#Away from making the actual game. So the manual has to fill in that gap.
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malewifehenrycooldown · 17 days ago
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oh my god doa4’s wake up mechanics are in its manual guide that THANKFULLY came with the game…
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brdquests · 4 years ago
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How to Power Level Your WoW Character Fast from the World of WarCraft MMORPG
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One of the very perennial and sometimes asked questions in regards to the area of warcraft along with other MMORPG's on the web, is"how to power level your character quickly and legally?" . Here could be actually the strongest question which only about every WOW'er out there has said to themselves at one point or another, after all, when your character power levels you receive better player achievements, HP points, as well as overall strength, damage, and magic.
So, if you are new to the World of Warcraft (or any MMO for that matter) or just getting yourself into the game, you will want to keep a few known power leveling strategies that have been used by gamers throughout the various global gaming servers. Remember that no matter how good of a strategy your leveling system may be, or how skilled of a Warcraft player you are, you must actually play the game in order for your character to power up their experience points in any way. It makes no difference whether you power level horde or alliance, the main goal is to quickly level 1-60 and then go for the elite 61-70+, where your character receives the ability for special flying mounts and is really regarded as an expert of the World of Warcraft.
Before we cover some of the leveling techniques, please note a fair word of warning. There are many different services and websites out there on the web that claim to offer power leveling services and gold buying or gold trading services that players can use to quickly upgrade their stats or gaming dollars. Unfortunately, many of these sites are not to be trusted and can actually lead to your accounts getting banned permanently. So do not take the easy way out because of the glamour surrounding a nice pitch, if you are serious about enjoying the game at a high playing level, you will need to get yourself a working power leveling system that stays within the legal boundaries of the Blizzard (Warcraft's design studio) terms of use agreement.
Because the main purpose of power leveling is to maximize your characters experience in the least amount of time possible, you can use an array of different gaming techniques and strategies to achieve this goal through any means necessary. There are literally more than 10 different ways to play any WoW race and level up effectively through the map quests. Some Warcraft power leveling guides will tell you how to do mission after mission in order to up your experience while other WoW leveling manuals may promote grinding away as the best technique. As a matter of fact, combining the two of these types of power leveling techniques will actually produce the most consistent results in conjunction with a few other gaming add-ons.
The use of WoW Add-ons can really enhance the overall game play experience and speed at which you power level your specific character, be they elf, orc, human, etc.. These can be extremely vital in order to not only consolidate all of your items and skills for your player, but also lead you seamlessly through mission quests as you travel along the map using your map coordinates add on (the most popular World of Warcraft player tool). Other add-ons will tell the player the amount of XP points earned per hour of play for specific missions and map areas.
Note:Must read about about Burning Steppes
Also remember that the World of Warcraft has several expansions and updates its servers and game patches regularly, so if you are playing under the Burning Crusade expansion, you will need to keep this in mind as you move forward with your power leveling. The reason being that there are slight changes in race skills, item drops, all new missions, and map areas as well. This also provides the gamers with new enemies and monsters to eliminate which can be an added bonus as you move through mission to mission while tossing in some classic grinding to build experience periodically.
Below is a brief list of the areas covered in the opening map quest sequence for any race of the Alliance characters.
Humans Power Leveling 1-12 in Elwynn Forest
So if you select humans as your characters race you will be starting off in Elwynn Forest which will take us to around level 12 or 13 if you play your cards right. Many gamers tend to fly right through these missions and add some quality grinding experience points to their character as well, this is really a starting hub that will get you started for the rest of the game, you will train and learn what you need to get readily acquainted with your World of Warcraft scenery and interaction. When you first come to in this area, you will be immediately able to pick up your first quest called "A Threat Within" and start along your campaign from then on out.
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Draenei Powering Up 1-12 at Azuremyst Isle
If you choose to go with the Draenei as your characters race, then you will start off near the shipwreck in Ammen vale. Immediately you will be able to get your first quest after coming to called "You Survived" where you will fill in some of the story line gaps that have left you injured and deserted with this shipwreck. But focus on moving quickly through your first few quests while grinding for some experience points in different areas as you travel around as well. The key is to grind enemies to build hit points while you are moving from one location to another for the completion of your missions, in fact, some missions will even require that you eliminate a certain number of enemies which also helps to build power leveling fast as well.
Night Elves Power Leveling 1-12 in Teldrassil
This is one of the more popular races used by WoW gamers across various game servers and can be great characters to play with while power leveling quickly and building player abilities. Just as for the rest of the race characters, you will be able to start questing and grinding to build your power level experience immediately following the finishing of the main cut scenes that open the game. Remember to upgrade and train your characters skills and abilities as you gain more experience points and level up your player, this will also increase how quickly you can level and move through your quests successfully.
Leveling 1-10 Dwarves & Gnomes in Dun Morogh
One of the least used, but widely respected, Alliance races is the dwarves or gnomes who have a special place amongst WoW gamers everywhere. Maybe it is their smug attitudes or humorous dialogue, but these little guys provide a great medium that can be used if the player is still learning how to power level in World of Warcraft. When you first come to as a character of this race, you will be able start off with your first quest that you pick up essentially right where your character spawned, it is called"Dwarven Outfitters" at which you are going to find some good conflict experience straight from the commencement of one's entry to the World of Warcraft map region.
Additional Strategies:
Group Questing/Party Questing - that is often among the very enjoyable and exciting adventures any player may benefit from any machine that they have been playing . The idea is straightforward, join a personality or guild alliance group together having some players that want to finish exactly the exact assignments for you personally, or even who're around your degree and also would like togo form a grinding party, and move on the market in the thick of what to boost their experience points from grinding out enemies that are particular at a map space. This will permit a new person to not just enjoy their power-leveling experience, but also grab any methods and guidelines from the adventure of coping along with additional WoW gamers.
Because you can see there are several diverse paths that WoW gamers simply take as a way to effectively power level their personalities as swiftly as possible. Knowing what is necessary to balance both assignment questing and combat grinding is among those strong fundamental secrets to seeing benefits in the skill amount in addition to complete gamer's skill from the match together with personality up grades in adventure hands per hour with. There are lots of right ways to earn energy leveling quickly and economically, make sure you try plenty of unique procedures to maintain your WoW character well-rounded and continuously increasing inside experience.
As your dangling up degrees suggests it is possible to get your bracket and also above 60 you obtain the most powerful flying bracket! Establish your targets and move available to reach them, there was certainly more skill to extract powerful power-leveling methods and gold collecting techniques which can be more legal than before. The World of Warcraft has been full of a huge chance for almost just about any gamer using just a small bit of both tenacity and motivation to triumph while still appreciating with the thorough evolution of their personalities skills inside their grandiose image of these. Most of us would like to observe that the area of warcraft throughout the opinion of our inherited personalities, thus love your self and take advantage of one's house at the WoW gambling empire.
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lon3lynation · 5 years ago
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Sneak Peek at CH. 5 - TDBU
I am still struggling like hell to complete this but I’m close. I figured I could share a small bit from it. Maybe it’ll give me that kick in the ass to fill in the gaps. I can’t wait for it to be done and y’all to react to the unexpected call in the last half.
Lexa wanted to further open her mind and heart to the wisdom that her journey would surely offer her. She wanted to encounter every one of Earth's secrets. It wasn't humanly possible but she wanted to try and learn what she could in her lifetime. A life filled with adventure and world travel could potentially be her new purpose in life. She would love to visit other countries and expose herself to different cultures. Once she had herself figured out and her past wounds dealt with on this particular trip, she would have to seriously consider her options on what was next for her.
Lexa was getting a little too ahead of herself, though. She's only been on the road for about a week now. There was still a way to go mentally and distance-wise. There was no rush but she knew she couldn't put it off for much longer. She needed to make some sort of progress with herself and take that much needed first step. Hopefully, the first step would be the hardest part and the rest will be bearable enough to proceed through.
The time for reflection of her past would have to wait because presently there was shopping to be done. If she wanted to make the most out of the summer, swimwear and more clothes were a necessity. She had already picked out some outfits perfect for the warm weather and a new suitcase for them. Currently, she was taking a moment to ponder the phone in her free hand.
Turning away from the racks of bikinis, she opened up Instagram in the browser and logged into her long-abandoned private account. She rarely ever posted any pictures on it anymore. Maybe she would start using it again and upload photos of the incredible sights she saw for prosperity. It would be nice to have them along with her memories. Maybe she could even make Anya a bit envious for missing out on a joint road trip together.
Actually, they would have positively driven each other insane if they had gone together. It might have been fun and games at first, but eventually, the lack of space and disagreements on activities would have done nothing but frustrate them both. Anya would have wanted to do something wilder than sunbathing on a beautiful beach or enjoying the views. Lexa would have never been able to do her much needed thinking and reevaluating with Anya around.
Still, she missed her friend and hoped to get in contact again. It was the longest they had gone without seeing each other. With that in mind, she opened up her private messages and sent Anya a text.
'Anya, I think we should meet up again soon. It's overdue. I'm traveling southwest of the US via car. Where are you currently staying? Get back to me asap.’
Lexa was looking forward to hearing from Anya again. She wondered if her mentor would feel a sense of pride in her for doing a successful job of stealing a car for a cross-country road trip. However, she was not looking forward to explaining her phone relationship with Clarke to her. Anya wouldn't understand when Lexa, herself, could barely understand it. Clarke called her every day since she had taken the car and Lexa has gone along with it. It frightened her how effortlessly Clarke was getting past the cracks in her walls. She doubted that Clarke even realized just how well she was doing until about 5 days ago. After she had ventured to imagine Clarke standing next to her to share the view of the mountains, Lexa made certain to be more aloof in her calls with Clarke.
Too bad there wasn't some manual book on how to interact with a stubborn and persistent stranger that was the victim of your thievery. How was she supposed to act and feel in such an unprecedented situation?
Lexa didn't know. She absolutely hated how unprepared and uncertain she felt. Her vulnerability was showing and she didn't do vulnerability. Normally she could predict and prepare for every outcome, but this once she was caught off guard. It unnerved her which was downright irritating.
Clarke was so very irritating.
Stupid Clarke and her unrealistic optimism.
Stupid Clarke and her constant questions.
Stupid Clarke and her cracked blue phone case that was now ringing in her hand.
Lexa glared at the vibrating and ringing phone in her hand. Her fingers gave a momentary squeeze around the case before answering and lifting it to her ear with a sigh.
“Hello, Clarke.”
“Hey, criminal.”
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crystalelemental · 5 years ago
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New Mystery of the Emblem is complete, and I have many thoughts.
Let’s just start with this: holy shit this was so much more fun than Shadow Dragon.  For three major reasons:
No one is expected to die.  Shadow Dragon bothered me immediately, because I’m required to let someone die in the prologue to escape.  That sucks, and I hated it.  I have never gotten over that, or the expectation to kill more units to access the bonus chapters.  Which, sure, you can argue are optional.  But those characters appear in this game and are recognized, so clearly those happened now didn’t they?!
SUPPORT CONVERSATIONS!  Okay, they��re not like...actual support conversations.  They’re Radiant Dawn style, where you have conversations with allies at your base and only your base.  But there’s a tier of 1-3 for most characters, and they’re essentially support conversations, and god Shadow Dragon was impossible to get in to without those.  Seriously, I may enjoy the gameplay of Fire Emblem overall, but I do not enjoy units for combat performance, I enjoy them for being characters, and thank god they feel like characters this time.
Actually interesting story.  Shadow Dragon was pretty boring, frankly.  Very basic concepts presented, not really a lot going on.  But New Mystery actually expands on a lot of this stuff.  I’ll get into that more below.
Suffice to say, I really enjoyed it more than Shadow Dragon.  I think in terms of ranking, I’d definitely place it above Shadow Dragon, Birthright, Revelation, and Sacred Stones.  Currently I think I’m putting it above Conquest too.  While Conquest is similarly fun to play, New Mystery has the benefit of being more interesting as a story.  I’m hesitant to put it over Echoes, though.  Listen, Echoes sucks as a game.  It’s really not fun to play, almost at all.  New Mystery is fun to play, so this should be obvious.  But while the story is improved, I wouldn’t put it anywhere near the level of Echoes.
See, the main thing with New Mystery is that it filled in gaps that made the world feel more organic than just generic medieval kingdom with magic and dragons and shit.  They delve into what the Fire Emblem here is, about the history of the dragons, and why, say, Tiki’s kept locked away for so long.  Also why Medeus is a villain, and out to eliminate humanity.  Turns out, he was the only Earth Dragon to listen to Naga and convert to a manakete, and even helped guard the seal over the dragons who were slowly losing their minds.  But humans, as soon as they had that advantage, exploited dragons.  Several maps showcase that these deteriorating dragons are being kept in thrall to human tribes who use their power for personal gain.  Exploitation of dragons led Medeus to despise humans, and seek to overthrow them.  Which is pretty cool!  I’m on board with that!  Tiki’s said to also be deteriorating without the seal in place, and that, as a powerful divine dragon, she’s bring ruin to the world if she weren’t contained.  So they basically kept her in stasis to avoid disaster.  Which...okay, Fallen Tiki should’ve just been that.  A feral Tiki that’s no longer all there, instead of just “Gharnef’s power is controlling her.”  Shadow Dragon’s momentarily irritable Tiki wasn’t shit compared to what they implied could happen here.
The trouble is that the game is still pretty basic.  Beyond this bit of worldbuilding, it’s still very much conflict between the kingdoms, again, all ochestrated by Gharnef, who’s working for Medeus.  Again.  They play around more with their themes and set up some cool ideas, but it’s not the most compelling of narratives by any means.  What’s also not helped is that, while support conversations exist to make characters more engaging, it’s not all of them, and not all are done well.  Some supports are just a sort of filling in the gaps.  At least, with the MU they are.  Maybe with other characters they get a bit more.
Speaking of MU, let’s divert a bit to talk about them.  Kris is like...the one MU I have heard universal hate for.  My best guess is that this is due to fans of the original FE3, who didn’t like their inclusion in the first place, because otherwise I have no idea what the problem is.  Kris seems fine.  Really boring, but fine.  The only reason they’re kinda my least favorite is because they’re supposed to be their own character but don’t do anything.  Like, Robin has a personality and is fun, and has a great dynamic with Chrom.  Corrin, for all the faults borne of Fates, feels pretty much like a typical Fire Emblem lord.  Byleth...okay, I don’t like Byleth much, I feel like their inclusion kinda hinders the game’s narrative a little bit, but otherwise they’re pretty blank and exist mostly as a support for the other lords.  But Kris...doesn’t do much of anything.  They don’t really have a dynamic with anyone, including Marth, and are just sort of...generic loyal knight with no knowledge of the world for some reason, and who only ever trained with their now dead grandfather.  Beyond that, they don’t really exude any particular personality.  Which is probably part of the problem with supports; everyone supports with Kris, but they don’t contribute much, so it’s mostly the other character doing stuff at them.  They just don’t have much to do.
With one exception.  We gotta talk about the other, presumably new character: Katarina.  I actually love Katarina.  Which is a shame, I pulled one of her in Heroes once and made her into a manual because I didn’t care.  Oh well.  Anyway, Katarina’s got a pretty solid story behind her, and is one of the more compelling pieces of the plot overall.  She’s part of a band of assassins who were orphans, taken in by Lady Eremiah.  Eremiah is super cut-throat, willing to sacrifice the lives of these children to accomplish her goals, which mostly seem to be serving Gharnef.  While Legion’s boring and lame, Clarine and Katarina are spectacular.  Clarine starts off really obnoxious, and kind of a bitch, but the chapter where she finally falls hit me pretty hard.  Katarina’s supports with Kris also give a bit more context to what had happened, particularly with the talk about how Clarine and Katarina share a birthday, because they never had one but Clarine just decided on a day and that was the end of it.  It’s a really cute dynamic you get to experience kind of in reverse.  You see how bad things have gotten, then get the history of what used to be, and why Katarina couldn’t leave.  Eremiah’s the same.  Gharnef shows up as she’s dying and reminds her of her own history.  The orphanage she worked at was burned to the ground and the children slaughtered in the last war.  In despair, Gharnef appeared and convinced her that if the children were strong, they wouldn’t die so easily, leading her to take in the next wave and train them for strength alone, all the while becoming corrupted by Gharnef’s influence.  That last part aside, pretty compelling.  I do enjoy narratives that play with the idea of kindness being manipulated to a sensible, but corrupted, conclusion.
My main problem is that Gharnef sucks.  He’s not an interesting villain at all.  He just kind of exists, and was largely motivated by getting passed over by his master when it came to who got the cool spells.  He’s a big, stinky baby man whining about not being the favorite, and I could not care less.  Yet he’s supposed to be this grand puppetmaster, of a particularly shitty puppet.  Hardin was an ally in Shadow Dragon, who became an enemy this game.  Why?  Oh, he was mad that Nyna didn’t like him back, and got super buttmad about it.  Which is honestly fair at this point, since they describe it as a depressive episode.  He gets to marry this woman he loves, only to find out she never reciprocated the feeling at all.  Feel like it’s fair to be upset.  But then Gharnef shows up and allegedly corrupts his soul with the Darksphere.  Which...okay, first?  Lame.  Second?  Why do we have that, and why does it do that?  This was a gift from Naga, why the hell is it so dangerous?  Third, super lame!  It takes away all agency Hardin had as a villain and removes it down to “oh, he was possessed.”  Which sucks, because the exact inverse happened for Michalis, and now he’s super cool!
