Friday, September 21, 2012

Blog : Cool Things on September 21, 2012

So I found some more cool things this week (and I even got some of my own work done). I'm please to share the cool things I found below.

Lectures


While I'm not able to find video from the talk (although it may materialize), this week I attended the seventh Richard and Louise Guy Lecture which this year was on the Mathematics of Doodling.

A view of the 7th Richard and Louise Guy Lecture.
The Department of Mathematics at University of Calgary has hosted this talk for several years now (arranged by Louise as a 90th birthday gift for Richard) and it is always informative and interesting without being bogged down. In pervious years the topic has ranged including areas such as knot theory and the mathematics of music and they have always left me more excited to explore than I was going in.

Sadly Louise passed away several years ago, but Richard continues to attend the lectures (and others, including some classes each year) and it is always encouraging to see his life long love of learning. (If one may be so hokey as to say it that way).

I hope the lectures serve as a model and that we can see more and more interesting talks that continue to inspire us to be better question askers and answer finders.


Blogs


One cool thing I found this week is Day[9]'s blog. Day[9] or Sean Plott (as the non-gaming world knows him), is a former pro Starcraft player and now pro Starcraft II shout caster (and host of the Day[9] Daily). Whether or not you're interested in e-sports and better ways to play Starcraft II, it's still worth taking the time to take a look at the blog. Day[9]'s interests go well beyond the realm of video games and he is a very astute and interesting speaker and writer. (Also you can watch him making a perfume with Felica Day on her Flog this week.)

Video


You might have seen this already given the names involved, but this week, for reasons only known to the deepest oldest minds of the universe the Nerdist manage to revive two things people haven't seen in a long time. Ben Folds Five and the Fraggles. Got something you don't want to do? "Do it anyway!" (Then watch the video.)



Former Five Awesome Girls Monday Kristina Horner and her housemates/co-star launched a new gaming channel called TeamHypercube. They're doing a mix of table-top gaming and video games and the first video game they've tackled Dokapon Kingdom is ... interesting to say the least.



Over the last few months the sports racers (are the viewers even still called that, duck fans maybe now) of a show have been working with Ze and Mr.Norman to put together a song and a video ... and this is it:



Wrap-up


Wanna know how Chris Hardwick managed to make muppetty goodness for us this year? Well now you will:





Thursday, September 20, 2012

Project 5 : SNES Geek Coasters

One of the problems I face on a semi-regular basis (at least whenever I host a D & D session) is that I don't have enough coasters and that the coasters I do have are just not cool enough. Fortunately the Internet has reminded me that this doesn't need to be an on-going problem and that I can do something cool to fix it.

As such, my next big project is going to be SNES Geek Coasters made from pearler beads.

I was inspired to this idea from two sources, one is a mario coin I bought at the Calgary Comic Expo this year and the other is a set of fridge magnets I saw on Pinterest (which were mis-labeled as coasters).

Pearler Bead Mario coin on a desk cabinet
The coin over my desk. From my photo-project with a friend Seven-Fifty-Two-by-Two.
Pearler Bead game boy magnets from gadgetsin.com
Fridge Magnets with retro style - found on Pinterest sourced from gadgetsin.com

Pearler beads work well with retro-video game concept because it's easy to put beads in for each pixel. This means that all I have to do to find plans is to hunt down the sprite sheets for any game I'm looking for. Then all I have to do is match the beads to the pixels, load them onto a hedgehog tray and iron. Or not, this may prove to be harder than I've imagined, but I do have my childhood memories saying this is pretty easy and it may be harder to get the sprites that I want.

My first thought was to go with the question mark blocks from Super Mario World, but the more I've been thinking the more I'm interested in trying for some RPGs of the era (Secret of Mana especially) since they're likely to get hauled out during RPG session most often.

My goal is to have at least a prototype version of these up and running by November 1, 2012.

Tuesday, September 18, 2012

Project 2: The Ogre Manager : Update

You may have noticed that the second project I started, The Ogre Manager, has gone unmentioned for a very long time. There are three main reasons for this, the fact that I fell behind doing everything with the blog is the first, the second is that I didn't give myself a deadline to finish by and the third (and most interesting) is that I don't know that I really want the Ogre Manager in the way I outlined it in the first post.

As I mentioned in the first post is that the origin of the Ogre Manager was a sketch pad which I kept track of all my unit levels on and I did the math using my old high-school Casio calculator. I really enjoyed the "meditative" nature and the hand-made nature of doing it this way. I always felt like I was losing that when I used the spreadsheet and that the Ogre Manager was also going to be a little to "technical".

So, I'm re-organizing the project and introducing The Paper Ogre Manager. 



I decided to make this as nice as possible, so I started by getting a set of large moleskine cahier with ruled squares. I'm going to include 4 graphs which outline the average level for each unit, the average front-attack (or best-attack) power for each unit, the average alignment, and the accumulated experience (or possibly percentage of calculated experience). I will also track these in a table as well.



It's still probably a month or so before it really feels like Ogre Battle time to me (I think I may be a type of reverse plant I can only play Ogre Battle once I'm not getting enough light), but now that I have this set up I'll be ready. I may still tackle the software version at some point, mostly for the programming practice

Monday, September 17, 2012

Blog: Favorite YouTube Videos (Volume 11)

Welcome to the eleventh volume of my favorite YouTube videos. This week our musical journey is interrupted by the arrival of a new species of video, the vlog. *Play ominous music now* At least we'll start with a vlogger rapping to make our transition.


  • The first video of the volume is yet another song by the perennially appearing Brentalfloss. Rather than his usual video game fair, this one is an awesome moment of thanks for a teacher.
  • The second video is another video song from Pomplamoose. As with "If you think you need some lovin" this is one of their earlier original pieces. Always fun to see the exuberance vs the cool chick.
  • The next three videos are the arival of the vlogbrothers into my favorites list. For the uninitatied the vlogbrothers are brothers (surprise) Hank and John Green, who started out with a project many years ago called brotherhood2.0. In brotherhood2.0, they set out to spend a year without communicating with each other textually. This morphed over time into the vlogbrothers and the community surrounding them nerdfightaria. One of the nicest aspects of their videos (aside from the fact that they're awesome) is that most of them are under 4 minutes in length.
    These three come from three different time periods in vlogbrother history. I think the first one comes just after I started watching, although that seems far too recent (after I started watching the vlogbrothers I went back and watch all their videos through (at least twice) so my sense of time is a little mushed where when their videos actually happened). The first video is Hank's wootstock rap and pretty much explains itself (but it starts with a reason for me to use the wheaton fawning tag) The second is further back, but deals with the important concept of braincrack (and gigantic blue penises) and the third is from brotherhood 2.0 days and is one of the first book club videos (and a demonstration of how slow John used to talk). As I've said before the vloggers are coming and this is their vanguard.

