September 2006 Archives

Mew Day at Toys R Us

Apparently in celebration of the release of a new Pokemon movie DVD, today was the day you could receive a free Mew download into your Pokemon GBA games, EXCLUSIVELY at Toys R Us. This has to be the widest Mew distribution that Nintendo has ever attempted, since previous Mew-fests were at far more limited locales.

I was fairly convinced that my local TRU would bone this, so I called them around 10:30am to see if they had any idea what was going on.

Me: "Hi. I was wondering if you were doing a Pokemon event today, where you can download something in your game?" Note the simplified language at work here. No mention of "Mew" or anything too specific. I even began the sentence with the vague phrase "Pokemon event," so I could set up his or her little mind for the true question in the second half. I did, however, insist on pronouncing "Pokemon" correctly... although I considered the more popular long-E slang on the grounds that it might make it easier for the store to parse my request.

Them: "Yes, sir, we are." Egad! An immediate affirmation! This is unexpected!

Me: "Is there any set time that you're doing it?" I had discovered an online rumor last night that they would only be giving out Mews from twelve to three, and, mysteriously, "while supplies last."

Them: "Ummmm... it says between twelve and three."

That's actually a really terrible time, since it matches up almost exactly with Clark's afternoon nap, but I figure it will take about ten minutes, so we saddle our horses and ride. That's Clark with my GBA and Pokemon cartridges just before we left. He opened up a wide grin about .0001 seconds later.

We landed at Toys R Us almost right at noon. Turns out, it's Geoffrey's Birthday Party Weekend, so the place is mad with people and there are activity stations and free giveaways all over the place.

There are no signs to direct eager Pokemon Trainers. Two years ago, during the Toys R Us Trade and Battle Day, they had the demo unit just sitting at the customer service desk and I had to go ask about it. So naturally I'm counting on me being the only person here and it will be a repeat of September 2004. ...Holy crap, that was two years ago?!

Against all odds, we run smack into a kids parade, led by Geoffrey himself. Rhon takes Clark over to meet the giraffe, who, as a costumed character, is far creepier now than he ever was when he was a cartoon creature. The costume looks like a real giraffe head with a human body. It's some kind of a sick evolutionary parody. But I digress. While they ran to join the parade around the store, I turned towards the game aisle and found this:

A line. I file in right away, even though it could well be a queue to receive a free sheet of Ninja Turtle stickers, the way things are going around here.

I snapped that shot almost as soon as I fell in, just after noon. Note that time, because it will be important later. The end of the line is at the end of the Nintendo aisle, pretty much at the center of the picture. I do love these Vanishing Point shots.

Hilariously, a mom three people ahead of me turns around to ask why we're all in line, and that's when I get the third-party verification that this is indeed the Mew Queue. The two slack-jawed miscreants in the tan and black belong to her; they kept a very low profile while waiting, no doubt supremely embarrassed by their private vices being made so public. Staring at Forza Motorsport probably helped.

What is up with that ancient Xbox demo unit? Are we ever going to get a 360 kiosk out here in the sticks?

I got to know the two people in front of me pretty well, or as well as you're ever going to get to know some random strangers in line to download a rare breed of pokemon on a rainy Saturday morning. Right in front of me is a mom in her mid-40's who is holding a second place in line for her 8-year old son (who is about ten people ahead of us). She is super-cool about it and surprisingly knowledgeable about the whole Pokemon thang. She gets it. They have every single game and she mentions how much she likes that the cartoon delivers cool messages (friendship, hard work, good choices) and how the card game has helped his reading comprehension. For those of you who may be unfamiliar with the timeline here, the first Pokemon video game came out two years before her son was even born.

Right in front of her is a guy who is maybe in his mid-20s. He is alone. He remarks right away that my presence in line makes him feel less stupid. This dude is hardcore. We start "talking shop," and I can barely keep up. I bring up the Mall Tour where I downloaded Celebi and he is appalled that I haven't bothered to do anything with it yet. He works in the TV department of Sears and is going to be late for his shift, thanks to this sloooow-moving line. He figures his co-workers will consider him incredibly retarded over this, so when he calls in to ask them to cover, he says that he "has some stuff to do."

The line is barely moving, in part due to most people showing up with multiple cartridges, but mainly because the patented Pokemon trading sequence is egregiously long and not at all suited to events like this. My new pals and I remark how much easier this will all be once the DS version comes out and we can just WiFi the download.

It takes me 90 minutes to get to the finish line. 90 minutes to walk up one aisle.

Unlike the Mall Tour, where you brought your game and the handler plugged you into some kind of infinite-Celebi-generator, this giveaway runs the old fashioned way. You need to actually trade something out to the clerk to receive the Mew. Fortunately, I anticipated this and caught some crappy low-level fodder last night. I don't know if everyone else in line was as informed. In fact, one kid bought a copy of Pokemon Emerald while in line and immediately set to playing it so he could get the game up to the point where he could receive the download. (Which, my hardcore friend suggested, would probably take the kid 26 hours.)

This does explain the "while supplies last" caveat. The store just has a normal copy of some Pokemon game that Nintendo thoughtfully filled with Mews. When the clerk trades out the last Mew in the supply, that's it. Event over.

Although I brought Sapphire, Ruby and LeafGreen, I only got a Mew for Sapphire and LeafGreen. I had been there long enough and we needed to get Clark out of there.

Rhonda was awfully glad that TRU timed the Mew thing during the big birthday sale, because that gave her plenty of options for keeping Clark busy. He grabbed lots of free junk and shook Geoffrey's hand three times. Of course, his scheduled lunch and nap time was totally grenaded, but he bounced back by sleeping until 4:30pm.

Some of the people in line were convinced that the Mew download will continue tomorrow, because the birthday party thing goes all weekend. We may stop by, but I doubt this is the case.

Just as at the Philly Mall Tour, I have to marvel at the ongoing reach Pokemon maintains. Here was a ton of local people, waiting in a ridiculously unplanned line, to download rare bits for a GBA game that came out, at the earliest, two years ago. That is power, folks. That is what keeps Nintendo in the business. Awesomeness.

In case you're interested, the Mew shows up at level 10 and has Synchronize. His attacks are Pound and Transform. I remarked that I felt spoiled by receiving a kickass level 70 Celebi back at the Mall Tour, and my hardcore buddy said "No way, man. I like to train 'em up. I like them as low as possible, level 5."

Train on.

Double Joe Hobbit

Viewtiful Joe
released October 2003, purchased October 2003

I was pretty excited for this one, because I liked what I saw of the funky art style and what I heard about the retro 2D gameplay. And I really wanted to know what the hell "viewtiful" meant.

But it turned into a disappointment. The kinetic Power Ranger visuals were great, until I found out that, under the mask, Joe is just a hydrocephalic, media-addicted Fred Durst. Add to that the fact that the bad guys repeat like crazy (including a far-too-hard duplicate boss sequence that sent me crawling to the corner in shame) and you have a title that took the old school homage a bit too seriously.

There were some fun quirks to the combat, namely a bunch of VCR-derived super-attacks that slowed down and/or sped up time... so it was totally playable. It just tried too hard to be a "HIT FRANCHISE" right out of the gate, instead of letting itself appear naturally cool.

And I still don't know what "viewtiful" means.

Memory Score: My young Joe...

Mario Kart: Double Dash!!
released November 2003, purchased November 2003
click here for my two-man review with Boris, written in December 2003!

A GameCube library must-have, and a terrific new take on one of the most abused genres of video games: the kart racer.

Aside from just plain looking great, aside from having a great (if short) series of unlockables, aside from being one of the most happily playable titles of the entire generation, the gonzo two-man kart concept is just incredible.

It's fun enough to manage two characters' item slots when playing by yourself, but it really shines when you're in multiplayer. You, the pro gamer, can play this one with your non-gamer pal, or your also-gamer pal, or your barely-gamer four-year-old son of your pal's wife's cousin. And all involved will enjoy it. It's a co-op or competitive multiplayer family friendly kart racer that scales up or down the ability chart. Astonishing.

The only thing you can say against Double Dash is that it could probably have done well with another one or two sets of tracks. Once you unlock the final batch, you are in no way satisfied.

Memory Score: HI I'M DAISY

The Hobbit
released November 2003, purchased November 2003
click here for my review, written in February 2004!

Presenting a game-fied version of Tolkien's classic while riding the coattails of Peter Jackson's big movie epic, this was not a terrible game at all. It wasn't a great game, but you really wouldn't have expected that, would you?

The Hobbit is an adventure in the Zelda style, with plenty of item-fetching and easy combat and platform jumping. A pleasant enough diversion that stays true enough to the book while still cleaning out space for gigantic Tomb Raider-style puzzles inside the Lonely Mountain. It does nothing new whatsoever, but it does the usual quite capably.

Unfortunately, the game totally misses the chance to do something cool with Gollum, the ring-addicted little scene stealer of Jackson's movies. And the end boss fight is truly bizarre... but given that, in the book, Bilbo spends the final battle largely unconscious, I guess they had to come up with something.

Memory Score: I really appreciated Bilbo finding the black butterflies. Nice touch.

Next time: the Party is redeemed, the Legend is reissued, and the Pocket Monsters take a recess.

The Bigfoot's Secret

All hopped up on pecans, Dougie reveals a mysterious secret: Bruno the Bigfoot wasn't kidnapped... he has run off with his true love, Trixie the Giraffe-Necked Girl!

I am mythical.

The latest flogging victim in game space is this Clive guy who, in his Wired online column, complained about modern, story-driven video games being too long. The current standard of length seems, anecdotally, to be a promise of "40 hours of gameplay!" Clive, unfortunately, offers up Tomb Raider: Legend as the example of the 40-hour game he could not finish...

