playoffs for the 4th consecutive season. Consider it my acceptable form of protest to the "French-Canadian's" lack of courtesy.

FROM THE NHL.COM

Canadiens president apologizes for fans who booed U.S. anthem

MONTREAL (AP) -- The president of the Montreal Canadiens apologized Friday for fans who booed the U.S. national anthem before Thursday night's game against the New York Islanders. "The Montreal Canadiens organization has always held a high respect for its neighbors and friends in the United States, and we look forward to maintaining this strong and positive relationship," Pierre Boivin said in a statement. "We apologize to anyone who may have been offended by this incident, and would encourage all fans at the Bell Centre to conduct themselves in a manner worthy of our game and our two great nations." Before the game, the sellout crowd of 21,273 was asked to "show your support and respect for two great nations" before the singing of the American and Canadian national anthems. But many fans booed throughout "The Star-Spangled Banner," expressing displeasure with the U.S.-led war against Iraq. "It is our firm belief that this kind of behavior has no place in the context of professional sports," Boivin said. Gary Meagher, a league spokesman in Toronto, said the fans' behavior was disappointing but did not reflect widespread resentment. "We don't expect it's going to turn into a league-wide issue," Meagher said. "We're working with the Canadians today, working through some things to try and deal with the situation. It certainly is an isolated one at this point." Meagher said the national anthem began being played at hockey games in 1946 to show respect for players returning from World War II. At that time, usually only the home anthem was played. It wasn't until the 1960s that both anthems were played. It was 1987 before the NHL introduced a rule saying both anthems had to be performed before games involving American and Canadian teams

 

Long time passing.


I don't especially relish this sort of political weblog entry, because nobody ever knows 100% of the picture. But that doesn't stop anybody else from sounding off, and I feel that if I don't say something, then I'm liable to be counted as mute support.

I'm against this ridiculous war on Iraq. I don't think American citizens are being given the right information. I think our nation's obsession with 24-hour media coverage is responsible for spreading more "allegedlys" and "reportedlys" than actual fact. And I still haven't heard what Hussein did against us in the first place. One year ago, the dude's name couldn't even make the evening news.

Most popular opinion polls indicate that most Americans think we're invading Iraq as a response to the Sept. 11th terrorist attacks, which plainly isn't true. Or are we invading to stop Hussein's weapons programs, of which we have exactly no evidence of such weapons. Or are we genuinely trying to liberate the downtrodden Iraqi people? Seeing as how we support and have supported dictatorships across the globe (including Hussein himself at one point), I don't really buy the humanitarian cause.

As a country, we look like arrogant bullies - defying the UN, assuming that we can mop this up in a week, decrying rogue states when we have more weapons of mass destruction than anybody. I had a disappointing conversation with a friend at work (C'mon, man! Think about what you're saying!) where I asked why Hussein had yet to use his weapons of mass destruction. I was told that he has them, but he can't launch them. If you can't launch your weapons of mass destruction, then they are not weapons of mass destruction. They are paperweights. Rob Cockerham of cockeyed.com has said it best: "...if the United States does not find any chemical, biological or nuclear weapons in Iraq, I will work to get someone else elected as President."

Yes, I think Hussein lives off the fat of the land while his people starve. Yes, I think he hates America in general, as most Middle Eastern countries do (for good reasons, by and large.) Yes, I think he is abusing Iraq's government and religion for his own use. But do I think we have the right to storm in there and kill him? No. Not until he actually does something. If he had been spending the last six months lobbing missiles at Kuwait. If he was found to have worked with al Qaeda. If he was found to be breeding anthrax. But he's not... at least, not that ordinary Americans would know, which is part of the problem. He's just a jerk, and being a jerk shouldn't be enough to justify a U.S.-sponsored assassination with no support from within.

I understand why most of Europe pushed for diplomacy. I know it sounds weak and useless to the rough 'n tough American mindset, but the world was asking questions that Bush and Powell just couldn't answer to satisfaction. And as for accusing France and other "Allied" nations of not supporting us, I applaud their willingness to stand against the U.S. juggernaut. To say that we saved their ass in every World War is to oversimplify some of the most terrible conflicts of our times, and to commit nationalist racism for the sake of the old "never fired, dropped twice" joke. Regardless, how many years do we expect them to be beholden to the U.S. for our help in WWII? That was sixty years ago. Sixty years ago we were bitter enemies with Japan, and we now consider them one of our strongest economic allies. The point is that things change, and you can't hold up allegiances from over a half-century ago and claim ipso facto cooperation today. Remember, if we had invaded any Middle Eastern country in the 80s, it would have been Iran... with Iraq backing us up.

A common response to this viewpoint is "Well, you can be ideologically against the war, but you're for our soldiers, right?" I am for our soldiers in the same way that I am for firefighters or police officers. They have a difficult job and have to put their own life on the line. But if 1,000 firefighters are told to do something I feel is wrong, then I'm against 1,000 firefighters. At some point in their lives, the soldiers overseas made the decision to join the military and forfeit all future moral decisions to their superiors. I'm not for our troops creating a conflict where there was none. Now, it's not like I'm going to spit on veterans or anything, but I'm not saluting the flag and crying over yellow ribbons either.

 

Pokemon Sapphire Diary 4


TMs. I've been through Yellow, Silver and most of Crystal, and I've used maybe 3 TMs. A TM (Technical Machine) is a unique item that teaches a new attack move to one of your pokemon. But once you use it, it's gone. This is probably why I generally don't use them, because I feel like I must keep every item I find. My packrat mentality even keeps me from selling off Nuggets for money.

As I recall, each game has had a couple TMs that you absolutely must utilize if you want to progress. Grudgingly, I've used them. In Sapphire, one of these is Secret Power, which is the move you have to use if you want to establish a Secret Base. Secret Power allows you to carve a base out of the side of a mountain or create a treehouse in certain trees. You can decorate your base with pokemon dolls and furniture. The interesting thing is that you can send a copy of your Secret Base into other player's games, creating the illusion that you and your friends are all in the same game.

I was out talking to my third grade neighbor Matt last night, and he was excitedly letting me know how his Sapphire game was going. He got the game a couple days after I did, but he has already passed me, and started and re-started several times. During one of his games, he only trained up his Torchic, ignoring the rest of his team, which I thought was an interesting way to toy with the game. When I see him next, hopefully we can do some battling or Secret Base trading.

My Taillow evolved into a Swellow. He's obviously being groomed for the Fly move, so I can Fly from town to town instead of all this tedious walking. I should probably come up with a cool nickname for him. Something sharp, something fast. I'll get back to you.

But quickly becoming my favorite party member is my Sableye, another beast in need of a nickname. I've maxxed out her PokeBlock intake for the pageants, and her Night Shade attack has become a battling staple. It also helps that she looks like the low-level Heartless nasties from Kingdom Hearts. I think Sableye and I are going to go all the way to the Championships together.

Time: 12:42
Badges: 3
Pokedex: 33
Party: Swellow lv25, Gringo (Mightyena) lv23, Sableye lv26, Grovyle lv25, Plusle lv16, Minun lv17

 

Animal Crossing Log Entry 18


I actually took off work to follow along with the Spring Sports Fair on March 21st. (And I had Mike and Scott over to play Doomtown and other stuff, so it wasn't just an AC holiday.) The short of it is, the Sports Fairs are a non-interactive ongoing festival. Beginning at 9am, every two hours a new "event" occurs, and the animals involved simply continue their animating over the course of the two hours. Naturally, the real brass ring to the Spring Sports Fair is the Spring Sports Medal you get from Tortimer for showing up. The Medal has Mario on it, so you know it's good.

