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Gaming Stories: Cook, Serve, Delicious! Days 1 & 2

It’s hard to open a business in the current economic climate, and it’s common wisdom that it’s especially hard to open a restaurant. While the commonly cited statistic of 90% of all new restaurants fail is a myth, even if we accept that 60% or even just 30% of all restaurants fail in the first year, a new restaurateur still faces an intimidating set of challenges. Naturally, my new year’s resolution for 2013 was to open a restaurant and manage it until it is a success. Unfortunately, I haven’t defined what “success” in this case means in the long term, so for now, survival will equal success.

I had spent the past few months studying the biggest pitfalls a new restaurant faces. As I understand them, they are:
-lack of a unique selling point that is unrelated to food and service (for example, Sonic offers “nostalgia” as its selling point)
-the menu is too large, which lacks focus, requires large inventory, more equipment and personnel, longer ticket lines and keeps customers inactive for too long;
-inability to manage logistics;
-poor pricing strategy;
-no marketing skill;
-poor negotiation skills with suppliers.

I’m not sure what my restaurant’s unique selling point is; I can’t come up with anything that matches the attractive location I secured in SherriSoda Tower, where the local economy is beginning to pick up after some tough times. I hope that my previous work experience have provided me with management, marketing, and negotiation skills. I suppose I’ll find out whether I’ve priced my goods properly.

I was able to secure the crucial liquor license, so I will be able to sell beer and wine at my new restaurant. I plan to use my beer and wine sales to form the backbone of my menu while I find actual food items that will work in this location. After all, the actual mechanics of serving beer and wine are relatively easy, and both provide opportunities for tips later down the line. I am concerned about the clientele and reputation that my restaurant will attract because we sell beer and wine from opening until closing.

For now, I’ve decided to also offer salads and grilled chicken breasts, which are both simple to make and should be in fairly high demand during lunchtime. Also, neither salads nor grilled chicken breasts require additional equipment, which should help me keep my opening costs down for a while.

I settled on simple, staple items for my opening menu.

Day 1: Soft Opening
Because we didn’t have the budget to advertise widely, I employed a soft launch strategy for my new joint. I’ll have to rely on my skill to build the buzz for my restaurant.

We opened at 9 a.m. Sunday morning, and I’m already distressed by my customers’ dietary choices. Who has a salad with just ranch dressing and cheese at 9:15 in the morning?

One of many salads I served today.

I think that I had a pretty good day; at this point, the first few days will serve as the baseline for future days. I served 55 customers today, and I only screwed up 2 of them, and only 1 of them badly at that. At one point, I completed 35 orders perfectly in a row. I earned $361 by the time we closed at 10 p.m., which seems like a pittance, but at least I can feel like I earned every cent with my labor. My service and food have begun to earn my little restaurant some praise; my messed up order created some negative buzz, but my restaurant earned 26.5% positive buzz overall today. Thankfully, there wasn’t a huge run on beer and wine in the morning; I’d think that would reflect poorly on my business and on SherriSoda Tower. I was glad when the last order of grilled chicken breast was served though. I’m beat.

I hadn’t anticipated how often I would need to clean the dishes, take out the garbage, or flush the toilets. Who are these people who don’t know how to operate a toilet? Washing dishes has quickly become my least favorite part of owning and operating a restaurant.

Taking trash out is simple compared to washing dishes. Oh, those dishes.

Day 2
The soft launch continues, and I’m pleased that we picked up some new customers today. In total, we served 64 people, and I completed 40 orders perfectly in a row and 62 orders in total. I’m beginning to feel like I’m getting a handle on the cooking side of this business.

I was able to install a tip jar for today, which added to my daily earnings. Today, I earned $414 and $18 in tips. It’s a little disappointing considering how much beer and wine I served today, but I hope that my customers will become more forthcoming with their tips in the future.

My grilled chicken breast has been the hit item on the menu so far; there was definitely a run on chicken from morning until the afternoon.

I wonder if I’m ready to explore more difficult items. People love burgers. Maybe I should consider adding burgers to my menu? I’ll admit that the idea of adding foods to my menu that will generate more dish-washing intimidates me because I hate washing dishes.

Gaming Stories: Awesome Games Done Quick 2013

I can’t remember the last time I turned on my Xbox 360 to play video games. The backlog remains, but I haven’t made any attempts in months to clear it. Most of my play takes place on my iPad these days, and the actual experience of gaming feels very disposable these days. More than anything else, though, I seem to be spending a lot of time watching other people play. Whether it’s archived Let’s Play videos, Bazza87’s Video Game Championship Wrestling stream, or various videos on GiantBomb, my gaming experience these days seems to be composed of vicarious thrills lately.

For me, the original and purest source of vicarious gaming thrills is still the Speed Demos Archive, the repository of speedrun videos since 2004. In my previous post about the New Game Masters, I stated that the participants in the Penny Arcade Expo’s Omegathon and players like Ray “Stallion83” Cox carry the spirit of masterful play, adaptability, and comfort with all kinds of games and systems that players on Video Power and in the Nintendo World Championship Series had, but I neglected to talk about speedrunners who conquer games as quickly as possible. Their speedruns show old games like Jackal and Metroid in new ways that I would not have considered. Without speedrunners, I wouldn’t have thought about sequence-breaking in games like Super Metroid, where Power Bombs could be collected before the Grapple Beam, and The Legend of Zelda: A Link to the Past, where items from all temples can be collected before finishing the first temple.