I plugged away at the game whenever I could squeeze an hour away from my day job and my family. All told, I spent far more than 40 hours -- but still only got two-thirds through.

All of which makes me wonder: Who the heck actually finishes a story-based game in 40 hours? Who are these mythical 40-hour gamers?

Later on, he answers his own question: the 40-hour people are simply gamers younger than he, without jobs, without kids, without other interests, without books to read. Which is so incredibly obvious (and vaguely insulting) I'm surprised he managed to wring enough paragraphs to make a entire article about it. Of course, this is all weblog-based conjecture; my purely fabricated experience suggests that most "kids" with all the time in the world to play story-based games wind up preferring non-story-based games like Halo or Starcraft. How deliciously ironic!

Although he positions his article as if this is an industry-wide problem, it really just comes down to him sucking. Tomb Raider: Legend was a terrible example; I haven't seen one comment, net-wide, that agrees with him on that one. The concensus is that anybody who couldn't finish Legend in under 40 hours must be a Civil War vet. He might have managed a valid point if he had stuck with Kingdom Hearts 2 as his example, which is definitely story-based and indisputably a long game. Might have.

Video game "adventures" are getting longer, no doubt. Compare Super Mario Bros to Super Mario Sunshine. When I watched that YouTube video of the Game Boy game Gargoyle's Quest in under 25 minutes, I was surprised that the entire game could be done under half an hour (of course, that 25 minutes runs a cheat that kills enemies in one shot... but even with legimate damage, you're looking at an hour, tops). I remember spending weeks in 1991 to beat that game.

But gamers' skills are improving as well... and that's the real reason why games are getting longer. Because we expect more and more to challenge our abilities. Believe it, game companies would like nothing more than to sell us shorter games and have us be happy... because shorter games means we're right back in the EB next week for another purchase.

Sounds to me like Clive has hit the wall. He's like a half-hour sitcom fan complaining that everything on his favorite channel is now hour-long dramas. You have to go watch something else, dude. Clive, I think you need to find other games to play. There are plenty of story-based games that are A) Not That Long and B) Not That Hard. I would place Beyond Good & Evil (although the story sucks), Fatal Frame, Red Dead Revolver, and Sly Cooper as all being firmly within your grasp, time-wise. Go to it.

I hate when people try to paint the entire universe of video games in broad strokes. "All cutscenes are awful!" "All story-based games are too long!" "All Nintendo games are for kids!" "All console shooters are inferior to PC shooters!" We have a nicely mature industry here, folks. There are plenty of games for everyone.

And for freaking firemen's jamboree, quit buying new games that you really want to play when you haven't finished your old games that you really wanted to play! What kind of impulsive dumbass are you? You complain about not having enough time, so you go buy another one? Don't whine to me about your family getting in the way when you're the chucklehead out there indiscriminately making purchases.

...Actually, seeing as how you're a paid gaming columnist for a genuine respected magazine, I wonder if your problem isn't that you get too many free games sent to you for review. Which, quite frankly, isn't the kind of problem you should grouse about.

Clive doesn't come off as a sympathetic figure. He sounds like a dilettante. As if it is the game industry's fault that he doesn't have the time to finish the games he buys. Dude, either you're into video games or you're not. I'm into them. I invested the 40+ hours to beating Kingdom Hearts 2. And over 80 hours in on San Andreas. Over 150 on Pokemon Sapphire (although the storyline part stopped around hour 50). And uncountable time spent inside Animal Crossing, where there was absolutely nothing to do at all. Because it's my thing and I find the time to do it. Not to mention so many other smaller games that capped in the 12-20 hour range (which sometimes is a satisfying length and sometimes it isn't.) And, holy shit, I have a wife and a job and a house and a child.

You know what's the nice thing about entertainment media? You can turn it off whenever you like. You can put down the book. You can shut off the web browser. You can walk out in the middle of King Kong. And you can be totally fine with that, because, dude, it's your life and you have to prioritize it.

But don't go around whining because you didn't get the whole story.

I wish I had thought of it.

This intrepid blogger offers nothing more than explaining today's crappy, unfunny Marmaduke. Today and every day.

I'm not sure this is the kind of thing that will still be funny in a year, but it sure is killing me right now. I insist you bookmark it.

Anything that points out the cavernous gap between what's going on in your local newspaper and what's going on in the real world is okay by me.

Clark gets a PSP.

Look what was in the mail, Clark!
It's a PSP!

Uh oh! This seems too fragile for on-the-go playtime!

Hee hee! No one has told Sony that the Nintendo DS retails for $130! Maybe the marketing guys should concentrate on features instead of price!

Wait a minute... these are all PS2 games that I didn't care for the first time! You can't fool me, Tony Hawk! Adding the word "remix" to your port doesn't make it any more fun!

Daddy, when does the next Phoenix Wright DS game come out?

Don't forget the cash you hid in the mousehole...

When you need some pecan-flavored treats to feed to a reticent Mole Man, there's only one place to go: Snuckey's!

Most days, the internet is a gibbering cesspool of fraud and sickness. Then there are the days when it delivers above and beyond what you Googled.

After finishing Killer 7 last night, I thought I would check for any online resources. Now that I know the ending (Mask de Smith betrays the team to Kun Lan to open a Heaven Smile fitness club, and is then erased from existence when the player - breaking the fourth wall in direct consult with Harman Smith - deletes his save file from the TV), I could forage blissfully unimpeded by spoilers. Any game that expects us to seriously accept a character with the name "Trevor Pearlharbor" is approaching a Twin Peaksian level of dramatic hilarity, and I wanted to Learn More About It.

I found this on GameFAQs (head for the one titled "Plot Analysis"), an investigation weighty enough to stand as someone's graduate thesis. Author James Clinton Powell describes himself as a poet, and it is a kind of poetry the way he weaves elements from the game with real-world history and his own educated speculation to craft a document that is insanely thorough and exhaustively specific. You read it and you wonder how the dude gets through the day.

Anyway, if you played the game and found yourself at all bamboozled by the seemingly scattershot, untenable storyline, give it a read. Here's some of my favorite paragraphs, to give you an idea what you're in for. Turns out, it's terribly intense... and, you know what, it does actually make sense. In this interpretation.

Why the moon? "The full moon is a symbol of transformation. It throbs full screen while each mission loads. As well, when Garcian sees Emir standing, dazed, atop the Union Hotel, the full moon is in the background. I take the persistence of the full moon as a symbol that the Harman Assassins--and Harman himself--were killed during a full moon. If, as I think, Emir has killed Harman and crew just before killing Hulbert, then Harman and the Assassins were killed a full three days befor the recording of Hulbert's cassette tapes."
On the Hotel level: "Kun Lan's dialogue implies that they have been visited recently by successive people. H. H.'s dialogue implies that these visitations are the "surfacing" of people. I propose that, here, Kun Lan and H. H. allude to their experience of Garcian's awakening into his identity as Emir. As Garcian revisits each murder, the spirit of the victim "surfaces" like a bubble--that is, he or she rises to the top of the hotel, through the elevator, and enters the Forbidden Room. These events occur parallel to Garcian's loss of each Persona, because he can no longer identify himself AS them."
About the hilarious fighting game sequence: "The "video game" layer of the ALTER EGO mission takes the game to a more metaphorical level. We see Kun Lan putting down a controller, after we watch the credits for what looks like an online fighting game made by Capcom. This implies that we, as players, have been playing an online video game against Kun Lan."
Religious allusions in Andrei Ulmeyda: "Ulmeyda, importantly, represents most of the characteristics of Western religion. As we know from Clarence's monologue at the end of CLOUDMAN, Ulmeyda's followers drank Ulmeyda's blood; this reflects the ritual of the Last Supper, in Christian tradition. Further, Ulmeyda delberately infected himself with various lethal diseases, and overcame them. His blood is filled with numerous antibodies to genuinely deadly diseases, giving his blood a degree of "healing power," much as Christ's body is believed to have held in the Christian tradition."
Duality in Curtis Blackburn: "Ayame Blackburn is one half of another light-and-dark juxtaposition. Remember that Curtis Blackburn also taught Dan everything that he knew. Presumably, given Curtis' unique skills, he also taught Dan how to perform the Collateral Shot. Ayame Blackburn's strength is found by entering into darkness; Dan's strength is found by emitting light. I suspect that they are two halves of Curtis Blackburn's total knowledge."

I also enjoyed the lengthy analysis of the game's timeline and how it follows from our own American history with Japan, from WWII through Reagan's historic re-establishment of accord... the suggestion that the Smiths' individual powers were inspired by their deaths... and the explanation as to why the VO sounds like somebody is backwards-sampling on a Casio:

...when the game was made originally in Japanese, the characters' lines were spoken in clear English. However, the language was closer to Engrish: English made slightly incomprehensible through Japanese trans- lation. Knowing that native English speakers would be disturbed by the poor grammar and syntax, the developers decided to present the voices garbled and accompanied with grammatically correct subtitles.

It says something incredible about Killer 7 - and about video games in general - that it can inspire such intense scrutiny and still maintain substance.

More about Mario.

Background: What is it about Nintendo's proliferation of franchises that turns any calm discussion into a deathmatch? Here's another example of me blistering the hides of the mealy-mouthed bottom feeders who attack Mario while lining up for the midnight launch of Halo 2. This is from about a year ago, back when the Wii was being quaintly referred to as the "Revolution." I love it when people get all full of themselves and post stuff that is flat-out wrong. Complete original discussion here.

The only way...
by transmetal (Score: 2, Interesting)

The only way Nintendo could get me even slightly excited for their new system, is the promise of "new" games. Not remakes, nor sequels. Among their big Gamecube titles, which were not simply another title in a twenty year old series? I like Mario as much as the next gamer, but it wouldn't hurt for them to come up with something new this time around.

