2020. március 28., szombat

Bimonthly Progress Report For My Twitch Channel, FuzzyJCats, Sept 2 To November 1

FuzzyJCats Twitch Channel

It's going into December, so as usual, I've been procrastinating because there hasn't been any major changes at the level of no longer caring about viewer numbers. Albeit there are times when I have my neuroses and insecurities about numbers, though I was able to get over it after processing with my best friend, Todd

Because that breakthrough was huge, I felt I wasn't making any monumental improvements, except for taking 15 minute breaks after 2 hours of streaming, which helped me to last an extra 2 hours or so, getting in the much needed practice without fatigue.

I didn't think about taking breaks because I see my streamer friends stream 12 hours straight without any breaks. And the meme in Twitch is stream until you drop to gain viewers. I would stream until I couldn't focus any longer (normally around 2 hours) and stop. 

I stopped typing my streamer friends' link as I noted the emotional issues and stress it was causing me. It's so easy to forget to shout someone out that if you don't do so, you're concerned if the person felt slighted. Therefore, I'm only shouting out when being hosted and raided. Further, having excessive shoutouts made the chat harder to read, and I wanted a cleaner interface.

Since this progress report was long overdue and it was in the back of my mind, I was wondering what else can I do in the meantime to take streams to the next level? The answer has to go back to the basics - what do I want to achieve in streaming? Because if I know what I want, I can find out ways to accomplish that goal. Clearly, to "git gud" but specifically what is that? 

This is where the cliches of two heads are better than one, and how you can achieve anything with friends ring true, even as it makes everyone cringe when they hear that.

I kept asking the smotpoker887 extraordinaire how can I improve over and over again, but I wasn't sure what I wanted to accomplish in streaming. After hearing my neurotic rant, Smot merely asked, "why not be the best friend you can possibly be" from streaming.

That is what I wanted to accomplish! This is not too hard because you easily get to know your viewers - by remembering the past stream chats and talking to them through any of the social media messaging - so that when they show up, you can ask how is their house coming along (only if they mentioned that publicly to respect privacy).

Because I don't have photographic memory and we miss a lot of chat while streaming, I've been using Chatty to review the chat logs - this helps remind me of what was said in stream so I can get to know my new viewers better. Thanks to Smot, he explained how I can upload these logs to Google drive since it was hard to read on the potato PC. I can then read these logs anywhere I have access to internet.


Because I was working on being more friendly and engaging, I didn't have as much gameplay (this will improve through practice). As soon as I notice, I say hi as soon as a viewer shows up, but I forgot how I was to focus on then going back to what I was talking about, which takes a lot of mental focus.

I wasn't conscious of using that strat last month. Writing this progress report is quite helpful to concretely remind myself to be less tangential - which is why I want to be more timely in these bimonthly progress reports.

The discussion with Smot occurred maybe 2 months ago, and I got lulled into complacency as we all do as I focused on being more engaging with viewers.

However, recently, I wanted to see how I can be more entertaining: being a friend, but being an entertaining friend, which I think will take streaming to the next level, especially as it's an entertainment media.

After having two sleepless nights, I then talked with my best friend Todd who helped me to be more specific in what I mean by being entertaining. I told him that I wanted to be socially engaging. However, he mentioned the eye-opening reality that hearing another person's conversation may not be entertaining. Saying hello to viewers one after the other is not the most riveting or compelling conversation after all and most likely, only interesting to the person you're addressing.

After clarifying what I wanted, he mentioned the radio broadcasting 101 basics. This was rather shocking considering when you search how to be an entertaining Twitch streamer, no one wrote about this, but this is the most basic thing to do as an entertainer! In other words, that is how behind Twitch is compared to other forms of entertainment. 

Todd mentioned that I can write down the stories I want to tell and rehearse before each stream. After he said that, my immediate thought was "wow, that's so basic!" even as I didn't think about rehearsing. Because we all hear about how much entertainers rehearse out loud, spending hours a day honing their skills.

I noticed that when I have ideas to say while streaming, I even rehearse it in my mind, but when the time comes, I'm too inhibited to actualize how I envisioned it, and it didn't come out as colorful as I wanted it to and falls flat. I also noticed that I wanted to expand on conversational threads, but I hold back for fear of burdening the listener (growing up in the New England area, children were treated as to be seen but not heard). I know exactly why I do these things, but knowing is the easy part, changing is the challenge.s

Therefore, I have to do "inner work", accepting myself and not caring about "acting the fool" on stream for fear of viewers thinking negatively of me. Cognitive Behavioral Therapy (CBT) here can work, because what's the worse that can happen if I'm able to rehearse and then act the way I envision the story, uninhibited? The absolute worse is that the viewers think I'm stupid or a loser or bad at acting (which I already know that I am), but who cares? If someone actually writes that and means it (i.e. a true troll, my viewers tease me affectionately on stream) during stream, then ban.

I'm also working on self-compassion - accepting yourself unconditionally - so you don't judge yourself (leads to inhibition ) or others (pinched soul).

Writing down a full-fledged "script" and rehearsing it aloud, practicing may help me to be less uninhibited and perform the way I want it to. I can even force Todd to watch. It'll be an exciting adventure to see if these preparations will significantly improve the entertainment value of the stream!

Goals Achieved:
  1. 15 minute breaks = longer streams = more practice
  2. No more excessive shoutout commands = less stress, cleaner chat
  3. Be a friend (first priority) and easier ways of reading chat logs
    1. Be more diligent about reading chat logs
  4. Realization of rehearsing scripts
Improvements to be made aside from the above:
  1. Make sure I work on the bimonthly progress report as it solidifies what I'm supposed to be working on, and forces me to find out what other things I can improve.
  2. More gaming action and fluency as per usual.
The How of Happiness Review

Storium Theory: Reading Ahead - Outcomes As Inspiration

I've written a bit before about how challenge outcomes provide guidelines for writing during a challenge...how they provide the effective limits of what can happen during a challenge, and how they reveal what the players should be writing towards when playing Strengths and Weaknesses.

Today, I'd just like to take a little time to look at that from a slightly different angle: Outcomes as inspiration.

This falls along similar lines to what I said above: Challenge outcomes reveal what players should be writing towards when playing their cards.

Because of this...challenge outcomes provide ideas.

If you have trouble writing on a challenge, one of the first things you should do is take another look (you did take a first look, right?) at the outcomes for that challenge.

Think about what they mean.

What happens in the outcomes?

What does it mean for the story?

What does it mean for your character?

Then, think about what events might lead to those outcomes.

And now...think about what your character might do that causes those events.