9:00am. Aerobics with Copper. This is actually the one event you can participate in, and it's probably the most complex controller scheme you'll ever find in Animal Crossing. The C stick is used to perform various exercises, like touching your toes, jumping jacks, and windmill stretches. The best part is the music and watching any given animal inevitably fall out of pattern and get distressed. If you're good, you can try to accurately match your movements to Copper's routine, but it's difficult and you don't get anything for doing it, so why fight it. Freestyle.

11:00am. Sydney gets a pistol and goes on an Adamsvil rampage, plugging anyone she sees because no one wants to hear her offer suggestions on using your Gyroid to make money.

Actually, 11am is the foot race, your first non-event event of the day. And Sydney had the starter pistol. Two teams of two run around the Wishing Well, sometimes tripping, and after a couple laps one wins. If you want to run with them, you can, but you're considered more of a nuisance than a genuine competitor. For the five minutes I hung around, I saw Boots get his ass kicked consistently by Olivia, and the Cesar/Puck races ran about 50/50.

1:00pm. Ball Toss. This is where you start questioning the game. Why can't you pick up the balls and toss them into the baskets like Derwin? Seems like an easy thing to include. Also, why is no one keeping score. There are clearly two teams, and they are clearly giving their all, but no one is bothering to record points. Tortimer is damn near passed out behind the Well.

Eh. Watching stupid Eunice chuck balls directly up into the air was funny, anyway.

3:00pm. Tug o' War. This event really pales in comparison to the comedy value of the Ball Toss, so it leaves a bad taste in your mouth as the Spring Sports Fair draws to a close. Two teams of two are pulling and straining on a rope, but nobody ever wins. Just back and forth, and lots of sweat. Not even any tripping this time. At least, nothing happened during the brief time I watched. Just lots of groaning and Rio pointlessly waving a red flag.

Don't get me wrong, I love the idea that the game holds a Sports Fair twice a year, and it's cool to see the animals doing something other than staring at rocks. It would have been nice to tag in and get a little dirty myself.

 

I sat down to do something else, but...


...somehow this happened. Fourhman.com is now collecting the Animal Crossing Log entries and Pokemon Sapphire Diary entries into their own archive pages, so you can find the whole bloggy shebangs in one area. Plus, each page has a brand new comments section now, so you can post your thoughts / complaints / insights / questions.

You can find the collected Animal Crossing Log here. The Pokemon Sapphire Diary is here.

These articles will still first appear here on the main page, just as always. I just thought having the saga appear from Day One onward in a single page would be a nice addition. As dippy as they are, I really like posting them, so maybe future games will receive the same treatment.

 

Pokemon Sapphire Diary 3


The new bits of Sapphire are beginning to open up for me. Today I entered my Sableye in two exhibition contests, which looks like it could be a very time-consuming subgame if I delved deeper into it. It adds an interesting dimension to your pokemon's skills and stats.

The way it works is you enter any given pokemon into a particular contest, smarts, cuteness, toughness, etc. And, exactly like a beauty contest, you display your entry alongside three competitors, vying for the attention and praise of the audience and the judge. The audience votes for their favorite in secret - and base don who knows what criteria. The judge however is more discerning. You must instruct your pokemon to perform attacks, not against anything else as in a battle, but more along the lines of a dog show where the owner makes them jump through hoops and trot down a straight line.

The interesting facet is that your attacks can affect the judge's opinion of you, the crowd's applause response level, and the overall poise of your competitors. It's good to go last in this sequence, because you can use an "attack" to distract the other pokemon, make them look away from the judge, make them cry out embarrassingly, that sort of thing. Given the incredible amount of attacks at your disposal, these contests could develop into a robust non-violent game in their own right.

The third Gym Leader, Wattson, proved to be my first real challenge. He only fields three pokemon - a Magnetite, a Self-Destruct-happy Voltorb, and a Magneton - but the prevalance of paralyzation moves and frigging Super Potions made it a frustrating affair.

My party is growing by leaps and bounds... out of sheer experimentation, I've been training up a Plusle and a Minun, a pair of electric rabbity things that supposedly enhance each other's abilities when in a 2-on-2 battle. But they haven't proved exceptionally ferocious for my tastes, so I may end up storing them solely for the odd 2-on-2. Although truth be told, their natural lightning type did help me stall for time in the match against Wattson.

My poochyena evolved into a mightyena, which suggests to me I have been mispronouncing poochyena's name all this time. I was using a vaguely Russian "Poochenya," when it is clearly supposed to be an unpronouncable play on the word "hyena." The poochyena/mightyena relationship seems to me like the growlithe/arcanine and houndoom/houndour pokemon of R/B and G/S, so I actually doubt my mightyena will evolve again. But he looks completely badass right now - a hairy, dirty, junkyard collie - and his Rock Smash attack was key against stupid Wattson, so I'm happy. His name is Gringo.

Time: 11:05
Badges: 3
Pokedex: 25
Party: Taillow lv20, Plusle lv16, Sableye lv24, Grovyle lv24, Mightyena lv21, Minun lv16

 

Pokemon Sapphire Diary 2


One nice addition in Sapphire is the running shoes, which you get almost right as the game begins. With the shoes, you can run across the map twice as fast as normal. In the previous games, you had to wait to get a bike or something to motor around... and I was never sure if biking counted against your egg-hatching time. Anyway, with all the walking you do in these games, it's nice to be able to speed it up a bit.

As expected, the first Gym Leader battle was a total non-event. Although, with Treecko as my lead attacker, I held a definite type advantage... grass over rock. His Absorb attack flattened several Geodudes in a row, and Roxanne's entire force consisted of another Geodude (one shot kill, thank you very much) and a Nosepass, a hideous Easter Island sort of rock monster. She used a bunch of Potions on the Nosepass to prolong the battle, which I considered a pretty cheap play from a Gym Leader.

The big news is that I achieved two evolutions tonight. My loyal Treecko evolved into a Grovyle, which turns it from a gecko-looking thing into a feathered reptile-looking thing. Much cooler, but it's always emotional to see one of your pals change form. The Cascoon came out of its shell and emerged as a Dustox, just as expected. I was hoping for something cooler - like the old Butterfree or Beedrill - so I may not keep the Dustox around for long. I'm curious to see the Poochyena evolve, so he has been moved to the top of the queue.

Time: 4:06
Badges: 1
Pokedex: 12
Party: Poochyena lv9, Dustox lv11, Grovyle lv17, Shroomish lv7, Nincada lv7, Taillow lv8

 

Pokemon Sapphire Diary

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Today I picked up my Pokemon Sapphire. Interestingly, Toys R Us had it on sale already, a $30 game at $25. This mightily confused the cashier, since I had paid $5 to reserve it. Or actually, I used a TRU gift certificate, so I paid nothing according to my receipt. You can imagine the minimum wage confusion that resulted.

Once that was all straightened out, I was able to start my journey. My first impression is that it is eerily similar to the previous two Pokemon games. Just somewhat prettier. I chose the Treecko as my starting pokemon, but I quickly filled out my party with all the nearby low-level crap pokemon. So far, I've concentrated on the Treecko and a Wurmple as my main battlers. I've pegged the Wurmple as a Weedle/Caterpie type, and it already evolved into a dopey Cascoon, so I'm probably right on. Its next evo will likely be some kind of butterfly beast.