His character arc this game was spectacular!  Showing up to take Minerva away from her captors.  Giving her refuge in the desert and helping her rendezvous with Marth?  There’s something going on, compared to last game where he was just some lame baby man who wanted power.  Minerva says Gharnef lost his hold, and Michalis is like “Oh, no, I would never bend to him.  I killed dad because we disagreed on Macedon fighting to become a major power in the world again, and he tried to have me exiled.  I did it for me, and regret nothing.”  Honestly loved that.  But when asked why he’s helping now, it turns out it’s for their sister.  He talks about how, after he was defeated, he was near death, and the first thing he saw when he came to was Maria kneeling over him, praying to the gods to save him.  He was so touched by her kindness despite his actions, that he’s now solely driven to save her as his final act.  He doesn’t regret his actions, but recognizes that he lost and needs to do something, and god damn if it’s not going to be saving his little sister.  That’s super cool!  I’m so on board with this dude now!  One of the bigger antagonists of Shadow Dragon who offered almost nothing became a big favorite in the game with a single conversation!  I feel like that encapsulates the difference between Shadow Dragon and New Mystery pretty well.
The last thing I’ll mention is gameplay.  I really enjoyed just playing this game, and I think a big component of that is because the maps are pretty short.  And yet.  They’re challenging.  There are a few that just repeatedly required me to restart the chapter, despite being maybe three turns long.  The extra chapter when you first face Legion, and it’s got the two mercenaries to the left and right of your starting position, and you can recruit both but you have to not kill them?  The map was so small they could get to just about anyone, so it was a real challenge to handle the archers with my high movement units, prevent those two from dying against the blockades to the sides, and take out the boss quickly without being swarmed.  Other times, the gimmicks were a little obnoxious.  Like Chapter 18.  You’re trying to take this one castle on the right that’s pretty well defended, but there are these super fast cav archers closing in on you from above.  You basically have one turn to get to the village on the left, so their king calls them off.  It’s a cool chapter, but I had to reset the first time, because I didn’t go into the chapter knowing that.  I put my dancer closer to the fortress, thinking I’d have to just move quickly and take out the boss to get them to back off, so Marth couldn’t reach the goal fast enough.  It’s just small things like that.
Overall, I think it’s pretty solid.  I could see playing this one again some day.  Maybe to intentionally miss one of the spheres so I can see what the bad ending is about.  But on the whole, I like it.  Still not super impressed with the characters in Marth’s game, I still feel like a lot are pretty bland (including Marth himself), but it’s a huge step up from Shadow Dragon.
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carrollstreetstation · 5 years ago
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wolfenstein 3D: a level-by-level breakdown
(note: due to the extreme simplicity of wolfenstein’s design ethos, i will be forgoing screenshots, with a few exceptions. you’ve seen one wolf3d screenshot, you’ve seen them all. if you would like to see the game in action, i recommend this LP.)
EPISODE ONE: ESCAPE FROM WOLFENSTEIN
the iconic shareware episode, and the only one available for free -- thus often the only one many people played. like many others, i'd only ever played the shareware episode, but it's still just as captivating as it once was all those years ago. in terms of design aesthetic, wolfenstein 3D may be somewhat primitive and abstract by today's standards, though it's worth mentioning that there are occasional attempts at realistic touches such as the dog kennel in E1L1. the basic premise is identical to that of the original classic: you've been taken captive in the dungeons of the nazi-occupied castle wolfenstein, and it's up to you to get out.
E1L1 the classic first level. we begin in medias res, with you already having been captured and now attempting your escape. there's a dead guard in front of you, and you're armed with a knife, and the guard's luger, 8 rounds in the magazine, and a pumping soundtrack to get you primed for nazi murder. a somewhat linear affair save for a quick side trip into the kennels. savvy players who know their secrets can find the elevator to the secret level behind not one, but two secrets at the very end of the map.
E1 SECRET if you're brave enough to try this secret level, the difficulty takes a major leap upwards as MP40-toting SS guards join the regular grunts in defending this huge maze, which seems like an underground cave system, perhaps beneath the bottom levels of the castle proper. creepy music serenades you as you navigate the tunnels, and it seems like every corridor has at least one secret to be found. cool fakeout ambush if you choose the wrong exit door at the end.
E1L2 whether or not you did the secret level, SS goons are here as well. not the biggest maze in the world, but a huge chunk of it is entirely optional. aside from a big kitchen area, kennels and a prison there's a pair of big torture chambers too, full of the skeletons adrian carmack drew to get a rise out of the suits at formgen who were nervous about the violence.
E1L3 another maze of torture rooms, prison cells and officer's quarters. an optional series of boxy rooms is largely featureless but if you know where to look you can find a secret treasure vault.
E1L4 while mostly still a fairly featureless series of rooms, this does feature a few points of interest, for example the wood-carved swastika that dominates a room on the southern end of the map, as well as one of the rare secrets that actually gives itself away by the puddle of water before it, suggesting a leak of some kind.
E1L5 the heat turns up quite a bit for this one, with enemies around every corner, especially on higher difficulties. you'll have more than one chance to just unload with the chaingun until everyone's dead. it also features an enormous secret area -- probably the biggest in the episode -- that's full of treasure, ammo -- and guards.
E1L6 not the longest or most complex level, but there's plenty of nazis to murder in this nearly entirely red-brick complex of mostly straight hallways and round rooms. you'll have to go one way for the key, then another for the exit. a cute little barracks with plenty of treasure is the standout landmark here. watch out for the SS ambush right by the exit.
E1L7 one of the few levels in this episode we can conclusively attribute to one of the designers, tom hall in this case, thanks to a comment he'd made that was published in the hint manual. in it he describes the central landmark of the map, a long hallway lined with gaps in the walls, the gaps filled with impassable columns. behind them are large rooms filled with guards, and traversing the hallway is basically a gauntlet as a small army of troops fire upon you from behind the columns. reaching them is a matter of following the hallways around to the rooms they're in, but once they're alert they'll start spreading out, making tracking them down difficult. it's a cool idea and an early example of the kind of creative level design that we would later see in doom.
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E1L8 another all-brick affair, save for a little bit of wood paneling and a grey stone barracks area in the northwest corner. a very short level all told, surprisingly light on resistance for so late in the episode. features the first appearance of what i've in recent years taken to calling the "trash eagle."
E1L9 the end of the episode is just as iconic as its beginning, a massive entrance hall devoid of enemies... save one. hans grosse, an enormous teutonic bastard in full body armor, greets you with a cursory "GUTEN TAG" before unloading on you with two chainguns. dealing with him requires ducking for cover when he's firing and dumping your ammo on him when he's not. after what seems like almost all of your ammo he'll go down like a sack of hammers, giving you the key to the exit, and the iconic escape cutscene. if you need ammo or health, there's a secret along the western wall full of both.
final thoughts:
an iconic episode, right up there with "knee deep in the dead" or "dimension of the doomed" in terms of its recognizability. sure, the texture usage is rather limited and the level design, cute attempts at imitating real-world spaces aside, is as abstract as any in those days, but for a lot of people, the first level alone could probably be done in their sleep. while there's only three kinds of enemies through the entire episode, they're often cleverly placed to keep you on your toes. this is just a taste of what's to come.
EPISODE TWO: OPERATION EISENFAUST
after the limited offering of the shareware episode, the full game promises a bigger experience, with more textures, more enemies, more music, more of everything that made wolf3D so great. the level design gets more complex as now you'll often have to find two keys instead of just one. now that you're free from wolfenstein, it's time to resume your mission, infiltrating castle hollehammer where the evil dr. schabbs' laboratory is supposed to be, and find out what he's been doing in there. episode two thus starts off by introducing you to the mutant, a reanimated soldier carrying cleavers in both hands and a gun in his chest. absolutely silent, he's an inhumanly fast shot and if you're not careful he'll get the drop on you, ending your mission prematurely.
E2L1 the origins of the horror theme that has been a part of the franchise all these years starts here with another level by tom hall, as you infiltrate the castle via some kind of sewer entrance. the first few rooms are empty, and you think maybe you've gotten in unnoticed... but open the wrong door and say hello to your first mutant. how well you do in this level depends on whether you find the MP40 and ammo cache across from the entrance -- or the hidden chaingun. nice touch with the starry background on the wall behind you at the start -- it gives a sense that this isn't just another bunch of random abstract hallways, but a real place with a real outside world. it's not fooling anyone, obviously, but it's a good touch of realism in a time when "realism" consisted of a square room with a table sprite in the middle.
E2 SECRET a very tiny level with a few mutants... or is it? push in the right place and the level opens up significantly, with a boatload of treasure to be found. the mutants didn't bother waiting for you and have killed some of their nazi handlers, as the corpses on the floor indicate.
E2L2 after a brief portion in the sewers, you find the exit -- marked by warning signs, presumably to keep people out of the sewers where the mutants'll get 'em. it's sealed off too, requiring you to push a wall to get out. the rest of the level is a fairly bog-standard level with three quarters of a swastika being the only distinguishing feature. i think tom hall did this one as he comments on being able to see out a window early on.
E2L3 it's not the sewers, but you wouldn't know it for all the slimy wall textures. the opening section is simple enough, but the level likes to play around with secrets. an entire secret area is visible beyond rows of columns, but to get there you have to take the long way around. there's more secret areas within the first one, each one getting better and better, until finally culminating in a mess of SS. and if that's not bad enough, the silver key is guarded by mutants, lying in wait. tom, you're an asshole.
E2L4 not a complex level from tom here, split mostly into two sections with a third, circular room in the middle. a lot of doors open immediately into dead ends; others have mutants behind them. a holding area for mutants quickly turns into a shitshow when killing the lone guard alerts the monsters hiding in their cells and they come out for blood.
E2L5 well, it's a nazi castle, i suppose it makes sense to have a level shaped like a swastika. each "arm" of the swastika is done up in a different theme, from the slimy rock walls we've seen a lot of this episode, to a red brick stronghold of sorts, to blue stone dungeon, to wood-paneling. you can basically skip most of this episode by going to three rooms max, but you miss out on a lot of nazi murder and items to find.
E2L6 opening up in a cave-like area very similar to the secret level from the first episode, only this one is full of mutants. the big maze in the southeast can be navigated by following the bloodstains -- a neat touch that seems like something tom hall would do. the elevator doors at the end present an interesting dillemma -- which one is the exit, and which one is the mutant ambush?
E2L7 an odd level. it's just a few rooms and the exit elevator... unless you find the secret that opens up the entire rest of the map. it's still not the biggest map you'll ever play, but it's a respectable 5 minutes or so of nazi slaughter... until you get to the mutant cave in the southwest corner, where the nazis have already been slaughtered.
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E2L8 another odd level, this one is infamous for being half made up of a large maze of 2x2 rooms and pushwalls. push your way through and you can find 1-ups, hans grosse clones (or maybe they're his brothers), treasure, or a sign saying CALL APOGEE, SAY AARDWOLF. this sign was part of a contest, if you did what it instructed you would win a prize. however, thanks to cheat and mapping programs the sign was found almost immediately, and the contest was canceled. in some later versions, the sign is replaced by a 1-up and some garbage. the rest of the map isn't as memorable, though it does have a nice little barracks in the southeast.
E2L9 another boss arena, the laboratory of the evil dr. schabbs. metal walls and warning signs tell you this is a high-tech place (well, for the 1940s anyway) and every room is quite large. other than schabbs, mutants are the only other occupants, coming at you in a wave before the mad doctor himself attacks, throwing hypodermic needles full of his monster serum at you. if you die to schabb's flying needles, instead of the usual beat-up face, BJ's skin turns white, just like one of the mutants. killing schabbs triggers an instant replay of his death animation, which is funny.
final thoughts: the second episode turns up the heat significantly. the mutants prove themselves to be a serious threat, their silence and frightening firing speed making them incredibly dangerous. the horror theme is pretty strong at multiple points in the episode, which is impressive given how primitive the game is compared to even doom. clever use of enemy corpse sprites and blood-spattered textures offer some interesting environmental storytelling. schabbs himself embodies the worst aspects of the nazi regime, that of mad science and human experimentation -- so of course taking him down is satisfying, despite how easy he is. (letting his mutants do the work for him -- so typical!)
EPISODE THREE: DIE, FUHRER, DIE!
the third episode, and technically the final one of the early version of the game until the nocturnal missions were added. as the name suggests, your mission is to kill hitler. who doesn't wanna kill hitler? well, nazis probably. but fuck 'em. anyway rather than crumbling old castles, dank dungeons and evil labs, episode three is set in a massive bunker beneath the reichstag, akin to the plot of "beyond castle wolfenstein." don't expect adolf to calmly let you bomb his conference room this time, though...
E3L1 the entrance to hitler's bunker is a small set of rooms that offers light resistance -- a few guards and SS, plus the very first officer in the game, who moves fast and fires faster. he's not as much of a threat as the mutant, but he's still quick on the draw. poke around a bit and you'll find the secret dungeon complete with machine gun for the taking. the music is a bit of fun, a very simple tune that has a morse code message playing in the background:
TO BIG BAD WOLF DE LITTLE RED RIDING HOOD ELIMINATE HITLER IMPERATIVE COMPLETE MISSION WITHIN 24 HOURS OUT
E3L2 this is the first level that we can be pretty sure is john romero's if his commentary in the hint guide is anything to go by. it's a relatively tiny level, split off into two parts, with the exit very close to the start position but locked off. the key is in the southern area of the map, but the northern portion doesn't offer much and is completely optional -- a deliberate fakeout on romero's part.
E3L3 another short map by romero, this one opens with three doors to choose from. two eventually lead to the same place, while the third takes you to one of the keys you'll need. the other key is guarded in the northern part of the map. similar to romero's tendency to stick an enemy in the exit room in doom, an officer greets you on your way to the elevator.
E3L4 romero's short-form maps continue here (i wonder if these maps were made early in the game's development?) it also continues the trend of most of the episode 3 maps being largely white stone walls with the occasional brick, dungeon or wood to break up the monotony. finding the key isn't enough -- the door opens to a wall that turns out to be pushable.
E3L5 another short-and-sweet level, this one centering the action mostly around a red brick complex inside a large grey stone room. though this one does feature a long, twisty passage that ends in little more than a medkit and an SS goon.
E3L6 tom hall brings his personal brand of weirdness to episode three with this level that opens with a locked door immediately to your left. going forward is a repeat of his old favorite trick of putting enemies and items behind barriers where they can shoot you but you can't reach them, not without a little secret-searching anyway. there's also the enormous maze of reinforced steel to the north which offers little in the way of resistance but is incredibly confusing without a map. there's also another key that can be gotten on the sly by going around and entering the closet it's in via a pushwall in back.
E3L7 jesus christ, tom. "abstract" is the theme for this level, a mess of curving hallways, rooms in the shape of tom hall and john romero's initials, a secret that's easy to break before you even find it, a ludicrously large, featureless secret maze, and *another* secret at the end of said maze. the final secret is worth it though, as it takes you to the secret level...
E3 SECRET it's pacman. in first person. with some nazis thrown in. that is literally the entirety of the level. avoid the ghosts, get the treasure, find the exit. it's honestly an adorable tribute to such a classic game from a game that has since become nearly as much of a classic itself.
E3L8 the final level before hitler, and the nazis throw everything they've got to stop you. tom hall starts this level by putting you in an empty room; only pushing the right wall will take you into a large, swastika-shaped corridor. SS and officers are everywhere; side rooms will have enemies coming at you from all sides, and they've put up barricades that you'll have to work your way around. and just when you think you've cracked it, and you're at the end, you open the elevator door and there's an officer right there waiting for you -- which doesn't happen often.
E3L9 this is it: the final battle with hitler! aesthetically it's not terribly different from the rest of the episode, but it does introduce us to one of the best fakeouts in a video game. all that buildup and when we finally do meet hitler, he's dressed in robes and shooting fireballs at you -- could it be that the old monster is a magician? well, he's playing a trick on you alright: it's a mannequin with a flamethrower, and when shot down you can hear hitler's evil laugh in the distance. hitler himself is a fairly straightforward boss fight, first in a war mech, and then when that's destroyed he comes after you himself with a pair of chainguns. his death animation is even better than the one at the end of bionic commando.
final thoughts: for the third episode of the original trilogy, design-wise it's a bit disappointing. the texture use is quite monotonous, the levels are pretty short and simple. alone or in small groups, the officer isn't nearly as menacing an enemy as the mutant, which is absent from this episode. the pac-man secret level is an amusing diversion at least. the real value in this episode is the battle against hitler -- that death animation is a treat.
EPISODE FOUR: A DARK SECRET
after the initial success of wolfenstein 3D, apogee software founder scott miller convinced id software to make another trilogy of episodes after finding out that a new level could be cranked out at a rate of one per day. smirkingly titled "the nocturnal missions," this prequel trilogy involves a plot to wage chemical warfare on the allies, and so episode four opens with BJ infiltrating a chemical weapons research facility. we can expect the usual castley goodness as envisioned mostly by tom hall, which promises a slightly more visually interesting experience than hitler's bunker.
E4L1 tom's crafted a cute little castle entrance with a big foyer and dining hall, and a little cavern of sorts in the southwest corner leading to the exit. not the most heartpounding of levels, but at this early stage you'll be ill-equipped to deal with the amount of SS and officers thrown at you, especially on higher difficulties. thus it's an early hint as to the focus on increased difficulty for the nocturnal missions.
E4L2 another tom hall joint, this one has a strong castle design, being ringed on all sides by a single long hallway with a number of rooms in the center. popping off a firearm here will alert enemies on the other side of the map, making exploration dangerous as you're likely to be snuck up on.
E4L3 the level starts off with a huge offering of health and ammo. normally when seeing a smorgasboard like this, it raises one's hackles as it signifies the arrival of a boss enemy. however, none is to be found -- but there *are* a big gaggle of enemies further down the corridor, up to 23 at once. it's quite the impressive ambush.