These steps can help you to draw inspiration from the challenge outcomes. They tell you what your character's involvement in the tale is. They tell you what the challenge means to your character - how he sees himself in the midst of the problem at hand. They tell you what your character thinks she is fighting for, or struggling to accomplish. They tell you what your character thinks is slipping away when things go wrong.

They tell you where the possibilities lie. They tell you what paths lead to the different potential endings.

And when you can see a path, and see what your character values in a situation, it can start to become quite a bit easier to think of what your character would do in such a situation. It gives you context, and context is an excellent guide for storytelling.

By taking a look at where the challenge can go, you can make it easier to determine how your character can take it closer to where it can go.

One important point, here: Even if a challenge's path is at this point "certain" - if, for instance, there are 4 Strengths and 1 Weakness or 4 Weaknesses and 1 Strength and there's only two card slots left - I still advise reading both outcomes when you're using this method. Both outcomes still provide valuable context. The Strong outcome still shows what could have gone right. The Weak outcome still shows what could have gone wrong.

In the process, both show what your character's actions would lead towards...even if there's no longer a possibility of the challenge actually getting there. They show what can be nearly grasped...or what can be threatened, but end up avoided.

I encourage reading outcomes ahead of time anyway, simply because of the focus they provide to the story...but they're a great resource when you need a little nudge, a little context, to get yourself thinking on just how you can progress the story of a challenge. They should not be your only resource when you need inspiration, but remember that they are there and put them to good use!

People Behind The Meeples - Episode 216: Jay Cormier


Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!

Name:Jay Cormier
Email:jay@offthepagegames.com
Location:Vancouver, BC, Canada
Day Job:Video Production Specialist
Designing:Over ten years!
Webpage:www.offthepagegames.com
Blog:inspirationtopublication.wordpress.com/
BGG:Jay Cormier
Facebook:Off the Page Games
Twitter:@offthepagegames
YouTube:Off The Page Games
Instagram:@offthepagegames
Other:
Find my games at:BGG, Game stores!
Today's Interview is with:

Jay Cormier
Interviewed on: 2/14/2020

The second interview this week is with Jay Cormier, who there is a good chance you've heard of! Jay has published over a dozen games with a bunch more coming up soon. Most of his games have been designed with his design partner Sen-Foong Lim, who I interviewed in 2017. Currently Jay is running a Kickstarter for his first self-published game, MIND MGMT: The Psychic Espionage "Game", so check it out now!

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Over ten years!
Why did you start designing tabletop games?
I think anyone that enjoys a creative medium and is also creative in some way will eventually find a way to contribute to that medium. So, I have always enjoyed playing games of all sorts since I was a kid. I was designing board games and video games as I grew up. It wasn't until the renaissance of the modern board game era where I felt drawn to contributing to this medium once more. I started playing modern board games in the early to mid 90's when Magic was first starting up. I got hooked on that game hard and loved it so much! That opened the door to all sorts of other games, and along side me the entire time was my best bud, Sen. He actually ushered me into all these games! Eventually we thought we could make a game. Why not? How hard could it be? So we sat down and made something...not a game per se...but something! It wasn't interesting and we couldn't figure out how to make it interesting so we slowly talked about it less and less. It wasn't until I moved super far away from Sen, to the other side of the country when we decided that we needed something to do together to stay in touch. We thought we'd give designing board games another go. This time it stuck and we haven't stopped!
What game or games are you currently working on?
MIND MGMT: The Psychic Espionage "Game"
Have you designed any games that have been published?
Over a dozen! Belfort, Junk Art, Akrotiri, In the Hall of the Mountain King, D&D: Rock Paper Wizard, Zombie Slam, But Wait There's More, Train of Thought, Tortuga, Godfather: A New Don, Orphan Black: The Card Game, This Town Ain't Big Enough for the 2-4 Of Us, Djinn, and Tic Tac Moo
What is your day job?
Video Production Specialist

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
In my home, but I playtest games weekly at a game store.
Who do you normally game with?
I playtest with the Game Artisans of Canada, Vancouver chapter. Other than that, since I've had twins (3 years now), my regular gaming has subsided. Hopefully this will return once they're older - and they'll play with me!
If you were to invite a few friends together for game night tonight, what games would you play?
I am definitely into the Cult of the New, so anything new and different. I also have a few escape room in a box games that I'd like to play!
And what snacks would you eat?
Hmmm...chips I guess! Can't go wrong with chips!
Do you like to have music playing while you play games? If so, what kind?
Maybe quietly and in the background. I'd play some upbeat alternative type music.
What's your favorite FLGS?
Magic Stronghold in Vancouver because I'm there every week. They let us playtest our games and that's super supportive!
What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Favourite? Hmmm...that changes a lot. I will always play Time's Up: Title Recall at a party. It's my favourite party game that never gets old. I love any game that's trying to do something different. Like Loony Quest or Detective.
What is your favorite game mechanic? How about your least favorite?
I love tile placing! Love it! I've loved Entdecker for a long time, and it was partly responsible for Akrotiri. Sen and I just said, let's make a tile laying game, since I loved them so much. I think they make me feel like I'm exploring and even in abstract games, they make it feel a lot more themey. Amerigo has polyomino tile laying and that's satisfying too! My least favourite is pick up and deliver, which is super funny because my absolute 2 favourite games that I've designed both have pick up and deliver (Akrotiri and In the Hall of the Mountain King). The thing I dislike about this mechanic is how slow it can be. I pick this up here and then next turn I move a few spaces, then the following turn I move a bit more and then finally I get to where I am going to deliver it. Very slow. For Akrotiri we made the traveling super fast by allowing players to move from dock to dock with only 1 action point. For In the Hall of the Mountain King, it's more of a resource management thing than the main objective. Do you have enough carts of the right colour to get your statues where they need to go?
What's your favorite game that you just can't ever seem to get to the table?
Amerigo? I really love it, but haven't played it in awhile.
What styles of games do you play?
I like to play Board Games, Card Games, Video Games, Other Games?
Do you design different styles of games than what you play?
I like to design Board Games, Card Games, Other Games?
OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
Hey, we had a lot of fun with it when it came out, but it got stale super fast. I'm disappointed with companies that make CAH rip-offs though.