Speedrunners are perfectionists, players who patiently explore every facet of the games that they play to discover any secret that might lower their playtimes by seconds. In my experience, this can be done either through relentless experimentation achieved through playing the same game over and over or by browsing into the game’s actual code. They approach games like they’re puzzles waiting to be deconstructed, and like the players who post Let’s Play videos, they speedrun through games because they love them.

Speedrunning records confuse my eyes every time I read them, even though I’ve watched enough speedrunning videos at this point that I could understand on a basic level how they can be done. As with many other things in life, context is everything. For example, I have the achievement for completing the XBLA version of Contra in under 12 minutes. I played through the game often enough to memorize enemy placements and platform patterns. I knew when I could pick up the Spread Gun power-up and which enemies had to be fought and which could be avoided. So when I watched David Heidman, Jr.’s run of the NES version of Contra in 10 minutes and 11 seconds, I can understand on a fundamental level how he did it, which adds to my admiration of his skill and respect for his accomplishment.

From January 6 to January 12, the speedrunning community will be participating in Awesome Games Done Quick 2013, Speed Demos Archive’s charity marathon to raise funds for the Prevent Cancer Foundation. Certain scheduled speedruns, such as Aftermath’s attempt to complete Darksiders in 1 hour and 50 minutes and TheEnglishMan’s attempt to complete God of War 2 in 1 hour and 40 minutes, stand out because I devoted dozens of hours to each game, and the idea of beating either game so quickly is astounding. Other scheduled speedruns, such as Mike Uyama’s attempt to complete Earnest Evans in 20 minutes, intrigue me because I haven’t played those games, and I’m willing to dedicate some time to watch others navigate through them masterfully.

So, please visit Speed Demos Archive’s site for Awesome Games Done Quick 2013, join me and watch some of the new game masters apply their craft, and donate to the Prevent Cancer Foundation.

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Gaming Stories: Video Game Championship Wrestling Revisited

Little Fraud, the Corporate Champion, until he wasn’t.
A lot can happen in a month, and a lot has indeed happened in the world of Bazza87’s Video Game Championship Wrestling. Championships have changed hands, lives have been altered, surprising alliances have formed, rings have been destroyed, and, according to the chat, Half-Life 3 has been delayed again because this happened:
 

I still can’t believe Nappa hit Gabe Newell with a supersuplex and collapse the ring to win the match via TKO.

When we last checked Video Game Championship Wrestling, Nappa and Zangief were engaged in a violent feud that involved backstage fights, Link had just debuted but lost, which earned him the nickname “The Jobber of Time,” Adam Jensen had stopped Ganondorf from beating on Ezio with a steel chair, and Little Mac had just become the viewers’ most hated villain because he was perceived to have screwed Zangief, who had won an opportunity to challenge for Video Game Championship Wrestling’s Hardcore Internet All-Star Championship.

Since then, the Hardcore Internet All-Star Championship has changed hands from Ganondorf to Bowser to Adam Jensen of Deus Ex: Human Revolution fame to Kratos to Little Mac to Proto Man to Donkey Kong, who is the current champion. Ganondorf’s loss to Bowser was a particularly memorable loss: it was a rematch between Ganondorf and Bowser, and it took place in an Inferno Iron Man Match, which meant that the two characters were in a ring surrounded by fire, and the character that scored the most pinfalls or submission victories in 30 minutes would win the match. Bowser won the match 32 pinfalls to Ganondorf’s 5.

The Dark Lord fell in dramatic fashion.

Meanwhile, the tag team championship has changed hands from the Team Fortress duo of Scout and Pyro to the team of GameCenter FU, composed of the Angry Video Games Nerd and Gamecenter CX’s Shinya Arino, to The Practice, made of Dr. Wily and Dr. Eggman. Little Mac and Zangief have resolved their feud, though Little Mac was recently run over by a mysterious black sedan, as these things go in professional wrestling.

The stream remains an arresting viewing experience, even though each show takes about 3-4 hours and they’ve occurred a little more frequently than I would like. Since November 26, Bazza87 has held a show on November 27, November 28, December 5, December 9, December 12, December 14, and December 19 and a special prototype show featuring female video game characters on December 15. The shows have all been entertaining, but it’s a significant time investment, and the pace could lead to burnout on both the presenter’s and the viewers’ sides. Some of the characters seem a little stale, but Bazza87 has tried to remedy this by holding elimination matches where the loser is erased from the roster. So far, Earthbound‘s Ness and President Obama have been eliminated.

The entertainment still comes from how nonsensical even the experience of describing what takes place during these shows can be. In the last paragraph alone, I mentioned that a character from a cult favorite NES roleplaying game and the current President of the United States have been eliminated from a made-up Internet-only fan-run professional wrestling league. The levels of abstraction from reality that exist in Video Game Championship Wrestling remain the key to why this works as well as it does.

The other part of the equation comes from the spontaneity that fuels the chat during the shows and how Bazza87 has reacted to the unexpected. Indeed, some of the best moments of watching Bazza87’s Video Game Championship Wrestling has come from dealing with WWE ’13‘s various bugs and glitches. The aforementioned epic Inferno Iron Man match between Ganondorf and Bowser showed that Yukes’s AI-controlled characters have trouble with specialty matches or matches with unusual stipulations. In that match, Ganondorf insisted on trying to force Bowser to submit to painful holds, but he refused to score pinalls on Bowser. On the other hand, Bowser had no such difficulties.