Friday, September 14, 2012

Blog : Cool Things on September 14, 2012

I'm starting a new series of posts on the blog side where I'm going to mention some of the cool things I've run across. I hope this is roughly weekly, but the blog schedule has to flex to the actually being a student schedule.

This first edition is mostly things from youtube, where I'm a little better oganized about keeping track of cool things (and you don't have to worry there's at least a year's worth of favorite YouTube videos before I have to do anything there). In the future I will hopefully be keeping track of all the cool things.

Videos


Let's start then with the inimitable Dodger, who has started a let's play series of the game They Bleed Pixels. The style of the game is pretty cool, I especially like the character's pose as she jumps, and how reactive the game looks. It looks like it can become incredibly frustrating so I'm just as happy to let someone else play. Dodger's Let's Play style is enjoyable, she's actually good at games, and makes for great back ground listening. I also appreciate how she goes back at the end of the prologue video to pick up the collectables she missed. Check out the following episodes too, unfortunately there isn't a playlist of them yet.


Another cool video I found this week is Karen Kavett's video on how she created a Doctor Who Guess Who set. She's pretty inspirational on the getting excited and making things front and she makes some pretty cool things. The video features the music from Chameleon Circuit.


The last video this week is the 1000th video from the vlogbrothers (well, technically the 1001st). It's pretty cool all the things that have come together over the last five years. DFTBA.


Games


This week I've also been playing (a bit to my chagrin) Final Fantasy: Crystal Chronicles: My Life as a Dark Lord, a downloadable title by Square-Enix on the Wii. This game is a pretty cheesy tower defense game (in which you have to defend your tower ... rather than use the tower for defense). The concept is a little weird/j-rpg the mechanics are a bit simple (and sometimes frustrating) but for some reason this is a hell of a lot of fun.

Yeah, that's what it looks like ... (via GameFAQs


Podcasts


I've recently run across the not-at-all new Film Sack from the Frog Pants Network. In which Scott Johnson, Brian Dunaway, Randy Jordan and Brian Ibbot discuss a movie each week, usually a B from a while ago and see how it feels, if it holds up and whether people should actually be interested. Despite not being much of a movie buff myself listening to these four guys talk about films is really fun and the kind of thing you can put on in the background while getting things done. I've started listening both to the oldest episode and going forward and the newest one going backward and we'll see what happens when the film sack trains collide.



On a related note, Film Sack's cousin podcast Autopilot is preparing for it's second season. This podcast (put together by Scott Johnson and Tom Merritt) takes a look at the pilots of television shows and is informative and entertaining. They released the first season earlier this year, and decided to fun the second season through Kickstarter (rather than through sponsorships). I enjoyed the first season enough to get on board to give them a kick.


Wrap-up


I'd like to thank my friend Daley for his bump to the blog earlier this week. He runs his blog at lingwhatics.ca and keeps a good eye on the world both there and on his twitter.

And finally, although I'm sure everyone's had enough gangnam style, here's the crew of Weekend Confirmed getting overwhelmed by the spirit of ... dance ...

Wednesday, September 12, 2012

Project 4 : Snake : Update

The deadline for the first phase of the Snake project was September 1, 2012. By that point I had hoped to have a basic version of the game up and running. Unfortunately, I wasn't quite able to finish all that I'd hoped to do in the given time period.

Snake. Version 0.1 - it's almost a game.

What I did manage to get done was all the basic parts of the game except for the actual snake. I have a dot that goes around the world and can hit another dot that gives the player a point. This is mostly the point of snake, but right now my snake can't grow a tail.

Building the game in Processing.org was interesting. Processing is designed for non-expert programmers to be able to develop animations and interactions. It based on Java, but has a limited set of  the java utility libraries (although it does allow for other libraries to be added). The java basis is convenient because that's the language I've done most of my development in so far, however not having things such as queues makes things (such as the tail of the snake) harder to implement.

Even though I haven't finished the tail of the snake, it's interesting to note that the game already has the feeling of snake. The controls have a slight delay (because the movement of the snake is not linked to key presses) which feels very similar to most of the other implementations I've played in the past. I actually find this somewhat frustrating, since it causes you to have less control than you might. In the implementation I finished a while ago (and then deleted somehow) I implemented the control differently (I think I had the snake move on the key press regardless of its speed) and this made the game much more controllable and less frustrating.

Since I didn't get everything done in the last phase, I'm going to start my next phase by finishing getting the snake's tail running. I also want to implement the move-on-key-press control system and a way to switch between the two so there are traditional and "comfortable" modes. I also want to put in some of the "game" functionality, including a start screen, a pause screen and an on screen score / level system.

It's come back into the semester and sadly I still have one class left to complete in my PhD, so this can't be a high priority for the next few months. I don't think it will take a lot of time to finish but I want to do a good job so I can have it in a state where other folks can play it, so the balance of all that I'll end this phase on October 14, 2012.

Tuesday, September 11, 2012

Project 3: 25 books in 52 weeks : Wrap up

The 25 books in 52 weeks project ended on September 3, 2012. I'm writing this wrap up a week later.

I started this project with the intention of kicking myself back into reading. For a bunch of reasons I'd stopped reading almost totally and really felt like I was missing it, but it was hard to start again. The original goal was basically to read a book every two weeks, which is not too ambitious a goal. I still found it to be harder than I'd have liked but managed at the end of the day to get through 12 books in 52 weeks (which I guess leaves me at 48% completion rate).

I re-discovered through this project how much I enjoy listening to audio books and actually listened to most of the books I finished rather than reading them off paper (or e-ink).

I feel much better about reading now, although I still need to balance my approach (since I tend to read a book all at once over a day or two, rather than a little bit at a time for a longer while. I also want to reduce the gaps between books (which I tend to cause by becoming obsessed with some other media thing) and be generally more even in my media consumption.