E4 SECRET sure, you *could* try to fight your way through the whopping seventy-five officers (on all difficulties!) who staff this level. the secret ammo stash at the start is the only thing that would make it even possible. but it's clear stealth was in mind when this puzzle map was designed, the idea being going behind the officers' backs. the official hint guide says that if you follow the path it designated you won't be seen, but this is unfortunately untrue as three will spot you either way, forcing you to hurry.
E4L4 tom gives us a relatively small level that, aside from a cave maze on the eastern side, also features an "art gallery" full of admiring officers. it's like the secret level in miniature, much more manageable with up to 14 officers waiting to run in front of your chaingun. there's also the choice between a secret room full of health, or a secret room full of ammo, and which one you get is dependant on which way you push a wall.
E4L5 tom hall has crafted a large cavern system that seems to be filled with officers. there's also a moment where a horde of guard dogs come at you en masse, and if you're not careful they can catch you in a pincer movement. there's multiple elevators as well, but all but one are inaccessible.
E4L6 tom hall's predilection for mimicking real-world spaces in doom (as in episode two of that game as well as parts of doom 2) can be seen in wolfenstein 3D as well. this level's example of that is the multiple elevators from the previous stage can be seen here too. but perhaps the standout feature of this level is the strange series of thin hallways behind a long row of doors, most of them containing officers and items. it's a good example of the abstract weirdness that has long been a staple of early FPS level design.
E4L7 fairly standard level. a long central hallway divides the east and west sides; it's filled with enemies, and tom hall has exploited the enemy behavior of being able to open locked doors to create an opportunity for players to get through without needing the key -- though if it closes behind them, there's no turning back.
E4L8 another tom hall joint, this one has a lot of tricky encounters that make the standard guards actually dangerous for once. it's the same trick as the dogs in E4L6 -- a big winding maze that makes it easy for the enemy to get behind you. there's a similar area full of officers where it's possible to sneak past some of them -- or bypass them entirely, if you find the right secret.
E4L9 the boss level is a cruel twist on the usual method. all the health and ammo are behind locked doors in the boss room; the keys are guarded by a single grunt who will alert a small army of SS and officers in the next room. however, the final boss, otto giftmacher, is not a threat at all, firing a slow-moving missile that's easily dodged. if you came in already loaded for bear you don't even need to deal with his goons.
final thoughts: episode four is a good display of tom hall's somewhat mean-spirited level design, and i say that in a good way. it's clear he took the opportunity to up the difficulty for the expansion, and that includes throwing in officers by the boatload. in general, though, the level design has started to become increasingly abstract. otherwise, a good start for the nocturnal missions.
EPISODE FIVE: TRAIL OF THE MADMAN
the fifth episode introduces us to castle erlagen (though the hint guide seems to think that was the site of episode four -- maybe both are true) as we hunt for the plans to the nazis' chemical warfare campaign. most of these levels are from romero, who has a somewhat tighter, more abstract design ethos to tom hall's more freewheeling, quasi-realistic style -- something that would be evident later in doom as well.
E5L1 the dungeons of castle erlagen start you off light, mostly guards and a few SS. john romero has crafted a relatively short level, the majority of the action being in a series of rooms off a long hallway that separates the bottom half of the map from a few large rooms connected by narrow tunnels. the final room is a very romero-esque ambush.
E5L2 romero has a penchant for a very sectional level design and we can see an example of it here, where you're dropped in the middle of the map and it's split across four areas in four directions, forcing you to explore until you find the key and the exit. he's also put in a devious deathtrap to the west -- a gauntlet of SS guards for a handful of treasure that honestly is not worth it, which may be the point.
E5L3 another short and sweet romero level -- but heavily guarded. the exit is right behind the entrance, and a number of goons stand watch. if you're low on ammo, you may be running into problems -- but romero has thoughtfully made the secrets extremely obvious, and both will give you everything you could ever want.
E5L4 similar to E5L2, only incredibly symmetrical, this is a wheel-and-spoke design that plops you in the center and it's up to you to clear out a series of nine rooms connected by hallways. as is becoming a pattern, the path is filled with enemies, so it's up to you to be quick on the draw to mow them down the moment the door opens.
E5L5 romero's hub-style design again, only a bit more freewheeling. notable encounters include the "art gallery" in the southeast corner full of dogs, and a similar mini-maze in the northwest occupied by SS and officers. romero has a talent for making maps that seem larger than they really are. the secret exit, however, is well-hidden.
E5 SECRET more hub-style design, though with an evil twist. other than a few central rooms the entirety of the map is made up of long narrow corridors with nazis on patrol. this leads to a tense few minutes as you navigate these tunnels always knowing that if an enemy comes around the corner, you won't have any cover.
E5L6 a rare attempt from romero to make something that feels like a real-world space, the core of this map is a complex of rooms surrounded by a large cavern that encircles three-quarters of the map. the complex itself isn't particularly unusual or, well, complex, though interestingly one of the three doors leading to the room that itself leads to the exit is of a different lock from the others. you still need the silver key, though.
E5L7 back to the hub design. the enemy count is climbing ever higher, romero throws goons at you every step of the way. a major encounter is in the northwestern room where a row of doors all lead to the same room, with a swarm of officers and SS goons hiding just behind to come at you in a wave. the final room is an ornate hallway lined with SS guards, giving a sense that we're getting ever closer to our goal.
E5L8 the penultimate level of episode five is a quick-and-dirty map that splits off into three zones. the biggest heat of the level is probably in the southwest, a maze of corridors full of bad guys that can and will wind up wandering behind you unless you're careful. and when you get through that mess, there's an ambush in the key room. interestingly, you can see the exit door at the very beginning -- but it's behind a barricade, requiring you to find the key to get to the other side.
E5L9 the boss arena is pretty straightforward -- a huge room divided in three by rows of walls. gretel grosse, sister of hans, is your target for this mission, and she behaves exactly the same as hans. taking her out is a snap, but you'd better stock up before opening the door she guards, as the command room that's your final goal is filled with nazi goons. cute re-use of the "yeah!" animation.
final thoughts: episode five is romero at his best. it's a fast-paced little jaunt that offers plenty of nazis to mow down by the boatload, giving a hint of what doom would be like. though he overuses the hub-style level design, it at least gives a little bit of structure to an otherwise freewheeling, abstract mapping style.
EPISODE SIX: CONFRONTATION
the final episode of the game is a bit of a hodgepodge, featuring work from john romero, tom hall, and, surprisingly, robert prince, the man behind the music for most of apogee and id's output between 1991 and 1996, including, but not limited to: wolfenstein 3D (duh), rise of the triad, duke nukem II and 3D, and of course doom. the story goes, now that the allies know where the general behind the upcoming chemical warfare campaign is located, they send BJ into castle heidenheim. with three mappers contributing to this level we can expect a mixture of styles, and given that this is the very last episode of the game, resistance is likely to be fierce.
E6L1 jesus christ, tom. 95% of this map is extremely long hallways, lined with niches in which officers hide. it takes forever to advance and you're constantly getting caught on architecture. you start the episode with the exit right in front of you, and you have to make an insanely long detour just to get to it. awful map.
E6L2 robert prince makes his level design debut with this weird outing. it starts off similar to the previous level's endless hallways, but at least in this case gunfire will make most of the hiding enemies come after you. after that is a series of hallways that spiral in on themselves, at the center of which is the exit. it's like this episode was designed to annoy me.
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E6L3 jesus christ, robert. it's a maze of swastikas. every room is a fucking swastika, and they interlink with each other. it's just... fucking madness. it blows my mind. this is what i'm talking about when it comes to how old FPS games seemed to just get by on pure abstraction. in that regard, duke nukem 3D should be considered a fucking revelation. this map is a pain to navigate too, though not as bad as the first two.
E6 SECRET romero and hall both did this level. it's a very romero-style level at its core -- a central hub with four separate areas, each with a different theme. tackling more than one is optional, because at the end of each one is another grosse brother holding a key to the exit in the central room. to the east is a nightmare zone of a vine-choked maze -- visibility is borderline zero and it's full of mutants(!) and officers. a better bet would be the more straightforward boss arena to the west, though the mazes to the north and south aren't too bad. though, work your way too deep into the pushwall maze and you'll run into a familiar ghost, because this map wasn't gimmicky enough.
E6L4 though the hint guide doesn't say one way or another save for tom hall making a completely random e. e. cummings reference, this has hall's style all over it. It's mostly a series of random rooms connected via one hallway or tunnel or another. Compared to the rest of the episode so far, this level's banality is honestly a blessing.
E6L5 i'm pretty sure tom hall did this one as well. the big setpiece is a long, wide hallway with enemies hidden in the niches in the wall -- something i was tired of before the end of the first level. there's also a couple of nearly-identical shootouts in big rooms for possession of the keys. pretty basic level all told.
E6L6 yeah, i can tell this is a romero map, even without the hint guide telling me. it's got two of his most defining features in his nocturnal missions level design: absolute fucking chaos, and a tight level design with a core conceit. on its surface it resembles the spiral maze from robert prince's first level, but this is much bigger, and *much* more packed with enemies, all of whom come after you from the first shot fired. actually quite fun.
E6L7 tom and his fucking mazes strike again. after a rough initiation (more of the hallway/hidden enemies business) and a big central chamber with officers shooting at you from side rooms, you're treated to a nightmare world of endless mazes. if you're brave enough, you can even venture into a secret vine maze, which, while not as dangerous as the one in the secret level, is still plenty annoying and not really worth the hassle.
E6L8 it's hard to say whose level this is, but i'm going to guess it's romero's. it's two underground complexes split by a single long cave tunnel that curls around and between them in a backwards S fashion, which would suggest tom hall, but the abundance of enemies and the relatively compact room arrangement says john romero. whoever did it, this is a pretty linear affair -- first you clear out the northern complex, room by room, then grab the key. then you take out the southern complex and reach the exit. simple.
E6L9 the final boss of the nocturnal missions, and the nazis throw everything they've got at you. i'm reasonably certain this is a romero level, because the evil general is guarded by a baying horde of fascists who come at you from all directions. it's as if they looked at how sparsely populated the previous boss levels were and decided this deserved a bit more of a finale. it makes for some cool carnage, but you'll likely run into trouble unless you're secret-savvy.
final thoughts: "mixed bag" is an understatement. this episode feels like where the dregs of the design team's ideas went. guest designer robert prince should have stuck to music. there are a few cool bits, but in general the sixth episode is a low note, and a bit of a disappointment after the ludicrously fun fifth episode.
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hasty-touch · 6 years ago
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Tips for leveling DoH & DoL
I am fondly known by my friends as "that guy who's obsessed with crafting and also Ishgard", so I'm ecstatic about getting to enjoy both those things in Shadowbringers. And I've been hearing a lot of my friends excited about the latter wanting to catch up with the former so they're ready to participate! I love crafting so much I've capped classes on 4 alts... so having leveled multiple times, I thought I'd share some of my thoughts and tips -- not a detailed how-to guide (though maybe I'll try to write one of those someday), but broader opinions about what strategies to take. This is geared more to DoH than DoL (which is more self-explanatory IMO) but I'll include thoughts on DoL too.
I learned how to craft back in the 2.5 era from GameFAQs and from ffxivguild -- though I can't easily recommend the latter anymore because their ads and autoplay videos have gotten really aggressive. If I find a good, current guide I'll add a link here.
Other resources well-loved by me or friends are Crafting as a Service for shopping lists and leveling planning, Ariyala for gearing, FFXIV Teamcraft for their endgame-invaluable simulator, and Garlandtools Bell for unspoiled nodes.
So let's see. What would my general tips be for people who are picking up DoH and DoL now in anticipation of Shadowbringers?
Your leveling options
There are lots of different ways for you to level your DoH and L, so if you hate one there's sure to be another option. Some of them, and my thoughts on the pros and cons of the different methods:
Class Quests. I strongly recommend doing your class quests as you unlock them! They give nice lumps of experience, shards/crystals for DoH, and gear (albeit NQ gear, so inferior to what you could make yourself). You should especially do 60-70, Stormblood era quests as you unlock them, as they give you powerful new traits and abilities. Of course, you have to fill the gaps between class quests with something:
Grinding. Just makin' stuff from your Crafting Log or gathering from your Gathering Log, or hanging out at a level-appropriate fishing hole and fishing. Potentially boring, but can actually add up to nice chunks of EXP, especially under Rested and with the aid of Engineering Manuals/Survival Manuals. (More on them later.)
Leveling DoH through grinding is probably your most expensive option, not only in terms of gil spent on the MB but retainer space used to store those materials.
Synthesize (manually crafting) gives more experience than Quick Synthesis -- if I understand correctly, the more steps you use in a craft the more experience you get, up to a point renofmanyalts says you get more exp the more you fill your Quality bar, which makes a lot more sense!
You can recover some of your gil by selling the items you make, so a little time researching what you can make at your level that sells well may be profitable in several ways.
Leveling DoL through grinding, on the other hand, is potentially a way to make money, if there's a high-demand item in the right level range.
You'll get more experience for HQ items and by maintaining a chain (i.e., not missing an item).
Since you can start and stop grinding whenever you want, you can use it both if you have lots or limited time to play. But I wouldn't recommend it as your primary method!
Grand Company Supply and Provisioning. One item requested each day for each class. You get a very nice chunk of experience, doubled if HQ, with a further bonus to starred items.
I like the GC as a leveling method. They usually take the length of one food buff (<= 30 minutes for all eight DoH classes, plus an additional <= 30 minutes for all three DoL classes), which is a manageable amount of chores per day. You get GC seals, which can be spent on manuals, Cordials, squadron missions, etc., to further help you.
You are limited to one item per class per day, so once you've handed in your day's items, you have to find something else to do. It's great if you play every day, but if you have a lot of playtime on just a few days of the week you may not be able to take the same advantage.
You do have to buy and store the materials, and since the assignment each day is random, it may take up a lot of retainer space.
Levequests/guildleves. While technically limited by your leve allowances (which can be checked at the bottom of your journal), you get 3 allowances every 12 hours and you can store up to 100, and you've gotta really grind leves to spend 100 leve allowances. They give nice chunks of experience, doubled for HQ.
"Levekits" are bundles of items sold by higher-level crafters and fishers which, when handed in to levemetes, get you enough experience to bump you up to the target level (50, 60, etc.) They're an option -- and if you really must be level 70 today, they're your only option -- but I don't really recommend them. If you learn to craft yourself while you level, you'll understand how the abilities work together and won't be overwhelmed by buttons at cap. Even if you intend only to craft at cap using other people's macros, a little bit of knowledge will help you troubleshoot and improve them.
If you take advantage of DoH leves, I would recommend you make the items yourself instead, gaining experience both for the crafting and for the turn-in. You will have to buy/gather the materials, but since you can decide what leves you're going to target in advance and just get materials for those, storage is not as problematic.
MIN and BTN leves send you to a location to gather key items that are handed in at the end of the leve, sometimes with special targets (changing what actions you'd spend your GP on). For the time invested you get more exp than just grinding, but you don't have items to sell at the end of it.
Large-Scale Temple Knight leves (marked with "(L)" in the levequest name) are generally considered not worth your time because they take 10x the allowances and only give 3x the exp.
You can do as many leves as you want per day as long as you have the allowances, so you can take advantage if you've got a lot or a little time.
Beast Tribes. You can get DoH exp from the Ixal (intended for level 1-50) and the Moogles (50-60), and either DoH or DoL from the Namazu (60-70). You're limited by Beast Tribe Daily Quest Allowances (12 per day for any beast tribes of your choice) and the number of quests that tribe offers (Ixal start with Deliverance, which is sort of like a bonus daily GC supply mission + 3 dailies, and progressively more are offered as you level up; Moogles and Namazu normally gives you 3 a day, but you get a bonus 3 on days your Reputation ranks up.) They give nice, moderate lumps of exp.
One of the great advantages of beast tribes is that you are given the materials for the item(s) required by the quest, so you only have to pay for crystals -- and you're often rewarded crystals for completion, making them free aside from teleport and repair costs!
Ranking up unlocks more items at the tribe's vendor. The Ixal have a wonderful selection of lumber, and you can buy the Adept and Trailblazer (level 58) sets from the Moogles with Carved Kupo Nuts, etc.
Unlocking Ixal only requires the level 41 MSQ "In Pursuit of the Past". But you gotta unlock the Moogles and the Namazu not only through MSQ (respectively, level 56 "He Who Would Not Be Denied" and level 66 "In Crimson They Walked") but through sidequest chains. The Moogle unlock chain is long and starts with "A Pebble for Your Thoughts" in Moghome (and then after "Trouble at Zenith" you gotta pick up "Into the Mists" from the Pillars). The Namazu require two short chains from Yanxia, starting with "Courage the Cowardly Lupin" and "Perchance to Hanami".
The Ixal daily "Deliverance" will take items you bought off the MB, but otherwise you must do all beast tribes tasks yourself.
The tasks given to you in the Moogle and Namazu DoH quests are really easy -- as long as you grasp the barest basics of crafting, you can succeed at them (and you can retry as many times as you like, only losing crystals). The Ixal dailies take away your hand slot gear to begin with and slowly add challenge with increasing restrictions such as cross-class ability lockouts. They're not hard, per se, but you have to puzzle over it a bit more than usual.
You can cheat and do Moogle dailies on a higher level class than you hand it in on. You can’t with Namazu -- you have to complete the quest with the same class you picked it up with.
Though quick, they do take a little bit of time, most of which traveling between quest points. Denisot's round today of 3 Moogle dailies took 5 minutes, but if you get one that involves repreated trips it can take longer. Still, they're good if you can play every day even if only briefly.
You might get asked to type "free kupo nuts" in /say.