Sapphire restructured the familiar pokedex ordering, which stinks. Pokemon #1 is now Treecko, not Bulbasaur. I wonder if Professor Birch has an explanation for this sudden break in continuity.

Just about every pokemon I've encountered has been an entirely new breed, which is to be expected for a sequel sequel. The only "original" series monsters I've seen is a Machop and a Magikarp. Three Magikarps actually, in a ridiculous battle against my one Cascoon. My stupid Cascoon is a lousy fighter, and it handled three Magikarps without taking any damage at all, since the Magikarps are even stupider. Splash attack. Some things never change.

Anyway, I'm going to make diary entries to track my progress. Just entered Rustboro Town and learned a little about Devon Corporation. Had a brief run-in with a Team Aqua Grunt. Turns out my Dad is the Gym Leader of Petalburg Town, which is pretty cool.

Time: 2:31
Pokedex: 7
Party: Cascoon lv8, Poochyena lv6, Treecko lv13, Lotad lv4, Shroomish lv5, Zigzagoon lv4

 

Put it in a bottle.


This may be the last day I play Legend of Zelda: A Link to the Past. For I pick up Pokemon Sapphire tomorrow.

A couple months ago, I had this big plan for my GBA adventuring. It was to play out like this: Metroid Fusion, Legend of Zelda, then Pokemon Sapphire. The kink in that plan lies solidly in the middle. I loved Metroid Fusion (even unlocked the detestable NES Metroid.) Then finishing Zelda was to leap me directly into the waiting arms of Pokemon. But I'm finding something unexpected about A Link to the Past.

I find it annoying.

I suppose I'm too New School for this sort of gameplay. (I never played the original version.) It just seems too unintuitive, too trial-and-error. I don't like wandering around the map with only the vaguest idea of where I'm supposed to be heading. I don't like puzzles that revolve around randomly choosing the correct item. I don't like some enemy hits taking next to nothing from my life bar, and then a different enemy type pulling giant chunks out of it. And that goddamn thingie that eats my shield!

For example, I just reached the third dungeon in the dark world. Over and over I run through it, looking for bomb-walls and secret drops. Eventually, I reach the last phase, with a skeleton door that is blocked by a skeleton body. You're supposed to use the fire rod to burn away the body. How does that follow? How am I expected to figure that out? At the least, I would expect some sort of in-game hint, either on the fire rod itself or placed near the skeleton. I like puzzles that make sense, not just solutions pairing rand(tool) with rand(obstacle).

What I really want to play is Four Swords, but I don't know anyone else who owns it so we can Link up. Once we get our black GBA SP, I may grudgingly buy a second copy of the game just for Four Swords.

I know this is sacrilege. I know everybody considers ALttP one of the finest adventure games of all time. I've been playing it for about half an hour a day, which just has not been enough to absorb the means and motives behind this game. Believe me, I'm ashamed of myself for missing the point behind this title. But what was a minor annoyance at the beginning of the game grew to completely inhibit me wanting to spend more time in it. C'est Link vis.

Don't get me started on NES Metroid, by the way. What a huge barrel of suck that is. I can totally understand somebody defending ALttP to me, but I defy anyone to walk me through that mess.

So it's on to Pokemon. The Hoenn continent beckons. Incidentally, the pictures attached to today's update are from a Pokemon Ruby/Sapphire commercial. The ad shows a bunch of pokemon matched with look-alike owners. Given that most GBA ads rely on non-game footage to make a good commercial, I thought this one was pretty nice.

 

I read a book.


As I uploaded the new LAST BOOK READ crappy webcam graphic, I realized that I never really commented for you on the previous throne holder, Killing Monsters by Gerard Jones. Killing Monsters was a joy. The subtitle should present its thesis well enough: Why children need fantasy, super heroes and make-believe violence. It talks a lot about cultural items dear to me - video games, comics, cartoons - and even some I didn't expect to see defended, like horror movies, goth affectations, and gangster rap.

If I had to poorly summarize Gerry's book (and I can call him Gerry, because I've known his name since he was writing Justice League back in the early 90s), I'd say that children embrace violent media because it safely represents aspects of the adult world that they need to internalize and understand. It can be as simple as fighting or as complex as hate. And as the adults around them, it's our job to guide them through that with as little stress as possible. Instead of freaking out when a 14 year old gets into Eminem, we should talk about the lyrics and try to figure out why it's interesting.

A couple months ago, I let my third grade neighbor pal play Grand Theft Auto: Vice City. And I winced every time he directed Tommy Vercetti to beat a cop to death so he could take the cop's gun. Now, he knows that killing a cop is wrong, but he also knows that he's playing a non-real video game. If I had stopped the game and launched into a tirade about how killing is wrong and he's too young to play such a violent game, I would only have succeeded in making him nervous about his personal choice to "kill" the "cop." I would have added my own adult anxiety to his burgeoning pubescent problem of coming to terms with the nasty realities of the world. Not the least of which is the concept of death in the first place.

Killing Monsters is the educated, researched, logical response to every brimstone mouth-breather crying to sanitize Saturday morning and eviscerate video games. One of the more interesting points in the book shows that juvenile crime actually increased during the years in which cartoons were produced solely for harmless, comforting, family values. You remember those years: the era of the Care Bears and the Smurfs. Obviously you can't draw a direct correlation between those two events, but it certainly throws a Monchichi wrench into the arguments of those saying we need to do the same today.

Gerry also mentions Pokemon a lot. Here's another choice element: Pokemon hit the big time almost exactly after Columbine. A nation of young kids threw themselves into a ridiculous anime property with its own secret language because every adult around suddenly started looking at them like they were loaded weapons. Holy fuck, it makes a lot of sense.

If you're at all concerned about kids and their violent games, or violent imaginary play, or violent action cartoons, or violent music, read the book. It's not a whitewash, I promise you. It doesn't simplify everything to the black and white of the religious right tactics. It doesn't wholly exonerate the Eminems and Dragon Ball Zs and Street Fighters of the world. But it does offer an antidote to the doomsayers and an alternative to just sitting around being scared to death of your kids.

Oh, and the new book I read? White Oleander. Yeah, it's an Oprah selection, what of it? It's a very sad story, and I can't imagine that the movie version is half as good. I would imagine I'm about the seventeenth male worldwide to read the book.

 

The French......


The French Suck. No, I mean it!

I know that this website has been devoid of chatter concerning the situation in Iraq, and for good reason. Joe is into games, and the site is supposed to be used mostly for game reviews. I hate to be the guy to "break the seal" here, but I need to vent. What better place, huh? For those who don't like it, Sorry!

Douglas Adams once wrote, "There is a theory which states that if ever anyone discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarrely inexplicable. There is another theory which states that this has already happened" I believe that the last time this happened, The Universe gave us The French.

The French - who helped America survive the Revolutionary War (mostly because they hated the British - but who's splitting hairs). The French - who took a major beating in World War I until the US bailed them out. The French - Who turned tail and ran during World War II until the US came to rescue them. The French - an old school Imperial power who was given a permanent seat on the Security Council of the United Nations simply to keep them from whining and crying about how they have no influence over world politics. And now, The French - who brought us French Fries, and French Dressing......French Heals, and French kissing (they may even be responsible for creating the thong, but thats not important right now) - are holding the world hostage at the UN as rogue states across the world scurry to amass weapons of mass destruction.

What the HELL are they thinking?