Also, the feud between Little Mac and Zangief began when Zangief won his shot at the championship in a match that lasted mere seconds because the game’s AI couldn’t coordinate six characters in a Money in the Bank Match, which requires wrestlers to climb ladders to retrieve a briefcase suspended above the ring. Because the match was so brief, Bazza87 determined that the match was glitched and held a rematch later in the show, which resulted in Little Mac winning the championship shot. Bazza87 then declared that Little Mac’s victory was the official result of the match, which led the chat to declare that he was “Baz McMahon,” styling him after Vince McMahon, who would involve himself in WWE’s storylines in overt and covert ways. Bazza87 would take to this role with relish, going so far as to control Vince McMahon as the referee in a match between Little Mac and Zangief.

A third example stands out. During a tag team match between the team of Dr. Eggman, Wesker, and Vegeta and the team of Duke Nukem, Donkey Kong, and Simon Belmont, Dr. Eggman glitched and stumbled around the ring while his teammates were beaten by their opponents. It seemed like Dr. Eggman’s glitch would cost his team the match, but Wesker and Vegeta were able to eliminate Simon Belmont and Donkey Kong, which forced Duke Nukem to fight all three villains alone. To everyone’s surprise, Duke Nukem was indeed able to pin Dr. Eggman, Wesker, and Vegeta, and the chat quipped that Duke Nukem’s performance in the match almost made up for Duke Nukem Forever.

Going forward, Bazza87 faces the challenge of continuing to deal with his league’s unpredictability. The recent championship churn demonstrates how difficult it can be to create compelling professional wrestling storylines when the organizer lacks the ability to directly control the results of matches. If we take our knowledge of how the Legend of Zelda games end, I think that Bazza87 introduced Link to Video Game Championship Wrestling to eventually dethrone Ganondorf, who at the time seemed invincible because he had beaten Dr. Eggman, the Angry Video Game Nerd, Scorpion, Little Mac, Bowser, and Ezio during his reign. But Link lost to Wario in his debut match, while Ganondorf lost his title to Bowser, so that storyline had to be scrapped. By wrestling logic, Zangief should have had an opportunity to challenge and possibly dethrone Little Mac after Little Mac won the championship, but Little Mac lost in his first title defense to Proto Man. Of course, Proto Man did survive this to win his shot at the championship:

Dr. Light builds them strong.

Bazza87 also needs to contend with the lack of continuity in WWE ’13‘s tournaments. Wrestlers cannot accumulate injuries in tournaments, so they cannot reflect accurately the results of earlier matches during a tournament. For example, Proto Man did not exhibit any damage from falling off the top of the cage during his match with Gabe Newell or in the other matches during that tournament.

In a way, Bazza87’s Video Game Championship Wrestling stream is the best stress test that Yukes and THQ can have to see how WWE ’14 could improve over WWE ’13. The popularity of Bazza87’s Video Game Championship Wrestling stream, which now has increased from 150,410 viewers as of November 26 to 343,759 viewers as of December 20, demonstrates that Yukes should consider enhancing the game’s build-a-storyline and streaming capabilities. The stream also highlights areas where Yukes could and should improve the game’s AI, such as the bug where wrestlers get stuck in endless cycles of sending each other to the ropes with Irish whips or cycles of reversing each other’s pins after the 1 count. Indeed, when the hashtag “#THQuality” is popularized because of all the varied ways WWE ’13 breaks under the strain of frequent AI matches, as shown in Bazza87’s Video Game Championship Wrestling stream, I can only hope that Yukes and THQ are paying attention.

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Gaming Stories: Mega Man 3

Even robots get old. The Blue Bomber, Mega Man, celebrated his twenty-fifth existence anniversary this year, though you wouldn’t be able to tell based on Capcom’s quiet about the matter. Capcom recently discounted a digital compilation of Mega Man 1-5, 9 and 10 on the PlayStation Network in Japan, announced that it will be releasing Mega Man 1-6 on the Nintendo 3DS’s eShop, sold a collector’s tin full of soundtrack CDs in Japan, and published a fan game, Street Fighter X Mega Man, on PC this week.

Thinking of Mega Man always brings me back to third grade, when I owned my first and only Mega Man game, Mega Man 3.


At least Mega Man looks like Mega Man on this cover.

I rarely received video games as gifts; when I do, I was usually surprised by games that would not top any child’s wishlist, like Air Fortress. My parents noted my interest in video games and used them as academic incentives. In 1990, I was in third grade, and I was challenged to memorize the multiplication tables up to 12 times 12. To my parents, all problems could be solved with enough effort and guided motivation, so Mega Man 3 was held over my head until I could recite the multiplication tables. Tears were shed and threats were shouted leading up to the glass display case in Kay Bee Toys where the NES games were stored. Eventually, before the actual display case with Mega Man 3 in sight, I was able to recite enough of the multiplication tables to satisfy my parents.

At the time, my only frame of reference for my expectations for Mega Man 3 was composed of a weekend of playing Mega Man 2 when my parents agreed to rent it and reading the copy of Worlds of Power: Mega Man 2 that I bought from a school Scholastic book sale until it was dog-eared and looked distressed. I didn’t actually beat Mega Man 2 until I was high school and may or may not have downloaded an NES emulator and a Mega Man 2 ROM.