Re:The only way...
by StocDred (Score: 3, Insightful)

Among their big Gamecube titles, which were not simply another title in a twenty year old series?

Why is that your only criteria for judging whether a new game is worth your time? Too many times burned by Sonic, Crash Bandicoot and Tomb Raider? Nintendo sequels are far more likely to maintain quality than other franchises.

But if you're still going to be picky, how about Pikmin, WarioWare*, or Animal Crossing**? All are new concept first-party games that premiered this generation. What about the upcoming Mario light-action sports titles (baseball and soccer), or are they already declared DOA simply because Mario is in them? Have a DS for Nintendogs?

*yes, I know WarioWare has bloody Wario in it, but I'm not calling that reason enough to declare it a remake or sequel.

**yes, I know Animal Crossing was originally a Japanese N64 title.

Re:The only way...
by stonecypher (Score: 1)

Pikmin, WarioWare*, or Animal Crossing**

You're one for three. WarioWare debuted on the GBA, and alsomade it to the n64. Animal Crossing also hit the GBA. How WarioWare, which is just a themed no-board Mario Party, which itself is just a new Panic!, is a "new concept" is beyond me. Pikmin you can make the argument for, though I see it as just another automaton game like Lemmings. Mario Baseball started on the NES, and Mario Tennis on the SNES; besides, I'm not sure how you think Baseball and Tennis ratify a point about Nintendo churning out old material. Oh, and Nintendogs is an old, old idea; it was dead for ten years, but was popular again recently as Tamagatchi, Dogz or Creatures, depending on your scale of complexity. That said, the earlier raiser I'm aware of is Little Computer People, by EA back in the late 70s or early 80s, which you now know as the "revolutionary" game The Sims.

Also, to my amusement, all three of the games you named have sequels.

Re:The only way...
by StocDred (Score: 1)

And you're a moron who cowardly waits a week to reply. I suppose you were out of town.

So what if WarioWare debuted on the GBA? The point is you were asking for new IPs, and WarioWare is a very recent creation. And likening it to Mario Party is idiotic. You have clearly played none of the games in either series. And WarioWare was never, ever an N64 game.

Animal Crossing was not a GBA game, you are, again, a moron. The closest Animal Crossing got to the GBA was the connectivity bonus coming out of the GameCube game itself.

And somebody enlighten me about an NES Mario Baseball, because I don't think you have any idea what the fuck you're talking about. And about tennis, I didn't mention it. I quoted soccer, based on the upcoming Super Mario Strikers, which I believe to be the first time Mario has played soccer. Again, somebody let me know. Maybe you're right, but your abundance of other errors leads me to think you're not.

I guess you've played Nintendogs already and have discovered nothing new in it. It's just a Tamagotchi. Sure it is. Is your position really that a new game must contain 100% entirely new EVERYTHING in order for you to consider it? Then I can confidently predict that you will never play anything ever again. Give me an example of ANY new game you like that you can't find some detail that wasn't already done before.

Sequels? Of course there are sequels, they are all good games. Your original complaint was that Nintendo isn't doing enough to introduce new IPs. There's three new IPs that have all been successful to one degree of another, to the point that they earned sequels. (But again you have it wrong. The Animal Crossing sequel isn't out yet, and it's a DS game.)

You are, simply, yet another anti-Nintendo ass who is desperately searching to justify your irrational hatred. Come on now, Pikmin = Lemmings? Yeah, you can namedrop games from 20 years ago, but you're no gamer.

I can't believe they didn't fix it.

When a new game comes out that has lots of great stuff going for it, but nevertheless contains a handful of flaws, I think most people are willing to give it a slide.

But when the sequel comes out and refuses to address those issues, that's when people get really mean. Like when the time limit stayed in Pikmin 2. Or the innumerable little ought-to-have-been-fixed quirks of Animal Crossing: Wild World.

Or LEGO Star Wars 2.

The restrictive 2-player camera was a huge problem in the first game, and it is just as awful in the sequel. In fact, it's probably worse due to the increased complexity of the level designs. If you don't keep within a close radius to your partner, you'll be caught behind something, you'll get dragged along (perhaps to your death) or you'll be randomly warped into another character, causing extreme confusion. It was soooo obvious in the first one that I can't believe that they just overlooked it.

Jesus, just have the camera zoom out as far as possible. Don't stop it at some arbitrary limit just to keep the scene legible; we'll walk back when we realize we've gone too far on our own. And, for flying zeppelin shitcock, don't allow one player to push the camera so that the second player gets dragged. If one player is standing still, that should fucking lock the camera down.

Rhonda and I are at the point where we can recognize a potentially problematic cam situation, so one of us will simply drop out and the other will manuever through the obstacle. What kind of multiplayer gameplay is that, where you're encouraged to bail out on each other?

Internet rumors suggest that the DS version was shipped too early, because the ball sacks at Lucas HAD to have the game drop in holy synergy with the latest DVD rip-off, er, release of the Star Wars films. I wonder if that applied to the other versions as well. I'd like to think that somebody down in playtesting was screaming "No, we didn't fix the damn camera!"

Also: what the hell does "extra toggle" mean? We unlocked it the other night, expecting a screen might pop up and explain what it was, but no such information appeared. And major boos for talking up the cool feature to play as the Episode 1/2/3 characters (provided you still have a memory card save), but then limiting their appearance to Free Play only. Not in the build-a-character mode (which is also gimpy), and not as additional wandering characters in the Mos Eisley bar hub.

And those cheat codes you get for beating the PS2 demo are completely bogus. They just unlock the ability to pay for those characters, which is like getting a voucher for a ticket for a can of soda. And anyway, you naturally get the ability to buy those characters after beating level three. Which is, if you'll follow me here, merely the third level of the game. A self-respecting cheat code would give you the character for free.

Another thing! That third cheat code is for a Tusken Raider, not even Greedo! WTF!

It's hard to believe we're enjoying this game as much as we are. The Han/Luke dynamic is so much more fun than all the forced pairings of the first LSW.

And big ups to the Beach Trooper. You know who you are.

Soul Pik & Run

Soul Calibur 2
released August 2003, purchased August 2003

I like some good hype once in a while. And I like a good fighting game once in a while.

I generally don't care much for fighters. Prior to SC2, all of my traditional fighting games were based on comic book licenses (can I get a HELL YEAH for Justice League Task Force!) My problem is that you don't usually get much with them. A roster of combatants, a handful of arenas... and that's it. If you lack the desire to master all of the impossible finger-crunching special moves, and if you're not all that interested in fielding match-up after match-up... well, it seems to explain to me why fighter fans tend to pick one fave and belittle all else. Because if you're hardcore, you've made a serious time investment. And if you're casual, you need exactly one of them. Ever. And it should probably be Smash Bros.

Two things sold me on Soul Calibur 2: the unlockable, collectible weapons... and Link. Which brings us to the hype portion.

There was mad hype about this release, because each console received a different exclusive character. The PS2 version borrowed Heihachi from Tekken (no one cared). The Xbox received Todd McFarlane's overplayed fan-service 1990s embarrassment, Spawn (no one cared).

And the little purple GameCube got Link, looking just like he did in the Spaceworld 2000 demo, before being turned into one of the Flintstone's neighbors. Of course, the Cube version then went to massively outsell the other two, in a slam dunk for Nintendo that ranks as one the GameCube's finest hours.

But back to me. I had a hell of a great time with this one, even though I thought Link's moves sucked. My girl is Talim. Mike and I will still pull this one out for some easy late night gaming.

Also: the single player "adventure" mode is a complete joke.

Memory Score: I refuse to spell it as one word

The Simpsons: Hit & Run
released September 2003, purchased September 2003
click here for my review, written in October 2003!

I gave it a shot. And it did not suck.

This is a de-violenced GTA riff, with a historically tragic video game license. It's hard to believe that it wasn't a complete failure. For years, we've tolerated Simpsons games that are Simpsons games only insofar as they feature renders of the Simpsons characters. Hit & Run went a long way toward redeeming a criminal legacy of bad platformers, curious sports adaptations, and that crappy Crazy Taxi clone.

It's short, the environments are repeated, the lip sync is nonexistant, but the core gameplay is solid enough to enjoy it for a couple weekends. I wonder why a sequel never showed up, because a game like this could have been blockbuster with twice as much content.

Memory Score: Giant robot wasps?!?

Pikmin
released December 2001, purchased September 2003

I sidestepped Pikmin when it was first released largely because I was busy with Smash Bros. I mean, come on.

But when Pikmin hit the $20 mark, I bit... and found one of those surprisingly chewy little games that nobody played. I'm sure it was the basic concept that threw people off: you control hordes of little flower men. And I recall Nintendo making huge press out of the game being an RTS, which it is (sort of), but conventional wisdom suggests that the real-time strategy genre is DOA on non-keyboarded consoles. So I bet that also led to some hasty judgements.

For me, the biggest problem was the damn clock on each level. Here's a game that you're going to want to explore for hours, and then Miyamoto puts a clock on it! The game is tough enough (to 100% completion, anyway) without it. Nintendo sold this game short by stapling such an aggressive and arbitrary timer to it. I suspect they would have pulled a lot more mileage out of it had they made this first edition (Pikmin 2 hit in '04) much more approachable.

Pikmin FTW: those damn plant dudes have become one of the most recognizable new IPs of this generation. Plus, Nintendo had an actual plant bred to look like the Pikmin blooms! Insane.

Memory Score: A great example of Nintendo-as-Innovator

Next time: a big license with a small hero, one of Nintendo's best selling and hugely anticipated franchise titles, and my first taste of the fabled Capcom Five

Wiivealed.