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
Both - and more! Sometimes we've started with the title (like Train of Thought came first and we said - what would that game be about?). That said, I will say that any game idea that started with a mechanic first has had a much higher success rate than if it started with a theme first. It might be my brain, but I need to ensure there's something unique and different with how the game is played. That excites me more than saying Zombies in Space!
Have you ever entered or won a game design competition?
Entered and made it to the finals, but didn't win.
Do you have a current favorite game designer or idol?
Oh there are a lot. Anyone that's trying new and different things. Phil Walker-Harding is always doing new and different things. Antoine Bauza has been pretty amazing with really creating the drafting mechanic as a game with 7 Wonders and then also creating Hanabi with the aspect of not being able to see your own cards. Both are so inventive!
Where or when or how do you get your inspiration or come up with your best ideas?
From constantly brainstorming and keeping track of all ideas on a forum with my design partner Sen-Foong Lim! We'd come up with hundreds of ideas and eventually one of them would interest both of us and we're off to the races!
How do you go about playtesting your games?
I'm fortunate enough to have a weekly playtest group of other designers. It's amazing and I'd highly recommend designers to find other designers to playtest with to get really interesting and useful feedback.
Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I've designed one game on my own: Draw Your Own Conclusions - that just came out from Grey Fox Games. Otherwise I've designed with a partner. Most with Sen-Foong Lim and then In the Hall of the Mountain King with Graeme Jahns. I have 2 more signed games that are each designed with a different partner as well.
What do you feel is your biggest challenge as a game designer?
Time. I'd just love to have more time. I'd love to be full time as a designer but it isn't feasible right now. I am able to be part time at my job job, which is 3 days a week, and then 2 days a week as a game designer, and that's awesome. Otherwise, I'd say playtesting. Even though I'm able to playtest weekly, I could easily playtest 2-3 times a week based on the number of designs I have going on at any one time. But then it goes back to also needing more time. With twin 3 year old boys at home, I can't be out every night playtesting!
If you could design a game within any IP, what would it be?
Indiana Jones. Can you make this happen???
What do you wish someone had told you a long time ago about designing games?
I've learned it since, but early on: Don't change the game based on every single piece of feedback you get. You're the designer. You make the call on what you should change or not. 100% you need to listen and make notes about the feedback you're getting, but it doesn't mean you have to act on everything.
What advice would you like to share about designing games?
Partner up. Sure you cut your royalties in half, but if money is the reason why you're getting into game design, then you're in the wrong field. It's just like being a writer. For every JK Rowling, there are a million other writers trying to get by. Find a partner who has the same passion and objectives that you do. Someone you can work with. Someone who can take feedback and work with it. Someone who will do half the work. This really helps when you're in a motivational rut. Your partner can pick up where you left off.
Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have:
Belfort
Belfort: The Expansion Expansion
Train of Thought
Tortuga
But Wait There's More
This Town Ain't Big Enough for the 2-4 Of Us
Akrotiri
Orphan Black: The Card Game
Godfather: A New Don
Junk Art
D&D: Rock Paper Wizard
D&D: RPW Fistful of Monsters
MIB: Undercover
Zombie Slam
Tic Tac Moo
Djinn
In the Hall of the Mountain King
Draw Your Own Conclusions

Games that will soon be published are:
MIND MGMT: The Psychic Espionage "Game"
WWE: Headlock Paper Scissors
Belfort: Her Majesty's Civil Service
2 unannounced 'escape room in a box' games
Draw the Line
Godzilla Card Game
Complexcity

This is what I have currently crowdfunding: MIND MGMT: The Psychic Espionage "Game" is from March 3rd to April 2nd
Currently looking for a publisher I have: Too many to list! :-)
Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
Tons!

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
I'm not much of a fan of either of the Star franchises, though I enjoyed parts 1 and 3 of the new Star Trek movies. I enjoy Diet Coke and I had a Betamax, but obviously had to switch to VHS so I could rent movies!
What hobbies do you have besides tabletop games?
Playing video games - especially 3rd person action games like Tomb Raider or Assassin's Creed. I love reading comics when I get the chance and movies are probably my biggest passion outside of games. My wife is continually amazed at how much I know about every movie, but still can't remember to take out the garbage.
What is something you learned in the last week?
Seeing that I'm less than 3 weeks away from running my first Kickstarter as a board game publisher (I ran one last year for the Fail Faster Playtesting Journal), I'm learning 10 new things a day - or more! This week? I learned about setting deadlines with your partners not just so you can get the content you need, but to also work in the schedules of other people that might be affected - like your graphic designer!!!
Favorite type of music? Books? Movies?
Music: I like upbeat music! Books: Time travel is my favourite, but I love fast-paced stories with contemporary characters with either a thrilling concept or slightly unbelievable one! Movies: Almost anything, but I will say that I am much more a plot person than a 'let's explore this character' person. I love great characters and trying to understand their motivations, but I need a plot to keep it moving.
What was the last book you read?
I read 2-3 books a month (not counting comics). Currently I'm reading Unhappenings - which keeps getting better and better. It's not overly emotionally affecting me, but the plot is pretty awesome (time travel!)
Do you play any musical instruments?
I do not. I tried learning guitar once. Didn't work. So much effort to play an instrument. I would really love to when I'm older and have nothing to do!
Tell us something about yourself that you think might surprise people.
I have performed as a children's entertainer for over 20 years! I have my own character who tells stories and uses magic while getting the kids involved. It's been a lot of fun, but I have stopped performing as I'd rather be designing board games!
Tell us about something crazy that you once did.
I jumped out of an airplane! And - it was in the air at the time. :-) I did a tandem jump and it was fun. No need to really do it again, but I'm glad I did it!
Biggest accident that turned out awesome?
I can't think of one!
Who is your idol?
Steve Martin. Besides being an amazing stand up comedian whose style was unique at the time (and was the first to sell out stadiums), he's also been an actor, playwright and award winning banjo player. I just love that he loves being creative.
What would you do if you had a time machine?
Depends on the science and consequences of my travels. If I'm a tourist, then I'd check out the future. Maybe see what games are popular in the future! :-)
Are you an extrovert or introvert?
Extro all the way! :-)
If you could be any superhero, which one would you be?
Batman. While I don't want to have dead parents, I do like that he's smart and uses more than just muscle to stop crimes. I also like that he doesn't use guns. Spiderman would also be cool for similar reasons - plus he's funny!
Have any pets?
No, my wife is allergic to all pets!
When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
I think a deck of cards would be good because they're so versatile!
If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
I'll shout out to my own publishing company, because I haven't mentioned them yet: Off the Page Games! www.offthepagegames.com With this company I'm publishing MIND MGMT: The Psychic Espionage "Game"!

Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?