I look at it this way: In the sport of hockey, teams keep rather large, goony looking men on their team for one specific reason. Its not to play hockey. You see, in the game of hockey, the referee is in charge of keeping the game fair. But sometimes, the referee is too much of a pussy to do his job properly. It is in these situations that the "goon" steps onto the ice and beats the living shit out of someone on the other team. Fighting in hockey is used to deter your opponent from playing unfairly - or from playing too physically, or playing recklessly. Sometimes, the linesmen (the referee's assistants) stop players from fighting - thereby allowing the "frustration" to build up until someone gets hurt or until the game explodes into a massive bench-clearing brawl. These are often fun to watch (I've seen this happen several times, and its quite scary but exciting at the same time!)

So........The United States is the "goon", Iraq is the other team who is playing recklessly, and the UN (the referee) is unwilling to call the penalty (bunch of pussies!) The French, meanwhile, are trying to be the linesman and break up the fight. They obviously don't see the fulility of their situation - the players will either ignore them or the situation will only get worse until they get caught up in a "bench-clearing brawl" that drags the world into another global conflict.

Now, I could live with the war, and I could live without it. I am neither for it, nor against it. Its not up to me, I have no control over any decisions that will be made in this realm. But what I am for is "banning" the French. I mean, no imports or exports from France. No tourism to or from France. No diplomatic relations. Isolate them until they understand their role in the world now is not what it was hundreds of years ago. Keep them seperated until they realize that when the cold war ended, so did any influence they had over world politics. All they have going for them now is wine and chesse. Neither of which I buy anyway.

What really got me boiling was a quote from the French President, Jacque Chirac, who said something to the effect of, "if the Americans attack without our permission we will isolate the Americans and expell them from our country. We don't need the Americans, or anything American." I have to ask, if he means everyone, and if he doesn't really need the Amercians, does that also then involve all those Americans buried on French soil who gave their lives for the freedom that the French now use to keep us tied to useless diplomacy? The French are missing the point.

Thanks for letting me vent. It felt good. Now I can go have dinner. Hot dogs and "Freedom" Fries. I hate the French.

 

Game Review / Disaster Report (PS2)



If you're thinking that Disaster Report is some kind of survival horror game with falling buildings instead of zombies, you're pretty close. DR takes the familiar get-out-of-here-alive scenario, mixes it up with some interesting action sequences, places you on an island that's regularly falling into the ocean, and heads out for lunch early and never comes back.

This game has problems. Nothing irredeemable, but lots of stuff that makes you question what's going on. The game seems to be constantly battling itself, as it introduces new concepts and then promptly lets you ignore them. I'll explain in a bit.

Background. Disaster Report takes place on Stiver Island, a manmade city floating in an unnamed ocean. You're Keith Helm, a young reporter headed to the island for your first day on the job. But before you get there, a massive earthquake rocks Stiver Island. Your train is derailed and you return to consciousness a day later stuck in the middle of a bridge. Your main objective is to head to a rescue operation waypoint and get off the island, but along the way you meet other stranded people with their own sub-goals... and you gradually work out the secret reason behind the earthquake.

Unlike most adventure games, where the entirety of the game's map is available to you for as long as you're willing to walk around in it, in Disaster Report the city is constantly disappearing around you. Every time you clear an area, a building topples, the water rises, or the whole area just breaks off into the sea. You can never go back, and any items left behind are simply gone forever. This, combined with the limited inventory, adds to the pressure... and watching the platform you just stepped away from tumble into the ocean makes for dramatic moments. In many locations, the area will fall while you're still standing on it, so you have to run and jump for more a stable surface. That's where Disaster Report is at its best.

Since this is a pretty realistic game - there are no monsters or weapons - you might be wondering what exactly you do. Basically, you just want to get out of wherever you are. Sometimes you'll be stuck in an area (there's lots of streets that are blocked by floodwaters or burning overturned gas trucks) and you have to find the one way to the next area. Or you'll have to pick your way through a cross section of a building sitting on its side. Despite the lack of enemies, many of the areas are genuinely difficult, as you search for just the right path or item to get you out. Often you will necessarily trigger a scripted event where a building piece falls or some other tremor effect and that either helps or hurts your progress.

Keith has two meters. The life meter does what you would expect, dropping when Keith falls from a great height or gets beaned with debris. The hydration meter, however, is an interesting gimmick that unfortunately isn't allowed to really effect the game. As you run or climb - crap, even just walking - your hydration level drops. So you have to regularly refill it by drinking from water bottles stored in your backpack or from water fountains scattered around Stiver Island. If you let it drop all the way down, you will be unable to run and your life meter will slowly drain as well. It's like performing every level under a very slow timer.

Or, it would be if there wasn't a water fountain every six feet. Or if you didn't have stashed three bottles of water in your inventory that you can refill at every fountain. The overabundance of water fountains means that you never ever need to worry about your meter dropping. Drinking just becomes a nuisance, since you have to do it constantly but rarely ever suffer bad effects from low hydration.

Another truncated feature is the ability to make new items out of existing items. If you find both the construction helmet and the flashlight, you can combine the two to make a lighted helmet. You can also make a torch (out of the crowbar, lighter and gauze) and a metal hanger for sliding down slanted wires. But you never need to. You see, since you can't re-visit old areas to pick up missed items, it's possible to have totally skipped the bits to make the metal hanger. And since the game requires you to use a metal hanger to proceed past a particular level, if you can't build the hanger yourself, the game will just drop one nearby.

See how DR shoots itself in the foot here? Why bother including a complex item-combining facet if you never need to use it? Why foist the annoying water meter on us if you're going to put a water fountain around every corner?

My only deaths in 12+ hours (I played through it twice) came from missed jumps and getting squished under falling masonry. Never from dehydration and never from not having the correct item to proceed. When, in a more realistic earthquake simulation, I definitely should have.

But that's really just a mishandled opportunity on the part of the game's design. Disaster Report's biggest problem is technical. This game has hellacious slowdown.

And I just can't figure out why. Most levels are big, but not THAT big. Ruined buildings block your view in all the outside areas, so it's not like the game is trying to render too large a vista at once. The level of detail is okay, and the outdoor areas show off mass environmental destruction rather well, but nothing awe-inspiring. In fact, just about everything is colored in shades of gray - which I guess is to illustrate how everything is covered with dust and ash, but it could just be because Stiver Island was built by the most boring architects available. So why slowdown, and why slowdown that's so bad? Poor Keith runs in slow motion for most of the game. I'd be okay with a speed natural to a normal, non-super-heroic human being, since that would fit the game's theme of average guy against nature, but he is obviously victim to a crappy software problem instead.

The sound is another issue. Almost nothing gradiates here; the "water noise" sound sample turns on when you walk X units close to the shoreline. And it turns off when you hit X-1. Same with rushing wind, tree locusts, helicopters and burning flames. And everyone is wearing tap shoes. Everyone.

The voice actors each do their best, and if they were better edited, you might actually enjoy the performance. But, as usual, the conversations are filled with awkward pauses and strange translations. Tragically, sometimes you can hear an actor truly attempting to project emotion, but it ends up lost in the overall suck.

Let's get back to some good points. Your character model is somewhat customizable; you can collect new bits of clothing for Keith to wear and most actually help protect him against damage. All the characters go through visual changes as their clothes get ripped and ruined, which is a nice touch.

The game also has a bunch of hidden compasses to find, and you can choose your onscreen compass design from your collection. My favorites are the Eyeball Compass and the Skull Compass.