While I was considering some small discussion on Apple's recent press conference (iTV seems very typically Version 1.0), Nintendo held their big conference with plenty of new details on the Wii. So I'm jumping straight to that. I enjoyed Kotaku's live-blogging of the event, so here's what Nintendo said and my initial, ill-informed reactions.

- November 19, $250, one color, one configuration

Yes. The date is no surprise (that's a Sunday, so is that actually the shipping date? Or are we talking a Saturday night midnight launch?): holiday shopping season. And this is announced just as Sony delays the PS3 in Europe and seems treacherously close to delaying everywhere, again. The price seems a little high since, as recent as last week, we were hearing rumors of a $150 price point... but there's enough new promises coming later that seem to justify it. And even at $250, it's still significantly cheaper than the 360 and the PS3, plus it includes debateably better built-in features.

I'm surprised about the color, since Nintendo has chosen to cherish the cool cachet of crapping out a collection of coordinating cases. I'm sure we'll see color choices by this time next year, and not just in Japan.

The one configuration is super-important, since both Sony and Microsoft have confused the issue with differently-abled editions on the racks. Pro gamers like you and me know that the "core" versions are crippled and priced accordingly to fool casual buyers and the odd gift-shopping grandma... but nobody else knows that, so you end up with people buying the core version, unpacking it and realizing they didn't get what they thought they were getting... or store shelves overflowing with core systems and not a single full version to be found. It was a stupid idea, and the only reason the other guys did it was so they could squeeze out a million more units at a reduced cost and pump up their market share. It wasn't about choice. It's about inflating their sell-throughs so the press releases all sound better.

Here's hoping that the only Wii multiples are based on color and bundled games. Keep the hardware uniform.

Apparently, there's no DVD playback. Huh. I guess I don't care, since my PS2 is not going anywhere any time soon. Still, seems like that should have been an easy thing to include. I think my friggin' phone plays DVD these days.

Region free. Awesome. No more fear of importing! (EDIT: Booo! They backed off on this!)

- Wii Sports included, along with one remote and one nunchuk

The inclusion of a game - which NOBODY does anymore - helps to assuage the price somewhat. Although let's be honest, in the whole storied history of video games, there's very few launch titles that end up being worthy of full price six months on. Wii Sports would not have been worth $50 on the racks (which, Nintendo further announced, will be the standard pricing for all first-party prices). Wii Sports is a tech demo designed to show off the new bizarre hardware. It makes perfect sense to include it. Now people will consider it an awesome "free" bonus and be less likely to dump all over it.

Because, it's not going to be that cool.

I do have to laugh at the big "WII SPORTS INCLUDED" on the box, because it kinda nicely attacks several Nintendo weak spots in one. First, included game: nice bonus that nobody else is doing without waiting half a year for the first launch game to drop in price. Second, "sports." Nintendo usually is not thought of as the place to go for sports games, so this sort of looks like Nintendo making an effort. There are people out there who solely play sports video games. I think those people are sadly shortsighted and possibly maladjusted, but they do exist. Just maybe this box would encourage them to branch out and buy a Wii. I doubt it, but it's probably a better marketing bone to throw than "WARIO WARE INCLUDED," even though that's what I would prefer.

There's no "standard controller" included, just the remote + nunchuk. New standards will be sold separately, but regular GameCube controllers will work on the Wii (will WaveBirds work?), so if you want that, those damn things are currently wallpapering your EB. Extra remotes will go for $40 and extra nunchuks will be $20, which is way too pricey. I'm guessing that all of the Wii Sports crap won't require the nunchuk, but to fully enjoy Nintendo's Revolution, you're going to want another $40 remote for 2P. At least everything is wireless.

- Launch day first party games: Zelda: Twilight Princess, Excite Truck and (obviously) Wii Sports

You know, I'm pretty much waiting to see how the Wii reviews go for Twilight Princess. I don't doubt that Nintendo will make fun games that work with the remote... but I'm skeptical of them taking an existing title in development and hitting it with the Wii stick. I mean, the first round of stylus-based DS ports were lousy (Super Mario 64DS, boooooo), but now they know what they're doing. I'm perfectly willing to wait for the GameCube version of Twilight Princess.

And I'm kinda ticked whenever I hear somebody talk about how awesome it is that we're getting a Zelda title at launch. That's only true because they delayed the hell out of it. We were supposed to have Twilight Princess for holiday 2005, man.

I have no interest in Excite Truck. Had they turned it into a Mario title, I would have considered it. At least then I'd be getting the next-gen predictably silly hijinks I crave.

I'm in for Trauma Center, that's my launch title.

- Wii Channels

This is where the unexpected stuff starts slipping in, and where my jaw started dropping at the sheer surprise of it all. The "channels" concept continues the metaphor of the remote. If you want to play whatever game is in the drive, you boot up and select channel #1. If you want to buy/download a new game, you go to that channel (which then shows up as it's own channel button - and Reggie said you get to keep the game "forever," so that seems to mean that the retro games will still as long as you own the thing.) Nintendo is counting on having multiple channels ready to go at launch, including news and weather channels! Which, I'll assume, run sort of like leeching somebody's RSS feed. Wasn't that an After Dark screensaver that did that, once upon a time before the internet existed? Kotaku video here.

They priced the retro downloads at $5 for NES games, $8 for SNES, and $10 for N64. This is amazingly close to my prediction back when the "virtual console" was being market-tested. I stand by my $3/5/10 model, however. Didn't mention pricing for Genesis and Turbo-GRFSHPHXHCCXXX games. I'm a little bit interested in buying Toe Jam & Earl, even though I have a perfectly fine working copy about nine feet behind me.

You pay with "Wii Points," which I hate. Anything that attempts to turn actual money into a fanciful harmless-sounding buzzword is inherently obnoxious and dangerous for unmonitored kids and others with a poor grasp on their expenditures. 500 Wii Points = $5, so they might as well call it what it is: yen.

The photo channel instantly reads pictures off your digital camera's SD card (hey! I have one of those!), and it looks sort of like iPhoto without the awful load times. You can produce simple slideshows, and it displays movies as well. There is also some intriguing little fun games hidden here, which would let you doodle on your photos or play sliding puzzle games with them. I'm thinking Clark is going to dig the hell out of that. Virtual scribbling!

Another channel lets you leave messages for other Wii owners (or to a PC or cell phone!), since the Wii is "always on" once you get it on your WiFi or your ethernet. This feature is the missing link that will let friends easily set up DS online games. Although for Wii titles, I'd like something more Xbox Live-esque, where you can instantly talk to another Live friend no matter what they're doing and no matter what you're doing. No mention of that today. I also lust over the 360's strange-o-rama automatic weblogging feature, incidentally.

There will also be a web browser channel (Opera, just like the DS version), but it will be a separate purchase. Although it would be a huge feature for the Wii, it's easy to see why they avoided including it in the box. Parents would not care overmuch for their kids' new Nintendo sporting a hidden web browser.

Oh, have I been perfectly clear that all this wonky WiFi stuff won't cost users a damn thing? No monthly cost! NINTENDO'S TEH JUGGERNAUT, BITCH!

- The Mii Channel

This one is going to be completely divisive among gamers. Exactly half of us are going to gush all over it, because of the extreme cuteness and potential hilarity of it. The remaining half will instantly hate it for the same reason.

Guess where I sit.*

The deal is that you make a little avatar that (can) look like you. Or several of them. And they dap around the Mii screen like virtual pets. The Mii-creation process looks like a do-it-yourself Animal Crossing avatar. The picture to the right shows the Samuel L. Jackson (Pulp Fiction era) Mii they made at the show, which I'm sure was well-planned in advance even though the presenter tries to make it seem off the cuff. Kotaku's video here.

The Miis will be used by games that have a need for silly low-poly customizable avatars. Like Wii Sports, FTW.

Miis (is that the proper plural?) can also be contained in your remote, so you can take them to visit your pals with their own Wii. And I think you dupe them so your Mii can appear on other machines. Presumably, this means the remotes can contain other information that would tag along with the Mii... like control preferences, high scores, maybe even your Friend Codes.

*The former!

All in all, a typical Nintendo announcement: nothing like what you wanted (we all wanted Xbox Live with a less irritating design) but tons of stuff you could never have predicted. While Sony and Microsoft are beating each other senseless with horsepower arguments ironically aimed at the Hot Topic Basement Nerd crowd, Nintendo is going to sneak in the damn back door and surprise everyone with a lifestyle device that appeals to people with lives.

UberChrononauting

Surprisingly, I don't think I have ever actually played a full game of UberChrononauts before, despite being a longtime fan of the game. So we played it tonight. Here's the table just before play began, combining the timelines for Chrononauts and Early American Chrononauts:

As you can see, it's a big damn board. Tony was on the left; Josh on the right; I'm at the bottom. The end of Game 1 (a Tony win) looked like this, with the numbers indicating how close the losers got to achieving all three goals:

Game 2 (a Josh win) ended like this:

Each game took about an hour, with game 2 slightly longer.

I don't know why, but I find this sort of thing interesting to look at.

Game Review / Starfox Command (DS)


I've been sitting out on the Starfox franchise for years, thanks to all the lackluster offerings during the GameCube era. It sucks, because I really liked Starfox 64 and I really want a new hip iteration in that style. For some reason, Nintendo is bound and determined to avoid that classic, blistering on-rails shooting action... giving us Starfox-as-Zelda and Starfox-as-Rogue-Leader-2 instead. Starfox Command is a return to the game's roots, but not in the way we all expected.