I mentioned it briefly, but I also designed the Fail Faster Playtesting Journal which is available here: www.failfaster.ca if you want the pdf form, or here: https://www.thegamecrafter.com/parts/fail-faster-playtesting-journal - if you want the physical journal



Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

2020. március 23., hétfő

Tech Book Face Off: The Seasoned Schemer Vs. The Reasoned Schemer

Years ago I was led to the Schemer books by some of Steve Yegge's blog posts. It's been over two years since I've read The Little Schemer, but I enjoyed it so much that I always planned to read the sequel, The Seasoned Schemer. I recently made the time to do just that, along with working through another Schemer book, The Reasoned Schemer, that's not so much a continuation of the other two Schemer books as it is a tangential book written in the same endearing style as the others. Daniel P. Friedman and Matthias Felleisen wrote The Seasoned Schemer in the style of a Socratic dialogue, but in a much more whimsical way. A host of authors, including Daniel P. Friedman again, as well as William E. Byrd, Oleg Kiselyov, and Jason Hemann put together the questions, answers, and Scheme-based reasoning language used in The Reasoned Schemer. The real question is, are these two books as good as the original?

The Seasoned Schemer front coverVS.The Reasoned Schemer front cover

The Seasoned Schemer


Do you like learning about programming?
#t

Do you enjoy challenges?
#t

How about functional programming?
#t

And food and pictures of elephants?
Of course.

Then you probably enjoyed The Little Schemer, and you'll enjoy this book just as much. The Seasoned Schemer more or less follows the same format as The Little Schemer, and it more or less picks up where the latter book left off. What do I mean by more or less? Well, the first book leaned more toward asking questions of the reader that you could actually answer from following the line of questioning. Towards the end it became more of a dialog between two people while the reader was observing that dialog. The Seasoned Schemer definitely follows the later style of a question-answer dialogue that the reader is not so much participating in, but taking in and learning from instead.

This change of pace is not necessarily bad, though. It was just as entertaining and enlightening as before, and there were plenty of times where I sat there chuckling at the zany Q&As that were bouncing back and forth. Whenever there were questions about how to write functions or what was the result of executing functions, I attempted answering them, but there were long of stretches of dialogue that were meant more to be experienced than to be answered.

As for continuing on from The Little Schemer, the book does do that, and the authors assume the reader has read it in its entirety. However, they do remind the reader what the functions are that they defined in the first book so you don't have to go searching back to refresh your memory. They also relax the difficulty level through the first few chapters instead of continuing to ratchet it up from the high level it was left at in The Little Schemer. That's a good thing, because things were getting pretty mind-bending towards the end of the first book, and it was nice to ease back into things before getting crazy-weird again, as things do when you're learning how to implement and interpret the functions you're learning about in the language that said functions are already defined in.

They start out teaching the reader about some new functions that do various interesting things: let, if, set!, letrec, and letcc. As in the last book, the reader learns by doing, and you end up implementing a bunch of functions that modify lists of foods in various ways using these built-in functions. Then things get much more challenging as we learn how the built-in functions themselves are implemented in an interpreter written from scratch. It's an extension of the interpreter developed in the last book, and the extensions are even more difficult to comprehend because the implemented functions themselves are more difficult, especially letrec and letcc

The ramp-up in difficulty was softened somewhat by the pure whimsicalness of the dialogue, sometimes poking fun at LISPers themselves:
How many more conses does deep use to return the same value as deepM
499,500
"A LISP programmer knows the value of everything but the cost of nothing."
Thank you, Alan J. Perlis
(1922-1990).
<Next page>

But we know the value of food!

((((((((((((((((((more pizza))))))))))))))))) 
((((((((((((((((more pizza))))))))))))))))
(((((((((((((((more pizza)))))))))))))))
((((((((((((((more pizza))))))))))))))
(((((((((((((more pizza)))))))))))))
((((((((((((more pizza))))))))))))
(((((((((((more pizza)))))))))))
((((((((((more pizza))))))))))
(((((((((more pizza)))))))))
((((((((more pizza))))))))
(((((((more pizza)))))))
((((((more pizza))))))
(((((more pizza)))))
((((more pizza))))
(((more pizza)))
((more pizza))
(more pizza)
 more pizza)

Maybe it's not as funny repeated here, but then you'll just have to read the book to get the full effect. I had a blast working through it, and I couldn't put it down. The challenge of fully understanding everything in it was steep, though. I definitely will need to go back through both Schemer books to get a better understanding of how everything works, especially the later chapters. If you enjoy a challenge, don't mind a drastically different writing style for a textbook, and like having a little lighthearted fun in the process, then definitely give this book a chance. Of course, you've already read The Little Schemer, so I didn't even need to tell you that.

The Reasoned Schemer


After whetting my appetite with The Seasoned Schemer, I was ready for more scheming with this book. It should be stated that The Reasoned Schemer is not a continuation of the other two Schemer books. It goes off in a completely different direction. Instead of getting further into the theory of computation and how to build a Scheme interpreter in Scheme, this book describes and then builds a language like Prolog for logic programming in Scheme. In fact, miniKanren is derived directly from the language development of this book.

Once again I thoroughly enjoyed the Socratic dialogue format of the book, and I felt that it was an excellent way to teach and develop the material. Like The Seasoned Schemer, the dialogue seems at times to be meant to be read straight through instead of having the reader answer the questions directly. Sometimes the questions are nearly impossible to answer with the information already presented, and sometimes the answers ask questions back to the questioner. It's more of a back-and-forth dialogue that's meant to reveal insight rather than direct questions at the reader.

Even with this reader-as-observer format, the reader can attempt plenty of the questions when they are along the lines of, "how is this implemented" or, "what is the result of this code." I did notice that the examples and implementations tended to be switched around compared to the other Schemer books. In the other books, the questions would start with examples using a new function where the reader was asked to predict the results. Then the questioner would move to the implementation of the function. In this book it seemed that as often as not, the implementation questions came first, and the questions on usage examples came after the functions were described. It works both ways, and I'm not sure I have a preference.

Another difference from the other books was a toning down of the sense of humor. The Reasoned Schemer is decidedly more serious, and that was a bit disappointing. I rather enjoyed the whimsical fun of the other books. The material was still solid and interesting, though, so it's only a minor quibble.

So what does The Reasoned Schemer cover about logic programming? It starts off with explaining how equality relations work, what fresh and reified variables are, and what unification does. These are all concepts in logic programming that feel very different than other types of programming. Then discussions of conjunctions, disjunctions, and defining relations completes the foundation of logic programming so that we're ready to move on to more complex topics.

Following the basics we build up conde from conjunctions and disjunctions, and we see that conde is similar to cond in Scheme. Then we continue on, building up a number of relations that are similar to the basic functions found in Scheme, like caro, cdro, conso, nullo, pairo, etc. Notice that all of these relations end in o? That's because these functions are just like their Scheme counterparts, except that they are relations. After a few chapters of building up relations associated with familiar functions from Scheme, we delve into a classical application of mathematical logic and build up an arithmetic system from fundamentals, defining addition, multiplication, and exponentiation (and their inverses) with relations. It was really neat, I must say.