In Worlds of Power: Mega Man 2, Mega Man expressed doubts about his abilities and his mission. More importantly, Dr. Light accidentally turned Mega Man from robot to human while attempting to clone Mega Man. The science behind such a transformation eludes me to this day (how do you clone a robot, how does the process of replicating a robot turn the robot human), as does a human Mega Man’s chances of surviving his mission (how does a human being survive Heat Man’s stage, which is full of pools of lava).

On this cover, Mega Man lacks the gun that
he sports on the cover to Mega Man 2.

So, as I booted up Mega Man 3, I thought Mega Man was still human, which surprised me when he exploded into light for the first time when I died. Video games had, in my experience, treated death in strange ways, but it was a stretch even by video game standards for a human being to explode into energy balls. The manual revealed to my disappointment that Mega Man was actually still a robot.

I remember making my own grids on looseleaf paper so I could record passwords to keep my progress in Mega Man 3, which was probably the first time I played a game with a password function. My parents could not understand what these sheets of paper represented, but I guarded them with my life. They became the basis for my own gaming strategy guides, and they were treasured.

I had expected to face eight Robot Masters, since Worlds of Power: Mega Man 2 had laid out the expectation that I would fight eight enemy robots in a Mega Man game and the game’s manual and Nintendo Power described the eight Robot Masters in Mega Man 3: Magnet Man, Hard Man, Top Man, Shadow Man, Spark Man, Snake Man, Gemini Man, and Needle Man. The surprise return of the eight Robot Masters from Mega Man 2 made the game seem like a much grander experience; it’s amazing what happens when expectations are exceeded. The look of the Mega Man 2 Robot Masters’ spirits descending into the empty shells that Dr. Wily made for them was actually creepy to a third grader, and the idea that I could battle these bosses that I had mostly read about with weapons from Mega Man 3 was a thrill.


Silly names, but such fun bosses and stages. And then there was the version with the Mega Man 2 Robot Masters.


Mega Man 3 also introduced Mega Man’s slide, and it made perfect sense to me as a child. Mega Man can jump and shoot and even fly thanks to his robotic dog, Rush; why wouldn’t he also be able to slide around at will? I didn’t realize that it was such a divisive addition to the Mega Man games until much later, when I saw that the slide and charge-up shot that was introduced in Mega Man 4 were commonly cited as reasons for the Mega Man franchise’s decline over time.

Sliding and profiling.

No discussion of Mega Man 3 would be complete without a brief discussion of the terrific soundtrack. Snake Man’s stage music and Needle Man’s stage music, in particular, formed the foundation for many work and workout soundtracks.

My other lasting memory of Mega Man 3 was discovering the super jump and invincibility glitches, which are connected because both are caused by pressing Right on the directional pad on the second controller. I discovered them in a copy of Nintendo Power, and I could not have beaten the game without using these glitches. The platforming challenges presented by the disappearing blocks alone were too much; add to those blocks the difficulty of navigating traps in large stages and managing resources in the face of stiff combat (stupid giant robot cat in Top Man’s stage), and I had yet another game that I almost could not finish in my childhood.

These memories of Mega Man 3 make Street Fighter X Mega Man particularly disappointing. While the soundtrack, which features mash-ups of stage themes from Street Fighter games and Mega Man games, is terrific, the stages are unimaginatively linear and feature almost no platforming. The combat, in this case, actually is hampered by the charge-up shot, which really slows the game to sequences of “wait until the Mega Buster is charged, advance, blast the enemy robot, wait until the Mega Buster is charged again.” The weapons drawn from the Street Fighter characters are often disappointing linear projectile weapons, with Chun-Li’s Lightning Kick an exception, though it could be compared to Mega Man 3‘s Top Spin. And the challenge of energy conservation has been removed: when you die, your special weapons and Rush abilities are recharged. Presumably, this is to make it easier for the player to advance if they die on the boss, but it removes the challenge of managing your weapons’ and tools’ energy levels, scrounging for that last energy pellet before the boss fight, and figuring out other weapons that could work if the best weapon against a particular Robot Master is out of juice.

Nonetheless, no game or lack of games can take away the smile that appears when I think about the giant undulating snake in Snake Man’s stage, the robotic porcupine in Needle Man’s stage, the evil giant cat in Top Man’s stage, the bees in Hard Man’s stage, and all the other foes I conquered to defeat Dr. Wily in Mega Man 3. Wow, that game had a lot of robot animal enemies.

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Gaming Stories: The House of the Dead 2

What do you when your high school prom is over and you don’t want to go home yet? I’m wearing a tuxedo for the first time in my life (and looking pretty sharp, if I may say so myself), while my date is wearing a lovely blue dress. We’re in Times Square, the center of New York City, and all options (except bars, which required ID that we didn’t have and couldn’t show that we were of drinking age even if we did) lay before us. We could go to her favorite Greek coffee and pastry shop for some after-prom treats, but that’s near her house, and it would effectively signal the end of the evening. We got out late enough that we missed the last showings at the cinemas in Times Square, and who wants to watch a movie while wearing a tuxedo and a lovely formal blue dress anyway?

I did the only reasonable thing a teenager in Times Square could do: I took her to an arcade so we could play some video games.