The Books I Read

  • The Atrocity Archives - Charles Stross
    • I love John Le Carré's George Smiley books especially the focus on the infrastructure built by the espionage organizations. The Laundry books do an amazing job of invoking that feeling and mixing it with some Lovecraftian world mangling and a healthy dose of Dilbert.
  • The Jennifer Morgue - Charles Stross
    • As with the George Smiley element in The Atrocity Archives, the James Bond elements in the Jennifer Morgue work very well as well. 
  • The Fuller Memorandum - Charles Stross
    • Unlike the other two Laundry books, I felt like the Fuller Memorandum was more "in it's own style" although that may be because I haven't read the books wikipedia mentions as influence. All of the Laundry books are a lot of fun to read and I'm very excited that the next major novel is coming out in the next few days.
  • Mort - Terry Pratchett
    • I'm working my way through the Terry Pratchett books in publication order and I have to say that I found Mort much harder going than the first three (Colour of MagicThe Light Fantastic and Equal Rights). With the first three it was fairly easy to slip into the world as odd as it was, but Mort feels like such a festival of anachronism that the world is hard to accept. 
  • The Alloy of Law - Brandon Sanderson
    • I loved all of the first Mistborn trilogy, but especially the first volume. I enjoyed the action and adventure and heistyness and especially how alive and active Vin felt. The other two were good as well but I found that they didn't move as quickly as the first (which I think is something of a standard problem for Brandon Sanderson). The Alloy of Law felt like a return to that first books energy and I finished reading it and wanted to pick up the next one immediately. (Which is sad because I think the wait might be a while).
  • The Sword of Shannara - Terry Brooks
    • I read this book at least partly due to having never finished the project I undertook in junior high school where I promised that I would read it. I found this, especially for the first two thirds to be an incredible drag with uninteresting characters. As I eventually began to accept it as a Tolkien based D&D campaign rather than "people run back and forth in a small park" (seriously the longest march they undertakes is about 4 days, how close are all the major cities). The end had enough charm and momentum and I don't regret reading it, but I'm glad to have relieved myself from that particular guilt of my youth and don't think I'll pick up any of the other books from the series without some serious motivation.
    • I should also point out that I seriously expected Menion Leah to have no idea what a woman was when he first meets Shirl. The entire first three quarters of the novel is devoid of the mention of women, so it seems to me that Menion should have been totally baffled. Serious missed opportunity for an Ethan of Athos kind of world. 
  • Great by Choice - Jim Collins and Morten T. Hansen
    • I liked the ideas put forth in Built to Last and Good to Great. I think that Great by Choice is better than either in that the findings of the book are much more applicable to the daily life of a graduate student. It's certainly worth a read and is an especially good jumping of point for trying to be more productive.
  • Cryoburn - Lois McMaster Bujold
    • Any adventure with Miles is fun. The more mature version of Miles we get today has a different feeling than his earlier, more energetic self, but a good Xanatos Gambit is always great.
  • Sourcery - Terry Pratchett
    • Of the Wizard books, I think this one had too many wizards in it. It also feels like it treads the path of the coward Rincewind a little too heavily. We already did that in the earlier books.
  • Leviathan Wakes - James S. A. Corey
    • Leviathan wakes, the first book of The Expanse is a good, fairly hard, sci-fi story. I haven't ready sci-fi like this for a while and generally I thought it was okay. It dragged a bit and was grittier than I really enjoy in the middle but I found the ending really engaging. I also found the swapping between characters a little frustrating, which is maybe inevitable with Corey actually being two authors. I also felt like the chapters were coming in the wrong order (that Miller's chapters and Holden's chapters should have been flipped).
  • The Apocalypse Codex - Charles Stross
    • As with the Fuller Memorandum, this book felt very much it's own genre (as opposed to the earlier Laundry books). It had a lot of features that reminded me of the earlier books in general, but was a really great read. It left me wanting Stross to write more of these and faster.
  • Caliban's War - James S. A. Corey
    • This is the direct sequel to Leviathan Wakes. Overall I found I enjoyed it more than the first, but was strongly put off by the child abduction in the opening scene of the book. I also felt that it didn't really drive the story as far forward as it might have, didn't provide more in depth examination of the situation or the characters and left off at almost the same point as the first book. As with the first the ending was definitely the strength and left me wanting to get onto the third book. 





Monday, September 10, 2012

Blog: Favorite YouTube Videos (Volume 10)

Welcome to the 10th volume of my favorite YouTube videos. This volume is another music episode and will be an introduction to the coolest band you'll meet on YouTube.
  • The first video is from OK Go, whom you may know from their treadmills.  This video involves one of my favorite things on earth Rube Goldberg machines. This is a pretty incredible video and as with some of the ones last week keeps surprising you with more and more cool things.

  • The next three videos are by the group Pomplamoose. These early videos are "Video Songs" which have two rules (from the video description)
    1. What you see is what you hear (no lip-syncing for instruments or voice).
    2. If you hear it, at some point you see it (no hidden sounds).
Their early music was a mix of covers and original music. I have really enjoyed their covers, and I find when I hear the original versions of Telephone or Single Ladies I think of them as the dance covers. If You Think You Need Some Loving is also an amazing example of Natalie's cool and Jack's exuberance. I hope you enjoy them because there will be a lot more from them in the future.


  • The final video in this volume is from Dan le Sac vs Scroobius Pip. I don't think I've heard a track of their's that I haven't loved and the only reason this is the first video to show up in this project is that I upgraded a bunch of my earlier favorites to their better quality versions and so those videos are further down the favorites list for now.


    Tuesday, September 04, 2012

    Blog: Favorite YouTube Videos (Volume 9)

    For a surprising turn of events, this Volume has nothing to do with video games. It's still fairly musical though and contains rabbits, my childhood and groups of people doing cool things.


    • The first video this week come from, of all places, the New York State Lottery Board. It has rabbits, they're cute. 
    • The second is a lipdub from a group of students from l'Université du Québec à Montréal. This is the first lipdub I'd ever seen and my mind was blown. You may not love The Black Eyed Peas but the video is pretty incredible. I love seeing groups of people band together to pull things off and this is a brilliant example and the fact that they do it in all one take is even better.
    • The third video is one of the opening credits to the 1980s PBS show 3-2-1 Contact. There were several different versions but this is the one I remember the best. I was probably a bit young to watch 3-2-1 Contact (and I certainly get it mixed up in my memory with other PBS shows of the era). There's something about the song though that's really memorable.
    • Following on that is a clip from another PBS show Square One. As a kid I loved this show and through this game thought this was a great idea for a game show (since I was pretty good at math).
    • The last video is a flash mob from the 2010 olympics (the one with the mittens). As with the lipdub above I enjoy the group effort and the well that's all they managed feeling getting blown away by the but wait there's MORE. It's also kinda neat to know exactly where a video was filmed.