The story includes some important branching points, so seeing everything will require multiple attempts. Most choices are tied in to how you answer questions or choose to treat the female NPCs. There are two girls in the game, Karen Morris and Kelly Austin (although at one point the game calls Karen by Kelly's name.) It is possible to generate different endings depending on how you treat your tagalong... whether you Encourage or Ignore her feelings, or if you share your water stores with her. Karen is looking for her dog, and Kelly can't find her little brother, so each girl leads you on a different subpath through Stiver Island. (In Kelly's half, watch out for an extremely strange scene with a police officer who suddenly snaps.)

Also weaving in and out of the story is Greg, a competing reporter who is much hotter on the story of the earthquake than you ever are. (When you reach your new boss and he tells you to get to work, your response is "What?") I'm not revealing much by saying that not all four of you live through the adventure, but I've only seen two endings so there might be differences.

Is it worth playing? Thanks to the slowdown and poor presentation, this just isn't a game you can take seriously. As the plot develops and you uncover the hidden agenda behind the destruction of Stiver Island (OMG, the earthquake wasn't natural!), the silly dialogue, tech problems and weak character motivations keep you from really investing yourself in the game. There's a sharp game there, with some fun puzzles and real tension... but you have to overlook quite a bit to see it. Fatal Frame is a good example of a game with some technical limitations but still a serious, engrossing story. Disaster Report is not.





One especially interesting segment of Disaster Report takes place inside a mall. Taking a minor break from all the damn falling buildings and jumping puzzles, in this bit you have to evade a pair of goons (the game's term, not mine.) They sport a bazooka and sniper rifle, respectively, and you have some bottled water and hip sunglasses.


The general idea here is to sneak around and be wherever the goons are not. If the bazooka guy sees you, it's an instant death. The sniper has a spotlight moment where he tries to shoot you as you balance-beam across some lighting fixtures, but he's a lousy shot. For some of it, you even get to hold your girl's hand a la Ico. But once you ditch her, you get to hug walls and crawl under bedframes just like Solid Snake.


And the whole scenario ends with the weirdest boss fight in gaming history. You against an Apache helicopter. And no, you still don't have any weapons...


 

Disaster Weblog


I'm planning a review of the PS2 earthquake survival game Disaster Report, but I want to play the game through another time before I rip into it.

It's definitely a game with problems. The reviews that complain about slowdown are spot-on, unfortunately. For much of the game, your character runs in slow motion. I suppose that could be for dramatic intent, but cinematography should not be at the expense of gameplay. It would be different if the game was pushing some major beautiful stuff along with the slowdown, but it's not. The environments are large, but not massive, and there isn't a great level of detail. And everything - everything - is gray.

You could call it an adventure game, but you don't have a free-roaming world like in a Zelda or a Resident Evil. When you leave an area, the earthquake knocks down a building or floods your path so you can't ever go back. This fits the theme, sure, but it also effectively turns the game into a collection of minigames. Complete obstacle X, never go back. Complete obstacle Y, never go back.

There's several interesting sidebar features, like a nearly useless water meter, collectible compasses, and the strictest ignorable inventory system around, but I'll get into that later with the review.

 

Game Review / Master of Orion III (Windows)



Master of Orion holds a special place in my heart, one of long hours and begging, �Just one more turn, Mom!� Both its prequels were very clever; they�re empire building games in space, and such games have existed before/around MOO (Pax Imperia, Stars! and Spaceward Ho!, just to name a few), but there�s just something about Master of Orion that makes it stand out in my mind. There�s the diplomacy, simple, yes, but a needed part of the game, there�s the sense of satisfaction when you see your empire growing, and because of that, a deep personal sense of vengeance when your opponent bites off a chunk of it. Yes, long hours of mine were spent researching new technologies, building vast armadas of technically superior warships, and burning the homeworlds of these horrible aliens until none dared stand to challenge me.
And so, with such optimism, I entered the third in the trilogy. Sure, it�s going to be more of the same. Just with prettier graphics and some more neat features. But c�mon, it�s a space empire building game, what could go wrong?
Prepare thyself for what could go wrong.

The Plot: There is a whole crapload of backstory to MOO3; a lot of it is spelled out in insanely boring history lessons in the disorganized manual. Actually, pretty much all of it is. There is a �secret� of the Antarans that you can ferret out for a victory in the game, but I think I have a guess as to what it is; the manual more or less blurts it out. But I�ll feign dull surprise if it turns out I�m right anyway. You�ll probably know what it is after reading this section.

For those of you new to Master of Orion, it�s a space empire building game. Civilization with lasers, if you will. To keep it from just being that, Microprose put in Orion, which is essentially the delicious cookie star system everybody wants, but nobody dares send an unarmed colony ship there, because the Orion Guardian will eat your liver with a fine chianti. In the first game (second game, too, really), that�s all Orion ever was; a system full of sweet goodies. By the time you took it over, you probably had enough technology and fleet strength to mop up the other races, but doing this with the Death Ray, an Orion-only technology, was more stylish than just bombing them into the stone age.

In the second game, they added in Antarans, who essentially were the barbarians of Civilization. Space jerks who would occasionally show up, attack your fleets, blow the tar out of some poor world, and then sail off snickering. There really was no point to the Antarans except to harass you; you got a 3 or 4 turn warning that they were incoming, and by the later point of the game, you could mobilize a fleet in time to have a very warm welcome, preferably served by the barrel of your latest frap ray cannon. The other nice thing they did was give you good technology if ever you got to board and capture one of their ships.



*** Now would be a good time to skip to the next section, if you don't care for interminable and pointless plots in your video game cup of soup.***




In the third game, and forgive me if I don�t get this completely accurate, the Antarans basically take over. The Antarans were the criminal outcasts of a perfect harmonious society (who would later become the Orions), and they were shipped off into the wormhole to go die somewhere in space. The same thing more or less happened to Australians and Siberians, too. Anyhow, these space Siberians sorta waited in the wings while the Orions, fleeing their dying sun, entered the wormhole and started spreading out across the galaxy. Not all of the Orion fleets landed together, so they formed several societies which later would come back into contact, each believing they were the direct descendents of the master race. This led to interstellar ass kicking. The Antarans decided to play their cards and jump into the fight. The biggest group of Orions made a PU-38 Elodium Space Modulator and poinked the Antarans out of the galaxy, and in doing so, disrupted hyperspace travel. During the collapse of Hyperspace, the Orions went into rebellion (mostly �cuz they broke space) and killed themselves. The only thing left of their civilization was their nice homeworld.. and the robotic Guardian, which kept others from learning their terrible, space breaking secrets.

The Antarans managed to find a way to bleb out of their alternate dimension existence, and started monkeying around with the races in the Orion sector, one of them including us. They genetically engineered a few of �em, and then, as the locals started fighting each other, they would show up from their alternate dimension, kick some ass, and then leave. Essentially, this is the second game.

After the second game, all the alien races banded together, used similar technology that the Antarans use to enter our space, and burned their homeworld. The Antaran fleets, busy wiping out some of the splinter colonies from the original Orion settlers, were taken by surprise, but then came around and subjugated everybody around here. During the thousand or so years of slavery, pretty much everybody forgets all the technology they invented over the last 2 games. The Antarans studied their slaves, and started tinkering with an incredibly adaptive parasite which was intelligent, could adapt to any life form it encountered, and render them into helpless drones for the parasites� masters. �Coincidently,� most of the Antarans vanish during this time. Hunh. A super adaptive organism, designed to infect other intelligent organisms and enslave them. No, I can�t see that possibly going awry.