I’m trying to remember what my rationale at the time must have been. I probably read an article in Maxim or Stuff or some other guy-oriented magazine or Web column that a great date should involve action. We had dinner and dancing at the prom, and since the bowling alley was several blocks away in the Port Authority bus terminal (and again, I wouldn’t go to the Port Authority bus terminal while dressed in a tuxedo) (and also, I’m not even sure that the bowling alley in the Port Authority bus terminal had been built by this time), that was not an option. So, we walked to the arcade.

While we definitely got some strange looks from the bouncer (which is a bad sign, if you think about it) at the arcade, we didn’t care because we were in our own little world that evening. I hadn’t really planned this far out, so I was left trying to figure out what game I could play with my date. Obviously, it would have to be cooperative; I wasn’t a huge fan of fighting games, and asking my date to play me in NBA Jam: Tournament Edition didn’t seem fair since it would be the first time she’s ever played it. I couldn’t find a cooperative side-scrolling game like The Simpsons Arcade Game, and I was burning precious goodwill with even proposing to go to the arcade, so I couldn’t dilly-dally while we were there. Then I saw the answer.

It seemed like the perfect option. It was moderately scary, so it would keep our adrenaline going. At $0.5 per credit, it wasn’t cheap to play, but it wasn’t disastrously expensive to a teenager like some of the other games were. And it was simple to explain: point the gun at the screen and pull the trigger to kill things.

I bought a few dollars worth of credits and we started the game. We cracked up when we had to defend ourselves against the dreaded green hopping frogs and teased each other when we accidentally shot the victims that we were trying to save. We got stuck at first stage boss like most people because hitting that flying goblin when it’s zooming around the stage is more difficult than most people would think. And then we were out of credits, and neither of us wanted to play any more. The actual act of playing didn’t last for more than 5 minutes, but those minutes stick out in my mind more than a decade after they happened.

Frogs, the deadliest foes.

Years later, I’m not sure that it was such a great idea, but it seemed like a good idea at the time. We eventually made our way to her favorite Greek coffee and pastry shop, and the evening eventually did end, even if it ended at five o’clock the next morning. Life moved on, and I hadn’t thought about The House of the Dead 2 for a long time.

All of this came rushing back when I saw a trailer for Namco Bandai’s new horror arcade game, Dark Escape 4D. The trailer showed a man and a woman playing a horror arcade shooter; the parallels to my experience with The House of the Dead 2 hit me square on the memory button. Judging by the trailer, by engaging the tactile, auditory, and visual senses and monitoring the players’ heart rates, Dark Escape 4D points to the promise that arcades hold: the ability to offer experiences that cannot be replicated by home consoles. Sure, I can reproduce the experience of playing The House of the Dead 2 with a Wii Zapper, a really nice TV, and a dark room. But there are some things that the home consoles can’t replicate, like the feel of using the rifle and the camera zoom in Silent Scope. Similarly, I wouldn’t be able to duplicate Dark Escape 4D without a serious investment of time and resources.

No console could replicate the feel of holding the rifle or looking into the scope.

The question of getting our friends and family into sharing the joy of playing games is popular and frequent blog fodder. More often than not, the response involves helping the neophyte get over the mechanics of playing a video game these days because using two joysticks to navigate a world isn’t intuitive to everyone. Every time I see a writer address the question, I think of the time I played The House of the Dead 2 with my prom date that night, how quickly she was able to grasp the mechanics of it, but how quickly she felt finished with the experience. It’s not always a matter of mechanics; it’s a matter of investment.

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Gaming Stories: Marvel vs. Capcom 2

I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride. 

I wanna take you for a ride. I wanna take you for a ride. I wanna take you for a ride.

I was never much of a fighting game fan growing up, and that might be due to membership in the Sega Genesis camp. For a long time, my only exposure to two-dimensional fighting games came from watching other play games like Street Fighter II, World Heroes, Saturday Night Slam Masters, and Fatal Fury at arcades or comic book stores that happened to have an arcade machine or two in the back of the store or in the Versus mode in Streets of Rage 2. When my parents would agree to rent a game for me from Blockbuster, I stayed away from fighting games because I never thought that they would have the longevity of a platformer or an action game. This is how I ended up playing Chakan: The Forever Man and Ex-Mutants instead of Street Fighter II: Champion Edition or Mortal Kombat.