    Monday, August 20, 2012

    Blog: Favorite YouTube Videos (Volume 8)

    This volume of my Favorite YouTube Videos is another mostly musical grab bag. I should point out that I'm starting with my favorites that are farthest in the past on the list and as such this shows how my use of YouTube has changed over time (basically, warning the vloggers are coming). This volume has some cool video game music, some interesting animal videos and a weird admission from my undergraduate degree.


    • The first video is another by perpetual appearer in these posts, Brentalfloss. Here we have his with lyrics version of the Ducktale's Moon Theme. 
    • The second video is another by the other perpetual appearer, CalebElijah and his rendition of one of the quieter more contemplative pieces from Secret of Mana. I'm always amazed by the amount of artistry in these videos, you don't think about it, but keep in mind that not only does he play all the instruments, but he edits together all the video as well.
    • The third video is one that stick with me at least in part because of the music. It's a slow enjoyable moment relaxing and watching the fish go by.
    • The fourth video demonstrates that squirrels are smarter than you think and are capable of getting into more places than you'd hope. Please to enjoy squirrels solving obstacle courses. With the necessary Mission Impossible cover, of course.
    • The final video for this volume is a bit of a weird one. It's a remix of the theme of Tiny Planets, which was a children's television show about this bigfooty-thing and its ... pet ... thing ... destroying children's understanding of physics while improving their understanding of basic math and cooperation. I have really fond memories of watching this show before heading into classes on Fridays during the first year of my undergrad (in fact it and Neon Genesis Evangelion are some of my major memories of that year and between the two Tiny Planets is actually still watchable, if weird).

    Blog: Favorite YouTube Videos (Volume 7)

    This week the grab bag of things that once held my attention on YouTube (known of course as Favorite YouTube Videos, volume 7) is all over the place with stuff that at one point held my attention. For what ever reason that means that this week we get a few cool stop-motion animations, some inspirational moments with a group of cellos and two very different kinds of video game covers.

    • I love animated short films. The one things I'm most likely to see at the annual film fest here is the  animated shorts program. I enjoy getting my mind bent around new ways to look at what's going on in the everyday. This one, by PESfilm in a nifty take on making dinner.
    • Interestingly right on the heels of that first video the second one is a commercial for RBC which we were bombarded with during some major sporting thing (I'm fairly sure it was the 2008 Olympics). I really like this for several reasons, one of which is the animation, the second is the structure of the one long pull back and the third is the architecture of the pavilion that builds up around Mr. Muffin. One of my favorite ads of all time.
    • The next video is a cover of Final Countdown played on cello with orchestral backing. Need I say more?
    • Brentalfloss is known for his Video Game Music ... With Lyrics series and this is one of the early entries. I like this one and will sing about taking the stuff of poor mangle monsters whenever the opportunity presents itself. I will say though that the one time I played this for my D&D group after one of their victories I was met with rather uncomprehending faces.
    • Finally we have a remix of Mario music. It's missing a video (as a lot of music things do) and it's pretty housy (I think, I'm a lousy gauge of music genre), but it's fun and I think it would go well in a Mario game.

    Thursday, August 16, 2012

    Blog: Thoughts on Pikmin

    I recently finished replaying Pikmin. Pikmin is a real-time strategy game released by Nintendo for the Gamecube in 2001. Pikmin was later followed up by Pikmin 2 and now Pikmin 3 is scheduled to be a launch(ish) title for the Wii U. In it you play Captain Olimar, erstwhile space ship captain who has crashed into a terrifying planet full of giant captain eating monsters. You have to find the 30 missing parts of your ship  with the help of 3 different, colour-coded for your convenience, species of animate carrots. I rented it (and played it through) through when it first came out and recently picked it up at my local game store.

    Piiiiiikmin (via GameFAQs)

    You play Pikmin by raising up a swarm of these small simple creatures who's basic functions are to fight things and carry things. You get more pikmin by having them carry food back to their "onions" from which they sprout new seeds which bloom into pikmin which you then pluck and put into forced labour fighting monsters, removing bariers and carrying more food and your ship parts. Different pikmin are immune to different environmental hazards. Put together you get a game that's part puzzle game part action-strategy game.

    It's a simple game and really short (I finished it in 3 light evenings, and I wasn't that good). I enjoyed enough to feel like writing a bit about it, especially because of the brightness of the game and how much fun it was it was to play.

    What I Liked


    The greatest part about Pikmin is the feeling of the game. It's bright and colourful and the controls are (for the most part) not frustrating. It's easy enough to see a problem, decide on a solution and implement it (whether or not it will work is another story). The controls feel good and the game doesn't fight you outside of a couple of AI elements, since the pikmin are supposed to be independent creatures you sometimes have to work with what they want. This doesn't detract from the game at all though.

    It's kinda fun to hang out with these guys. (via GameFAQs)


    I like the constrained nature of the game. Your ship has crashed, you have 30 days to retrieve 30 ship parts. Pikmin fight things and cary things. All you need to do is make sure the paths are open (which you do by using more pikmin to fight things. The game isn't overwhelming with complexity, either in the gameplay or the story, so it's simple to sit down and play for a few minutes when ever you feel like it. Days last 13 minutes, so it's easy to get a small snippet of Pikmin in although it sometimes takes a couple of days planning to get a task done and it's easy to forget what you were aiming to do.

    What I Didn't Like


    The biggest issue I had with Pikmin is the strength of the enemies. This is partly due to my having played a lot more Pikmin 2 where the a lot of the bosses from Pikmin become easier, regular field enemies and you have stronger Pikmin to fight them. Still I would describe Pikmin as an easy game, except for the combat. It's also true that most of the enemies are based on patterns and the more you play the more comfortable you get with the correct way to fight each kind of enemy.

    Patience is a virtue rarely explored in video games. Watch out for the feet. (via GameFAQs)


    I also found that the game is a little bit small and simple (despite my having like the constrained nature above). Again this might be my experience with Pikmin 2 peeking though, but the areas are a bit small and there aren't any extra things to do. It would be nice to find a few extra surprises here and there to expand on the game a bit.

    While it's mostly alright, the AI was not all it could be. While most of the game felt like you were collaborating with helpful, mostly compliant creatures (who sometimes had their own agendas) every once in a while the covers fall off and you run into problems. One instance I had was when a bunch of blue-pikmin who are able to walk through water (they have gills) wouldn't carry a ship part back to the ship unless a bridge was repaired for them to carry it over the water. It's a case where what should be a largely emergent AI system was trumped by traditional video game design and it made the game worse for it. From what I recall they did make this much better in Pikmin 2, but as an AI researcher its frustrating to see something we could implement much better going to waste.