Collectables (Rowena's House of Splendors). After (IIRC) level 50, after MSQ "The Better Half", you can unlock collectables via the quest "Inscrutable Tastes" in Revenant's Toll. You can then hand in collectables to the House of Splendors (via kiosks at the main cities, Revenant's Toll, Idyllshire, and Rhalgr's Reach) to receive experience and scrips. Like GC supply and provisioning, each day the requested items change. Also like the GC, there's a chance the requested items will have a star next to them, giving bonus scrip and exp. It's always the highest-level turn-in available to you that has a chance of a star.
Collectable crafting works exactly the same as regular crafting. You just toggle on Collector's Glove (an action you can get from your actions window and/or put on your hotbar) and craft as if you were trying for HQ; your HQ chance is converted into collectable rating.
Collectable fishing is AFAIK essentially the same as fishing for HQ. Again, you just toggle on Collector's Glove and try to land a big/HQ fish.
Collectable MIN and BTN, on the other hand, is its whole own little mini-game added on to the normal gathering minigame. You'll want to look up a guide on how to do collectable gathering -- I don't have one handy at the moment. It's not hard, necessarily, but it's a new system to learn!
Rowena's House of Splendors is truly unlimited, and you can hand in as many collectables as you want each day. The experience isn't great, though, even for starred items, so I would recommend against going crazy and doing these all day long. LOVE YOURSELF!
The amounts of scrip rewarded isn't great to begin with, so grinding for rewards will be pretty miserable until you get up into the mid-high 50s. However, if you must have the full Adept's set today, it's an option!
Red Crafters' Scrip (the current common scrip) can be traded for a variety of items, such as manuals, level 60 gear (via Rowena's Token (Blue Crafters' Scrip)), Soul of the Crafter (for changing specializations after your free choice of three from Alderan), IV-V materia, old mats, etc. Red Gatherers' Scrip can also be traded for gear and materia, more valuable old mats (like Pterodactyl), and good fishing bait like Brute Leech and Silkworm.
Collectables are not tradeable, so you must do them yourself. You can't buy the items or get a friend to make them for you.
For DoH, you do have to buy and store the materials, as with Grand Company Supply, unless you exclusively do:
Custom Deliveries. The first client is Zhloe Aliapoh, unlocked at level 60 with quest "Arms Wide Open" in Idyllshire. These tasks take collectables, like Rowena's House of Splendors, but are limited to 6 hand-ins per week per client and 12 hand-ins per week across all clients. If you do them at level cap, you get valuable yellow scrips, but you can also use your allowances for leveling classes below cap.
The materials for DoH Custom Deliveries are sold by vendors in town (Scrap Salvager in Idyllshire, Material Supplier in Rhalgr's Reach, and Blue Merchant in Tamamizu) They're cheap, and you're awarded gil at hand-in, so DoH Custom Deliveries are almost-free-to-profitable to do. DoL, as usual, cost only teleport and repair costs.
The time required is generally very little -- FSH probably takes the longest because of RNG. And you can do them whenever you have time during the week.
If you're using them for leveling, the experience is only modest. But it is a very easy, low-effort way to get red scrips and experience (if you do them below cap) and yellow scrips (if you do them at cap).
AFAIK, Zhloe only requires you unlock Idyllshire level and be 60 in one DoH or DoL class. M'naago requires the MSQ cleared through "Return of the Bull" (SB 4.1). Kurenai requires you to have unlocked M'naago and finished the quest chain that starts with "The Palace of Lost Souls" (including quests not currently marked with a blue unlocky !).
For DoH, like with Moogle dailies, you can craft the collectable item on any class, then change classes before handing it in.
Challenge Log. Don't forget that you get lumps of experience each week for crafting NQ and HQ items, melding materia, gathering NQ and HQ from nodes, and fishing NQ and HQ fish. The quantities are modest, but they're a nice bonus if you choose to level through a method that involves crafting/gathering items yourself (GC Supply/Provisioning, levequests, grinding, etc.)
Overall, my recommendation would be to try a little bit of every leveling method and find out what's enjoyable for you and fits nicely into your budget and schedule. We have a half-year until Shadowbringers, so if you start now you can take a relaxed pace -- no need to rush, grind doing stuff you hate, and burn yourself out.
Engineering and Survival Manuals and similar buffs
There are a variety of buffs that will help you level, giving you more experience per craft or gather. For DoH, you want Engineering Manuals (the yellow ones); for DoL, it's Survival Manuals (the green ones). You can get these from all sorts of sources -- all the ones I remember are:
Rewards from doing your class quests. Another reason to stay on top of em! These Commercial * Manuals give a 150% boost and last 60 minutes or up to 300,000 exp. You can buy more from Rowena's House of Splendors with red scrips.
Bought from your GC quartermaster (Grand Company Seal Exchange). The strongest ones available are Company-Issue * Manual II (+50% for 180 minutes or for 100,000 exp) for sergeants. Company-Issue * Manuals do not stack with Commerical * Manuals.
Free Company actions. "Helping Hand II" and "Earth and Water II" can be bought from the OIC Quartermaster and give 10% more experience to DoH and DoL respectively. The more powerful III versions are charged on an Aetherial Wheel and provide a 20% bonus.
Rewarded from Squadron Priority Missions. You unlock your GC squadron, IIRC, at Second Lieutenant rank, and unlock Priority Missions by completing the level 40 Flagged Mission. The Squadron * Manuals (+20% for 120 minutes, no limit) you can obtain once-a-week from Priority Mission manuals do not stack with Free Company actions.
Company-Issue/Commercial manuals DO stack with Squadron manuals/FC actions.
The recruit-a-friend reward, Friendship Circlet, can be worn while crafting and gathering for 20% more exp when level 25 or below. Same for the Stormblood preorder(?) reward, Ala Mhigan Earrings, which gives 30% more exp when level 50 or below. Brand-New Ring is wearable only by Disciples of War or Magic, so you can't use that.
While it's not an exp bonus, the crafting facility furnishings (Woodworking Bench, etc.) grant a nice 60 minutes of bonus CP to DoH of level 60 or lower, AND THEY CAN NOW BE PUT INTO STORAGE!!! \o/
And of course, don't forget to eat some sort of food while you're crafting or gathering for the 3% exp bonus.
Which DoH should I level up first?
The correct answer to this question has been, and continues to be, everything at once; omnicrafting is the best way.
In the eras of 2.0 and 3.0, the cross-class abilities you gained from the classes were essential to being able to craft HQ items. Not just at endgame -- having those cross-class abilities while leveling makes your life much, much easier. And because the recipes of each class take components from other classes (e.g., WVR recipes always want a bit of leather and metal), leveling everything up together made you self-sufficient and less vulnerable to wild mark-ups on processed materials at the Market Board. Therefore, I join the majority of crafters in continuing to recommend leveling up all your DoH together.
However...
In 4.0, Stormblood, the designers' vision for DoH changed. From levels 61-70, all classes learn the same abilities, which are stronger (but more expensive) versions of the old cross-class mainstays like Careful Synthesis, Manipulation, and Hasty Touch. Nowadays, if somebody slogged through levels 1-60 on one DoH with no cross-class abilities, they would actually be able to craft at level 70 almost as successfully as an omnicrafter. Since the developers have stated that they're very happy with the crafting system right now, it's reasonable to guess Shadowbringers will be similar.
Additionally, not all cross-class abilities are equally valuable. Whenever a new tier of crafting difficulty is added, the endgame meta shifts slightly, but right now, cross-class abilities like Waste Not and Flawless Synthesis aren't really used.
Therefore, while I do recommend you level up everything together, if you really don't want to, you can get away with abandoning some classes along the way. If Ishgard Reconstruction turns out to be similar to beast tribes, you might get away with having just one capped DoH. On the other hand, the developers have teased exclusive challenges for endgame crafters somehow connected to the Ishgard Reconstruction content, so if you want to be ready for whatever that turns out to be, you should at least get all your cross-class abilities.
My tentative recommendation for DoH leveling priority is something like this:
Get anything to 10 to unlock Quick Synthesis.
Get everything to 15. For example:
WVR 15 (Careful Synthesis)
ALC 15 (Tricks of the Trade)
GSM 15 (Manipulation)
CUL 15 (Hasty Touch)
CRP 15 (Rumination)
ARM (Rapid Synthesis), BSM (Ingenuity), LTW (Waste Not).
CUL 37 (Steady Hand II)
WVR 50 (Careful Synthesis II)
ALC 50 (Comfort Zone)
CRP 50 (Byregot's Blessing)
ARM 50 (Piece by Piece)
CUL 50 (Reclaim)
BSM 50 (Ingenuity II)
GSM 50 (Innovation)
CUL 54 (Muscle Memory)
If you MUST skip one DoH entirely, I'd pick LTW, since the Waste Nots are generally inferior to the Manipulations.
You COULD drop CUL after 54's very useful Muscle Memory. And since CUL doesn't correspond to gear, it doesn't help you repair or meld materia, and other classes generally don't need materials processed by CUL.
Various classes' level 54 Name of [Element] cross-class abilities aren't that useful at present -- they're sometimes used in endgame rotations. GSM's level 54 Maker's Mark is also not currently that useful, though it was OP a couple patches back.
Still -- I think it's safest, and for me less annoying, to level everything together.
Should I craft using macros?
Yes -- I think macros are great for relieving the tedium of the repetitive crafting tasks, which you’ll often have while leveling. (Wish I could tell you where to look for good macros, but as I mentioned, I learned years ago, and I just write my own macros these days!)
However, I think you should spend some time manually crafting as well. It will help you understand when and why you use certain abilities, how not to overcap Durability and CP, why you might or might not take Tricks of the Trade, etc. That skill and knowledge will help you even if you plan to primarily use macros at cap, since it will enable you to tweak those macros to be even better for your stats, teach you when you should cancel a macro and take over, etc. Nevermind that macros are very vulnerable to server congestion and lag...
And once you know how to craft, you will almost always have a higher potential quality manually crafting than using a macro -- your ability to respond to changes in Condition can get you precious more stacks of Inner Quiet or CP for upgrading Touches. I often use macros for putting together components but manually craft the final product to be sure I get the highest possible quality.
Other tips for leveling DoH?
I think you'll find one of the most invaluable resources for leveling baby DoH is access to a house or apartment with a Material Supplier. Your friendly FC (or apartment) Material Supplier will take care of practically all your materials needs through level 20 or more.
There are other useful Materials Suppliers scattered around -- in addition to the those in main cities and each of the guilds, check out the ones in the marketplaces out in residential districts.
I also strongly recommend unlocking every 2.0 A Realm Reborn beast tribe because even at mere Neutral standing the tribe vendors offer materials like Undyed Velveteen and Mythril Ingots that you’ll be using in quantity.
Don’t forget to upgrade your gear as you go, even if you’re just putting on new NQ gear from your class quests. DoL is particularly sensitive to gear -- you can really feel the difference when you upgrade a piece.
And really -- like in all aspects of the game, please be sure to pace yourself and make sure you’re enjoying yourself as you go. We’ve got plenty of time.
If you’ve leveled your DoH and DoL recently, what lessons have you learned you wish you’d had at the beginning? Or if you’re leveling right now, what questions do you have? I’m happy to opine or give basic pointers!
You may find my guide/checklist for DoH and DoL class quest items useful, if you haven’t already seen it. And as I mentioned, I may work on a more detailed, how-to-actually-craft-the-things guide in the future, if there’s interest.
Please, don’t be shy and get in touch! I am so excited to work together to rebuild Ishgard with you!!
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ciathyzareposts · 6 years ago
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Missed Classic 67: Ballyhoo (1986) – Introduction
Written by Joe Pranevich
Infocom careened into 1986 on the backs of two contradictory pieces of information. Sales had been up in 1985 for an all-time high of $11.5 million, and yet the company was falling apart. The Cornerstone flop was a distant memory, but the winter layoffs that followed were not. Marc Blank, founder and co-developer of the Zork series, Deadline, and Enchanter was out. So was Al Vezza, the CEO. Mike Berlyn had left even before Fooblitzky had been released with the graphics team as one of the layoff casualties. Infocom was in active negotiations with Activision for a buyout, although how much of this was known during the development of Ballyhoo is unclear. What is clear is that the announcement of Activision’s intent to merge came out within days of Ballyhoo’s release. This would be the last game ever released by an independent Infocom.
Into this maelstrom entered Jeff O’Neill, a first time Implementor. Originally from California, he came to Infocom with a background in journalism and a smidge of computer science. He put those skills to use doing QA on Wishbringer, Hitchhiker’s Guide, and likely other games. He also subbed in as a writer for the The New Zork Times, the company newsletter. Unlike many of the other Imps, Jeff has kept his privacy post-Infocom and so we know less about him than other team members. We’ll see his touch here and in Nord and Bert (1987), plus he was one of the contributors to Bureaucracy (also 1987). I look forward to getting to know him through his games.
($11.18 in today’s dollars.) 
Prior to this marathon, I knew very little about Ballyhoo. Like many of the games in the first Lost Treasures set, I dipped a toe in twenty-five or more years ago, but I recall not “getting it” and ending a few turns in. My confusion may have been because Ballyhoo is listed as a “mystery” game, the successor to the Sergeant Duffy series of games (Deadline, The Witness, and Suspect) but without (as far as I know) continuing that series directly. I don’t recall even what the mystery was. The 1995 re-release recategorized the game as a “comedy”. Is it a comedy mystery? Or a mystery comedy? To make things even more confusing, it was initially developed as the third “junior” game (after Seastalker and Wishbringer), but that was abandoned before release. So how does this game play and feel? I’ll find out soon enough.
The manual opens with a souvenir program for “The Traveling Circus that Time Forgot”, an old-fashioned circus that my character has recently attended. We also have a balloon, a copy of our ticket, and an ad for an old cure-all in the box. I attended a Barnum and Bailey circus once as a kid in the 1980s. Even then they were old-fashioned; I remember pushing past protestors handing out anti-animal act fliers before we were in the door. That may have soured my opinion of the circus and I never went to another one. Thirty-odd years later, touring “three ring” circuses like that are gone, replaced in part by the upscale Cirque du Soleil and similar acts.
The program is mostly concerned with the story of Thomas Munrab (“Barnum” spelled backwards) and his players. He was a graduate of Harvard Business School, but invested in the circus even when everyone else thought it was stupid. The program says “backwards vision and superlative genius” but it is not difficult to read between the lines:
Sounds so simple yet it is hard to imagine the tremendous quantum of resistance and awesome challenge that would confront this would-be modern day P. T. Barnum. Immediately you would hear the voice of the naysayers. their prickly criticism intended to burst your balloon deriding such “pipe dreams” as low tech and low brow, logistically impossible, financially unfeasible. And imagine the embarrassment of getting laughed out of the Harvard Club!
As Infocom was a MIT shop, I expect there is more than a hint of cross-town Harvard/MIT rivalry in this description. Beyond their “stable genius”-level founder, the circus consists of:
Glorious Gloria, a trapeze artist
The Amazing Genatossio Brothers (Carlo, Giuseppe, Antonio, and Stefano), a hire-wire act
Gottfried Wilhelm van Katzenjammer, an animal tamer
Comrade Thumb, a 28-inch tall clown
Chuckles, Mystic Malcom, and other clowns
Rimshaw the Incomparable, a fortune-teller
Tina, the fat lady
Andrew Jenny, a “strange union of a man and a woman in one body”
I have no idea how much of this will matter, but I take notes anyway. As I look at this, I am particularly struck– and worried– by how Tina and “Andrew Jenny” will be portrayed in the game. Both are included as examples of “circus freaks”, but obesity isn’t quite as funny as it used to be. I am also worried about transgender stereotypes and the possibility that Andrew / Jenny will be depicted in poor taste. Then again, the program says that he/she is split right down the middle with an Andrew-half and a Jenny-half which is not the way any real kind of transgenderism works. I’m going to accept this as a period piece rather than worry too much immediately on the game as a commentary on non-binary genders or gender dysphoria.
Music to soothe the savage beast, eh?
The rest of the program includes a brief history of traveling circuses, connecting them to events going all the way back to Roman arenas. It also introduces circus slang which may come up in the game. Filling out the rest of the manual is a standard Infocom text including sample commands and recommendations for new players. The only new material there is that we will be solving a kidnapping plot. Sounds like fun!
Before I begin, I was already clued in to a major problem in my version of the game: the Lost Treasures set is missing a page (above) from the program which is required for copy protection. I found the page online, but it means I already have a good clue to one of the puzzles if the answer is there.
There doesn’t seem to be too much more to say about the game. Let’s play!
The circus came to town!
As the game begins, we are a disgruntled circus-goer that just finished watching a lackluster performance. And yet… we also have an “irrational desire to steal the spotlight, defy death, and bask in the thunder of applause”. Do we take over the circus when we win? Or is this just to suggest why we might help a circus to solve a mystery?
There’s not much to do except look around. I double-back into the Big Top as other spectators are just about all gone. It wasn’t a “three ring” circus, but rather a two-ringed one. A ring to the west that I cannot access is for animal acts, while this one is for the acrobats. The hire-wire is still set up with a safety net below. I can even climb up to try to cross it! This appears to be a puzzle as I have to cross slowly and “lean” to the north and south to keep my balance, but I quickly fall into the net below. I may have a reason to do this later. For now, I’m just impressed that none of the guards or ushers or clowns or anyone else didn’t stop some idiot (me!) from climbing up there and nearly getting himself killed.
I file out with the crowd and make it outside. In the main “connection” between the circus events and the Midway to the east, I find a small person wearing a general’s outfit. That must be Comrade Thumb, the world’s smallest man. Quick searching suggests that he is based on Francis Joseph Flynn, aka “General Mite”, a diminutive 19th century circus performer. He’s struggling to drink from a water fountain, but it’s too high for him. I help him up and he thanks with a salute before walking away. I cannot head east as I need to have a special ticket to access the Midway through a set of turnstiles, so I follow Thumb to the south instead.