That which was left of the Antarans, knowing that, if the word ever got out about 99% of their species going extinct, they�d get pummeled, made up a story about them being the New Orions, and made diplomatic overtures. They took over the senate that the humans had started, let everybody say their peace about the Antarans, and then the Antarans� er, �New Orions� annihilated any races that spoke mean about them. In game terms, this means the Bulrathi, Mrrshan, Gnolam, Alkari and Darlok races are now gone. This is where the third game starts off � with your pretty much ignorant race, a benevolent overseer who is in all actuality impotent, and a lot of other shell shocked alien jerk neighbors. Oh, and there�s this race of alien parasites around, too. They�re intelligent. And they don�t really have many skills in diplomacy. Hrmm�

(If you�re a big fan of the Star Control series, you should probably notice a LOT of common elements. I won�t tut too much, but there�s just too many similarities here to overlook.)

The alien races never were particularly deep in the first two games, and the same is true here. The manual tries to give them some amount of development by throwing in some back story, but that�s really not terribly worthwhile. More or less, take any animal with one defining trait, put the word �space� in front of that animal�s name, and you have a MOO race. Bulrathi? Space bears. Mrrshan? Space cats. Psilon? Space nerds. Sakkra? Space lizards. Klakon? Space ants. Silicoids? Space rocks. Meklar? Space robots. There are new races now, and they all fall under the exact same rule. Cynoids? More space robots. Raas? More space lizards. Grendarl? Even more space lizards. Trilarians? Space fish. Nommo? Space squids. Tachidi? More space ants. You get the point. There are a few oddball races, 2 gas giant races, a dark skinned humanoid, and the Ithkul, the previously mentioned space parasites, but essentially, they�re one note wonders. Don�t pay �em any heed; they all blow up the same.


The Gameplay: You�re building an empire, your empire meets others, and you then blow them up and take their stuff. It sounds simple, but it�s been a working formula of civ building games since they�ve existed. I broke each one down in to subsections.

Planetology:

The appeal of Moo3, to me, is the idea that somebody else will do all the crap work for me. I hate micromanagement. I hate it with a passion. We all micromanage enough in life, at work, at home, wherever. Video games are play time for me, not work. In this game, I�m an emperor, I can�t be bothered with every trivial decision! So the idea that your planets will develop without your supervision appeals to me. Unfortunately, it�s really not very smart.

Each planet is divided up into regions; larger planets get more, although the size of the planet doesn�t always equate to the number of people who can live there. No, I don�t know why that is, either. Each region can be used for 2 and only 2 things, and depending on the landscape, it may or may not be appropriate. Fertility ranges from Lush to Toxic, and flat plains are really better suited for bioharvesting (=food). However, any of the land types can be fertile, so if you get a planet with toxic plains and lush mountains, too bad for you, buddy. Mining is best done in the mountains. If a planet is Rich or Very Rich, definitely mine those mountains. If a planet is anything less than Rich, don�t bother. You�ll get so many minerals from rich and very rich worlds that it�s pointless to scrape around crap worlds for shiny things. The other occupations, from industrial, research, military, recreation and government, can be done with equal success regardless of what land type they�re on. Of course, three of those, recreation, government, and military, do you no real good, and are wastes of space better dedicated to industry and research. So basically, when you colonize a new planet, fill it up with industry and maybe a mine or a farm, and just go away. Once your world is a production dynamo, you can come back and have it grind out ships later.

Your researchers will constantly come up with improvements, such as better farms, better mines, space ports and the like. This gives your planets something to build, and the AI will take care of this for you. That I like; I don�t want to have to tell each planet to build the new Space Toilet. However, if you leave the planet AI on, it will also decide to make military decisions for you. Some things, like planetary shield generators, missile batteries, and armed forces are a good decision, and I salute the AI for thinking ahead about making those. However, wasting time making the same laser shooting defense ship from turn 1 at turn 300, when lasers couldn�t cut Space Butter, is not a good decision. If you mark a ship as obsolete (yes, you have to do so, because the AI won�t figure it out), it will just go on and build some random type of ship. Since each planetary AI has something that says, �If no winky defense ships, build winky defense ships� logic flaw, it will constantly spray out garbage ships.

For an example: At one point, I had over 200 troop ships. I didn�t have enough standing army to need 200 troop ships. I didn�t have enough standing army to even fill 100. As soon as I found the planets responsible, I cleared off their military buffer and assigned them to make some useful ships for me. Other planets immediately went into troop ship production. I don�t know why it thought I needed more troop ships; yes, I was using troops, but the troop ships get recycled, and any surviving troopers go back into the reserves. I guess the AI assumes, without looking at battle reports, that if you�re using troop ships, you�ll want more troop ships to replace the fallen ones. Unfortunately, I hadn�t ever lost any of them. Meaning I was paying a lot of upkeep on a lot of troop ships, and as soon as I scrapped them down to a manageable number, the AI ground out more of them.

There�s no big list of colonies to manage. I suppose that�s part of their micromanagement scheme, but if I want to see what a given planet is doing, I can do so. Of course, I have to find the system, double click on it, find the planet, double click on it, click the window for planetary spending and then double click the military or planetary build cue to see what they�re up to. That�s a pain in the ass, and if I was truly meant to not micromanage, I shouldn�t have the ability to do so. As it stands, it�s like micromanaging with very clumsy tweezers. And unless you do so, you�ll be swamped with troop ships and pointless laser ships.

Interstellar Relations:
The original Moo�s were of a type of diplomacy I and a good buddy of mine refer to as �Pleasedad� negotiation. Since everything is based on a percent chance of success, if you keep asking, statistically speaking, eventually they�ll say yes. Pleasedad? No. Pleasedad? No. Pleasedad? NO! Pleasedad? OK ALREADY! This one�s slightly different � the AI pleasedads you. If a nonthreatening, powerless, feeb race asks you for a nonaggression pact, and you�re strongly considering pushing them over for their lunch money, you can stall or refuse. Next turn, they ask you again. Keep stalling? Next turn, they ask you again. The ships can be on their door step ready to drop bombs, and they�ll keep asking you.

The AI logic on diplomacy is pretty transparently % based, particularly when it comes down to war. Some races start off generally surly, and in one game, war was declared on my by turn three. I hadn�t even done anything yet! When I met the Ithkul, the alien parasite race, they also declared war on me. Neither of my blood enemies had done jack to me, but here I was, in bewilderment of what I had done to provoke them. Finally, turns of non-aggression later, one of them called off the war. I figured I�d make nice, and I made peaceful overtures of my own by lowering sanctions against them. Next turn, they declare war. The turn after that, they respond to my peace gesture by increasing sanctions against me. Still, no hostility. After that, I just ignored �em when, about ten turns later, they knocked off their war, and the very next turn, they declared war again. Whatever.

Frankly, there�s no reason to even pay attention to the other races. I guess you get some spacebucks for entering into trade pacts with them, but I�ll be damned if I could ever see any benefit to it. And forget alliances. All that allows is them to run around behind your lines, colonizing everything in sight, so that when you eventually turn on them, or they you (as the AI WILL do in the later parts of the game; the �Must expand!� AI demands ultimate betrayal), you have to blow up crap in your own territory before you can expand outward. If you get attacked, they might make a limp effort to show up, but since the AI is terrible at ship use, don�t expect much help. And, of course, you can blithely ignore them while they�re getting attacked, because I don�t think they ever get attacked. The only time I saw two enemies together is when they had both colonized the same system, often by sending an unarmed colony fleet into a system and plunking down on some other world. I suppose, hundreds of years down the road, they�d carry on the ancient war their forefathers spoke of, but in terms of actual game play, they might as well have moved in with each other.