After all of these chapters on explaining the language and using it, the last chapter goes through how to implement it in Scheme. It was pretty impressive seeing the whole language built in one chapter, minus a couple functions covered in a short appendix using Scheme macros. The whole experience was super enjoyable, and I'm extremely happy to have read these unique, wonderful books. The Q&A format, the wacky humor, and the strong content made for an excellent time learning Scheme and logic programming. I didn't understand everything the first time around, but that just means I get to read them again. I'm looking forward to it. I highly, highly recommend all three Schemer books.

Now make yourself a roasted lamb shank with baked spaghetti and cheese.
Enjoy.

2020. március 20., péntek

My Identity


I've clarified it on individual terms, but have so far avoided a secondary (or would that be tertiary?) public statement.  And that's probably hurt me in social media because a lot of times people assume the worst.  Especially in this day and age when it seems like half the population are abusers, scumbags, terrorists, intolerant religious zealots, sociopaths, hardened criminals, political extremists, and so on and so forth.

For a quick refresher, here is my original blog post, from over a year ago, where I came out as za'akier, a green-skinned, tentacled humanoid... biologically human*, but still extraterrestrial regarding identity.  And that's what it all comes down to.  How I see myself is different than how others probably view me.  And that's ok... expected, even.

I'm an outsider.  That's one of the reasons why I gravitate towards the writing of H.P. Lovecraft, and why I find a kinship with him and other writers in the Lovecraft Circle, other creators using the Cthulhu Mythos to push something forward, an agenda that goes beyond time and space.

But that's a blog post for another time, I think.

Right now, I want to reassure those who already know and support me, and those I haven't gotten the chance to meet (lot of angry people on reddit), that I'm not against anyone based on skin color, ethnicity, sexual preferences (unless you're a pedophile), identity, gender, politics, creed, etc.

My opening up to the internet about being za'akier wasn't about tearing anyone down or mocking those who are different, marginalized, etc.  On the contrary, I was identifying as an outsider, specifically the kind of alien identification previously mentioned.

To me, the term "trans" means more to me than a penis, vagina, beard, shaved legs, or any of the superficial trappings of biological sex and what we conceptualize as gender.  Transformation is rooted in how we see ourselves, and the cognitive dissonance that might evolve between our own self-perspective and that of the world at large.

To those who've hurt me, whether intentional or not, this past year, I forgive you.  But let's get over our differences sooner than later, yeah?

It's Christmas today.  If I could have one wish for the entire world, it would be for everyone to breathe deeply, try to relax, be themselves (leave the "hivemind" at the door), and get along with as many people as humanly possible.

Merry Christma'as!

VS

* There's some interesting information on "otherkin" which may or may not muddy the waters.  I'm not saying that I'm part of that group, and I'm not saying I'm not.  It's complicated.

2020. március 19., csütörtök

Missed Classic: Trinity - Won! (And Final Rating)

Written by Joe Pranevich


We finally made it to the end of Trinity, but the ending was a lot longer than I expected. The trip through New Mexico is the longest sequence in the game and it's a lot of fun, even if I bit off more than I could chew for one week. As such, this post is more-than-double-length but even that seems insufficient: this game rewards exploration and introspection in a way that few games have. A few years ago, I stumbled on the term "first-person thinker (in contrast with "third-person shooter") to describe adventure games. That label doesn't fit many games as well as it fits Trinity; I have spent many sleepless nights recently thinking about this game and what it means. That is high praise!

I am getting ahead of myself. Where we left off last time, I explored six of the seven mushroom realms spread across our sundial "wabe". This included an amazing magnet-assisted trip through space in a soap bubble, as well as a less-than-spectacular bout of trial and error where I killed a lizard in a number of incorrect ways. Last week ended with my discovery that the two gems (the ruby from the beginning of the game and an emerald from the end) could be used to create a pair of magical speed boots. With those, I am finally able to explore the Trinity site in the desert, the last of the seven realms at the dawn of the nuclear age. Something has caused the "primitive" first atom bomb to vaporize New Mexico. I need to find out what it is.

The base of the tower at Trinity, with the "gadget" (bomb) being loaded into place. 

Woosh! It's just text, but there is something visceral about careening around the desert at superhuman speed. Previous times that I had come here, the game would end in just a few turns as simply walking from place to place took more time than we had left. I did not write much about my failed attempts to explore, but it feels good that we're able to do it for real now. Super boots make all the difference!

Traveling with the boots is fun, but there are some drawbacks that I discover quickly. The desert acts a bit like a maze. As long as you follow the roads, you can explore pretty well. Once we step off the roads however, the monotony of the desert means that we can speed right past a road that we were looking for without seeing it. This means that going northeast into the desert and then west doesn't actually have you always notice a north road in the middle. Mapping becomes a pain, but fortunately it's not that hard to work out a path and keep to it. The other thing to bring up immediately is that this exploration involved a lot of reloading. Even with speed boots, there isn't enough time to explore well and I had to reload frequently just to take stock of the place. Everything is more difficult than my narration will suggest, but in the interests of brevity we'll just take that as a given and move on.

The included map is helpful, but not so helpful that I didn't have to draw my own. 


The Lay of the Land

Looking at the map of the Trinity site, we immediately identify a few areas to explore. Obviously, the McDonald Ranch will be key given that we even have a breakout map, but there are many other potentially important areas in the vicinity. Near the tower is a spot just to the west labeled "Jumbo" and an impact crater to the southeast. Going further afield, we have a northwest road leading to "Able", a southwest road leading to "Pittsburgh", and a south road leading to "Baker". I'm curious as to why we have "Pittsburgh" instead of "Charlie", but as a native son of the Steel City, I will not complain much! To the southeast, not on a road, is the ranch. A final arrow to "Socorro" is off from a secondary road to the west, running parallel to the one leading to Able. I plan to explore the labeled locations first, before scouring the desert for more hidden gems.

Since it is nearby, I head to "Jumbo" first. That contains a suspended barrel that looks like a cold capsule:

Why would anyone hang a giant barrel in the middle of nowhere like this? There doesn't seem to be any openings, windows, or markings of any kind; as far as you can tell, the thing is utterly useless.

This is obviously our character's voice; Moriarty would have known that this useless thing was an abandoned plutonium reclamation system that would allow the fuel to be recovered in the event that the bomb was a dud. I have no idea how it would have worked and I cannot see anything that I can do with it.