Most franchises are ridiculed for not offering enough change-up. Starfox is the rare bird that gets smacked around for not maintaining enough of the status quo. SFC has two gameplay modes: a 2D tactical turn-based strategy half and a 3D arena dogfight half. You plot the course of your fleet on the flat map and, when your planes encounter enemies, you switch to the full-on space combat mode.

"Our army alone can't do the job. Hurry, Starfox!"

The 2D bits work out much better than advertised. It's like a miniature Advance Wars without the grid system. The idea is to eliminate all pockets of enemies, while protecting your carrier ship, the Great Fox, which is usually stashed in one of the corners. Using the stylus, you draw paths for each fighter, and then double-tap the screen to make everything move simultaneously. (That double-tap is an incredibly short-sighted choice, since each map begins with a couple screens of story text. If you tap too quickly through the empty conversation, you risk doing a double-tap and prematurely ending your turn. They couldn't have placed a GO! button in one of the corners?)

The map includes roving bands of baddies, enemy bases that must be blown up, and the requisite happy power-ups (health, missile and time bonuses). All enemy ships will hone in on the (nearly) defenseless Great Fox, so you have to plot intercept courses to distract the bad guys from the capital ship. Once you gather a few missile upgrades for the Great Fox, you can use them to assassinate any incoming enemy fleet on the map.

It is a clever and fun way of framing all the 3D dogfighting stuff - gives the game some class. Using the intuitive stylus makes strategic planning a breeze. And when you reach the harder levels, you have to be smart about which characters you send in which directions, because everyone has a slightly different ship and some types are better in some situations than others.

The latter maps also have an Only-On-The-DS "fog of war"... a thick soup that covers most of the map. With a set amount of stylus scratching, you can wipe away some of the fog to get an advance look at enemy movements.

I could have gone for a lot more of the 2D strategy mode. It's that cool. I'm thinking of maps that are ten times the size of the DS screen(s), with greatly expanded options. Out of all the flaky new-look Starfox crap we've endured over the past few years, this is far and away the winner. Letting Starfox DS morph into a portable, online, multiplayer RTS would be killer.

"Do a barrel roll!"

The 3D sections arise when your 2D ships fly into nests of opposing blips. In a nice touch, the particular map topology at your point of contact determines the visual landscape for the dogfight... canyons, cities, mountains, oceans. These backdrops aren't stunning, to say the least, but at least there is a good variety of them. By the way, in the Starfox world, starfighters work just as well planetside and underwater as they do in outer space. Figure that one out.

The stylus controls are mostly fine, with a couple of demoralizing exceptions. Your basic movement feels like using a mouse, just with that pleasantly precise connection you get from actually touching a screen. As with Metroid Prime Hunters, you do your stylus work on a live radar screen, with a couple of touchscreen buttons easily available (these trigger a 180, a loop-de-loop, and allow you to drag bombs directly onto the radar map). Barrel rolls are accomplished with some quick horizontal strokes (I draw small circles with the same effect.) Very easy, although some ships are looser than others and may require some finesse adjustments as you move from character to character.

Any physical button - shoulder, d-pad, A-B-X-Y - fires your guns. Holding said button for a few seconds activates a target lock (if your chosen vessel has a lock). This lets you choose a hand grip that is most comfortable for you, because, like all portables, hand cramps are a game-killing bitch. It also neatly avoids any left-handed vs. right-handed stylus issues! I (a rightie) tend to use either the d-pad up or d-pad down for my gun button. I find that the shoulder buttons cause too much lateral motion on the DS.

The downer about the control scheme is the same thing that sucked back on the 2D map (and the same thing that sucked about Metroid Prime Hunters, come to think of it): the dreaded double-tap. You have to double-tap in the top half of the screen for a speed boost, and double-tap in the bottom half to hit the brakes. It sounds elegant, but it is clumsy and prone to screw you up. This is the cost for having all those button choices for your guns. the game would probably run a whole hell of a lot smoother had they assigned d-pad up for boost and d-pad down for brake. (And then I would have had to find another favored shoot button!)

"You're becoming more like your father."

That aside, the dogfights are slick and intense. There are plenty of enemy types, including a plethora of mini-bosses that require advanced strategy to defeat. When you go after a base, the level ends on a nail-biting attack run where you have to dive straight through the center of the enemy installation. I'm not sure how that works, exactly, but it sure is cool. Nintendo did not cheap out on baddies, and that goes a long way toward keeping the 3D portions palatable.

Because, you see, the arena dogfights are all you're going to get, apart from a few specialized boss sequences. The closest you get to the classic on-rails scenes is the obnoxious chase-a-missile levels (see sidebar).

That is Starfox Command's most striking failure, the lack of the scripted, memorization-friendly, cinematic levels. You'd think they would have included a couple, just to change things up a bit. You don't even get to see fellow squadmates zipping by in the arenas; it's just you and the scattered enemy forces.

"Gee, I've been saved by Fox. How swell."

Connecting all of these 2D and 3D elements is a tedious and overwritten soap opera, told chiefly through the retro standard of character still frames and dialogue boxes. Not that the Starfox series is known for high drama, but I would expect something a little better than this grade-school novella that stretches on between the action chapters.

You know right away that the storyline is a half-told joke. There's all this buildup in the opening scene about how Team Starfox has disbanded and now Fox is going it alone... but can he do it without his former teammates? And then in the very next level they all start re-joining with little to no conflict. Falco is still a dick; Slippy is still a yutz. Only Krystal - transplanted from the GameCube editions - provides a will-she-won't-she angle, and then even that is bogged down with cliched conversations of her somehow-tortured relationship with our man McCloud. (I was happy to see Team Star Wolf return, as well as the bit players like Bill and Katt. All with their own unique ships!)

It is impossible to care about the storyline, but thankfully not impossible to hit the Skip button. I like the cast of Starfox; they easily have more personality and potential than Mario and Company. But they are not given any opportunity to transcend here. This game's script feels like it was beamed to us directly from 1987.

Another thing that bugged me was the inconsistent character artwork. The box art, conversation stills and production art all uses a clean, smooth style. The team looks plastic, rather than furry. It's more CG-looking. Yet, in the slideshow cutscenes, the art is much more detailed and painterly, with obvious fur. Weird.

The only saving grace to the story is that the whole thing is a huge branching path where your dialogue decisions will lead you towards one of nine possible endings. Your first pass through the game will probably feel very short... until you go back and realize you've seen only a smidgeon of the levels and enemies and ship types that the game actually possesses.

The final element to Starfox Command is the online play, which is pretty much a copy/paste of the weaksauce online mode of Mario Kart DS. That is to say, you have to sit through minutes and minutes of waiting to be connected with worldwide players, and have no way to tag them as Friends if you thought it was a good match. The only changes are differentiated "ranked" games that track your kills, plus the ever-so-terrible feature of ending the game if any one player decides to bail.

Also, the game offers no customization features for online play. All players have to run the same generic ship, which sucks when you consider how many varied types there are in the single player game (I'd like to give Panther's ship an online go!) I guess balancing the fleet was a problem Nintendo opted not to tackle. You can't even select the environment for each online dogfight, which is just mean.

"You'll be seeing your Dad soon, Fox..."

I think that game reviewers have officially given up on getting on a new decent Starfox title, so SFC is just getting the bye. It's being called a true successor to Starfox 64, but without the on-rails levels, I just don't agree with that. For what it does, it does it well enough, and I fully expect to squeeze plenty of terrific fun out of it. The 2D strategy bits are great; the 3D dogfighting is great. But quite frankly, I'm still waiting for the next awesome Starfox game.





I hate the missile levels.

Man, do these suck.

You have to chase an escaping missile through a series of mid-air checkpoints, with your speed continually increasing out of your control. You can't start shooting at the missile until you get fairly close to it, but by then you're a gnat's wing from going so fast that you miss a checkpoint and therefore fail the level.

You HAVE to send somebody with weapons lock on these missions, and you HAVE to work fast. The missile's life meter is about twice as big as it should be, so you also need somebody with strong firepower.

Letting the missile elude you does not cost you a ship, which is appropriate since it does not fire at you, but it does mean that the missile will inch closer to the Great Fox back on the 2D map. There is almost no margin for error with the missiles, because just one will explode the Great Fox and fail the entire mission. Nothing sucks worse than winning on all the "real" battles against enemy bases and bosses, only to scuttle the whole thing because some stupid missile managed to slip by you. In the final rounds, losing to a damn missile is enough to make you want to hurl the DS into a wall.

We need your help, Starfox!

Storage limitations to DS carts means that you won't find full voice over audio for Fox and his squad. Instead, you get the time-honored gibble-gobble speak used in countless video games.

One fun change here: you can record your own voice to be used as the basis for the garbled audio! The game will ask you a bunch of simple questions - What is your favorite sport? What is your name? - and then pluck samples from that to use as the voices for all the characters in the game. It even pitches your voice up and down to simulate the deep bass of Panther, the tinny sound of ROB, or the girlish wonder of Slippy. Only Fox sounds like your own natural voice... assuming you speak in broken, chopped syllables, of course.


The Six Common Types of Lousy Animal Crossing Cheats

As this forum link shows, there are plenty of mistakes, mixups and outright lies inside the official Wild World Player's Guide (thanks for the link, Logan!). But the internet probably sucks harder... because of the sheer amount of misleading, confusing, manufactured information out there. At least the Player's Guide looks nice.

After hours of painstaking effort researching un-monitored garbage gaming sites like Neoseeker, Games Radar and Total Video Games, I have identified the Six Common Types of Lousy Animal Crossing Cheats.

The Personal Story That Isn't a Hint
What is it?
See, the problem with most of these sites - and why you should never bother with them - is that the "tips" all come from whatever backward pathetic kiddos happened onto Mom's Computer that day. Four times out of five, they just make stuff up and submit it... and when they lack the brain power to do that, they just type in something that actually happened to them and pretend it is somehow unique or interesting.