Eventually, I found friends who were also members in the Sega Genesis camp, and I was able to borrow Mortal Kombat and Street Fighter II: Champion Edition to introduce myself to fighting games. Some lateral thinking was required to play a five-button fighting game like Mortal Kombat or a six-button fighting game like Street Fighter II: Champion Edition on a Genesis controller that had only three buttons or four, if we counted the Start button. Of course, using the Start button for block, for example, meant that there was no way to pause the game. Until the six-button Genesis controller was created, playing either Mortal Kombat or Street Fighter II: Champion Edition on the Genesis meant that it was not an arcade-perfect experience, even if the Genesis version of Mortal Kombat kept the blood instead of turning it into sweat. 
I only had the classic three-button controller; I always wanted the six-button one, but I never got it.
Since I skipped the PlayStation/Nintendo 64/Saturn era of consoles, opting for PC games instead, I only kept up with fighting games by watching other people play in the arcade. When arcades started disappearing, I lost my connection to fighting games until I went to college, where an acquaintance down the hall in my dorm had a Dreamcast and a copy of Marvel vs. Capcom 2: New Age of Heroes. Oddly enough, I didn’t become friends with him. Instead, I became friends with people on the other end of the hall who had a Nintendo 64 and copies of WCW/NWO Revenge and GoldenEye 007 and a PlayStation and copies of Silent Hill, Tony Hawk’s Pro Skater, and Marvel vs. Capcom: Clash of Super Heroes.
By sophomore year, I had saved enough from two part-time jobs to get a PlayStation 2 and some games during winter break. At the time, I justified it to myself by saying that I needed a DVD player, so I may as well get one that could also play games. If I were to be honest with myself, I think that I just wanted to play games that were not available on the PC, such as Dance Dance Revolution, that I could also use for party play. One of the games I bought with that PlayStation 2 was Marvel vs. Capcom 2
Back then, the thrill of playing came from churning through as many games as possible, so I didn’t stick with Marvel vs. Capcom 2 long enough to advance beyond very low level play against the AI set to the easiest difficulty. And so I traded it in at a Gamestop, probably for credits so I could get Dynasty Warriors 4 or something. For a long time after, I would cringe every time I saw the prices for Marvel vs. Capcom 2 on the PlayStation 2 on eBay.
Traded in for pennies on the dollar at Gamestop so I could get Dynasty Warriors 4. That was a mistake.
That feeling of embarrassment and regret probably fueled my intense desire to one day own a Marvel vs. Capcom 2 arcade machine. Even on the PlayStation 2’s controller didn’t feel quite right for playing a fighting game like Marvel vs. Capcom 2; it’s entirely it didn’t feel comfortable to me because I lacked the manual dexterity or the patience to stick with it until my hands adjusted. After all, if people are willing to contort their hands into The Claw so they can play Monster Hunter on the PlayStation Portable, I probably could have gotten used to playing Marvel vs. Capcom 2 on the PlayStation 2’s controller. 
I know nothing about owning an arcade machine, but I was willing to learn, and I had disposable income to spend and my parents’ basement to use. Still, I didn’t get one. Life gets in the way, the disposable income was no longer disposable, and my parents’ basement was no longer a storage option for an arcade machine. 
But just as col.CC Filipino Champ’s Phoenix was revived multiple times by Dark Phoenix in Ultimate Marvel vs. Capcom 3 during Evo 2012’s UMVC3 tournament, so my idea of owning a Marvel vs. Capcom 2 machine (“MVC2 machine”) was revived when I saw a neglected MVC2 machine at a store I pass every day on the way to and from work. I never saw anyone use the machine, and it was eventually turned off and covered by a cloth so the store could use the controller panel to store questionable DVDs of even more questionable films. Every day I would imagine asking the store’s manager if the MVC2 machine was on sale. Every time I would hear stories on podcasts about California Extreme, I would check my bank account to see if I could afford it. I even recruited my wife to ask the store’s manager about the machine’s availability while I watched with our toddler son from across the street. Her investigation uncovered that the store had only rented the machine from a supplier and that the store manager was waiting for the supplier to pick up the machine. This meant that I had only so much time before the machine would be gone from the store. It should be noted that I never quite confirmed that the owner was willing to sell.
There was a point where I had my wife’s approval, sufficient funds, and space in our current apartment, but I didn’t pull the trigger. But I decided to resume graduate studies, and it turned out that the money I had mentally allocated to buying the MVC2 machine was put to much better use paying for classes and buying a financial calculator. But I knew that the dream would have to lie fallow (for now) when I passed by that store one evening and saw that there was only empty space where the MVC2 machine once stood. 
Since I know nothing about owning an arcade machine and didn’t have a burning desire to play Marvel vs. Capcom 2, I’m still not sure why I wanted that particular MVC2 machine so badly. Maybe it was the proximity; the store was a 5 minute walk away from where we currently live. Maybe I thought that I would have to pay at most $250 for that MVC2 machine; the market price range seems to be $400-$1,100. Or maybe it’s the mystique of owning an arcade machine, and the MVC2 machine was the closest, possibly available option. 
Maybe one day, if I’m still interested and you happen to be available.
At some point in the future, I’d like to own an arcade machine. It doesn’t have to Marvel vs. Capcom 2; it could be Silent Scope, House of the Dead 2, or NBA Jam: Tournament Edition. But there’s no rush, even though the supply of CRT televisions dries up since they’re no longer produced, which means that replacing a broken screen in an arcade machine becomes increasingly difficult. We’ll see how my resolve holds up around next July, when the next round of stories from California Extreme come around. In the meantime, I wanna take you for a ride I wanna take you for a ride  I wanna take you for a ride I wanna take you for a ride I wanna take you for a ride…
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Gaming Stories: Halo: Reach – Firefight

The face of easy credits.

I haven’t played Halo 4 yet. I’ll probably get to it at some point; “the Taking of Scarabs 1, 2, Boom” is one of my favorite gaming memories, and I would rank Halo 3: ODST as one of the best games I’ve ever played.  I have faith that 343 Industries will have done an acceptable job of creating a good Halo game. For me, Halo 4 would have to compare against the most recent Halo game I’ve played, Halo: Reach.

Bungie implemented a level progression system in Halo: Reach tied to credits that players could earn in the campaign, in multiplayer games, and in Firefight, which could be played with others or solo. To incentivize the player to buy into this progression system, Bungie tied avatar customization options, such as helmets and armor, and a number of achievements to the credits and the progression system.