The bomb crater to the southeast is similarly boring, at least for now. That was created when with traditional explosives during a "rehearsal" of the nuclear blast. There's nothing in the crater, but perhaps I can hide in it or something down the road.

A real map of the Trinity site. Moriarty may have based his map on one like this.



Able and Baker

I explore south first to discover "Baker", an open shelter with a number of guards. When I arrive, I immediately (and automatically) hide behind a shed so that the guards do not see me. A general steps out of the shelter and asks one of the jeep drivers to take him back to Base Camp, far to the south. The guard/driver is relieved to not be anywhere near the coming fireball and takes him immediately. Another guard, half asleep on his feet, arrives to take his place. Can I sneak past the guard by helping him sleep? Even with my super speed, I cannot get into the shelter or do much of anything here. Any attempt to leave my hiding place gets me captured and killed. Is this area included because it was there in real life or because there's a puzzle to solve. I do not see any way to get to Base Camp, so I restore back to the tower.

I discover an abandoned jeep on the northern road to "Able" . Someone left in such a hurry that they dropped their wallet on the floor. I peek in to find a black-and-white snapshot of a smiling kid. I would have expected an ID card or something that I could use, but the wallet is otherwise empty. I check out the jeep's radio, but it is bolted to the floor. I must be on the right track because I gain three points just for noticing that it was set to channel 39. Do walkie-talkies from the 1950s work on the same wavelengths as jeep radios from the 1940s? Apparently, yes! When I tune my walkie-talkie to that channel and extend the antenna, I get even more points and can hear the chatter of the various bases talking to each other as they get ready for the countdown. Most of it is Greek to me, but maybe something there is useful.

Even in the 1940s, Pittsburgh wasn't all steel mills and pollution. The Cathedral of Learning towered over the University of Pittsburgh, although it was used as a military barracks during the war.


Pittsburgh

Southwest of the tower is "Pittsburgh", a military blockhouse and the source of the searchlights that scour the landscape looking for spies and saboteurs. I might be a bit of both. I have been killed more than once by trying to climb back up the tower while the searchlights were on; this may be where I deal with that problem. Although I am told that there are no doors or windows on "this side", there does not seem to be any way to circle around the building to get in. Instead, the only thing that we can interact with here is a giant sleeping German Shepherd. If he's supposed to be a guard dog, he's not doing a tremendously good job.

As I explore, the road runner arrives. Up to this point, he has been following me around the desert at high speed, but every now and then he disappears for a bit and then catches up later. As soon as the bird arrives, it gives me a mischievous look and then jumps on the dog's head! It feels very "cartoonish". The roadrunner nibbles on the fleas behind his ears until he wakes up and flips out. The dog then sees me and tries to attack, but its chain prevents him from ripping me limb from limb. The sound alerts the guards who capture me and I die in the usual way. I feel like this might be a reference to a Looney Tunes cartoon, but if it is I do not get it.

The final place on the map is Socorro, but it too is too far for me to get to. The map not only fails to mention that it is 30 miles away, it also has San Antonio in front of it. Up to this point, the maximum distance that I have been running is around 6 miles, the distance from the tower to each of the sites according to the "real" map that I found. Just for giggles, I calculate that I cover that distance in 2 minutes and 15 seconds of game time for an approximate speed of 150 miles per hour! Math is fun!

That fence is surprisingly unpassable in the game.


A Swim in the Reservoir

Finding the ranch house is easy: although there is no road to it on the Trinity site map, there is a southeast road at the impact crater. I'm not sure if the house is occupied so I explore the outside first. A reservoir and an old windmill are to the east. I climb up the windmill to discover that someone left a pair of binoculars at the top. I do not get a lot of time to think about who might have left them there, because the tower collapses when I attempt to pick them up. Instead of dying, we are plunged into the cold water of the reservoir. All of my stuff sinks to the bottom and that's that. I restore.

Next time around, I drop all of my stuff first. Even though I am lighter, the tower still collapses but at least I didn't lose anything. I swim down to find the lost binoculars, but it is too dark to see. Oh, damn. I left the lantern back in the "wabe" before I started New Mexico so I have to restore all the way back and play this all again. (I have to leave my axe behind this time.) I repeat the process and retrieve the binoculars from the reservoir bottom. Hooray!

I feel good about this for about five seconds because when I get back to my stuff, I discover that the roadrunner ate my bag of crumbs. I've played enough adventure games at this point to suspect that I will need them, but it turns out to be impossible to get the binoculars without losing something. If the bag is left on the ground, the roadrunner eats them. If I take the bag with me, the crumbs dissolve in the water. If I lock the roadrunner up in the birdcage, the lemming runs away. As nice as getting the binoculars is, I restore. I'llI return later.

Someone once loved this house.



Hall of the Mountain King

I explore the house, starting from the screen door at the northwest corner. Inside the spare room is the "map that is included in your Trinity package", which is great but I had not realized that I was not supposed to look at it until now. Oops?

Exploring the house feels like a horror film. The place is abandoned and empty, but signs of a former human life remain. As we walk from room to ruined room, we expect a jump scare at any moment. The bathroom contains only a filthy sink with no tap, let alone running water. The attached bedroom is empty except for a less dirty rectangle on the floor where the mattress had once been. There's a dining room and a kitchen with a discarded knife in a cabinet. Just outside is an "ice house" which I suppose is what passed for a refrigerator in the rural 1900s. Unless I have to keep an ice cream from melting, I don't immediately see anything I can do there.

The final room in the house is the "Assembly Room" with that long awaited jump scare. I'll let Moriarty set the scene for you:

Assembly Room

Whomever used this room was paranoid about dirt. The floor is swept spotless, and the edges of both windows are carefully sealed with tape. A closed front door leads east, and there's an open closet door in the north wall. Other exits lead south and west.

A workbench covered with loose sheets of brown paper runs along the north wall. You see bits of wire and other debris scattered across the paper.

You turn to face an urgent noise behind you. Your heart skips a beat. Two tiny eyes, bright with hunger, black with menace, are glaring at you from only a few feet away.

You hear the noise again. It's like a pebble in an empty can.

The rattlesnake rears its wedge-shaped head. It looks as if it's about to strike!

The roadrunner trots into the room and freezes. Tension mounts as snake and bird study one another, their eyes bright with familiar hatred.

Suddenly, the roadrunner explodes into action! It dances around the snake, fluttering off the walls as it tries to grab the hissing reptile in its beak. But the room isn't big enough to support this style of attack; and after a few very close calls, the roadrunner abandons the fray and retreats with a squall of frustration.

The lemming sees the rattlesnake and begins to tremble.  

Yeah, Mr. Lemming. I don't like snakes either.