Identifying Characteristics
An abundance of smileys. Personal asides like "that's just my opinion."

Waste of Time Level
Minimal. You're not likely to ever care about what these tipsters are describing.

Egbert and Alli Fighting
When I had it was raining and I was by Redd's tent. Egbert will be singing and when you talk to him he will say he is moving. Alli will be next to you talk to her. She will ask you what do you think of a watch. Pick any answer, I pick as a wrist portection. She will say I think it means friendship. Then Egbert will say, "You think of me like a watch?!" Then Alli will do something, I forgot , then Egbert will be all happy.

A Good Song From K.K
First of all you need a radio then go to the museum and into the coffee place where K.K slider performs when he says "are you giving requests" say "yes" and ask for Rockin' K.K. and when he sings it its not that great but when you put it on your radio it's brilliant. But thats from my point of view.

The Answer to Everything: Time Travelling
What is it?
Since everything that happens in Animal Crossing is triggered by the internal clock, you can do a lot of damage by jumping around in time. Moving forward in time will make trees grow, "fix" the Stalk Market, and allow you to claim the 10,000 bell gift every New Year's. Time travelling is by far the most prevalent AC hint... and the most dangerous.

Identifying Characteristics
The phrase "Now I'm a billionaire!" Almost every time travel-related cheat ends with you receiving tons of cash.

Waste of Time Level
Huge. Since you'll be doing a lot of resetting and clock-tinkering, expect to pay for your time trickery in RL time. Of course, the thing about most time travelling cheats is that, well, they work. Just at the cost of your game's carefully structured continuity.

Get Trees To Grow Faster
One day, I found a coconut on the beach. I planted it. Couldn't wait for it to grow so I set it to a week later. The tree was fully grown. So I set it a week before that and then plantd more coconuts from that tree. It was awsome! By the end of the day I had 20 palm trees!

Interested in Interest?
This a is a a cheat that will take a while and will leave you with a bunch of weeds, but it's the best way to become a Millionaire. First put all, and I mean ALL, your money in the bank. The more money you put in, the faster this cheat goes. Once you've put all your money in, save, turn off your game, go to the DS main screen, and change the year to 2000. Then turn on your game, save, change the date 2010, turn on your game, read your mail and you will receive a letter from Town Hall that says you've gained interest. Each time you change the date and read your letter you will see that the interest rate raises each time. Do this about 20 times and for sure you'll have a million dollars or more!!!

The Fabricated Fan-Fiction Quest
What is it?
Although much of Animal Crossing is dull and straight forward (find stuff, sell stuff), there are a few oddball "quests" in the game. These range from shooting down Gulliver, to the branching Red Turnip delivery mission. So the presence of some legitmate quests has led to the creation of plenty of garbled fake fan-dream quests. These insidious anti-tips always promise incredible secrets that will rightly strike you as pure crap... but what if it's not? You want to see Mr. Resetti's secret home, don't you?

Identifying Characteristics
Lots of specific instructions. The phrase "This may not work all of the time." Usually ends with you witnessing some impossible hidden animation, like Timmy and Tommy outside climbing a tree.

Waste of Time Level
Gigantic. The instructions typically involve long, laborious procedures, full of restarts and occasionally time travelling. And since you'll probably screw something up, you'll feel like you should try it again and again to make it work. Which it won't.

Animal Crossing Island
Connect to the houses of four friends and give Tom Nook 50 fossils. You will get a whistle that calls Kapp'n; he will take you to Animal Crossing Island.

See Mr. Reseti's home
First you have to reset your games 2 times then get a shovel and hit all the rocks till one cracks then hit it agen to find a hole go in the hole and you will see Mr. Reseti's home.

move in your nighbors house
if your nighbor has a bed sleep in it the whole night and they will ask if your want to move in and u say yes and if its your best friend if she move u will know and when she does yall can right letters and visit her town and she can come to your town (i am talking about the animals you move in there house)

Tom Nook's home
Go to the back of Tom Nook's shop between 12:00 and 2:00 p.m. Use a shovel to hit the back wall three times, then hit the front entrance once to be able to enter and see Tom Nook in pajamas with a teddy bear.

The Obvious
What is it?
These aren't even tips. These are usually game fundamentals that Moron A has submitted just to see his or her screenname published... or for the benefit of Moron B.

Identifying Characteristics
Very short.

Waste of Time Level
Nonexistent. You don't need to be told that you need a bug net to catch bugs, do you?

Free furniture
Sometimes when you go to the Town Hall, the recycling box may have furniture that you need. The lost and found at the Main Gate also may have free items. Talk to Booker, the dog on the left, to get to the lost and found.

Tortimer reference
Go to the Post Office and talk to Pelly at the Civics part. If you look at the background, you can see a bit of Tortimer's face behind a counter.

The Turn It Off And Try Again Tip
What is it?
One of the oldest tricks in video games: turn it off. Restarting in Animal Crossing usually results in a slightly different randomized effect, like Wendell gives you a different pattern.

Identifying Characteristics
A faint arrogance, as if the tipster has lowered him/herself by deigning to share such an obvious cheat.

Waste of Time Level
Big. If you're missing one of Gracie's shirts, you're going to have to reset for hours to get the game to generate the specific one you need.

No more fake paintings.
When Crazy Redd visits save your game. Then go inside and buy a painting. If it is a fake, turn the power off. ( be careful, Mr. Resetti comes)

Finish the fossil exhibition.
Can't find those last few fossils? Collect 15 fossils but don't identify them. Save your game and start again. Go directly to your main gate and say you want to go out using wifi (if you don't have a friend code find anyone's code of the internet). You don't have to actually go out, you just need to get to the point where you would select a town. Cancel out of the wifi settings. Go to the museum and let Blathers identify your fossils, once he finds one you don't have donate it and save. If he doesn't find a new one turn off the DS, because you went to the wifi settings Resetti won't come. When you turn it back on the fossils won't be identified and will be completely different when Blathers identifies them the next time around. You have to go to the wifi before you identify anything beause the wifi access will save your game.

The Confused Nonsense
What is it?
The ultimate in bad hints, this rambling, incoherant mess would not make sense to Nintendo EAD themselves.

Identifying Characteristics
Gigantic paragraphs with no punctuation, with the exception of a hundred exclamation points at the end. Probably feels like a #1 until you realize that the tipster seems to be vainly communicating a series of steps.

Waste of Time Level
Massive, but not because of any time spent in-game... it's due to you trying to decode the AOL L33Tspeak.

proof nook hides all the good stuff
wat u got to do is get nook to upgrade his store any store and then start a new caracter when he is remodeling he hides all the good stuff and it is cheap as dirt like one time he had the moon another time he had the whole robo serise but u cant buy it and if u are there at the right time u can see red buying stuff from nook but once u come in he drops the stuff and runs then when u go see him at his tent he will be mad at u

Get soaked
Go too Able Sisters and make a design,Make it white with a red stripe going straight down,Then put stars or hearts on each cornner,When you have the design go to the beach,any place were you can get close to the water will work,go as close to the water as you can then make sure your not wearing the design put the design down buy the water now wait untill it stops raining pick up the design but dont put it on wait untill another raining day put the design on in the rain and also make the design into an ummbrella aswell the wait 5 or 10 mins then put away the ummbrela and wait for it to stop rainingand then youll be soaked when you go inside a building or a house

The Story That Killed Aquaman

We all know the jokes: Aquaman is a useless hero because his only power is talking to fish. Well, he wasn't always such a punchline. In the early Justice League stories, he is treated as fairly as anybody else; your average Silver Age supervillain was fielding some pretty heavy duty equipment, and it was almost always hidden somewhere in "the ocean depths." Aquaman is at least as useful as Batman, whose role in these tales is usually relegated to keeping Giant Walking Statues "busy" while somebody with powers does something real.

So when did Aquaman lose his heroic status? After months of research, I have found it: a tale of man vs. machine, "Justice League of America" #13, August 1962, "Riddle of the Robot Justice League"! And that is today's edition of Stupid Panels of the Silver Age!

The League has been kidnapped out of time and space (causing Jimmy Olsen to think he killed Superman - HILARIOUS) and taken to some far off stupid planet to fight in gladiator combat against their own robot doubles. Who even cares why; the point is that Aquaman does not receive a match...

Is it me, or does the gang seem all too eager to bench Aquaman for this one?

Aquaman then spends the bulk of the story shouting empty cheers to the rest of the team:

"Get with it!" That's his advice for Superman. "Get with it!"

Against all odds, each Leaguer mis-interprets his meaningless cries into something actually useful, like when he tells Wonder Woman to "yank harder!"

Like she's never yanked before.

GL damn near gets an inspiring haiku:

Or course, if Hal wasn't so damn preoccupied maintaining a ridiculous floating kiddie pool, maybe he could hold his own against a robot.

 

This one is my favorite: "Hit him at his weak point!" To which J'onn replies:

"You stupid shit. I'm the goddamn Martian Manhunter! I don't have a weak point! I'm as tough as Superman, as smart as Batman, I can shapeshift... OH RIGHT... I'm allergic to fire. Thanks, dude!"

Lucky for all concerned that the robot Martian Manhunter is also weak to fire. Just like a Bulbasaur!

After the JLA defeats their soulless mechanical dupes (even Green Arrow managed to pull it out!), they all decide to go off in search of the power doohickey that is keeping the bad guys in charge. All of them except Aquaman, that is, who is ringed up a TV and easy chair.

You see that? Even after saving their asses through non-sequiter cheerleading, GL still thinks Aquaman sucks. "If you can!" I'd be throwing Hal into the Marianas for that one.