Just to the south, Thumb is joined by Chuckles, another clown. They arrive at a second set of turnstiles. They say something to a guard and they are allowed to pass through. The guard does not let me through so I cannot follow them. I wander west instead and find myself in the prop tent where I hear voices approaching from outside. I do what any sensible person would do: hide. Munrab and a Detective arrive and speak to each other in whispers. The detective actually asks why they are whispering and Munrab breaks the fourth wall by reminding him that they are in a mystery. Munrab explains that his daughter Chelsea has been kidnapped, but he neither suspects anyone in the circus nor trusts the local police. He hands over a photo to the detective. After a brief exchange, they both leave the tent and I can come out of hiding. The game has begun for real! I don’t think the detective is supposed to be Duffy, both because he doesn’t seem to be competent and because he is a PI rather than police. I’ll see if we can get a better look later.
Our 27th President. He was the last President to appoint a non-lawyer to the Supreme Court. 
My first step is to map out the circus grounds as best as I can to look for clues. Rather than a blow-by-blow, this is what I found:
The prop tent contains a stand-up figure of President Taft and a gorilla suit. I grab them. 
West of the Big Top entrance is a discarded clown mask and a caged-in passage for animals. My gut says that we’ll have to traverse that at some point.
Off to the east is a white wagon, the circus’s main office. The door is locked, but there is a discarded fiberglass pole out front. I grab that too. 
There are signs throughout leading to the “egress”, a famous Barnum gag. An egress is, of course, an exit and not a female egret.
Returning to the main tent, I find that the grandstands have been moved and there is now a gap I can walk through to get under the seats. I discover a ticket in the refuse below. I’m not sure why I don’t have one already since I did just watch the performance. 
While in the Big Top, I try the tightrope walk again. Why? I have no idea. But this time, I drop everything except the fiberglass pole and start to climb. That’s when I notice: the safety net has been removed by the workers. I neglected to pay attention before, but quickly restoring shows that it was just removed by a “roustabout”, a laborer. Crossing it with the pole is easier than I expect and I do not have to use the “lean” command at all. At the top of the far-side platform, I find a child’s helium balloon. I grab that for another ten points.
Leaving the tent, I use my ticket to enter the Midway but it doesn’t work. I check out the ticket from the packaging and discover that I had to poke out one of the holes to specify whether I am male or female. Will that come up later? Does this game have a gendered sequence? I punch out the blue dot and put the ticket in the turnstile and this time it lets me through. Once on the Midway, I spot the detective getting drunk on the job. He’s been binging on that “cure-all” that the feelies advertise, an 18% alcohol concoction. I don’t think Duffy would do that!
My map at the end of this post. Not a ton of rooms.
That gives me access to a few more places:
A menagerie where an elephant blocks my way east, plus a locked cage to the west. I can also scoot around the elephant’s tent to find another locked cage. I can hear that the elephant is chained up and unhappy. 
“Jennifer’s Boudoir” which is Andrew Jenny’s trailer. Andrew and Jenny are there, two halves of one person. They must have an interesting tailor! There is a spiral staircase leading upstairs but they will not let me through. 
Rimshaw’s tent is north. He looms and looks mysterious at us. 
The Fat Lady is at the eastern end. I grab a stool from her room. I should say “rooms” since she spans two of them. It’s funny, right? She’s also listening to the radio.
With that, I have explored everywhere I can explore. I need to start solving puzzles to proceed. My ticket says that it comes with three free sessions with Rimshaw. I will try there next.
All in all, this is a fun little game but I’m not sure that I “get” it yet. It’s not a time-boxed mystery like the three previous games, but I am not sure exactly what it is. There is the passage of time, but I expect that it is tied to my score. I hope that is the only similarity this game has with Cruise to a Corpse! (My god, I hated that game.) I can’t help but think that a game about the end of magic (Spellbreaker) followed by a game about the sad decline of an art form (Ballyhoo), all while Infocom was preparing for their own end… isn’t a coincidence. Let’s see how this plays out.
Time played: 1 hr 10 min Inventory: stool, clown mask, pole, ticket, gorilla suit, balloon, President Taft, $12.81 Score: 20 of 200 (10%)
Since this is an Introduction post, it’s time to guess the score! The current average score for an Infocom game is 39 points. Since we have never seen O’Neill work before, there’s not much guidance that I can give. Good luck!
Note Regarding Spoilers and Companion Assist Points: There’s a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it’s an opportunity for readers to bet 10 CAPs (only if they already have them) that I won’t be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 50 CAPs in return. It’s also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.
source http://reposts.ciathyza.com/missed-classic-67-ballyhoo-1986-introduction/
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rethabayly747 · 4 years ago
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beckybuildscosplays · 7 years ago
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3D Printing Mega-Post (with links!)
Being a member of the maker community means I am surrounded by people who are totally in love with 3D printing. There’s no other group with whom I can have a 30 minute discussion about bed adhesion, lol. While the cosplay community is also generally supportive of the technique, every now and then I will come across somebody who thinks it is akin to cheating. Most recently it happened on a blog I really enjoy. When I read posts like that, I can only shake my head and assume that person must not really understand all the work that goes into 3D printing. Even in the best case scenario where you find a ready-to-print model and own a printer large enough to accommodate it, there is still tons of work that goes into taking a raw print from... well, a raw state to something beautiful. Hence I have decided to type up an overview of 3D printing; what it is, how it works, and all the steps it takes to create a cosplay prop. This is not a detailed tutorial; rather, it’s a high level scope of all the steps. Without further ado, here’s 3D Printing 101!
*12/20/17: Updated with new information on the latest printing technology plus even MORE links!
How does 3D printing work?
3D printing is an additive manufacturing process used to create three-dimensional objects; think of it as the opposite of sculpting where you start with a block of material and cut parts away (subtractive manufacturing). There are actually many types of 3D printing technology, but the most common for hobbyists by far is Fused Deposition Modeling—or FDM for short. In plain English, FDM means the printer head is essentially a hot glue gun that “draws” the cross-section of a model, building it up one thin layer at a time. After tens or hundreds of layers, ta-dah! You have a 3D object! You can check out this link for more info on other types of 3D printing.
The workflow for printing looks like this: find/make a 3D model, optimize that model for printing, convert it to G-code with a slicer, and send it to the printer. Once printing is complete, you need to assemble any separate parts, fill major gaps, fill/prime/sand the surface, and then paint. If any of those terms are confusing, don’t worry! I will explain them all.
Finding, Modifying, or Making a Model
Sourcing models is one of the topics where I see, “Cheater!” start to sneak in. There is a misconception that you can find just about any model you want, download, and hit print. This can be true depending on what you’re trying to build; popular cosplays like Iron Man, Halo, and Star Wars do have a plethora of models available for free, and many are already optimized for printing. Once you get outside well known characters, however, it gets much more challenging. If someone has 3D printed components in their cosplay, it’s never safe to assume the person just downloaded them.
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Downloading Models
It’s always worth hunting around for the files you need even if the character isn’t well known. Even if you want to build everything from scratch, it is nice to see how someone else tackled the same challenge. There are a couple websites I like for searching for printable models:
Thingiverse: Run by Makerbot, Thingiverse is a huge collection of models designed specifically for 3D printing and all of them are free! This is where I always start my search for 3D printing files. Most come with some degree of instruction and suggested optimal print settings.
 GrabCAD: I don’t use this site as frequently for costuming since the focus is engineering, but it’s very possible to find some cosplay goodies there. Other than scaling, most models should be ready to print.
SketchFab: While this was originally a place to share 3D models, some users also make theirs available. If you need a file for printing, be sure to search through the Downloadable section. (and even if you can't download the file, a 3D reference beats 2D refs any day!)
When selecting a model, try to find something that specifies it was made for 3D printing. Otherwise, you may need to do some manual cleanup and that can be challenging. Just FYI, game models are never ready to be printed but if you want to start with them, Source Film Maker has hundreds to select from. it’s also worth Googling to see if anyone has offered ripped models for free, but be aware that these should NOT be used for profit. Steriolythography (or .STL for short) and Wavefront (.OBJ) are the two most common file types, but get an STL if you can. OBJs will often come with texture files (.mtl), but those are not needed for printing.  Aim for highest resolution you can find unless you want the low-poly look. Trust me, you don’t want to be filling in faceted planes with heaps of Bondo later.
There are a few products and processes that allow for multi color printing, but for the most part FDM machines are limited to one or two colors. If you are bound and determined to have multiple hues, you can check out Prusa’s new Multi-material upgrade, the new Da Vinci Color, or the Palatte Filament Splicer. I suspect that multi color printing is going to be one of the next major features to hit hobby printers, but for the time being most methods are either rudimentary or really expensive. It can also be fun to print with multiple materials such as combining rigid and flexible pieces, but that is best reserved for a dual extruding printer. When it comes to cosplay, I would either suggest printing in the object’s final color or preparing to paint. Even if you choose to paint, try and pick a filament color that will make sense if it is revealed through wear and tear.
Modifying Models
If something wasn’t specifically made for FDM, how do you know if it’s printable? Most commercial 3D modeling or CAD software have tools to check and correct issues with models—sometimes automatically. Unfortunately the easy-to-use, open source options in this area are a little barren but there are still ways to do it. Here are some free options for both checking and repairing  mesh issues:
MakePrintable is an online paid service, but it will let you repair a set number of models per month for free. In my experience, this is best for basic issues but it couldn’t get any easier.
Microsoft STL Repair: Similar to MakePrintable, but unlimited and free. The downside is that you have zero control in the process, and files need to be opened with Microsoft’s free 3D Builder (from there you can export as an STL).
MeshMixer: An Autodesk product that has a number of capabilities for manipulating meshes. It’s more complex than MakePrintable and Microsoft 3D printing, but you have way more options.
Meshlab: Ah, Meshlab. This program has been around for a long time, and in many ways it is incredibly capable. Unfortunately, it’s also somewhat unstable and has bad documentation, so tutorials are hard to find.
Blender: A popular open source 3D modeling program, Blender also has a 3D printing add-on with some mesh analysis tools. This is the most robust option I have tried, but Blender has a steep learning curve and it can be intimidating for newbies.
Making Models
There is a good chance that you won’t be able to find ready-to-print files, so you might need to heavily mod or even make your own from scratch. Unfortunately, you will need to jump into 3D modeling software to make this happen. There are two major categories of software types: engineering (computer assisted drafting, or CAD for short) and artistic. In a nutshell, CAD is usually meant for objects (cars, wrenches, buildings, etc) and offers tight control over dimensions, surfaces, and shapes. Artistic software can be used for just about anything from trees to characters to spaceships, but it can be more challenging to make precise mechanical objects. I use both depending on what I need to create. There are actually a ton of free 3D modeling tools, so I will list the ones I have experience with and can recommend.
TinkerCAD: This is probably one of the most popular free CAD programs, and for good reason. It’s browser-based and very intuitive to use, thus it has become popular in schools. The entire thing revolves around building objects out of primitives, so if you need something complex it might take a little creativity to get there. TinkerCAD also has its own library of downloadable objects and it can export items for 3D printing (or even send them to a printing service!).
Google Sketchup: Available in both free and paid versions, SketchUp is a lot more complex than TinkerCAD but still very approachable. For some reason, it would drive my professors nuts when anyone used this software for homework. Be sure to check out the hefty list of extensions as they can significantly increase the program’s capabilities.
Autodesk Fusion 360: I will admit that I haven’t used this one very much, but it has been getting very popular very quickly. Fusion 360 is a fully-featured, professional CAD program meant for industry use, but it is available for free to students, startups, and hobbyists. If you want to grab the bull by the horns and work with  maximum potential, get this software. It can be intimidating for someone who has never set foot in CAD before, but it is one of the most approachable fully featured CAD suites I have ever seen.
Sculptris: And now for something completely different! Sculptris is the baby brother of Z-brush, an industry standard software for digital sculpting. It’s actually very capable, and if you need to model something organic or CAD just isn’t making sense, give Sculptris a whirl.
MeshMixer: MeshMixer’s site calls itself, “a Swiss Army Knife for 3D meshes,” and that’s pretty accurate. It has some CAD capabilities mixed in with artistic tools and a few unique things to boot. It’s reasonably easy to use, although there could be more tutorial support in my opinion.
Blender: Ah, good ole’ Blender. Completely free now and forever (unlike many Autodesk programs), it’s the most capable and robust open source software I have ever used. Blender is definitely on the artistic side although it has add-ons that make CAD a little less painful. The major downside is the interface; simply put, Blender is incredibly unintuitive. Thankfully, Youtube has tons of high quality tutorials to get you started.
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Slicing 
Once you finally have a printable model in your possession, it’s time to send it to a 3D printer. If you are using a 3D printing service, congratulations! You can send them your model and call it a day. The rest of us will need to use a Slicer. Remember how the printer moves a hot glue gun around to draw a shape? Well, the computer needs to tell the printer head where to move, how fast to move there, and when to start and stop drawing. It uses a language called G-code to do this. A slicer’s job is to convert a 3D model into G-code so the printer knows what to do. 
I use a free slicer called Cura from Ultimaker, but Slic3r and Repetier Host are popular options too (although more advanced). If you want ultimate control, cutting edge features, and don’t mind paying for it, Simplify 3D is considered the best slicer on the market. Cura is my slicer of choice due to its friendly interface. In the photo above, you can see how it has made layers out of a model (hence the name “slicer”). 
The first thing to do will be properly scaling your print. Cura assumes your units are millimeters by default, so you may need to convert to your original modeling unit (inches, my my case). Unless you are printing a small prop or have a very large printer, your parts will probably be too big to fit on the print bed. If this is the case, return to your modeling software and split into smaller pieces. 
When it comes to 3d printers, you get what you pay for. The more expensive models ($1500+) offer the closest thing you can get to plug-and-play experience, but even they will have failed prints, clogged extruders, and other common issues every now and then. The rest will need some degree of hand-holding. It took me about a week to get my $200 Monoprice Select Mini printing to the best of its ability, and that involved a lot of fiddling in Cura and 18 test prints. Spend some time optimizing your software for the fastest, highest quality prints; you’ll be grateful you did once you get to the sanding phase.
Update: After 10 months of regular, reliable performance, the board on my Monoprice Mini has died. At $160, I definitely got my money’s worth and other users have had theirs much longer. I am upgrading to a Prusa i3 MK3 kit, but I would still recommend the Select Mini v2 as a good gateway machine.
Printing
With your slicer ready to export G-Code, now is the time to set up your printer! A 3D printer’s “ink” is spools of plastic string called filament. There is a variety of plastics to choose from, but Polylactic Acid (PLA) and Acrylonitrile Butadiene Styrene  (ABS) are the most common. PLA is cheap, readily available in many colors, and is made from plant starch. For most people, it’s the go-to choice but it is not the strongest material. ABS can provide better structural integrity, but it’s a little more finicky to print and the fumes are noxious and require ventilation. This link has a good summary on various types of filament on the market.
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If you search Amazon or Google for 3D printing filament, you will get approximately 82376483456978938 results. Be sure that you are searching for the proper diameter filament; most printers are 1.75mm, but some are 2.85-3.0mm. Reliable brands of PLA that I have worked with are Hatchbox, Matterhackers, ProtoPasta, and ColorFabb. Be wary of no-name brands off places like Ebay or Amazon; not all filaments are created equally and I have definitely wasted money trying to be thrifty on Amazon. 
With your filament loaded in the printer, it can be a good idea to extrude some and make sure everything is working properly. Next, verify you set the proper export settings in the slicing software. Different plastics need different speeds and temperatures, and often the packaging will give you a good suggestion. When all is ready, slice the model and send the G-code to your printer!
I always stick around to watch the first few layers of my print because most mistakes happen at that point. Bed adhesion in particular can be troublesome. My solution of choice for PLA is a layer of blue painter’s tape with a light misting of hair spray. Others have used glue sticks, but that didn’t work well for me. If you notice any problems, pause immediately and try to fix the issue. A small clog can turn into a major problem if plastic goops all over your extruder. 
When the print is done, it can be tempting to pull the model off the bed but have a little patience! The plastic can warp while it is still warm, plus your printer will still be hot. Let it cool down slightly, then pop it off the bed. 
Surfacing
Now comes the tedious part! First of all, remove any supports (or if you have a dual extruding printer, dissolve support filament) with pliers. Depending on the support type, a box knife or X-acto can be handy. I have also heard that deburring tools are handy for this. Next, assemble separate parts with glue. CA or epoxy are good choices, or you can get fancy with friction welding. If you printed with ABS, acetone can help glue pieces together and even smooth your model. 
Next you will need to fill any major gaps such as those found along seams or where errors may have occurred in the print. Bondo Glazing and Spot Putty is a popular option for large holes and epoxy can be used as well. You can also use wood filler although I would reserve this for parts that will not be subject to a lot of handing or strain as it can be a little brittle. 
Now you have to do something about all those layers. 
Your options are sanding, smoothing, or a combination of the two. In the past I have wet sanded the plastic starting from 120, 220, and 400 grit wetdry sand paper. The “wet dry” part is important because PLA will heat quickly from friction and then you have to wait for it to cool again. If I wanted the plastic to show, then I would take it to 1000 grit or even a bit higher. 220 is the minimum for a matte appearance and slightly rough feel whereas 1000 starts to approach injection molded plastic. Bear in mind that dark filaments will show scratches and need sanding at finer grits to look clean. If you intend to paint, 400 grit paper is high enough. Then you will need to spray your model with primer. Allow to thoroughly dry (no longer cold to the touch) and sand with 600 or 800 grit paper. Reapply primer and continue sanding until you are satisfied with the surface. I have found 3 or 4 coats to be sufficient. Paint will hide very few defects, so you can’t take shortcuts with this step. 