As always, where there is a system, there will be ways to exploit it. I remember when someone on Xbox360Achievement.org’s Halo: Reach message board pointed to a strategy in the Gruntpocalypse game type in Halo: Reach‘s Firefight mode that players could use to make credit farming in Halo: Reach a breeze. That turned out to be an understatement. At my peak, I could farm 10,000 credits in about 10 minutes of play, which reduced Halo: Reach into a daily yet very disposable experience for me.

Hooray credits!

While the strategy was relatively simple, it took skill to execute. The key was to kill the Grunts as quickly as possibly with headshots using the DMR battle rifle. The credits rolled in as long as I could maintain the streak of headshots; inevitably, a Grunt would tag me with a plasma grenade, which would end the streak and the possibility that I could continue to earn credits at a rapid pace. By that point, it was time to move on and count my haul for the day.

The tools of the professional.

As always, people may decry that credit farming strategies demean a game. I contend that implementing these strategies requires a deep understanding of how the game works. To farm for credits in Gruntpocalypse effectively, I had to know the preferred Firefight map, Corvette, intimately. I knew the Grunts’ spawn points, and I knew how long it would be between each Grunt’s spawn. I knew the angles from each spot on the raised platforms. I knew the timing to run back to my spawn point to reload my DMR. I knew how much splash damage I could expect if a Grunt launched a rocket from his Fuel Rod Cannon or threw a plasma grenade at me. I knew the map well enough that I could play when I was tired from a long day of work and life or when I was still sleepy because I had just woken up. I was in that stage for at least 10 minutes a day every day for more than a month. There may have been times where I knew that map better than I knew how my apartment was laid out.

Strangely enough, it never occurred to my friends or me to actually play regular, actual Firefight in Halo: Reach even though we were obsessed with the Firefight mode in Halo 3: ODST. By allowing players to customize their Firefight experiences in Halo: Reach, I think it took away from the common stories that Halo 3: ODST‘s Firefight maps would help create. My friends and I could compare notes about how we handled the snipers that would spawn in the map “Crater” or how we would roll together in a Warthog to take down the Wraith tanks on the map “Lost Platoon” in Halo 3: ODST‘s Firefight maps. It’s possible that Bungie opened too much of the experience to the player’s control; with the ability to customize, our common points of reference for our Firefight stories were gone.

I suppose that I’ll always have my credits from Halo: Reach‘s Gruntpocalypse mode and the wonderful cyborg arm it bought my avatar.

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Gaming Stories: BrickBreaker

This screenshot doesn’t look right to me because
this is the starting board, and the player already has 600 points.

Click the back button, confirm that I want to quit, click the play button. A ball clipped through the end of my paddle again. I know it’s going to happen every time it comes in at that angle, but I always expect it to change the next time it comes in that way. How annoying that I’ve managed to lose a ball on the first stage again. I guess I’ll click the back button, confirm that I want to quit, and click the play button again.

I hate BrickBreaker. I’m starved of other options on my BlackBerry Curve, so I inevitably go back to BrickBreaker for another emotional beating. My relationship with BrickBreaker has survived three phones so far; why should I stop now, especially since Klondike and Texas Hold’Em King 2 load so slowly on my phone. At least BrickBreaker loads quickly.

Hitting restart, either because I’ve lost all of my lives or because I lost a life in the first stage and restarted in frustration, means that I feel like I’m trapped in the worst feedback loop. I never feel like I’m making progress in the game; when I reached a new high score this week for the first time in more than a year, I wasn’t even sure how to react.

Forget this. Time to restart and go through the cycle again.

My frustration with BrickBreaker also involves the dissonance between my visual expectations and how the game engine works. If a ball comes in at a steep angle to my pad, it will phase through my pad into the infinite abyss, thus costing me a life. I know that  the ball will clip through my paddle when it comes in at those steep angles at the ends of the pad, but I’m continue to be surprised and annoyed when it does. Also, the ball’s trajectory will occasionally change on a rebound for no discernible reason. Is it because the game thinks that the ball is stuck? Is it because the phone actually detects tilt, even though I’m pretty sure the BlackBerry Curve I’m playing BrickBreaker on doesn’t detect tilt? Or is it because the game is just terrible? How can you engage with a game when the game reacts contrary to expectations that have been built over time? When a violation of expectations takes place, trust between two parties is violated. Maybe that’s why I’m almost never happy with BrickBreaker.

Mobile games seem to be the untapped area for FAQs. If I were to load up GameFAQs, I can find guides for all kinds of games regardless of platforms. For some reason, I hadn’t thought that there would be a guide for what is ostensibly a geometry-driven game. It was only in the course of researching for this post that I found the Ultimate BlackBerry BrickBreaker Guide, which dates back to 2008.

It’s strange to have such an extensive history with a game that I hate-play. I rarely enjoy the experience of playing BrickBreaker; I pay no attention to it; I never think of it after I put the phone away. It’s as disposable an experience as I can think of, and yet it’s been a significant element of my life. When I’m bored at a meeting, I might play BrickBreaker. When I’m bored on the train, I might play BrickBreaker. When I have no other entertainment options, I might play BrickBreaker. It’s a game of last resort.

One day, I’d love to talk to whomever programmed BrickBreaker. Here are my questions:
1. What was your vision when you designed it?
2. Why does the ball clip through the paddle’s ends?
3. Why does the ball sometimes unexpectedly change trajectories?
4. Did you design the boards by hand, or did you just generate them through math?
5. Did you ever think about letting a player keep track of progress so I could just continue from the last stage I completed? I know it’s a score attack game, but I feel like I’m just seeing the same first six or seven stages over and over again.
6. How many players actually even see the more advanced stages?