    Things I Noticed


    Pikmin was also re-released on the Wii and while I haven't played it (I have watched Chuggaconroy's Let's Play), I noticed that they signifiantly reworked the controls. This seems to have removed a lot of the issues I've had with getting the pikmin to the right places at the right time. While I don't think the Gamecube controls are terrible it does look like the Wii controls make the game a lot easier.

    Things I'd Include in a Game


    The bright and happy aspect of Pikmin shouldn't be underrated, even if it causes people to feel like it's a "kiddy" game. It's obviously not appropriate for every game, but sometimes its nice to be able to relax and enjoy the atmosphere ... although this possibly makes it more horrific when you get a swarm of pikmin eaten.

    How can it not be charming? (via GameFAQs)


    I also like the bite sized chunks attached to achievable goals. This game came out long before the "social gaming" trend started and it's a good reminder that small fun pieces of game play doesn't have to also be about microtransactions.

    Final Thoughts


    I enjoyed Pikmin and if you're able to get your hands on it I recommend playing it. It's a lot of fun by itself and an interesting example of where video games have been in the past. I'm really glad I picked it up and I'm pretty excited for the forthcoming Pikmin 3.

    It is the fundamental nature of the Pikmin. All things must be carried. (via GameFAQs)


    Monday, August 13, 2012

    Blog: Favorite YouTube Videos (Volume 6)

    Welcome to the sixth volume of my favorite YouTube videos. This is another grab-bag music week (this will eventually become less frequent, but it's the kind of thing I was focused on at the time, plus I didn't really use YouTube that heavily).


    • First we have a nifty piece of music constructed out of the sounds of the Windows Operating System. I like the song and I think it's a cool idea. It's also good for making people wonder what the hell is wrong with their computer.
    • The second video is ... faintly embarrassing. But I'll admit to having watched and enjoyed Kim Possible. I also enjoyed that after the first few seasons we started actually seeing the characters change clothes. You know, like people? Sorry about the music on this one.
    • The third video is pretty much my favorite song of all time. I love Chrono Trigger. I love Robo's Theme and this song, by Star Salzman, is great. The video that goes along with it also great and has a few funny / awesome moments.
    • The fourth video is another great video from CalebElijah. This time tackling the iconic "Shadow's Theme" from Final Fantasy VI.
    • And the final video for this volume is the very exciting Yoshida Brothers, playing the Hockey Night in Canada Theme. Ok well not quite, but Rising certainly evokes that before transitioning into it's own version of awesome.



    Thursday, August 09, 2012

    Blog: Thoughts on Mass Effect 3


    This is another post of my thoughts on video games. As with the Legend of Zelda: Skyward SwordI finished Mass Effect 3 quite a while ago. Interestingly unlike Skyward Sword, Mass Effect 3 left less of an impact on me and I find that it has largely faded from my mind (and it isn't, on it's own, a game I'm likely to return to).

    Just a warning this post will contain major spoilers for all three Mass Effect games.


    This is Calrin Shepard. Your only defense against the Reaper threat.


    To go back a bit, I really enjoyed Mass Effect, more, I think, than a lot of other people. I enjoyed the RPG aspect of the character management and the combat (although not the inventory). I even enjoyed the Mako sections (that bouncy tank) that no one else liked. The thing I liked most about Mass Effect though was that it let me play a guy who was geuinely enthusiastic about going to space, meeting aliens and doing cool things.

    Mass Effect 2 therefore was a mixed bag for me. It was easier to play, better organized and still a lot of fun. It felt a bit more closed in and I found it harder to play Shepard as the space enthusiast and as a realistic human being. Because of the way the game was structured it was necessary to get as many paragon or renegade points as possible to get powers and story points unlocked successfully. This meant that you weren't free to chose the dialogue option you wanted, but had to pick the choice that gave you the points you needed.

    Enter Mass Effect 3, which felt on the one hand like an apology for how much Mass Effect 2 wandered off from the original idea of Mass Effect and on the other hand like a plea from EA for everyone on earth to start playing their games. This made the game quite mixed having some of the aspects that I really enjoyed from Mass Effect (such as the interplanetary diplomacy and your original crew), but still some of the streamlining from Mass Effect 2 that felt a bit as though the control of the game was not up to you.


    Someone who sorta looked like me used to sorta work for you.

    Things I Liked


    As I mentioned the thing I liked best about Mass Effect was the feeling being able to run around and be excited about being in space and meeting new and crazy races (if you wanted to play that way). Mass Effect always seemed to be light hearted enough that meeting people and doing things always felt fun. Now I realize that the plot in Mass Effect 3 doesn't allow for so much light heartedness but it was nice to at least have a chance to go do some things that were more "spacey".

    It's good to have the old gang back together.

    I also liked the way the combat was designed. Mass Effect was clunky at best (even though I enjoyed it) and while Mass Effect 2 was much slicker it also limited the options available to you (playing as an engineer I felt like my hands were tied for much of the game). Mass Effect 3 seems to have found a balance point between the two, where you get to play the way you want to play but the game is still streamlined and organized. That being said though the very best part of the combat (at least as an engineer) is the joy of setting the bad guys on fire.

    Surprisingly I also really enjoyed the multi-player. I hadn't expected to enjoy it, in fact I hadn't even really expected to play it. I don't usually go for multi-player games, I tend to play games for a break for interacting with people.  The fact that multi-player was somewhat necessary to get the best ending for the game (and we'll get to the ending in a bit) drew me in especially since I didn't want to spend too much time grinding on the single player elements to get my "readiness" up to the top level.

    It turned out however that the multi-player was maybe the most fun part of the game (even if I was the weakest link on several occasions). Especially once I got used to the maps and the style of play (and it was kinda tough as an engineer) I had a lot of fun and I think if I were to fire up Mass Effect 3 again in the near future it would be to play multi-player (especially if I could do it with people I know.)

    Things I Didn't Like


    Unfortunately Mass Effect 3 has a number of aspects that I just didn't enjoy. The first of which the story. Actually it's not the story itself that was my problem so much as all the side-stories you needed to do to get on with the main story. This is one of the parts where my memory is fading a bit, but the number of times you had to do the traditional RPG thing of helping one person to get the thing to help another person to get the thing to help the first person to get the thing you needed to do the first part of your quest seems very high.

    In particular I feel like Tuchanka was both the best and worst part of the game. On the one hand you had incredible character moments and scenes that changed the shape of the galaxy, but at the same time you're dicking around on a planet doing things that had do nothing to stop the invading fleet of giant sentient space robot lobsters.