Maybe I am thinking too deep about this, but the "bird vs. snake" moment here feels like an homage to the "Hall of the Mountain King" puzzle in the original Colossal Cave. At the end of the introductory area of that game, you hit the first real "magical realism" puzzle where you have to get by a poisonous snake. If you read the help, you know that the bird (which you discovered a handful of rooms prior) didn't like the snake. Dropping it causes an epic combat where the bird is victorious and the snake is driven away. This feels like Moriarty took that idea, wrote it better, and then still had the bird lose. It's a nice touch. I'll need to find another way.

I attack the snake with the knife but fail utterly. It bites me and slithers away. I have only a few minutes to live, which actually may be fine considering that New Mexico will be nuked in a few minutes anyway. Unfortunately, I collapse a turn or two later as the poison floods my system and lay in agony until nuclear armageddon strikes. I restore and try again, but I am not sure which approach I should take:
  • Am I supposed to let the snake bite me and then heal or prevent the poison from killing me in some way?
  • Or, am I supposed to find a different way to drive off or kill it?

The first seems unlikely, but not impossible. I recall that I left a bandage near the beginning of this section so restore back to grab it and play forward. Unfortunately, we cannot make a tourniquet or similar to keep us alive any longer. Let's focus on killing it.

Maybe the knife wasn't the correct approach? I restore back and play it all again to bring the axe with me, but I have no better luck with it or the spade. I try going around the house first and opening the eastern door to give the snake an easy escape route, but that doesn't work either. I get exactly one turn after seeing the snake to do something before he bites me; I need to make it count.

Dasvidania, old friend.

My next approach is to try to get the lemming to do something, but all he does is cower in the cage if the snake is present. If I let him out anywhere else in the house, he will flee out any open door. If I am careful and close every door, he still escapes because he can nose open the screen door in the back. And yet, I am positive that I am on to something precisely because Moriarty has gone to great lengths to script all the different ways that the lemming can flee. It's clever. The break comes when I realize that not only can I use my one turn to flee the rattlesnake by running out of the room, but that I can also use it to quickly hide in the closet and shut the door. Doing so traps me in pitch black, but it buys me time. I use my lantern and see nothing of interest. As soon as I open the door again, the snake strikes.

The solution is slightly evil, but I hit on it quickly. If I release the lemming in the closet, it runs around trapped. If I then open the door, the snake sees him first and strikes, killing my little friend then slithering off to enjoy his meal. As usual, Moriarty makes you feel the death-- I'm not going to forget his description of the little body twitching as the poison takes effect-- but it's done and I can explore the final room in the house. Hidden among the debris and papers on the table is a single screwdriver. As it was one of the ones used to assemble the bomb, it almost certainly is the one that I will need to open it up again. Score! Unfortunately, there is no way back up the tower to experiment as the searchlights now cover it completely and any attempt to climb up is met with an immediate reaction from the guards. I'll have to solve that puzzle before long.

Since I no longer have the lemming in the cage, I can grab the roadrunner and put it inside. That lets me re-do the reservoir segment as well without the bird eating all of my crumbs. I therefore end this sequence with a screwdriver and a pair of binoculars. At this stage, inventory weight is a huge problem as I can only carry exactly what I need and no more. I'm also down to seven minutes left and that isn't enough time. I can barely even get to the dog again, let alone solve whatever puzzles are left. I end up playing it all over again and optimizing my moves every step of the way. With a few tries, I am able to get back to where I am by 5:16 AM (14 minutes left) and I hope that will be enough.

Not the kind of dog that I want to cross.


Stupid Roadrunner Tricks

I return to "Pittsburgh" and take another pass at the moving the search lights. I still do not find any way into the building and while that is a terrible thing for realism, it does focus my problem-solving just on the sleeping canine. I cannot kill it. I discover that if I let the roadrunner taunt the dog as before, but he away before the guards come out, it causes a panic and the search lights are moved momentarily away from the tower. That's progress! Unfortunately, the timing just doesn't work. If I start running immediately back to the tower the moment the roadrunner starts to do his thing, I only get halfway up before the crisis is managed and the lights return, catching me in the act. I'm on the right track, but I don't have the solution yet.

At this point, I am at a loss. I don't believe there is anything left to do at the ranch house or the jeep. I will need to distract the dog or otherwise affect the searchlights at "Pittsburgh". I am uncertain what, if anything, there is to do at "Baker". I already missed the General leaving and may have to restore to follow him somehow or something, but there could be something else.

I give in and take another hint to learn that I completely misjudged a puzzle. At "Baker", I was supposed to notice that we can look inside the compound using the binoculars. Doing that shows us not only some of the men that we overhear on the walkie-talkie, but also a box "similar to the one you saw under the tower" with a silver key. Unfortunately, I cannot find any way to grab the key and I end up taking another hint: we have to ask the roadrunner to get it for us. I would not have considered the bird to be nearly intelligent enough for that. The bit earlier in the game with the dolphin and coconut at least seemed plausible as we see dolphins obeying simple commands at SeaWorld and similar parks, but a roadrunner? Not really. In any event, doing that gets us lots of points. Yay? I feel like I completely dropped the ball on this one.

I race back to the tower and can open the box at the base to reveal a circuit breaker. I flip it and the base goes nuts. They immediately suspect sabotage and scrub the launch, but it doesn't take them long to catch me and the game still ends in a nuclear explosion, just a slightly later one. If I flip the breaker off and then on again, I am rewarded by another point and a brief dialog on the walkie-talkie. What was the point? I have no idea since I didn't gain anything obvious by the exchange.

Classical music swells...


The Final Puzzles

Everything is lining up now, but I realize that I need more time to get back to the tower. I conduct an experiment: I drop the bag of crumbs next to the sleeping dog. If I do so and wait for the roadrunner to show up, he pauses to eat them before torturing the dog! While I am enroute to the tower, he apparently finishes and begins his taunts because we hear the distant sound of barking and see the spotlight move. I can climb up successfully! We made it back to the bomb and it's only 5:23 AM. I have seven minutes to spare to do… something. I'll pause to note that this sequence may pay homage to the 1953 Merrie Melodies short, Zipping Along, or one of the later ones. This is the first time that Wile E. Coyote nearly entrapped his nemesis using a conveniently placed container of free birdseed. Unfortunately, Moriarty does not list Chuck Jones in his extensive bibliography…

Once I get back inside, I open the panel with the screwdriver and peek inside. It's dark and I didn't bring my lantern. I end up restoring back and playing again, this time keeping the lantern in my inventory after the ranch house but discarding the unneeded birdcage. I have the guide on the piece of paper so I cut the detonator wire and that's the wrong one. I die. I restore and cut other wires and still die. I die and die and die. What am I missing?