The Orion Senate is pointless. Basically, it�s completely random whether or not you�re a member of the Orion Senate, unless you waste points at race creation on it. The number of votes you have is based on the number of worlds and people you control, so for the first 150 turns or so, the Orions outvote you on every issue. Every now and again, a bill floats up, usually something to the tune of �Something gets better at the cost of something else� or �Something you like gets outlawed.� It doesn�t matter if you bother to vote; if the Orions vote for it, it passes. After you expand sufficiently, you may get a majority of votes. Which would be cool, except that the only bills you can raise are �Love x player� �Hate x player� �Invite x player to join the senate� or �Punt x player out of the senate.� If you get voted in as president, and you had that as a victory condition, yay, you win. However, since this is completely based on how fast you spread out, you should probably turn that off. I lost my first game because I wasn�t a member of the senate, and one of the other scrubby races who was had the 2nd most planets in the galaxy (maybe half of the ones I had). He got voted president, and I instantly lost. Oh, whee, that�s fun.

The only thing other races do to you is spy on you and get in your way. The only defense against spies is to hire spies of your own, and there are 6 types of spies, from sociopolitical to production and so on. If you don�t have the right type of spy, or enough types of spies, you occasionally get blitzed where buildings get blown up and research stolen or messed with. Very rarely, you get a leader (most of whom are pretty awful) to show up, and if you don�t have enough diplomacy spies, he gets assassinated and you lose whatever bonuses they conferred. The annoyance of spies has been a constant complaint of mine in all three MOOs and in Civilization � I realize it�s a logical part of any contact between two potential rivals, but when your allies are actively sabotaging you, you quickly learn to dread contact with any new race, because that�s just one more set of spies to fight off.

Alien races become funny looking targets after a while. �Lookee, maw, a new species. Lookit �im pester us fer some space bucks. Lets all done blow �im up!� Since that�s the only thing you really ever do with aliens, I�ll transition right along to the ship building and killing portions of the game.

Fleet Assembly:
I sorta like the idea of task forces. You can create a detachment of 1-2 ships if you just need a ship real quick, but these get quickly outmoded by larger fleets. Of course, armada is somewhat of a misnomer, it's really just "A lot of ships that do one thing, surrounded by ships that do something else defensive," but Infogrames gets points for trying. The assembly screen is a little annoying, considering that every time you change the mission, it defaults to Lancer sized, Orbital class ships, but that's a small caveat and likely an easy one to tweak.

It took me a while to figure out "Reserves," particularly when struggling over armada ship restrictions. I had been creating task forces at one world, flying them to an "assembly" point, then disbanding the force so that all the scout ships, point defense ships (I just named them Plinker, because that's all they can do) and the core ships (invariably missile trawlers) could be in orbit around the same world. So I was losing about 10 turns per ship just because what I was doing made sense.

Silly me! Once I figured out that, once a world has a Mobilization Center, ships instantly pop into being right then and there. So if one world 50 light years away is making the scout ships, they are instantly FedExed to my front line Mobilization Center so that I can launch another death armada. If, and I should say, when, a fleet gets all of its escort ships shot off by missile fire, all I have to do is disband them, and they instantly and safely go away, to be returned to the nether dimension where ships go before they can be recalled into a new formation. Never mind that they were deep in enemy territory at the time, they safely wink out of reality and nobody seems to bother them as they travel home.

The whole concept of mobilization centers baffles me. Apparently these wondrous hospitality centers are full of doughnuts and coffee, and even the most elite ship commanders won't mix crews anywhere else but here. Why don't fleets have a Combine option? If all my core ships got blown up, shouldn't the escort ships go flank a fleet that lacks them? And, more importantly, can't these military geniuses figure out how to do this on the fly, in deep space, on assignment, when it's most needed?

Second, these centers, which I guess are the Pokemon Centers of the Moo3 universe, give you instant access to every ship in the fleet that you have. I remember huge rally lines from Moo2, where ships streamed across the galaxy to get to my front lines, and once enough power had assembled, I would move most -- but not all -- of them forward to challenge my foes. There's no need to hold anything back in Moo3. Once you have enough ships in reserve, as soon as you see an enemy approaching a world, you just cobble together as many task forces at the nearby mobilization center, and next turn, you have an instant armada where there was none before. How is this remotely fair? In Multiplayer, I imagine it's a contest on how quickly you get noticed en route to attack; if the defender sees your expedition fleet approaching, you get bushwhacked by an armada literally appearing out of the void.

It finally dawned on me how laughable this was when trying to tackle the Orions around their homeworld. They had sent out their massive fleet, which was only flying around, peering curiously at my planets, but not actually engaging my forces (I set all encounters with them on Defend, and they just sailed right on by). I had a massive fleet from waging war elsewhere, and decided to press my luck. After a few initial feints, I streamed missiles at all their orbitals and planets, and blew up every one of them. Next turn, I'm confronted by a massive fleet, which forced my beaten up cadre to retreat. I assemble more front line ships (aka bullet stops; I even made a ship type called "Bait" just to absorb the oncoming rush of missiles and fighters long enough for the missile frigates to fire three times and call a retreat) and return in two turns. Their planetary defenses were still destroyed, but their armada had doubled. I inflict massive casualties, retreat, rebuild, return, and surprise, 80+ ships in their armada. Thanks to the presense of a nearby Mobilization Center, I'm back up to full fleet strength in 3 turns. Apparently, so are they. Repeat. Attack, retreat, rebuild, return. Guess what? 80+ ships. I'm sure, eventually, I would have depleted their reserves of ships and gotten a turn or two to lay some troops down on their planet. But I had been at this for about an hour, and I was getting awful tired of this crap. Also, I can't rule out the possibility of cheating on the part of the Orions.

Ship combat: I don't mind tactical strikes, and certainly I am guilty of abusing a certain flaw in the armor. Particularly when it comes to missiles. Armored missiles completely break the game. They fly faster than fighters (who will make a half hearted effort to intercept them), fly too fast to be seriously damaged by point defense ships, and annihilate anything they touch. Then, any unused portion of your missiles will lock onto a new target, after a brief space dance. They're almost thinking, "Gee, whaddya want to do tonight, Brain?" "The same thing we do every night, Pinky: Try to take over the universe!" Once any particular ship's missiles are exhausted, it will be ready to fire again, so having enough armadas of missile batteries is like watching beautiful fireworks of doom on your foes. Unless they have missiles too.

Other ship classes are completely inferior. Unless you get a bad starting point too close to enemy lines, the long range attacker ships are always out of range of the missile ships. Having long range attacker ships only serves as speed bumps for missiles. It doesn't really matter what you built; missiles do so much damage that your carefully planned frap ray armada will be torn to shreds by the first few volleys, often without even so much as firing a shot. Your foe has them too, and you can more or less ignore them. Carriers aren't even much of a threat once you have enough point defense ships; they don't do enough damage as missiles, and once your missile frigates cluster on top of each other, their combined point defense will turn fighters into scrap. One wave of missiles and they're gone, gone, gone.