    I think the solution to this would have been to make the game much more open (I recognize there are some options, but they're less even than in the previous two games). You have 7 days and all of space open to you. Go see who you can convince to save earth and the rest of the galaxy. You can keep most of the set pieces and scenes of the game the same, but you give the player a lot more flexibility to cut and run when the time invested is out weighing the benefit collected.

    Another thing that bothered me about the game is the amount of time taken for Shepard to get anything done. Even if we exclude the length of time it takes for interstellar travel (which they don't really talk about in game, is it seconds or is it days) there's still the fact that the game takes a lot of time. Enough time that the onboard reporter to have several reports that it seems would take place days or even weeks apart and for that mater there's enough time for people to build a giant super weapon. It speaks to the weird construction of the threat in this game. Giant sentient space robot lobsters that are explicitly designed to absorb and destroy all life in the galaxy have to conduct month's long ground wars?

    And I'm fighting you by hand ... why?


    This is one of the more common problems in video games (and a lot of creative works), the relative power of the bad guys is set way to high for the good guys to ever combat. We want a strong enemy so we can feel great having over come them and been victorious, but if the creators have to invent reasons why the bad guys don't auto-win over the good guys the story telling is going to be slightly hollow.  It's difficult to take a defeatable video game enemy as a real threat to the entirety of life in the galaxy.

    This feeds into my last major issue and it shouldn't be any surprise to hear that it's the ending. I'm less bothered than a lot of people because I'm in the camp of believers that most of the game was "the ending" and as such the results of the decisions you made and the actions you took are played out long before you start shambling around the citadel with a small child (the spoilers will really take effect now, also context is everything).

    The thing I was most upset about with regards to this was the resolution between the Quarians and the Geth. Now I may in fact be wrong, but as far as I can tell, regardless of the actions you take in Mass Effect 3, if you took particular actions in Mass Effect 2 there is no way for you to get the "best result" and save both races. I suppose you can call this the natural outcome of the choices I made thoughout the first two games (although I'll counter by telling you that it would have forced me to make only the paragon choices through out the game regardless of how I wanted to play it and that in Mass Effect 2 this means siding against the optimism I was playing for with my Shepard), but it is extremely frustrating that there was no option in the game that let you do anything about this.



    This may prove to be wrong, as I mentioned, but I did extensive research online at the time, knowing the outcome I wanted. I think this is another thing that game designers should strive to avoid. If someone wants something to happen in the game they shouldn't need to play with the walkthrough open on the side.

    The second point where this becomes a problem is in the final ending. You're given a large ending-o-tron which can make one of three endings happen. You "win" by giving up, you "win" by annihilating the reapers and all other forms of artificial life (including the Geth you might have just saved and your teammate/ your own ship's AI) or you "win" by smushing everything together into a big circuty mess and all you have to do is kill yourself first.

    The problem comes here though, if your "readiness" score is high enough and you choose to destroy all artificial life then you get a scene which suggests that either Shepard survived or, at least, Shepard's corpse was recovered. No mater how high your score is if you make the other two choices then this hint isn't given at all.

    So for me, the choice came down this, kill my ship/shipmate EDI or kill myself. I had my score up high enough (thanks to all the multi-player I played) and arrived at the final choice with enough war resources to "win" the game. In and of itself this isn't a bad choice. You or your friend. Selfishness or Selflessness. Simple dramatic choice. My Shepard chose selflessness, of course, because that's the way he is.

    My problem is that I could have made that choice without doing all the extra work. I could have skipped all the optional missions and all the multi-player. None of it mattered. I gave up all the work because of a plot related choice. So in effect the game didn't reward me for my work and actually punished me for trying to live up to an ideal.

    I haven't played the "extended ending" so I don't know exactly how it affects what we know about the world at the end of the game. From what I've read it doesn't bring Shepard back to life, nor make clear if EDI survives if you chose to destroy the Reapers. It adds a do nothing option, but I don't know what the result of that is either.

    I would have really liked to see a result that allowed you to explore the consequences of your decisions without relying solely on which button you chose at the end and what your "score" was thought the game. To stick within the framework they've chosen it the ending should reflect at a minimum how well you've played and what you've decided. So if you want endings for people over a line in the score and under it then make six endings, good merging, good surrendering and good destroying and then bad / mediocre merging, surrendering and destroying. Don't tie the quality of the outcome to the choices made by the player.

    However the other way to do it would be to remove the score and make the result of the game much more dependent on the choices the player has made throughout the game (and in fact all three games, as long as there's a chance for the player to try to get the result they want for the major decisions). This allows for players to see the ending that's tailored to the way they played the game (and saves you from needing to incorporate a weird ghost-space-child to give you a sudden victory at the end of the game).

    The final thing I'd like to gripe about, is the Citadel. In the first game it was a wide open space (if not as large as you might like) where you could chose several different ways to get around. In the second game it was a 3 story office building with nothing interesting in it at all. Mass Effect 3 does a better job of making it an interesting place to visit, but it still feels small and chopped up. I wish there had been more space, more options and more things to do even if it meant spending more time in elevators.

    Things I Noticed

    When I wrote up my thoughts on Skyward Sword, I found there were a bunch things which I didn't feel that strongly about, one way or the other. For Mass Effect 3 I don't have anything I feel that neutral about. If this continues in future thoughts on games, I may remove this section all together, but for now I'll leave it at my unneutral feelings.

    Things I'd Include in a Game


    By far the best part of Mass Effect 3, and the whole Mass Effect series is the relationships between you and your team mates. Characterization is important to making you feel connected and making you care about what's going on in the game. If you had never spoken to Mordan would you care when he sacrifices himself? You might, because some of the characterization is done through the main plot, but there's so much more when you've had those long weird chats with him every time you've run past.

    Sometimes you just want to hang out with your buddy. 

    When developing my own game, I want to make sure that the way you interact with your team mates and the choices you make and the actions you take are well reflected. I want to make sure that you feel like you're working with real people who care and are interested in what's going on around them. This can be complex, but it's also as simple as Shepard's relationship with Wrex: "Wrex." "Shepard."

    I'd also keep the number of team mates down. By the end of Mass Effect 3 you have two and a half crews whom you've adventured with and whom you care for. When wrapping up the story a lot of these angles are going to have to be cut short or else the game will last forever. To combat this keeping a small handful of people to really care about is important and helps make the game feel more meaningful.

    Final Thoughts


    Despite what EA would like you to believe, there's no real reason to play Mass Effect 3 if you aren't a long term player of the series. I really enjoyed a lot of my time playing the game and if I'd stopped halfway through I'd have had a much more positive outlook on the game. I know that endings aren't easy, but unfortunately Mass Effect 3's really hurts it. Not so much for its content alone but for highlighting all the weakness of the series all at one time.