I take yet another hint to learn that I needed to wait until the final countdown to cut the wire, so as to not give the team enough time to react and call off the launch. I have no idea how I was supposed to infer that. This becomes trickier because the lantern has a limited remaining charge, but I'm used to optimizing at this point. I finally cut the correct wire with the kitchen knife (on my second attempt) and…

You slide the blade of the steak knife under the striped wire and pull back on it as hard as you can. The thick insulation cracks under the strain, stretches, frays and splits...

Snap! A shower of sparks erupts from the enclosure. You lose your balance and fall backwards to the floor.

"X-unit just went out again," shouts a voice.

"Which line is it, Baker?"

"Kid's board says it's the informer. The others look okay. We're lettin' it go, Able. The sequencer's running."

The walkie-talkie hisses quietly.

"Congratulations."

You turn, but see no one.

"Zero minus fifteen seconds," crackles the walkie-talkie.

"You should be proud of yourself." Where is that voice coming from? "This gadget would've blown New Mexico right off the map if you hadn't stopped it. Imagine the embarrassment."

A burst of static. "Minus ten seconds."

The space around you articulates. It's not as scary the second time.

"Of course, there's the problem of causality," continues the voice. "If Harry doesn't get his A-bomb, the future that created you cannot occur. And you can't sabotage the test if you're never born, can you?"

The walkie-talkie is fading away. "Five seconds. Four."

The voice chuckles amiably. "Not to worry, though. Nature doesn't know the word 'paradox.' Gotta bleed off that quantum steam somehow. Why, I wouldn't be surprised to see a good-sized bang every time they shoot off one of these gizmos. Just enough fireworks to keep the historians happy."

The scene shifts back to Kensington Gardens and it is the beginning of the game again. I explore and it goes almost exactly like before. I buy the crumbs and help the old woman with the umbrella. The game ends with a cute scene: this time, we've made friends with the roadrunner and we are off to find a soccer ball to do it all over again. The end.

I'm frustrated by how many questions were left unanswered, but that may have been the point. Who was that voice in our ear that made "gnomon" puns the whole game? Am I supposed to recognize his "folksy" speech patterns? I have no idea. And if the game is a time loop, how and when do I die so that the next me can find my body in the crypt? So many questions, but it's time for the final rating.

Time played: 6 hr 05 min
Total time: 16 hr 15 min
Score: 100 of 100

So much text until the actual ending.



Final Rating

Since writing the above, I have given a few days for my "victory" to settle in, but I have been unable to stop thinking about this game. Judging by the comments, several of you at least have had the same experience. I am sure that there are hundreds of details that I missed and I almost want to play it over again immediately, but at the same time I don't really want to put myself through that again. I cannot quite articulate how I feel about this game, except to say that it both hurts and feels good at the same time. Take that as you will.

Puzzles and Solvability - This game is nearly a masterclass in puzzle design, with the showpiece puzzles among the best that Infocom has ever done. Puzzle difficulty increases gradually as you exit Kensington Gardens, explore to the various time zones, and finally fight through the timing and "did you bring the right tools?" puzzles of the Trinity site. In the end, I found the final round of puzzles too difficult for me. I absolutely did not understand the "what wire to cut" puzzle while playing the game. Only after reading the hints did I learn that I needed to use the information from when we pulled the breaker to know which wire I was supposed to cut. Even with the crushing difficulty at the end-- I lost track of how many times I had to reload and play everything all over again to bring a different item with me-- this is still one of the greatest set of puzzles I have experienced in a game. My score: 7

My final map of the Trinity site. I never did map all of the desert.

Interface and Inventory - I've commented so many times on the standard Infocom interface that to do so again would be redundant, but of course it is best in class for the era. This the second "Interactive Fiction Plus" title and supports some basic use of color (both for background and text color) as well as the nice jump-quotes that appear at the top of the screen. Those alone do not add up to an extra point so I will go with the Infocom-standard score. My score: 4.

Story and Setting - I'm torn on this one because while the setting is fantastic and the connections between the worlds make a certain internal sense, the story did not stick the landing. Introducing the time loop is fun, but the more you think about it the less sense it makes. How would your actions affect future nuclear bombs? If you are in a time loop forever, how does your dead body end up in the crypt? Still, you cannot but admire the amazing worlds that Moriarty has built. My score: 6.

Sound and Graphics - As you probably expect, we have a zero here. The additional color (which was also present in A Mind Forever Voyaging) doesn't add enough for a point. My score: 0.
Environment and Atmosphere - This is a game that it is hard to stop thinking about. I'm still making new connections in my head days after playing it the last time. The wabe is amazingly designed and each of the other environments are fun and unique. This game also gave me nightmares and that has to count for something. It takes great writing to affect me so much! My score: 8.

Dialog and Acting - Moriarty's text is amazing and the game showcases a couple of great characters. The roadrunner comes alive and the little scratch you give him behind the ears as we (and he) re-enter the time loop brings a smile to my face. The narration over the Trinity segment, which I read dozens of times, still never got old-- in part because it was based on real-life transcripts. I also loved the dolphin, the bubble boy, and so many other little touches. I have no idea who the mystery voice was, but he was well-written with nice colloquial touches that made him seem familiar somehow. The jump quotes were also insightful and well-selected. My score: 7.

Let's add those all up: (7+4+6+0+8+7)/.6 = 53. 


That is an amazing score, beating out The Witness as our top scoring Infocom game! (It has been said that I am a lower scorer than Ilmari; if so, that makes this victory all the more impressive.) This places it in good company with graphics games of the period such as Space Quest I and Kings Quest III. In fact, it is our highest scoring "Missed Classic" so far. If you remove the penalty because the game doesn't have graphics, it would have scored 64 and just missed our top ten. It is absolutely my "favorite" game of the Infocom marathon, even though I hope not to play it again for a long time.

The average guess was 44 so I suspect that most of you felt that I wouldn't like this as much as I did. With a perfect landing, Adam Thornton got the bullseye with his guess of 53 points! Congratulations! CAPs will be distributed with the next mainline game.

Up next for me is still one final Trinity post wrapping up this series as I play Leather Goddesses of Phobos. TBD already covered it for the site so I am playing it only for my own experience, although I may write a bonus post and put it up someplace. As a bit of an homage to Leather Goddesses, I will do a very quick "Missed Classic" in a few weeks about a much less well-written "mature" game before picking up again with Moonmist. I'd really like to knock that out before I play Space Quest V, but we'll see whether the scheduling gods smile down at me. Adios!