I've gone through entire fights out of range of the defender's attacks. Since missiles have infinite range, the missile armadas will back up to the farthest point they can, and lob missiles at any target they notice. Ships have a weird habit of vanishing from sight from time to time, so often it turns into a space bound sub hunt, and as soon as your foe materializes on the screen, 10 missile packs of doom start erupting from your ships. One is enough to kill them, the rest just peer around for something more to destroy. Even worse, if your foe has missiles, and you were attacking, you have the option of retreating. As soon as you notice their missiles incoming, retreat. Odds are, your fleets will bug out before the first missiles even strike you, but since your missiles are autonomous, they will continue to destroy everything they can bury themselves into. The combat will continue until all of your missiles ram into something, and invariably this leads to the total destruction of everything your foe had, with you safely backing off towards the nearest friendly planet.

I�m sure this will be balanced in a patch later on. But it will probably mean that one of the other attack types will become the dominant force of terror.

Ground Combat: RPS strategy. You land your troop ships, which are the same, slow engined monstrosities you�ve been building since turn one, and your units spill out. Theoretically, you should use your space supremacy to blow up their armed forces before your army lands, but if you bombard the planet, you just destroy every single building they own and kill massive numbers of the populace � the very resources you had wanted to take over to begin with! The army on that planet survives shelling even down to the last civilian casualty. So basically, you wait around in high orbit around a planet until your troop ships show up, then you land them all.

Your armies have finite options, all of them are annoying. Basically, there�s a list of attacker maneuvers, and each has a specific counter by the defense. If you flank them while they�re trying a massed assault, you crush them. If they tried a trap, however, you get hammered. Numbers and superior firepower really don�t matter so much; even the militia will handily dispose of your legions of battle mechs if you picked the wrong assault type. Fights can persist for multiple turns if you remain in orbit, with your invasion fleet giving or taking ground as the fight continues, until either you or your foe die out.

In addition to this �strategy,� you can authorize heavy collateral damage or not. I suppose allowing your forces to blow up everything they see may give them some minor bonus modifier in combat, but since this invariably kills every single building and population unit on a planet, you might as well have just saved your army the trouble and nuked the world from high orbit. Authorizing nukes, chemical and biological weapons, and heavy collateral damage basically just saves you the trouble of sending a colony ship. Otherwise, the planet is reduced to a smoking crater. So this isn�t really an option at all, but it was nice of Infogrames to let you screw yourself by selecting these.

Once you do take over a planet, that�s it. No insurrections, no underground resistance, no nothing. Your conquered people, like the good little worker bees they are, accept their new master and get right to work rebuilding their ravaged home with no ill will towards you whatsoever. I really enjoyed that element in Moo2 � taking over Mrrshan or Bulrathi worlds was always more trouble than it was worth; the Bulrathi especially were excellent ground fighters, and were nearly impossible to displace, and once you did so, they were constantly in rebellion. If you did manage to subdue them, they made for excellent ground troops for your own invasion, but often they were so troublesome that it was easier just to gas them off of a planet and seed it with your own kind.

The aesthetics: Somewhat of a mixed bag, so much so that it needs broken down.

Ship combat: Dear god, 486s had better graphics. The original MOOs used sprites on tiles, and combat was really 2D and silly, with your �tile� of ships sliding forward into frapping range and shooting the bejeebers out of anything approaching them. It was dippy, sure, but it was fun enough, and several ship weapons had small radius effects that would only affect ships very close to them, so it was fun to try to sneak these little bombers in to close range through all the bigger capital ships. Still, that�s so early 90�s.

Now you get grainy microfleets on a flat black background drifting towards each other in real time. To simplify things, I suppose, there are only four combat options � move, attack, patrol and retreat. If you move, you just drift thataway, if you attack-move, you drift thataway, if you attack a ship formation, you�ll drift into firing range and open fire, and I don�t know if anything ever happens if you retreat, because it never does any good. Since your sight range is limited by your scanning technology, often you don�t see anything to shoot at, so mostly it�s a matter of carefully bobbing around until a target rears its ugly head. And that�s all there is to combat. Grainy, ugly grey ships wafting around a black field and shooting colored lines at each other. That�s not a real improvement, guys.

My big complaint about the endeavor is zooming. Essentially, you can�t, at least not to any level that matters. You can�t zoom out to scan the whole battlefield; you have to scan around with your mouse to find your target, which I suppose simulates your commanders craning their necks out of the view ports. But it�s not fun. You also can�t really zoom in. You can get close enough to see your horrible grey fleet shooting little frap rays at tiny fighters, but the opening video suggests a nice space fight where you can see fighters punching holes in a ship�s core until it explodes. Well, you get nothing like that during the game; even at max zoom, fighters are whirling pixels. It�s like watching small grey moths being attacked by gnats. Considering how significant combat is to victory in MOO, you would think they�d spend time making it, y�know, good.

Aliens: Nice try. The alien races are neat enough looking, and when they communicate with you (which they only do in the diplomacy channels), they have two animations � peaceful and hostile. Races speak with their voice, which in some races are language, in others are just a series of snarls and grunts. That�s pretty neat. Unfortunately, the animations and speeches are of unequal length. The Ithkul, who I got to hear declaring war on me every turn or two, would lunge their bodies at me for a few seconds of nice animation, and then just stop in mid thrust, while their voice continued yapping at me. �Hurb grosh vlork urbo doish�� the ambassador grumbles, then, suddenly freezes solid. From his unmoving lips, he continues: �Vorgash hroug fnord gassha!�

It�s notable because it�s otherwise solid. Why screw that up? Keep �em wiggling around for as long as it takes them to complete their speech!

Interface: Menuitis. Menus beget menus, those menus beget more menus, and those menus beget even more menus. In the future, you�ll be so overwhelmed by the need to open, close, and maximize windows that you won�t get any real work done. Oh, wait, that�s what our current operating systems are like. Your empire essentially runs on Windows 3.1, except between each window opening, you get a pointless animation where it swooshes away and a new one swooshes up.

It�s a cute effect for five minutes. Then it gets old. Then it gets annoying. Then you long for one big list of functions. Then you learn to hate the big list that is the Situation Report you get at the beginning of each turn. Then you just ignore the damn thing and start checking your individual worlds to see if they finally built that thing you wanted yet. There�s literally about 30 menus, each of whom contain little or no information, so you glance at them for one second and go to the next menu, which also has no information. 90% of your turn is surfing through windows, only about 10% is making real decisions. It�s like surfing your hard drive for one file, but you don�t remember exactly where it is, and you don�t want to bother using search. Also, you set the open and close sound effect on your windows sound scheme to an obnoxious whoosh sound, and set the delay of window closings and openings to about 30 seconds.

Final thoughts: Why oh why did this have to be so bad? The first two games, while hardly stellar examples of gaming perfection, were pretty fun games for their time. This game is redeemable only because apparently it�s very easy to mod. Well, that�s great, and I hope there�s a wide and thoughtful fan base who can fix this game. However, to be expected to shell out $50 for a game and then wait for its disappointed users to, of their own free goodwill, fix said game, is too much for me. I�m going to return my copy.





I realize that I normally come down like a ton of bricks on video games around here, and if that makes me sound biased, I suppose I'll wear that hat. But do believe me on this point: I so wanted this game to be good. I was honestly excited to get this game out of the box. And... and... well, look at the screen shots, fer cryin' out loud! Is that what you want to see in a $50 finished product? One that's been delayed about 4 years? That's the best you can do?! Take a big, steaming gawk at that combat screen, because it's the best that there is. So much potential, so many ways to make it shine...


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