As if turns out, Aquaman - from his comfy living room suite - figures out the problem and the team regroups to take care of business without a single Thank You. GL even puts the entire planet inside a ring-shield, so that they may never bother any other civilizations ever again. Wonder Woman remarks that, in time, this whole world will "die off - forever!" And people say today's stories are too dark!

The story that took Aquaman off the A-List is truly worthy of being called Stupid Panels of the Silver Age!

"Get with it!"

Interviewed again!

Continuing my all out 2006 internet dominance (remember my Animal Crossing interview with Clickable Culture a few months back), I was recently interviewed by a fairly new gaming site, Game Couch. This time, the topic is my very own Fatal Frame: the Card Game.

Check out the interview here. You'll dig it, because I am one hell of an interviewee. I even say a couple things that I haven't beaten to death here at fourhman.com! Here's my favorite pull quotes where I rag on stuff that isn't even related to Fatal Frame:

"And for the record, I thought Beyond Good & Evil and God of War were both vastly overrated."

"...Like the DC/Marvel Comics Vs System game... at no point do you feel like you're sending powerful teams of super-heroes and villains after each other in epic confrontations."

"Looney Labs has a storytelling card game called Nanofictionary that I did not like because it is too much like all those fiddly party games where it always devolves into an argument between one player judging another player's answer."

I'm so predictably cranky!

There's also a couple of pictures of the Game Couch staff actually playing my card game, which is uber awesome. They actually got a Kinkos to print out the cards for them, which is great because most people tell me that Kinkos will refuse to print it on the grounds of copyright infringement. Good job, Kinkos! Don't let the terrorists win!

So big thanks for Game Couch for having me as an interview subject! (Beyond the Camera's Lens also linked to the article. I swear to god I do not understand how they sniff out Fatal Frame news so fast! BCL is totally psychic, or has the best web spidering tools in the universe.)

Back to the Carnival

Deep in the Tunnel of Love (you'll need the flashlight bulb from your office), Sam and Max glean some truths from the Mole Man.

Legend of Cell: Splinter's Revenge

The Legend of Zelda: The Wind Waker
released February 2003, purchased February 2003

The thing about Wind Waker is that, no matter how great the game is, it will forever be labelled as the One That Let Everybody Down. Even though by the time everyone actually played it, most people got past the kneejerk whiny ex-fanboy reaction and decided the game was a worthy addition to the series.

Maybe it's because I was pretty late to the Zelda bandwagon (I was annoyed by Link to the Past and got-bored-and-left on Ocarina of Time), but I was more or less okay with the Wind Waker look sooner than most. Yes, I had seen the Spaceworld 2000 demo. Yes, I thought that looked cool. My only reservation to the cel-shaded reveal was one of irritation-by-proxy; I (rightly) figured that this would be assessed as a graphics downgrade and be yankee doodled as an example of how the GameCube is a weaker machine than the Xbox and the PS2. So it wasn't so much that I was ticked that Link didn't look like a cosplayer, but that it would add fuel to the Nintendo Haters party.

Wind Waker polarized the Nintendo audience: you had the half that felt disappointed that "their" franchise had been denied the opportunity to graduate into a fully realistic, modern experience... and you had the other half who began chanting "GAMEPLAY NOT GRAPHICS" at every opportunity.

And it sold like crazy, but that was too little of a press release too late... the street damage had already been done. Perception is reality, and the new reality was the same as the old N64 reality: Nintendo as kiddie friendly, Nintendo as unwilling to appeal to the core demographics, Nintendo surviving on tentpole first-party releases. This was the junction box, and Nintendo stayed on the road well-travelled.

It would be another two years before a game would come along with the anticipation and hype to rival Wind Waker.

Memory Score: Wind Waker sealed the GameCube's fate as the N64-2

X2: Wolverine's Revenge
released April 2003, purchased April 2003
click here for my review written in May 2003!

This game sucked.

Cleverly timed to release alongside the X2 movie but lacking anything to do with X2 (other than some stock photography of Hugh Jackman on the cover), this is a terrible game with some good ideas that fails at every turn. I'm sure you're surprised.

Bad camera, bad level design, bad enemy lock-on, bad kill combo triggers, bad save points, bad boss fights. And it borrows a bad idea from the unimpressive PS2 game The Getaway in that you have to stand still for half an hour to let Wolvie heal up. At least in the Marvel Comics world, that makes sense... but it still makes a tedious game all the more depressing.

Note to future Wolverine developers (I know you're out there): Sabretooth does not have the ability to leap into the air and create rings of fire when he lands.

The only interesting feature is the stealth mode that lets you see the world through Wolverine's enhanced senses, including the heat signatures of footprints and the lingering smell of generic enemy guards. Oh, and some of the kill animations are pretty cool.

But nothing is worth all the terrible this game puts out.

Memory Score: The cool kill moves are randomized. That's how awful this game is.

Splinter Cell
released April 2003, purchased April 2003

I have a huge chip on my shoulder about the Splinter Cell series.

It all goes back to when the first Splinter Cell was purposefully and maliciously marketed as an Xbox exclusive... remember all the commercials showing off the incredible lighting effects? It was the big holiday 2002 title for Microsoft - positioned against genuine console exclusives Metroid Prime and Vice City - so you can bet that the Xbox PR dicks figured that sales would cool considerably if anybody realized that the damn game was coming to Cube and PS2 in six months. So they fudged it and fooled a lot of people. You'll still find fanboys out there who consider Splinter Cell an "Xbox" kind of game, whatever that means.

And to add insult to malicious, intentional injury, the flacks then went about calling Splinter Cell the game that was like Metal Gear Solid without all the crap you hate about Metal Gear Solid (Anti-Raiden sentiment was still riding high.) Which is just plain fightin' words.

Now, they've developed the franchise since this first installment (chiefly into the realm of online play), but this one is an overly-linear, ridiculous dungeon crawl with a crappy story and lots of typically Clancy psuedo-realistic government mumbo-jumbo. I mean, come on, the dude crouches in a shadow and he turns fucking invisible? That's realism?

Memory Score: I got it for the GBA hookup, which I thought was great

Next time: an animated GTA clone, a satisfying Cube success story, and my first Player's Choice selection.

Abuses of Internets

From the same minds that brought you fourhman.com VS. Juggernaut, here's another sampler of the weird visual concoctions that arise when you try to steal image bandwidth from me.

It's the rainbow toaster that makes it magic.

Holy crap, TRIPOD is still around?

Found >< Displayed.

And let's discuss website legibility.

This one almost makes sense.

Stalk you.

I just don't get how kids that are savvy enough to do a Google search on "waffles" (note image #2) somehow neglect to notice that the image they thought they ganked turned out to a lame-o ad gif. I'll give a generous pass to message board postings, since they're awfully perishable (although, come on people: preview!) but the ones that show up on fully editable weblogs and MySpace pages just confound me. I've seen some of these online for months now. I wish I knew how to embed a link into that thing.

The irony is that none of this ceases actual bandwidth theft; it just lets me control what they steal.

Master! We're in a tight spot!

I picked up Killer 7 a couple of weeks ago for the low, low price of $15. (I've seen it for $10 since then.) I was suprised to learn that the game is only a year old, having been initially released in July 2005... I would have guessed it was much older, but I gather it's been in development hell for a long time.

And yeah, it's the Gamecube version, part of the once-infamous Capcom Five, five games that were initially announced as Awesome Nintendo Gamecube Exclusives in 2002 or so. Of those five, only four were actually released and three of those went to the PS2 anyway. C'est la vie.

I probably don't need to tell anybody this, but Killer 7, yes, is totally weird. I mean, it's a weird that makes its own internal sense, I think... so it's not, like, WarioWare weird. You're an assassin-for-hire who manifests seven different personalities. Each persona has his or her own special powers and abilities, so throughout the game you're regularly switching between them all to forge through certain puzzles and fight scenes. I'm not sure if there's any point to the seven characters being multiple personalities, other than just being creepy. But a lot of the game is like that.

I'm digging the game's unique visuals, which are done in a flat, monochromatic style... as if Bruce Timm - the guy responsible for the 90's Batman animated series, among others - was told to include even more angles and even less color. The sound is obnoxious, yet another game to shluff off actual audio work in favor of garbled noise. There is some interesting story at work here (lots of ghosts talking about their misbegotten lives, for example), so it seems like a missed opportunity to create drama with real voice acting.

As promised, the controls are incredibly weird. Typically, the game uses stationary cameras with fun cinematic cameras (just like Resident Evil, back in the olden tymes). But it does not use the classic RE-style "human tank" controls. Instead, your path is entirely on-rails... you hold down the A button to run and use the B button to turn around. After every other game in the world using the analog stick to control your character's movement, this is a very off-putting thing to grasp. You only use the stick for choosing a path when you come across a path junction. Very strange.

You can tell that RE producer Shinji Mikami was involved, because the on-rails setup feels like an evolution of the RE tank scheme. Instead of wandering around each room searching for crap to click on, the rails just point you towards whatever you need to see. Killer 7 is the middle ground between the fast action of Resident Evil 4 and the dramatic camera angles of every RE before that.

When you went to shoot things, holding down the shoulder button switches to a first-person POV. So you get to use the analog stick again. There is additional weirdness afoot, however, as you have to use the other shoulder button to scan the area and make the baddies (which are sort of zombie-like) visible. I could do without that; it feels like something that was tacked on to make the game more difficult. "Gee, Bob, it sure is easy killing all these zombie things that walk towards you." "Yeah, how about we make them invisible?"

I do like having to reload by flicking the C stick. There's something tangibly cool about that.

I don't know how many missions there are in the game, but I'm on the fourth one. So far, it has easily been worth the fifteen bucks.