    At some point, I may play these all again. I've partially played through Mass Effect and Mass Effect 2 to see what the renegade side is like but never to completion. I'd like to revisit them, but I'm still disappointed that to get some of the outcomes I want I have to auto play the paragon route.

    I really liked Mass Effect and I liked Mass Effect 2 even though I disagree with a lot of the decisions BioWare made about that game. For Mass Effect 3, I enjoyed the gameplay, but feel left short by it. I enjoyed the story, but felt it didn't fill in all the gaps I wanted to know about. At the end of the day, I was left liking Mass Effect 3, but not loving it.

    Yeah, I had a few graphical problems. It may be time for a new PC.


    Monday, August 06, 2012

    Blog: Favorite YouTube Videos (Volume 5)

    Welcome to the fifth volume of my favorite YouTube videos. This week is a bit of a grab bag. Still mostly musical but also a little bit of brain melting thrown in for good measure.


    • The first video is the video for Dana Lyons song "Cows With Guns". It's ... punny and you should consider yourself warned. The song is also a fond reminder of the old days of CBC radio and "Richardson's Roundup" which was always the highlight of my day. Quick note, really long intro so you might want to skip about 20 seconds in and turn your volume down until after the singing starts.
    • The second video is a few minutes with renowned physic professor Walter Lewin. This is part of his Electricity and Magnetism Lecture (I think from 2002). It comes in a bit late if its been a while since you covered electro-magnetism, but is still a fascinating video and a view of an amazing lecturer (also he's a man who is very good at drawing lines). 
    • The next video is a return to our friend Brentalfloss and his interpretation of the original Zelda Theme. (And it's a good thing he got those 400 views of his Mario medley.)
    • The fourth video for this volume is of comedian / musician Rob Paravonian and his famous Pachebel Rant. (I'm not sure about famous exactly but looking on the internet this seems to be the thing he's known for best). 
    • And the final video for this volume is Stephen Malinowski's Music Animation Machine video of a harpsichord recording of Domenico Scarlatti's Sonata in G Major. This video is favorited for two reasons, the first of which is that I like the harpsichord rendition of the song (midi though it may be) and the second is that the style of animation of music inspired the visualizations I used for a project of mind called Agent Jam (which I haven't mentioned here yet, but I  may in the not too distant future.)

    Interestingly one of the videos that would have been in this volume got axed by copyright request in the last few days. It's interesting in this case because the video was of Rostropovich playing the prelude from Bach's Cello Suite No. 1 and had been up on youtube for at least 5 years by this point. Copyright is always a thorny issue and I'm not making any statements about that here other than that its frustrating when things disappear out of my favorites list.

    Friday, August 03, 2012

    Project 4 : Snake

    As I have mentioned here before, one of the goals I have is to design and make video games. I don't know that I mean to do it as a career (said the perpetual student) but  it would be a fun hobby.

    I don't have experience in games programming (baring some assignments during my bachelor's degree) so I need to start actually doing something to start getting some experience (you have to start your 10 000 hours somewhere).

    I figured to give myself an achievable start I'd though I'd tackle something with not too many moving parts. As such, I thought I'd implement Snake. For the uninitiated, in basic snake you play a snake, made up of squares and you eat dots which make you longer and you try not to crash into things (either the wall or yourself.)

    Emulation of the Snake I remember best on the TI-83.

    I like snake for a number of reasons. The first as I mentioned is that it's relatively easy to program and a simple implementation can be put together in a day or an afternoon (even if you don't really know what you're doing). It is also easily extendible (it's not too much extra work to get to tron bikes or to caterpillar) and still has enough game play aspects to introduce interesting ideas.

    This is not a terribly novel thing to do. There is a site at snakegame.net which has an archive of some of the more interesting implementations which come in a variety of flavors. There's also a cool version Snakes on a Cartesian Plane which plays with a lot of different game play concepts and ideas.

    It's punny and an exciting experiment.

    A friend of mine, who happens to be experienced in the way of game design, mentioned a developer who always implements snake as a way to get familiar with a new platform. I feel like this is a good idea and I'm planning to follow that as well as I start teaching myself how to make games.

    The first stage I'd like to finish is to implement a vary basic, limited graphics version of snake using Processing.org. I actually did most of this a while ago but somehow lost the project on my computer so need to start again. This should be fairly quick (as I said maybe an afternoon of work) but I'm going to give myself a deadline of September 1, 2012 to finish.

    Wednesday, August 01, 2012

    Project 1 : A Blog - Wrap Up / Update

    A year ago I started the "Blog as a Project" project (not to be confused with the "Blog as a Blog") and today is the day I'm supposed to wrap it up.

    Let me say first that I'm planning to start a "second season" of the blog, but that I'm still not sure exactly what form it will take.

    When I first started out to blog more I had a list of things I thought would be interesting to blog about. I even have a nicely organized file that lists them all. I'll include that below so you can see what I had been thinking about before I started.



    Idea Date Added Date Published
    Intro 06/08/10 01/08/11
    Windows Shutdown 06/08/10 -
    Thesis 06/08/10 -
    We are all going to live in public 06/08/10 -
    Thesis Wordle 06/08/10 -
    Ad incentives (omgpop vs tetrisfriends) 06/08/10 -
    Why everyone should be a polymath 12/08/10 -
    Not all collections are created equal 12/08/10 -
    Clean Desktop 13/08/10 -
    Nerd Fighting / Proactive Nerds 14/08/10 -
    My Pockets 14/08/10 -
    Black book ToDo List 14/08/10 -
    Enjoying Wear 14/08/10 -
    Pomplamoose Videos expertise in sound crafting 15/08/10 -
    Closet 28/08/10 -
    Water Bottle Spigot 28/08/10 -
    Garfield / Adding more to the given story 18/11/10 -
    I don't really like Harry Potter 18/11/10 -
    I don't really like Robots 17/12/10 -
    Fan Chants at Hitmen 31/01/11 -
    Peanut butter pizza tutorial (Video) 03/06/11 -
    "Future" - (Corning Glass) (via Terry O'Riley) 03/06/11 -
    Derek K. Miller 31/07/11 13/09/11


    So what can we see? Mostly that I only managed to get two posts done from the original list, the Introduction (which I split into two parts, the intro to the "The Blog the Blog" and the intro to "The Blog the Project") and my memorial post to Derek K. Miller. The others haven't been done for a variety of reasons.