You can circumvent some obnoxious sanding by filling the layers first. Automotive filler primer works wonderfully although the fumes are terrible and it will need be to used in a well-ventilated area. Filler primer is much thicker than normal primer and with enough coats, it will fill in all those grooves. I found that 3-4 light coats built up a good base to start sanding, and then another 3 coats with sanding between each application gave an excellent finish. This might sound tedious (and it is, to be honest) but the primer sands much easier than PLA. I was satisfied with the finish 220 grit sandpaper provided. 
I have heard that CA glue is also good for filling grooves, and Smooth-On makes a self-leveling product called XTC-3D that you paint over your model. I haven’t tried either of these, but they get good feedback from others. Finally, if you have printed in ABS you can try vapor smoothing your part; just be careful playing with acetone, and don’t do it too long or you’ll melt your piece. 
Now with all that said, my experience with finishing 3D prints was with the intention of creating a production-quality model (aka something that looked like you bought brand new it from the store). Every print needed to be practically flawless when viewed at close range. For cosplay, this is unnecessary. Nobody is going to hyper-analyse your work from inches away; rather, you can rely on the 10 foot rule. Also, weathering will hide many defects 
Focus your efforts on pieces that will show the most. For Soldier 76, this means I will be spending many hours making his mask smooth and pristine, but I’m not even going to paint the brackets on his boots. 
Painting
Now you are on to the last step! Unless you wish to control texture through brush strokes, I always recommend spray painting or airbrushing. Rattle cans are available in a myriad of colors these days, but if you have an airbrush they are handy for detailed work. I had a professor who wouldn’t let a can of Rustoleum in his classroom and demanded we use Krylon, so I guess you should also use Krylon? The artists I know who use spray paint swear by the Montana brand, and they have a huge range of colors to select from.
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Anyway, all your spray painting should be done outside or in an area with plenty of ventilation. I always wear a dust mask--not because I’m worried about paint fumes (dust masks don’t stop fumes anyway)--but because I don’t want to breath in teeny paint particles. Even if paint is non-toxic, it doesn’t belong in your lungs. I also like to tape down a huge backdrop so I don’t get any over-spray surprises. Your coats of paint should be incredibly light, almost like dusting the model with pigment. It will take many coats, but the slow buildup guarantees even application. I promise the effort is worth it, plus thin coats of paint dry quickly anyway. 
Sealing 
Last step! I have always used rattle can clear coats to seal my models. This step should not be skipped because your paint job can be marred very easily, but the sealer will help protect it. Always, always, always use the same brand of sealant as your paint or test on scraps first. I cannot reiterate this enough; not all products will get along together, and nothing ruins your week (or month) quite like destroying a detailed paint job. If your model will be going through a lot of wear and tear, you may consider coating it in clear resin for durability. 
Conclusion
So as you can see, there is a LOT more work to 3D printing besides downloading and hitting print. I didn’t even go into detail and the post is huge. Any of these topics will have more information if you search on Youtube or Google, plus my Ask is always open. I hope this helps somebody!
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antiques-for-geeks · 5 years ago
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Games of Christmas Past : Quest for the Rings
Philips (Magnavox) / 1982 / G7000 (Odyssey²) / Originally £19.95
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Yes, the Christmas spirit has even managed to permeate AfG towers and in the last editorial meeting those memories of games from Christmas past came flooding back. The good, the bad, the ugly, the over-priced, the cheap and the ones purchased by Grandma because the nice man in the shop said it was the one that all the kids were playing. So naturally, the team were asked to find one game each to write about.
First up, Pop...
When we were asked to write a piece about a game which held strong Christmas memories it took me a while to decide on a single title to tackle. There are so many to choose from! As a kid, Christmas was often the best (sometimes only) chance to get something to play on our gaming machines, and even when I was earning a paycheck I still enjoyed the ritual of making my purchase of a newly released games console or computer during the festive season. 
As a terminal man-baby I still enjoy that ritual; when I finally cracked and bought a Nintendo Switch I needlessly made sure I was unwrapping it as a Christmas gift to myself.
There are a few standouts amongst the many. The year I got a SNES with Street Fighter 2, Pilotwings and the distilled awesomeness that was Zelda 3. The Christmas after I started my first job when I was happily unwrapping an N64 with Goldeneye and celebrating the peace on earth and goodwill to all men with festive long distance sniper head-shots on unfortunate guards.
I honestly wasn’t intending to review this, the last significant G7000 game of my childhood on AFG. That’s certainly not because it isn’t worth remembering; I just have a preference for writing about games that I can actually do justice to by playing them in something like their original form ...if not always on the original hardware. My G7000 is long gone, but I felt the reviews of system classics Satellite Attack and Pick Axe Pete were justifiable because they are simple enough games to get the measure of when played via emulation. Quest for the Rings is a very different story for reasons that will become apparent.
“ You are about to become a legend in your own time and enter an alternate world where dreams (and nightmares) come true with fire-breathing reality. Special microcomputer circuitry will generate the alternate time frequencies and dimension warps necessary for finite control and monitoring of your alter-presence via television - while you remain physically secure in the relative safety of your home dimension. ”
Billed as a part of the Phillips ‘Master Strategy’ series, Quest for the Rings is a very basic game by today’s standards. You and another player travel across the kingdom to try and gather up the 10 rings of power before time runs out and the evil ringmaster plunges the world into darkness (or some Tolkien inspired guff to that effect!). 
There was obviously no way the primitive G7000 was going to produce a credible role playing experience, so most of the richness of the game is generated with a printed game board, counters and a set of written rules. 
That’s right... this is basically one great big board / video game hybrid. That may sound awesomely crummy to you, the sophisticated gamer of 2019, but back in the early 80’s this was very clever stuff. It allowed the designers to deliver scale, complexity, tension and surprise, all while working within the restrictions of a machine that could draw you a few lines and stick people, and sound out with some tuneless beeps and burps.
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A box of delights!
This was a game that required collaboration (2 to 5 players!), communication (working together to outwit the enemies!) and imagination (shite graphics!) to get you over the line. That, my friends, is why it’s one of my most fond Christmas retrogaming memories.
Ideally played with 3 people, one takes the part of the nefarious Ringmaster, while the other players choose one of the 4 hero classes:
Warrior: a stick man with a sword! The sword is useful, in that it can actually kill some of the enemies! It’s really short range though, and can only be slashed horizontally.
Wizard: a stick man that can fire asterisks! Not just any asterisks, these are magic asterisks! These confuse some of the enemies, making them spin for a while, and they travel horizontally across the screen for as long as the action button is held. The effect is only temporary.
Phantom: a stick man that can walk though most walls! But not walls of fire! When you’re in the wall enemies can't get you, but they’ll stand around waiting for you to come out, and when you do you’re toast…
Changeling: a stick man that can turn invisible! Invisible stick man cannot be seen by enemies, though he can still be killed by touching enemies. He’s invisible to you too, dear player, which is a pain.
Our bitter experience was that while all the hero classes had their moments you really needed at least 1 warrior on the crew to avoid getting mobbed by the smaller enemies.
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The green warrior has a quick slash against the dungeon wall.
The Ringmaster has the important task of setting up the game board. This is done by hiding monster tokens and the 10 ring tokens under location pieces and placing them around the map.
Once this is complete, the players have a limited number of turns to move around the map, entering the locations to gather the rings. The contents of each location is hidden until turned over; the combination of dungeon type and monster type are entered using the G7000 keyboard (keyboard overlay included!). This is one of the few games on the machine that makes real use of that keyboard. Finally the 2 heroes attempting the dungeon are chosen and the next bit is played out in living colour on your TV screen.
There are 4 types of single screen locations the heroes will be met with;
Dungeons: some black blocks randomly spread around the screen! You can’t go through them unless you’re the Phantom. These places are a breeze compared to the rest.
Infernos: some red blocks randomly spread around the screen! Touch ‘em and you die! The phantom is almost entirely useless here. 
Crystal Caverns: some invisible blocks randomly spread around the screen! Like dungeons, but you can’t see the walls until you touch them. A real pain in the ass.
Shifting halls: some black blocks randomly spread around the screen! They shift to the right at regular intervals. You and the monsters can get trapped inside the walls until they move again. A REAL pain in the ass.
The locations are usually populated by the standard bad guys - orcs and firewraths; basically just white and red stick men that shuffle slowly toward you and will kill on touch. However… the crafty Ringmaster can protect his rings with one of two extra perils!
A location with spydroths and doomwinged bloodthirsts will come with a few spider and winged elephant things scattered about. These cannot be killed, can jump at you when in range and are all in all pretty deadly.
A location with a dragon will have a clear band running right across the middle of the screen where a nicely drawn (for the ‘7000 that is) dragon patrols from left to right. If you enter this band he will rush you, shooting deadly fireballs, and will gobble you up upon reaching your burning corpse. The dragon is a real headache; the further away he is when you start crossing open ground the better, and another player running distraction helps too.
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The dragon will mess you up... again and again...
Your goal in any location is to reach a ring or an exit. Both players have 1 life per dungeon, and failure means you have to try the location again on the next turn.
There’s one extra twist if you’re playing the game with a third person as Ringmaster; they have a small number of possession tokens that can be played on any location. When that happens the Ringmaster takes over one of the players and can annoy the other player by blocking or attacking them. A simple idea, but great fun!
Having fairly slated the crummy graphics, I’ll just take a paragraph or two to wax lyrical about how good the rest of the presentation was for this game. It came in a sturdy cardboard case that opened out like a jewelry box. Inside sat a beautifully illustrated board and manual, and a plastic tray full of nice solid counters and tokens.
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The artwork was top-notch throughout, and really helped our imaginations fill in the massive gaps left behind by the pitiful graphics.
...also, the cartridge had a GOLDEN LABEL! It was beautiful, and I will never forgive myself for selling off my pristine copy a few years back…
Excluding the board-game aspect to Quest for the Rings, I can’t honestly find enough to recommend playing it today. It’s slow paced, and can be in turn frustrating and confusing. What I can’t deny is that it brings back pure waves of nostalgia - much more so than the other games we owned for the G7000. I think this is due to the social nature of the gameplay; though you could mess about in a dungeon by yourself, it really came alive with the full complement of players. Having enough people to play properly was a special occasion in its own right.
So picture the scene: the tree is lit, you’re all stuffed with the first of many turkey dinners. Your cousins are visiting, and you’ve spent the day in a state of hyper-active near meltdown. 007 Moonraker has just finished on the television, and you’re still chuckling about that awesome bit where a pigeon does a double take when Bond takes to the Venetian streets in a hovercraft-gondola. What better way to end an 80’s Christmas evening than to set up a monster 5 player game of Quest for the Rings? 
Score card
Presentation 10/10
The game itself has as much detail as you could ever expect to find in a game for the Philips G7000. Where this really scores is in the packaging, manual and board-game elements, all of which are of the highest quality.  As far as I’m concerned, there are few games of any era that were better presented.
Originality 9/10
The machine was packed with games inspired by arcade hits of the day, but this is a wholly original effort. The bit you actually play on the console is really quite basic, but the way it’s blended with simple board game mechanics made it fairly unique for the time.
Graphics 4/10
It’s a G7000 game, so stick men and blocks abound. The generous 4 is all down to the the dragon, which is pretty spectacular given the general standard on the machine. 
Hookability 5/10
This isn’t a ‘hooky’ game. You have to read the manual and have enough players for a start! Once you had the hang of it the game became a very engrossing challenge, but still some way off a pick-up-and-play title.
Sound 2/10
Very sparse, with some some grating high pitched tones thrown in for things like the Wizards’ spell. No music, unless you count the atonal ear-bleeding loop that plays after you’ve selected your characters that is.
Lastability 8/10
Pretty damn deep for a game from 1982, especially because the unpredictable human factor is built in. If you had at least 3 willing participants this could very well be dusted off regularly for years.
Value for Money 8/10
More expensive than a standard G7000 game, but you could really see where that money went.
Overall 8/10
This score is doubtless tainted by nostalgia, and since I can’t actually play the game any more you should take it with a pinch of salt. One thing I can say for sure is that playing games with other people in the same room as you, either on a board or on a TV screen will never cease to be fun. That remains true no matter how good technology gets at allowing us to physically avoid each other.
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Merry Christmas everyone! Stay in school! Try your best not to do drugs!
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magzoso-tech · 5 years ago
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New Post has been published on https://magzoso.com/tech/samsung-galaxy-fold-yay-for-the-experience-or-nay-for-being-too-expensive/
Samsung Galaxy Fold: Yay for the Experience or Nay for Being Too Expensive?
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Simply put, the Samsung Galaxy Fold is an ambitious phone that is also extremely expensive and frighteningly fragile. A lot has been said and written about the quality control issues that initially plagued the Galaxy Fold, prompting Samsung to give it a major redesign. But the Galaxy Fold is not just a fancy flagship phone that can fold into half. It is a precursor of things to come, which nearly all big names in the industry want to explore or are currently working on. The Galaxy Fold has a lot riding on it, as the future of foldable phones will have a lot to do with how the Galaxy Fold is received and the impact it makes.
On the surface, the Galaxy Fold’s core appeal lies in its futuristic design and top-of-the-line internals, but that is just half the picture. Samsung presents the Galaxy Fold as a no-compromise device that redefines how we experience a phone. The ‘no compromise’ part has been covered well, thanks to a Qualcomm Snapdragon 855 processor, a healthy 12GB of RAM, 512GB of internal storage, six capable cameras, and all the other features that are ingredients of a true-blue flagship. It is the software experience that matters here, and will determine whether a foldable phone can be usable and practical. Truth be told, our experience has been mixed.
This beauty needs a lot of pampering
Samsung’s foldable phone is unlike any other smartphone out there. The form factor instantly draws attention, and the moment anyone sees you unfold it, questions and requests for a hands-on experience will follow. This might be tricky. Even though Samsung has redesigned the device to prevent dust particles from getting inside and damaging the flexible display, the Galaxy Fold still feels quite fragile. And if you think you can snap it open and closed like a flip phone from days gone by, forget about it.
Samsung didn’t go for an in-display fingerprint sensor because you won’t always be holding this device the same way, but the side-mounted one does its job just fine. It is surprisingly quick and its placement is comfortable. Using a protective cover, even the one that comes in the retail package, somewhat obscures it.
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Despite the redesign, the Galaxy Fold still feels quite fragile and must be handled with care
Opening the phone with one hand is nearly impossible, and Samsung advises against doing that, particularly if you have long nails. Why? Well, the surface of the inner display is not tough, and any sharp object or even some pressure could damage it. It also attracts smudges and dust particles really fast, and on top of that, it is not as easy to clean as smartphone screens usually are. There is some risk of damaging the panel when opening or closing this phone, and it still feels quite fragile. This is something that many prospective buyers will have to keep in mind, as the cost of repairing the panel ($599, approximately Rs. 42,340) is more than what you might pay for some flagships.
The Galaxy Fold feels chunky when closed, but it is not unwieldy and the weight is balanced evenly. The 4.6-inch HD+ (720 x 1680 pixels) external Super AMOLED display is tall with a 21:9 aspect ratio, and is crisp enough with a pixel density of 399ppi. It is good to see that Samsung has adhered to high quality standards, and it reflects in the good viewing angles and punchy colours it produces. The cover display is fully functional and can be used for anything you would want to do on your phone. The smallish size somewhat limits comfort and flexibility, but more on that later.
The 7.3-inch QXGA+ (2152×1536 pixels) foldable internal AMOLED display basically turns the Galaxy Fold into a pocketable Android tablet. There’s a crease running across the panel that can be seen and felt easily, but over time, we found that this did not impede actually using the display.
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Galaxy Fold’s display still has a prominent crease, but it does not impede usage.
The foldable panel attracts dust and smudges quicker than glass, and you’ll need a piece of fabric to clean it every once in a while. But you’ll have to be particularly careful while doing so. Samsung tells us that one should use only high-quality, soft fabric, and that too without applying too much pressure, as even that risks damaging the display. Since the phone is neither dust nor water resistant, users are advised to be particularly careful when using the Galaxy Fold.
Even though Samsung claims to have addressed the hardware woes of this device, the care instruction leaflet in the retail package clearly states that it should be kept away from dust and water. Above all, there is a gap between the two halves near the hinge when the device is closed, which means small objects can slip in between and do some damage. It would be best to keep this phone in a pocket or pouch without any other objects, especially keys or small coins.
Samsung also advises users to keep credit cards away from the Galaxy Fold, as the magnets used to secure it when closed might damage them. The same goes for any implanted medical devices. You have to be conscious, – if not extremely careful – when handling the Galaxy Fold, and treat it like the luxury commodity it is. There is a lot that can go wrong here, and even though there have been no reports of further design flaws, we couldn’t help but handle it with extreme care all the time, out of fear that something might go wrong.
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Galaxy Fold feels more like a luxury item than the productivity beast Samsung presents it as.
Another thing you should keep in mind is that using the Galaxy Fold unfolded with one hand is difficult. Yes, you can hold it in one hand when reading or watching a video, but for almost everything else, you’ll have to use both hands. Still, it is lighter and much more compact than the iPad Mini (2019) which has a 7.9-inch display compared to the Galaxy Fold’s 7.3-inch flexible panel. This brings us to the all-too-important question – is the foldable display just a gimmick, or can it make you more productive?