Seriously? Score!! We are so pleased.

What is this again? Katamari, you say? I thought We were over that. It all seems so 2004.

Still, We must admit this is a great deal. It is truly a gift to all PlayStations. And We're not just saying that because it features Us.

Although We were under the impression that this was a rare find, and not the sort of thing one would find at Toys R Us in the bargain racks beside some kind of "Urban Dancing" game. And We did not even know there was a "PSS". Is that like a PSP that plays games? We are confused.

Nine short stories about Animal Crossing

1. This is me and Maya, who lives in Sweden. Like, the real Sweden, not just some ACWW town named Sweden. I'm pretty sure that's the farthest global reach I've experienced in Wild World. I gave her a Green Pipe and 1UP Mushroom for a Black Lucky Cat and a Gold Lucky Cat, so it was a fruitful trip for both.

I've also met a fellow from the UK (again, the real UK) who claims that Nintendo gave out different special Mario furniture over there, among them the Mario Mural and the Bullet Bill. Awesome!

2. Almost immediately after I complained about it last time, Nintendo has started sending out WiFi letters much more frequently. It's like somebody at Nintendo woke up and started pushing buttons again. We haven't received anything rare, but at least it is something. The letters seem typically to be attached to a holiday... like August's fireworks night, the Bug Catching Contest, or Labor Day.

3. I still have Elise (one of the rare Toys R Us chimps) in my village, so I started a campaign to snag her pic. So I was talking to her and sending her letters every day. I also have Octavian and Kid Cat in town, so I decided to go after their pics as well.

I'm really bad at getting pics. It's yet another item that the worthless Player's Guide does not discuss, so I have no idea of the best way to do it. There must be a trick to it, since I talked and sent letters for several weeks straight and never got anything from any of the three.

Then one day I saw that Whitney had moved in to town... and I think the wolf characters look cool-as-hell, so I added her into my daily chat/mail plan. And within two days she hands over her pic! The other three jerks are still stonewalling me.

4. Speaking of the rotten Player's Guide, I know there's a certain segment of you out there who, upon hearing me mention the Guide, started scoffing and loudly braying about how you never use Player's Guides because you have the internet, duh.

Well, for a future entry, I'm going to collect the best outright lies about Animal Crossing that I have found online. Yes, you can get a lot of secrets and tips online without having to pay for a Player's Guide... but you also get a lot of complete bullshit that dumbass kids submit to tip sites for the sheer thrill of screwing with people and seeing their awful online handles published.

5. Late one night, I saw this gigantic ugly moth sitting on one of my trees. It was the oak silk moth and I figured it had a good chance of being one of the biggest bugs in the game. So I caught a bunch of them and stashed them until the day of the Bug Catching Contest. Luckily, when I gave them to Tortimer, he did not catch on and say anything like "Howrf howrf, Joe, where did you catch such an obviously NOCTURNAL insect?" So my ringers worked and I won the Big Trophy. Now I need to hide a shark for the Fishing Contest...

6. You know the stupid impossible trading quest that starts with a red turnip and then branches out to include various paths of character trading? Well, I finally finished off the Pascal branch, having received both the Golden Axe and Pascal's Pic. Strangely, the massage chair that you're supposed to give to Tortimer is orderable from the catalog... so you can give the Mayor as many as you want to pay for, and receive a scallop (for Pascal) in exchange. In contrast, Saharah's turban is not orderable, so to finish off that half of the quest means that you are stuck buying red turnips in hopes of seeing Wendell. What a pain in the ass.

7. I have donated over 200,000 bells to the poor faraway town of Boondox and received the Blue Feather. The next benchmark for a new feather is 500,000 bells, and I'm assuming that's total donations, not another 500,000 on top of the 200,000 I have already donated.

It has occurred to me that it would be more efficient if I socked all of my bells in the bank... so I could build up to the rare Post Office prizes, and then dump on the money over to Boondox. But you need to hit 10 million bells to start getting cool stuff out of the bank, so Boondox's scale seems much more achievable.

8. One morning I walked out of my house and, as usual, jumped to my tools so I could switch to the watering can. While I'm dragging junk around in the inventory screen, a smegging banded dragonfly zooms right past me. So I quickly switch to the net and run off after it... and, incredibly, I catch it in one swipe while it tried to route itself around the Museum wall.

9. Using the Player's Guide as a basis (don't laugh), I finally compiled a list of every catalog item I need. It is a nicely sizable list since I pretty much played for months without buying much of anything, instead concentrating on paying off my home mortgage.

The Guide, in yet another tribute to non-usability, presents the item lists in no particular order at all. It ain't alphabetical and it ain't even in the order in which the items appear on the in-game catalog. So after typing everything up, I alphabetized the lists by category, and then sent the lists to my Sidekick. Now they all exist as editable sticky notes, so when I find a new item I can easily delete it out.

Obviously there are a ton of items that I fully expect to never see, like the Post Office Model that you receive for having saved 999 million bells. But I still like tracking the more reasonable items.

Comcast sucks. Dreamhost is the best.

Fourhman.com was damn near asploded, due to a chain of events that began with Comcast sucking.

You see, our local hometown cable company was recently put on the auction block and Comcast was the buyer. Impersonal, monolithic Comcast. Now, aside from Comcast completely boning just about everybody's email this weekend during the transition, and apart from their "EasyChange" transfer system being Windows-only, Comcast also found the time to send threatening emails off to Dreamhost, my super-excellent domain host for almost five years.

This was either an incredible coincidence or it was triggered by me tinkering with my email settings. Because, under the previous cable company (Suscom... no, you haven't heard of it), I was simply forwarding all ___@fourhman.com email on to ___@suscom.net. It made things a little easier to manage, plus I used it to take advantage of Suscom's spam filters. Well, Comcast does not allow that. And despite Dreamhost's repeated attempts to contact them (on behalf of ALL their customers who are forwarding mail from their personal domains to their home Comcast boxes), Comcast has proven to be unreachable. And the threat further proclaimed that Comcast fully intends to block any and all email coming from domains hosted by Dreamhost, forwarded of not. Must be nice to be the monopoly.

So Dreamhost unfortunately and apologetically had to tell all their users to "turn off" any email forwarding that goes in Comcast's direction. Or risk having their entire world end up on Comcast's blacklist.

My plan was to sidestep Comcast entirely and just formally promote all of my fourhman.com email addresses into full-blown email mailboxes, rather than just holding zones for Suscom/Comcast. Using Dreamhost's slick and easy domain Control Panel, I started with joe @ fourhman.com... and then set up Apple's Mail app (jesus guys, can you give that a real name some day?) to fetch my mail from fourhman.com instead of Comcast.

But what I didn't notice was that my "joe" account - the primary account - had a default disk storage allotment of 50MB. Or more accurately, I noticed it but didn't thinkg anything of it. Yes, Dreamhost printed the number in red and asterisked a warning that the number applies to the entire website... but I still figured that was somehow separate from the 50MB email limit. Pro tip: It's not.

Later that night, I decided to throw up another weblog entry - the latest in a long and interminable series of Sam and Max screenshots - and Movable Type completely freaked out. The error said that I had surpassed my disk quota.

"Freaking hell," I probably said, and I went back into the Panel to turn off that 50MB restriction.

Then I went back into Movable Type to find the poor unloved thing tossing SCALAR errors and suggesting my entire weblog database was corrupt.

That's about when I started to cry.

Fourhman.com was still there, but it was dead. Movable Type would not let me post new entries, view/edit older ones, or even click through my main MT weblog menu. The only thing I could do was backdoor my way into the individual weblog edit menus and export a text dump backup. Which was slightly comforting, because my offline backups are a few months old.

Then I did a little research, and found out that this is exactly what happens when you have a Berkeley database that thinks it is supposed to grow beyond the set user disk limits. It corrupts your data. It's one of the reasons that everybody says that Berkeley databases are crappy and that you should use a MySQL database. I do not recall why I went with Berkeley back when I first installed MT back in '02, probably because the MySQL option was more complicated at the time.

So, given that I have all my entries exported, what I'm looking at is a full clean install of Movable Type (the MySQL version.)

The thing is, I hate installing Movable Type, because the whole thing veers just over my head. Their instructions are fine, but if anything burps at me, I have no idea what to do about it. And I just know that it's going to take me hours to muddle through.

So I start searching for alternate methods, but everything I find about resurrecting Berkeley databases is more complicated than the last. Until one webpage suggests a very simple plan: ask your webhost to restore your site from one of their timed backups.

Duh.

Therefore, I sent out a support request to Dreamhost and that's exactly what they did. They essentially rewound fourhman.com to August 20, 2006. And, being extra-awesome, the gang at Dreamhost was smart enough to just replace my MT database instead of the whole kaboodle. Now that's tech support.

Of course, I had to rebuild my weblog entries from the last two weeks, but that's a small pain compared to having to wipe the server clean, re-install Movable Type, and import all the entries, templates and crap.

And that's the confused-verb-tense version of what happened over the last few days. Instigated by Comcast, exacerbated by my naive innocense, and solved by Dreamhost. I guess I should look into upgrading Movable Type into a more modern MySQL version, but even that has my eyes spinning. For as long as I've used their free version, they probably deserve me sending them some money for the new stuff. Hell, I'll probably pay them to install it.

The funny part is, during the tense period before Dreamhost got back to me with the technological go-ahead, I was constantly coming up with great weblog entries. Now that it's back, I'm just as lazy as I've ever been.

From the World o' Fish to the Ball o' Twine

Using a bent wrench and their combined weight, the boys ride a fiberglass fish all the way to the top of the twine ball.

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This page is an archive of entries from September 2006 listed from newest to oldest.

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