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Gaming + The Internet = Sadness–It Never Ends

I wrote a series of posts recently on my own blog about how gamers on the internet (and some of the gaming press) have become a shouty mob of morons that are ruining the hobby. You may find those posts to be idiotic in their own right, but they’re my opinions nonetheless. I wrote them as more of a way to deal with my frustration at what I was seeing and hearing about my favorite hobby. And I thought I was done getting everything off my chest, until yesterday.

Because yesterday, the internet took stupidity to another level.

THQ, the struggling publisher behind such awesome games as Company of Heroes, Darksiders and Saints Row, did something awesome yesterday. They offered a “Humble Bundle” promotion, where you could pay whatever you wanted to six amazing THQ games. If you paid one cent more than the average person, you unlocked a seventh game, the fantastic Saints Row: The Third. Best of all, you could determine what part of the amount you spent went to charity, what part went to THQ, and what went to the “Humble Bundle” folks that organize these sales.

So, for a small donation, I got Metro 2033, three Company of Heroes games, the original Darksiders, Red Faction: Armageddon and Saints Row: The Third. And I helped the Child’s Play charity. Awesome, right?

Apparently not to a lot of the shouty internet gaming community, and some gaming / tech websites.

See, a lot of gamers seem to feel that because the “Humble Bundle” sales began as a way to promote indie games (they were called “Humble Indie Bundles”), having a big name publisher like THQ take part tarnishes the good name of the “Humble Bundle” brand. Worse still (according to the internet), while the “Humble Indie Bundles” have always been DRM-free downloads of games, the THQ one requires (gasp) Steam activation. So, in the eyes of the outraged, not only does the big evil publisher come along and ruin the “Humble Bundle” name, but they bring the dreaded DRM with them.

Really?

Seriously?

Are we still talking about games here, people?

I give up. I’m going to go play some Metro 2033 now. Rage amongst yourselves. When you’re done determining whether or not the “Humble Bundle” is still humble anymore, you can finally resolve whether Green Day is punk or not, and why your former favorite comic creator is or isn’t a sellout because they’re writing for Marvel now.

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Gaming Stories: Borderlands 2 vs. My TV

We don’t review games here, so what I write below is not intended to indict Borderlands 2 as a bad game. Indeed, it would be difficult for me to render judgment on Borderlands 2 at all since I can’t play the game. My Xbox 360 hasn’t been marked by the scarlet ring (“Ring-a-round Jay Allard/A pocket full of space bucks/Marcus Fenix/We all fall down”?), and the controller is charged. Instead, it’s impossible to play Borderlands 2 when the game looks on my television like someone had spread mayonnaise and petroleum jelly on it:

Almost none of this would be legible on my TV.

For the first time, text in a current generation game was completely unreadable, which makes deciphering mission criteria (though I assume that if the missions in Borderlands 2 are like those in Borderlands, it can be summed up as “kill everything and collect something”), weapons stats, locations, and skill descriptions near impossible. I fiddled as much with my TV’s settings as I could to try to solve the problem, but nothing worked. So, my Borderlands 2 playthrough, for now, concluded right after I was allowed to leave the beginning town. I now can empathize with the complaints about how Dead Rising was unplayable on certain televisions.

Yes, it’s very pretty, but I wouldn’t be able to read any of the text on my television.

Between my inability to even play the game and the fact that Gearbox Software has (so far, successfully) supported Borderlands 2 well with downloadable content, similar to how Borderlands was well supported, I find myself in a strange position of actually regret buying what is turning out to be a very good game. I wish that I had just waited until the inevitable Game of the Year edition of Borderlands 2 that would probably be out in time for Christmas 2013 and would collect currently available and any likely future downloadable content. It almost seems like I would be punishing Gearbox Software of supporting its game well, which points to a larger economic problem in the market today.

One lesson I’ve drawn from The Year With No New Games has been that, more often than not, I can successfully gamble that a game that has a season pass will likely have a special edition that will collect almost all of its downloadable content. The gamble can be extended to almost any game with significant amounts of downloadable content. The theory has held so far for Oblivion: Game of the Year EditionFallout 3: Game of the Year Edition, Gears of War 2 Game of the Year EditionBorderlands: Game of the Year EditionFallout: New Vegas Ultimate Edition, Dead Island: Game of the Year EditionUncharted 2: Among Thieves – Game of the Year EditionUncharted 3 Game of the Year Edition, Dragon Age Origins: Ultimate Edition, Red Dead Redemption Game of the Year Edition, Batman: Arkham City Game of the Year Edition, Resident Evil 5: Gold Edition, LittleBigPlanet – Game of the Year Edition, Grand Theft Auto IV & Episodes from Liberty City: The Complete Edition, Mortal Kombat: Komplete EditionL.A. Noire: The Complete Edition, to just name a few. My backlog is large enough that I can wait until these collected editions are released, and I can choose to spend my time and money on less publicized games, like Binary Domain or Spec Ops: The Line, instead. The market now has incentives for me to just wait, defeating the “Day 1” purchasing craze that publishers cultivate.

Ironically, if I could have read Borderlands 2‘s text on my television, I wouldn’t have had a chance to see how the market actually is and how my purchasing behavior has now been incentivized to wait.