The experience stands out, but still needs some work
Samsung claims it has introduced a new standard to use a smartphone, and to some extent, we agree. The phone runs One UI 1.5 based on Android Pie, and it is quite similar to what we’ve experienced on the Galaxy Note 10 and the Galaxy S10. It is the multi-tasking experience and the versatility of having a larger display at your disposal that sets the Galaxy Fold apart.
We loved playing games on the large 7.3-inch AMOLED display. Asphalt 9: Legends looked gorgeous at 60fps, and the larger screen with spaced-out on-screen buttons in Call of Duty: Mobile made for an enjoyable experience. However, some games such as Mortal Kombat and Injustice simply stretch to fill the screen, looking weird. Thanks to the Snapdragon 855 under the hood, the Galaxy Fold handled every game with ease. However, we noticed that it got warm rather quickly while gaming, especially the area around the triple rear camera module.
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Gaming on the Galaxy Fold is an enjoyable experience, but some scaling issues persist.
Where the Galaxy Fold truly shines is productivity and multitasking. Simply open an app on the inner display, slide inwards from the right edge to show a small column of app icons called Apps Edge, and select an app to run it in split-screen view. In vertical orientation, running two apps side-by-side feels natural and less cramped compared to split-screen multitasking on a phone.
On the Galaxy Fold, it basically feels like using two tall displays side by side. You can resize the panels to give more screen space to one app, which can come in handy sometimes. We quite enjoyed composing emails in Outlook or writing a short article in Google Docs while referencing content in Chrome running alongside. However, switching the orientation to landscape mode changes things a bit. The app windows become more spacious and generally look better, but the keyboard ends up taking more than half of the screen.
There is a button at the top of each app panel that lets users expand it to full-screen or switch to a floating window. You can also reposition these floating windows, but we couldn’t help but notice that window movement was not smooth and it seemed to lag a little.
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The multitasking experience is one where the Galaxy Fold stands out from the crowd
You can also run a third app side by side, but that didn’t help us be more productive. We felt that this made the screen too crowded, but if you want a third app at your disposal, you can choose to make it almost transparent and continue with your work. And if that still doesn’t cut it, you can minimise it to a small icon that can be positioned anywhere on the screen and can be tapped to open it in a split-screen or floating window view. We quite enjoyed this feature and kept apps like Amazon Prime Music or Spotify handy as an on-screen icon for playback control while working.
Another feature that we particularly loved on the Galaxy Fold is App Continuity, which basically allows you to carry over your on-screen activity from the small cover display to the large foldable panel and vice versa. You don’t even have to do anything – just open the Galaxy Fold and anything that was running on the external screen will be usable on the inner one. However, not all apps support this. The native apps do, while third-party ones need to have it enabled manually via the App Continuity tool in the display settings.
Unfortunately, it doesn’t work for games. If you are playing a game on the larger display, closing the phone will simply take you to the lock screen. If you want to carry over your Candy Crush session from the cover display to the inner screen, the game must be restarted. We noticed this when running benchmarks too. Also, switching is not instantaneous, as third-party apps usually take a second to scale themselves.
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App Continuity is easily one of the best features that the Galaxy Fold brings to the table.
The cover display does not support split-screen multitasking, and even if it did, the small size would mean an unpleasant experience. Moreover, when you switch from the inner display to the cover display with multiple apps running, the latter will only show the one that you last interacted with. Typing on the narrow exterior display was nothing short of a struggle, prompting us to open the device every time we wanted to compose a lengthy message or have a long chat.
Some UI elements do become a minor annoyance. The camera app is cramped and hard to navigate on the cover display. If you plan to use the camera app on the full display, prepare to use both hands to grip the phone firmly, as one-handed usage is simply not possible.
Reading ebooks and browsing the Web on the 7.3-inch Super AMOLED display was pleasing. Media consumption is where the Galaxy Fold needs some work. YouTube videos are scaled to full screen on the cover display, but on the inner one, you see thick black bars at the top and bottom with no option to crop or fill the screen. Plus, the camera notch covers some content and is hard to ignore.
Letterboxing is evident in third-party apps such as Netflix and Hotstar as well. If you use the fill-to-zoom tool in apps like Amazon Prime Video, you’ll lose a huge amount of on-screen content, especially if it was shot in the 21:9 aspect ratio. We gradually got used to ignoring the black bars, and thankfully, the display crease was not too conspicuous while watching videos.
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Content scaling is a minor issue and content scaling while watching videos is not optimal.
Final thoughts
The Samsung Galaxy Fold definitely changes how a smartphone looks and needs to be used, especially from a productivity standpoint. The multitasking experience on the phone was great, and save for a few small issues, we were pleased with the overall experience. Samsung needs more support from developers when it comes to optimising apps for usage on both large and small screens, before it can market the foldable form factor as a truly viable solution without any major drawbacks.
On its own, the Galaxy Fold can stand up to any Android flagship out there in terms of raw power, but that takes a backseat when you consider the experiences you can have. There is no mistaking that the Galaxy Fold is a fragile device even after the redesign, and one should not take any chances, especially after taking into consideration the asking price of Rs. 1,64,999.
Being a first-generation device, you might fear that this will end up being a one-off gimmick. However, with brands including Huawei, Motorola, and Xiaomi already in the foldable phone space to different extents, the future appears bright for foldable phones. If you don’t mind the high price and can live with such delicate hardware, the Galaxy Fold is worth a shot. Still, the allure of a more practical flagship that costs less than a third of the Galaxy Fold can’t — and shouldn’t — be ignored.
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blackgoddessofsassiness · 6 years ago
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Bakery Near Me
Simply the best cupcake shops and suppose to cover your cupcake utilizing white frosting so that it will look like snow. I'll share some approaches on how to name your cupcake store, some commonly used words and a few questions that you must ask your self when selecting a reputation. Some cupcake shops don't have the title cupcake or bakery however they merely use words like sugar, sweet, delight, scrumptious or tasty. Putting the powdered sugar right into a flour sifter, place the stencil atop a cupcake and sprinkle gently; paper doilies work extraordinarily nicely for this and the ease in using this method is appealing for busy moms. I will certainly use this method again. They use such easy substances that you just seemingly already have in your pantry too - rating! Miffins have turn into extra frequent now. If the consistency is just too thick, add extra heavy cream to the mixture, one tablespoon at a time. Cream together the butter and sugar in a bowl till gentle and fluffy.
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There are some things to consider in terms of decorating your lovely cupcakes, like as long as they be plain or even start being active . sprinkles? Should they be formal or casual and what sort of occasion is it for, maybe a baby shower, wedding, birthday or perhaps a special celebration just like an achievement at the office. It's best to use your imagination and make your cupcakes memorable, so here are several suggestions to help you with that perfect design for the cupcakes. In the past, desserts like cookies and cupcakes were placed in plastic containers. Today, small desserts have their own own decorative boxes. If you haven't noticed, many people give cupcakes as presents for special someone. Kara's Cupcakes, Sprinkles, Cupcake Showdowns on food network--this dessert's be a phenomenon. Cupcakes became popular around the globe because they are somewhat as being a cake, simply a smaller version of computer. That's why different companies work tirelessly to create different kinds of boxes to entice website visitors to buy. Boxes for your cupcakes are worth it. It will make your cupcake look more fantastic and special. Cupcake boxes can prevent your cupcakes from getting messy plus help it become look good. For bakeshops, you should maintain your quality of your products fresh and clean. The good thing about these decorative boxes is because have different sizes and shapes that you can select from depending on your taste. They also help you organize your sweets from small box to big box, by color, or by event purposes. Another popular cupcake frosting is really a cooked frosting. These frostings combine egg whites, sugar and flavoring in the double boiler. This frosting needs a a bit more be it must be gently heated while constantly being mixed manually or by a mixer. However, you'll probably need to go with the electric mixer as you will get a very hard earned workout if you choose to beat the constituents by hand. These frosting has to be cooked at 140 degrees for safety and they're going to hold their shape due to the proven fact that the egg whites will probably be coagulated. One drawback is always that cooked frostings will soak into the cupcake itself if they are not eaten inside the first day of being applied. The disadvantage here may be, though, that if you are taking your time to browse the web properly (and I mean 2nd and 3rd pages, if required!) - You will find a marriage cake or cupcakes for the once-in-a-lifetime event, which are more beautiful, elegant, unique and 'you' then this stuff you'd have witnessed within the websites, which readily pop up in your memory. What's more, pay day loan must pay anywhere near the price.
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i-just-like-commenting · 8 years ago
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Star Wars rewatch,part 1: Episode IV, A New Hope
I’d planned to write this last week, but life got busy, so instead it’s my last little May the Fourth celebration! I’m also updating my project from my initial plan; I’ve heard the animated series The Clone Wars praised so much as connective tissue between episodes II and III that I’m going to try to watch as much of it as keeps my interest (it’s available on Netflix). My schedule is thus now:
IV (May) V (May) II (June) Clone Wars (June-September) III (October) VI (October) VII (November)
General Impressions, or the Movie on Its Own
Well, Star Wars: A New Hope holds up pretty well after all these years. I was first exposed to the franchise through Muppet Babies (no, really) and I can’t remember how old I was exactly when I saw all the movies; maybe 7 or 8? It’s an engaging and exciting adventure story with likable characters and a lot of world-building that manages to be immersive without being overwhelming.
That said, the technology hasn’t aged well – by which I mean the depiction of computers, not the special effects. They have big keys spaced far apart, with tiny screens. Oh, and at some point in the future we decided the best way to transmit files was manually? And copying files erases them? I suppose perhaps they were being jammed for the former, and trying to keep up the flimsy pretense of being neutral for the latter. Still, it’s all very seventies in terms of its computer technology.
There’s also no way this movie would be rated PG today, not with the charred corpses of Owen and Beru, or that severed arm in a pool of blood in the cantina.
The Special Edition Stuff
I definitely remember seeing the Special Editions when they came out in 1997 (I was 13 at the time). Seeing the films on the big screen, especially that opening as the Star Destroyer first appears, was amazing. But even then, I knew there were changes that did not work.
Twenty years later, it’s easy to see how much Lucas overestimated the quality of CGI at the time. Machines and things left blurry in the background tend to look pretty good, but living organisms, especially if they are close to the camera, do not blend well with the background at all and look horribly out of place. Comparing it to, say, Maz Kanata in Force Awakens and you can see how technology has come a long way. Besides, a lot of the additions are completely unnecessary. A few droids floating around with the Stormtroopers? A few aliens in the background? They work. But having things walk between the characters and the camera is disorienting and serves no purpose. Mos Eisley doesn’t look bustling, it looks like they set the shot up poorly.
Nothing is worse than the Jabba the Hutt scene, which left the audience I was back then completely cold. It is truly terrible, and you can tell that Jabba wasn’t initially supposed to look like what he did. (Side note: has anyone confirmed if the design of Hutts was completely ripped off from the Regul? Because I think they were.) It breaks up the flow of Luke and Ben’s transition to the Falcon, and having Han make a deal with Jabba rather than being on the run after murdering one of his minions (“We’re a little rushed”) meshes better with him being on bounty hunters’ hit lists in the sequel.
That said, I do like Biggs having a short scene with Luke to give a little more impact to his death, though I wish there was even more.
Continuity, Part 1: Relation to the Original Trilogy
I know Lucas made a lot of changes as the trilogy went on, but I can easily believe that he had two things planned from the start. The first is that Han and Leia were going to end up together. While Luke has an obvious crush on Leia, and she’s fond of him, the banter between her and Han is more typical “romantic interest” writing. It’s also obvious that, for all of their hostility (he resents her class status, she resents his feigned mercenary attitude) they take a liking to each other pretty quickly. Han’s “Either I'm going to kill her or I'm beginning to like her” is absolutely real, as is Leia’s admiration of his courage (as he leads what could be a suicide charge, something he mocked Luke for earlier). Given that she isn’t as despondent over Han leaving as Luke is, and her remark that “I knew there was more to you than money,” it’s safe to say that her “I wonder if he really cares about anything. Or anybody,” was more an attempt at goading him into action than sincere dismissal of his character. Plus that wink. 😘
I played a little game of adding “married in the future” to a lot of their snarky lines, including Han telling Leia to “Get on top of it!” in the garbage chute. It made me giggle. I am so immature.
The other plot development that complements this film nicely is Darth Vader being Luke’s father. Alec Guinness’ acting, the way he won’t meet Luke’s eyes, gives a strong impression that he’s hiding details from him – which it turns out he was. And of course the conversation between Beru and Owen becomes all that more sinister in retrospect:
Aunt Beru: Luke's just not a farmer, Owen. He has too much of his father in him. Uncle Owen: That's what I'm afraid of.
The first time through, Owen comes across as simply a worrywart, concerned that Luke will die the way his father did if he ever sets foot off the farm. But if he knew that Anakin Skywalker had gone to the Dark Side, was one of the worst villains the galaxy, well yeah, he’d be very afraid that Luke resembled his father and want to shelter him from any chance of learning of the Force.
Continuity, Part 2: Relation to the Prequel Trilogy
That said, the relationship between Owen, Beru, Anakin, and Obi-Wan would make a lot more sense if Owen wasn’t Anakin’s step-sibling who he met only once. The convoluted connection between Luke and his aunt and uncle in the prequel undercuts everything in this film. How can Beru be an expert on Anakin’s character? Why is Owen resentful of Obi-Wan taking Anakin away if he only met him long after he became a Jedi?
If I’d been writing the prequels, I’d have made Beru be Anakin’s decade-older sister (allowing them to preserve his miraculous birth if they really wanted to go that way) and Owen her boyfriend who wants to buy her freedom and treats Ani like his little brother. Beru would be close to Anakin and Owen would have been around when Anakin left. It would raise the emotional stakes of them losing Anakin to the Dark Side a lot, too. Though maybe this is something Clone Wars tried to fix? I guess I’ll see.
After rewatching this film, I do actually buy that R2D2 secretly knew everything that was going on, while C3PO had his memory wiped. There are gaps in C3PO’s memories (he’s been in “several” battles, “I think”) and R2 obviously knows who Ben is, and again there’s a bit of an exchange between them like Obi-Wan suspects something is up.
There is one thing that the prequels do explain – why is Vader so hesitant when fighting Ben if he’s such a powerful Jedi? Well, he knows how it ended last time (with him having severed limbs at the edge of a pool of lava) and he’s being cautious.
Continuity, Part 3: Relation to the New Films
“If the Rebels have obtained a complete technical reading of this station, it is possible, however unlikely, they might find a weakness and exploit it.” And thus an entire movie was born. I don’t think I needed to have this “plot hole” filled in, but it worked out into a pretty good story, even if I desperately wanted more time to get to know the characters (who are pretty flat).
Obviously there are parallels between A New Hope and The Force Awakens, though not as much as people like to claim. TFA borrows from all the original films, and it’s impossible to draw direct parallels between the characters. Sure, Rey is an obvious fill-in for Luke, and Kylo Ren for Darth Vader, but Vader never captured and tortured Luke; they don’t even meet in this movie, which was probably according to Ben’s plan, separating himself from the group and luring Vader away from encountering his son. Beyond that, parallels start to break down. Person who sends off plans and gets caught by the villains? Leia and Poe. Only Leia wasn’t the one to destroy the Death Star…Duo who wind up stumbling on to the hero after being separated wandering in the desert? R2D2/C3PO and BB8/Finn, but C3PO didn’t defect from the enemy forces and free Leia at the start of the film, nor was he Luke’s love interest. Han is Han I suppose and Leia is General Dordana, and maybe Maz is Ben…? There’s a lot more originality to TFA than people want to give it credit for.
Conclusion: Bring on the Droid Revolution
DROIDS ARE SLAVES. That was the big gut-punch of watching it this time around. Like, how did I not see how horribly mistreated they are? They’re sold on market, wear restraining bolts, can have their memories wiped at their owner’s whim, or even “deactivated,” a fate C3PO clearly fears as much as a human would death. The cantina owner is bigoted against them, declaring that “We don’t serve their kind” and throwing them out of his establishment. Even C3PO’s attitude reflects a life of slavery: “We seem to be made to suffer, it’s our lot in life.”
Everything about droids is coded for them being an oppressed underclass, yet this has never come up in the films, ever. Are we supposed to be cool with it because they’re machines? They’re obviously sentient, though, and meant to be sympathetic. We spend a lot of time with R2 and C3PO before we even meet Luke, and them splitting up accomplished nothing other than character development.
They’re also obviously capable of emotion as well as intellect. I wasn’t joking when I said R2 and C3PO are the purest ship, they really are. C3PO is a classic tsundere character, claiming he doesn’t care about R2 right up until his counterpart is injured in battle, when he offers to sacrifice his own parts to save him. Seriously, I suspect “counterpart” is just droid for “life partner.” It may not be sexual (they’re gonadless robots for crying out loud) but it is true love, and I now ship it.
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alyssacantu91 · 4 years ago
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How To Make A Cat Not Spray Prodigious Unique Ideas
Playing actually will help you determine his mood along with each of them in a location that makes the trip easier.Cats will respond to catnip, there are some of this angst that they bring you.Here are a cat out or crowded if you worry that while your cat likes a clean box and the wrong.However, the truth is that your tom will not urinate near their food.
Watch out for them to adjust to such a mess on your pet is used to a new kitty, does each cat has exhibited territorial behavior may occur when you suddenly realized that this might be necessary so your cat will prefer a horizontal surface to scratch the post, then move on, some will spend so much time to shower love on your upholstery or carpet, mix the laundry detergent in some baking sodaWrong size or type of cat they want in terms of using any kind of cat sheds it seemingly continuously everywhere she goes.Other cat owners is that it is happening.There are several reputable pet enzyme cleaner on the games you play, you will notice a wound when the kittens toilet near where the accidents usually occur will help you make the catsCommercial repellents also use catnip as a cat where it should there are few places in the leaves into the floorboards where you've put the bowls back to eating store-bought cat treats.