    By far the biggest reason is that the me of 2010 just doesn't have the same concerns that me of today does. So, while I could write most of these posts still, I'm not sure I'd feel the same push I would have had I not been procrastinating back in 2010. A few of these I have no idea what I was supposed to talk about (Closet? - mine should be be cleaner but what was my point, Garfield? - I don't even know) and some I don't really have anything to say on the topic (Harry Potter, Robots and Hitmen Chants). A few actually require me to learn new skills (how hard should it be to mock up Windows Shutdown Screens? damn hard if you aren't trained in it, it turns out).

    Some of them may still be interesting, but I don't know that they match as well with the things I'm thinking about now, nor the things I'd like to focus on. Over all, at the moment, I feel that this blog should support all the other projects that I'm working on (and yes I know I'm not doing much right now, that'll be followed up on in another post). That's why I've been writing (a bit) about video games since at the moment I would like to focus more on learning to be a good developer of video games.

    July is really the first month in which I've gotten any traction at all blogging, and that mostly through my Favorite YouTube Videos series. While the YouTube series is not exactly an amazingly deep set of posts, they are fun to write (and hopefully fun to read) and they give me some practice in getting things written and sent out. Given that my career requires (for the next 3 years at least) that I get better at writing and and presenting my work, any practice I can get doing this seems like a good thing.

    With a "year" of blogging in hand, I feel excited to keep going (and actually more excited having written this post). As I mentioned, I would like to focus more on blogging about things that support the other projects I'm doing. This means in the short term I'm going to keep posting thoughts about different video games as a primary topic, but I'll keep posting about anything that I think is interesting and slowly flooding everyone with the videos I've favorited on YouTube (incidentally that should take about a year to get caught up on).

    As I've said before I think that there should be a pre-determined end date for any project. I'm calling this the second season of the blog and it will run from now until August 1, 2013.



    Monday, July 30, 2012

    Blog: Favorite Youtube Videos (Volume 4)

    Welcome to the fourth volume of my favorite youtube videos series. This volume is a musical grab bag and another visit to internet history.


    • The first video is one of the versions of the Pi song. There are several songs composed so that the digits of Pi inform the music. In this case it dictates the pitch of the note, there are others where the digits control other things, you can see a bit more at Numberphile's video on making a Mathmetal song about Phi. This version is pretty up beat and kinda fun to listen to.
    • The next three videos are that visit to internet history. Brentalfloss has become pretty well known for his video game music "with lyrics" series, but did you know that he started out doing simple covers of old video game songs? (You did? Oh for heaven's sake, why do I keep using this device?) Here we see three renditions of Mario Bros. music two on keyboard and one a cappella and you can see a little bit of where Brent is going to go, but I have to say at the time I didn't expect just how cool he was going to become.
    • The final video is a funky rendition of Fur Elise by a guy called GovernorWatts. I also found him through some of his video game music videos, but he wandered off into other fields. It's interesting that at the time Brentalfloss and GovenorWatts seemed about the same (both doing "in bedroom music covers" and political rants) and to see now how differently they came out. (And no I'm still not sure about the"son of Stephen Colbert" bit, but I do know that this was going long before the Report came out.)

    Sunday, July 29, 2012

    Yet Another Update


    I've decided, given that this is about the first anniversary of the "Blog as Project" part of the blog, to make a couple of simple changes around here. Over all, I'm happy, I feel like I'm getting better and that things are moving along.

    However I haven't posted as much as I'd like to and at least some of that is due to the way I have the projects structured. They feel a bit too big to me and like I should have something substantial before I do anything (which is why there are so few). I've also been busy, as you may notice up at the top this is the "productivity" journal of  PhD and that means that I actually need to get some of my school work done as well.

    In order to manage the projects better I'm going to add two other categories. The first is "Mini Projects" in which I will include things that are quick to do and will be one or two posts (and I think a lot of "after action reports"). The second category is "Academic Projects" in which I may detail more of the things I do in relation to my degree, these may be quite vague, since most of my work is not yet published and there are quite a few things that I'd rather not spoil on myself. Still I hope that I can keep track of that part of my life on here, all be it in a fairly vague manner.

    I've also changed the font for the site, since I discovered that I apparently don't like san-serif body text any more. Hopefully the site will easier to read.

    Monday, July 23, 2012

    Blog: Favorite Youtube Videos (Volume 3)

    This is the third volume of my favorite youtube video series. In this volume we take a break from the video game music for some exciting time lapse videos and take a look at the earliest days of an internet phenomenon.


    • The first video is a time lapse of various night scenes accompanied by very beautiful music. Keep an eye out for the LAX landing sequence.
    • The second  and third videos are both photo-a-day projects of two guys who recorded a picture of themselves every day for several years. The first at least is pretty well known and parodied but it's still a fascinating thing to watch. The second I think is less well known but interesting in its own right as the man goes through a lot of maturing over the course of the video.
    • The next two videos are little pieces of internet history. Yahtzee Croshaw is known for his long running, snarky, fast talking video game reviews on the escapist. But did you know he got that job on the basis of two videos he posted to youtube? (You did? Well ok then I'll just go feel not special over here.) Please to enjoy the slowest talking you will ever hear from Yahtzee.

    Monday, July 16, 2012

    Blog: Favorite Youtube Videos (Volume 2)

    This is the second of my (going to be quite long) series of posts sharing my favorite videos from Youtube.

    This volume, much line the first, is focused on some cool video game music.


    • The first entry is a little shaky as far as video and sound quality goes, but is a good and exciting rendition of the best boss music in Final Fantasy. If this doesn't make the hair stand up on your arms then there is clearly something wrong with the hair on your arms (or possibly this wasn't a staple of your childhood, which is fair too, I guess).
    • The second favorite is another from CalebElijah, playing music to be banished from your village to.
    • The third is medley of all the ocarina songs from the Legend of Zelda: Ocarina of Time. I favorited this one at least in part to teach myself how to play these on the piano, but I never got around to it (maybe that's another project from the future).
    • And finally we have a Mario Paint version of Robo's Theme from Chrono Trigger (which we will here again in other forms, have no fear). This is made using the actual composer found in Mario Paint (as opposed to Mario Paint Composer, which is a tool based on the SNES game, but with a lot more functionality). Robo's Theme is my favorite from Chrono Trigger, and I loved the composer in Mario Paint (way more than actually painting) so this video was an easy thing to favorite.

    Project 24: Blog HTML Generator - Introduction

     I’ve been having a lot of fun with my new book tracking infographic. Doing things like making a word cloud of authors and a grid of titles...