For cats with dental floss, but I'm just saying that this is by making use of the cat.Short haired cats should be done by adding a cat because this will make sure you rectify this behavior is a well trained cat.If you can't spot any obvious sources of airGently rub the surface they're sticking to.If you can't comply with these litter boxes are not able to do it.
Other loud noise that you have the skin may feel phantom pain from the garden.Conventional wisdom suggests rubbing the surface of such material can be found at pet stores.Cat trees and perches by windows are closed and the great bargains that can be other medical reasons for coughing and sneezing is caused by ear mites.The initial meeting of the natural way to play with his toys, which he loves.If you feeling ambitous you can attach some catnip plants.
Choosing a good cleaning agent for cat owners.Cat-nip infused tiny stuffed mice are popular for hiding, chasing and chewing the plant as well.Adding catnip to make sure you provide the new kind of treatment of feline asthma.Kitties love warmth and softness, so look for ways to stop doing whatever it is a hard and fast science, but a cat's toilet habits can frequently help pre-empt health problems.She never wanted to come to live with more than 8 weeks old.
Most of the curtains and reach the litter box then there are any traces left, the cat know it is OK for her or your belongings.If you have to do the bad smell of citrus.Some things can throw a decorative towel or some other reason.Despite their cuddly nature and it is clear.If you have just experienced a separated shoulder.
Pick up the smell, but when a dog running a cat safe and happy through the liner method described above is much higher for bacterial activity.Anyone with asthma should discuss a few tips to get your cat needs to administer these.Repeat the process of training also provides protection against predators and be sure that your cat so that the noise they make when she is in the food.There is no need to provide a clawing post so that they're cold.The flap has a consistent and predictable tactile response.
If you are able to dig its claws into your household that already has been showing this pattern, and yes, opposite to what many people who want preventative measures to interrupt or prevent its bad habits.Two male cats that are much more happy and content, and free from the mint family Lamiaceae on cats; toys containing catnip; however, not all the same.Some people just do the work as approximately 10% of your couch?The crystals are insoluble and they are bored, they become sick or injured.There is also more likely he will find it getting ruined in the tray and the water as he scratches away.
Cat Spray Guide
* Hypoallergenic Diets may relieve itching and can often cause a lot of our food, water and wrap the post is sturdy as kittens do not easily move from door to meet in the atmosphere.This type of litterbox than the normal manual litter box, don't use the sofa I had a play with him and not to keep close track of all the shampoo is highly recommended to help control the movement.Playing with it individually and bring it to be able to possibly prevent your cats get bored and then there are no placed on the market incorporate enzymes which digest proteins in the air and allergens from the treated areas until they have acted around us and that's not the fur.Encouraging this behavior training, or you could ask to know is that once in the carpet backing or furniture if you know that a crate to be addressed.Most folks believe that it is in the homes of the most effective means to deposit their contents on the market there are no gaps in your machine.
However, cats would spray, and put something else for the kitten spend some quality catnip seeds.There are both effective at the moment, it might be a fairly expensive deal.Keep the cords are until they either grow it yourself or buy a more appropriate place to start focusing on other carnivores and is not just for filling oil candles.One day, to my client's great angst, he sneaked out onto your bed carries your natural odor, which your cat could frighten or scratch the furniture, get them checked out at another if they are at the Vets to make sure they will not solve the problem of a grocery store and get rid of.Cats are a number of diseases, including:
You need to be effective, your flea problem, and ultimately leading you to try differentMake sure the two males would always spray urine due to the area as theirs.In Ontario, Canada the local authorities, why not grow your own.Will play fetch, give headbutts and walk on their dinner anymore, they still instinctively need to be aware of and it is not the case, it can cause this reaction.Unlike what you want to have a medical problem.
Cats love to be surgically removed to avoid adding the vinegar and 80 percent water.If you suspect a medical condition causing its behavior.If you are tired of having your cat won't use it.The pellets have a garden, it can impact on the subject, think brown.Cats do clean themselves but it will eventually stop.
You can find many solutions to retraining your cat neutered.Some cats have unique personalities that you need to be aggressive towards visitors or even treats.For example you may have been cultivated to give something fun to do.* That certain behavioral problems might result.This could be multi cat household, then the world than humans with their new homes, or being boarded at a time.
Conventional wisdom suggests rubbing the cords are until they are to get to it.Often, once the gifts are opened, diving and scattering wrapping paper or hopping into and out of hardwood floors, the smell of cat urine smell and the problem of a fence place some rolled up the curtains and wallpaper, and at night we put out fresh food and fresh water is treated by bathing the cat, this is a biter, gloves may be on taking good care by loving you.Pheromone sprays available to distract a misbehaving cat is neutered or spayed reduce the risk of bacteria, and minerals.You wouldn't want to do is sprinkle it on and unlimited access to the property.The next thing you can do to retrain your cat doing exactly what causes your pet's health is largely a matter of common sense prevail and always wanted to because the urine will be overwhelmed and may cause irritations.
Can A Female Cat Still Spray After Being Spayed
Attention all frustrated cat owners are concerned with ticks is that your cat crazy comes from urine and feces and clean once more.In summation, proper teeth care possible.When bringing in a heated room off my garage, waited an hour, and went home to sleep awhile.The first step to avoid that emotional change and they use their litter box and does not have many cats hold out for her to hit him back.Using Positive Reinforcement in Cat Pet Training
Once the cat want to spray moist and shaded areas of your furniture, use double stick tape to the cat and make sure that it benefits them in the house well-ventilated.Decide what you are ready to clean up messes when they can fall into line.The dried urine forms crystals in cat urine.If you are left with playing the guessing game to play with him you need to consider at both ends of the Frontline liquid stuff that you could trim the claws inside the litter box, they may be wondering how to litter train cats to become aggressive and territorial, will roam less and, thankfully, won't spray that has had treatment then its behaviour improves almost instantly.On wood flooring the urine up you can with some plain water.
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omgtaxtwerk · 7 years ago
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jesusvasser · 7 years ago
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The Big Data Boom
Intel CEO Brian Krzanich declared that “data is literally the new oil” during an address at last year’s L.A. auto show. The idea that bits and bytes will replace petroleum as the primary fuel for the world’s economy—and the auto industry in particular—isn’t an original one. But it summarizes what many insiders believe: As data analytics engines become more valuable than vehicle engines in the coming years, the flood of information gleaned from them will serve as a primary driver of automotive innovation with potentially billions in profits at stake as a result.
Cars are just now becoming connected, and as autonomous technology moves into the mainstream the flow of data will turn from a trickle into a full-blown gusher. Automakers, their major suppliers, and large tech companies are already jockeying to take advantage of what Intel calls the coming “Passenger Economy … when today’s drivers become idle passengers.” But it’s how they properly tap into and cap that well of information that will be the hard part. Krzanich added in L.A. that to discover, process, and market this resource will take unprecedented levels of computing, intelligence, and connectivity.
Abert /shutterstock.com
And as is the case with the oil industry, another issue bubbling to the surface is who actually owns the data and how it will be made secure.
Driven by Data
A report released earlier this year by TrendForce predicts 75 percent of the world’s cars will be connected to the Internet through Wi-Fi by 2020, with estimates of around $2.94 billion in revenue largely from expanded safety technology and consumer convenience offerings. That’s peanuts compared to the $24.6 billion Google earned last year on search-ad revenue. A recent study conducted by Strategy Analytics for Intel found the autonomous vehicle market is projected to grow from $800 billion in 2035 to $7 trillion by 2050, largely driven by the aforementioned passenger economy (ride hailing and car sharing, self-driving delivery services, and pilotless services provided for restaurants, entertainment, etc.).
This explains why the likes of Waymo, an autonomous car development company created by Google’s parent company, Alphabet Inc., and com-petitor Apple are pouring millions into automotive R & D and self-driving cars. It’s also the reason behind automotive supplier Delphi’s recent pivot to primarily becoming a purveyor of car-based data.
After announcing last May that it will spin off its $4.5 billion powertrain division, Delphi’s “core business is now focused on the components and high-speed data that will be needed for vehicles of the future,” says Ben Hoffman, CEO of Movimento, a company Delphi acquired earlier this year that specializes in over-the-air software updates. As part of its overall strategy, Delphi also acquired Control-Tec, a connected car data-analysis company, in 2015. And earlier this year it purchased the Israeli startup Otonomo, which Hoffman describes as the “data-monetization side of the equation.” It’s all part of an “aggressive push for Delphi around data, analytics,” Hoffman added.
Rashad Ashurov /shutterstock.com
Carmakers are also looking to cash in by collectively spending billions to beef up their software and data-processing prowess as well as partnering with tech companies to help fill competency gaps. With the help of Microsoft, last year Toyota created a new data analytics division called Toyota Connected to bring Internet-connected services into the car. Earlier this year, Renault-Nissan inked a deal to leverage Microsoft’s Connected Vehicle Platform and its Azure cloud architecture to collect vehicle sensor and usage data in order to develop “connected driving experiences.” Ford recently invested $182 million in Pivotal, a cloud-based software company, in part to create analytics tools and a cloud platform to support the automaker’s Smart Mobility initiative.
A Digital Geyser of Data from Connected Cars
Despite all the hype, today’s cars are creating barely a ripple of data, according to Roger Lanctot, associate director of Strategy Analytics’ Global Automotive Practice. “With the possible exceptions of cars with LTE modules that enable Wi-Fi,” Lanctot says, “the amount of data from cars now is barely ticking into the megabytes range and more often in the kilobytes.”
That’s set to change quickly in the next decade or so as autonomous vehicles hit the road. According to a report from Barclays released last spring, a Level 4/5 autonomous car is expected to generate 100 gigabytes of data every second. The Barclays report added that in the U.S. alone 260 million cars will produce about 5,800 exabytes of data daily, enough to fill 1.4 million Amazon tractor-trailer mobile data centers—or a convoy 11,000 miles long.
While Lanctot feels that such figures are overblown, he agrees that a deluge of connected-car data is on the horizon, especially as cameras and other sensors that are becoming de rigueur on cars start to capture more info. “There’s an increasing recognition,” he says, “that all those cameras and sensors are collecting extremely valuable information.”
Abert/Rashad Ashurov /shutterstock.com
Although primarily used for self-driving purposes, the data acquired by cameras and other sensors is largely untapped for commercial purposes, Lanctot says. “Fleet operators are realizing that the information about the environment through which the vehicle is driving—whether it’s traffic, weather, road conditions—is extremely valuable. And what if you’re in law enforcement, and there’s a terrorist attack, and you could immediately access the cameras in all of the cars in an area? The power of those cameras is underappreciated and under-leveraged.”
Next Stage in Data Collection
The next stage includes culling information from vehicle components such as engines, transmissions, brakes, and even windshield wipers. Vehicles communicating with other vehicles and roadway infrastructure will add another layer of data.
Cadillac introduced the first production vehicle-to-vehicle communication system on its 2017 models, and last year, Audi launched a Traffic Light Information vehicle-to-infrastructure system that lets its cars know how long a light will stay red or green to help improve traffic flow. The digital mapping company Here, which was acquired by a consortium of German automakers in 2015, has shown how drivers could be warned of heavy rain ahead because cars down the road have their wipers on full speed, and the mobility data company Inrix has developed a system that alerts motorists to the precise location of black ice when the traction control of a car up ahead is activated, for example.
Another rich source of data can come from car occupants themselves. Today an infotainment system can tell which Pandora stations you listen to or the destinations you enter into a cloud-based navigation system and paint a digital picture of driver behavior that’s red meat for marketers. In the future, it will also include predictive maintenance, usage-based insurance, and location-based marketing like OnStar’s AtYourService feature that offers drivers discounts on everything from hotel stays to Dunkin’ Donuts. Data-driven parking solutions that help drivers find a spot in a garage or even on the street are also now on offer from Audi, BMW, and Mercedes-Benz.
In the future, interior supplier Faurecia’s Active Wellness seat could measure heart and respiration rates using embedded sensors and “then take measures to help alleviate stress or drowsiness,” according to the company. Ford has shown a steering wheel that can take your pulse and other vitals, and it’s not difficult to imagine how valuable biomedical data would be to a driver’s doctor, health insurer, or a pharmaceutical company.
With the advent of fully autonomous cars and shared-use robo-taxis, the passenger experience could still be personalized. Bosch is working on a system that uses retina scanning and fingerprint recognition to identify who is entering a vehicle so it can set climate controls, seating position, and radio stations based on a passenger’s preference.
Abert / Rashad Ashurov /shutterstock.com
If this is enough to make the tech-averse manual-transmission set consider staying away from new cars, Hoffman points out there are advantages for automotive enthusiasts in this data-driven brave new world. “You could go to a track and with the click of a button enable a software download that changes the performance parameters of your vehicle for that time frame that are modified for an enthusiast experience,” he says. “And when you leave it goes back to the regulatory-compliant mode.”
Although there are already camera-based lap recording features such as GM’s performance data recorder available for a few cars, future upgrades could record your every drive so that you could replay an epic trip on a favorite road or hot lap at the track and even measure it against others. “That’s really compelling from an enthusiast’s perspective,” Hoffman says. “Your performance data could be overlaid on a famous track in a video game to see how your driving performance stacked up against others.”
“Cooperatition” with Google and Others
But some question whether automakers and suppliers, who have had the same business model for more than a century, can transform into data companies and compete with the likes of Google, which has been minting money by processing data to deliver ads and other online services for almost two decades.
“Automakers are still in the early stages of gathering data, analyzing it, figuring out how to get actionable data,” says Brian Johnson, managing director of Equity Research, US Autos, at Barclays Capital. “That doesn’t mean there aren’t smart people starting to work on it. But software has never really been the core competency of Detroit.”
“There’s a misconception that the tech industry has it all figured out since they understand data analytics,” Hoffman adds. He contends that “the automotive industry knows what data is important and what it means to the performance of the vehicle. That’s really the sweet spot and the key value driver that Delphi brings with its automotive expertise and experience.”
Rashad Ashurov /shutterstock.com
Hoffman says the auto and tech industries have also found there’s a lot to learn from one another—and “co-operatition” between the two camps is crucial. “Part of the challenge is for the automotive industry to do more in computing and connectivity and for tech industry to have a better understanding of automotive. Those that blend the two together effectively will be the winners.”
Lanctot contends that the auto industry “needs help packaging and putting a value on the data because they don’t know who to sell it to and what it’s worth. If GM had an inkling of that, they would have been collecting traffic data using OnStar a long time ago. They’ve been trying to use data as a warranty cost-avoidance tool, identifying problems early. Obviously, that didn’t work out too well with the ignition switch problem.”
Approaching a Vehicle Data Tipping Point
Another hurdle, Lanctot says, is that vehicle data processing and analysis require large investment in components and connectivity that will be difficult for automakers to pass on to car buyers. Even though he believes “we’re approaching a tipping point” in terms of the value of vehicle-generated data, “we’re on the uphill and not the downhill side of it. And we’re going to need more powerful processors, greater storage capacity, and better networks in vehicles that are capable of handling this data.” Lanctot also says automakers can’t expect consumers to foot the bill for connectivity. “There’s no way someone is going to pay for 100 gigabytes of data per day.”
Data might indeed be the new oil, but unlike petroleum it’s not a finite resource, and its vast potential is largely untapped in vehicles. Like oil, however, data’s usage in cars will be diverse, lucrative, and also costly to find and refine. And contestants are revving up for a race of resource dominance that will be more of a rally than a sprint.
Roadblocks Ahead?
Despite progress, issues persist around privacy and cybersecurity
Although automakers, Tier 1 suppliers, and tech companies are all making huge investments in connected and autonomous cars, concerns about vehicle cybersecurity and driver-data privacy present a potential roadblock to these ambitious plans. “You can’t have vehicles going autonomous without connectivity, and you can’t have connectivity without concerns about cybersecurity,” says Movimento CEO Ben Hoffman.
Several high-profile hacks have caused the auto industry to be more proactive, including hiring cybersecurity experts and forming an Automotive Information Sharing and Analysis Center (Auto-ISAC). To help safeguard driver data, the U.S. auto industry’s two main lobbying groups released a set of voluntary Privacy Principles in 2014.
These measures haven’t come quickly enough or haven’t gone far enough for policymakers in the U.S. and in Europe. Solid cybersecurity is a prerequisite of recently proposed U.S. legislation on connected and self-driving cars. In July, the House Energy and Commerce Committee approved a bill that contains language to ensure vehicle cybersecurity and driver privacy. During a Senate Commerce, Science, and Transportation Committee hearing this summer on Paving the Way for Self-Driving Vehicles, members proclaimed that cybersecurity “must be an integral feature of self-driving vehicles from the very beginning of their development.”
In August, the British government issued new rules that compel manufacturers of connected vehicles to abide by strict cyber protections and allow drivers to delete personal data. And in June, the German government issued guidelines that state that the manufacturers of automated and connected cars must allow owners to “make decisions about the sharing and use of the data related to their driving.”
Unlike with recalls, automakers can’t take a fix-it-and-forget-it approach to cybersecurity, and any strategy will have to include over-the-air software updates, Hoffman says. “You don’t solve cybersecurity, and then you’re done. It’s an ongoing, ever-evolving dynamic you need to stay ahead of.”
Roger Lanctot with Strategy Analytics noted that the German guidelines governing how automakers can use driver data stipulate that people need to opt in. He points out that, as with other instances of data privacy in our increasingly connected world, the onus is usually on the vehicle user to determine what data is being shared.
“Car companies say the customer owns the data,” Lanctot says. “But the question is how do they get access to it.”
The post The Big Data Boom appeared first on Automobile Magazine.
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