SuperBetter is a superhero-themed game that turns getting better in multi-player adventure. It's designed to help anyone recovering from an injury, or coping with a chronic condition, get better, sooner - with more fun, and with less pain and misery, along the way.
The game starts with five missions. You're encouraged to do at least one mission a day, so that you've successfully completed them all in less than a week. Of course, you can move through them even faster if you feel up to it.
McGonigal recently gave a short talk about SuperBetter:
and has plans to make a SuperBetter game guide so that anyone can play. (via mr)
Deep Blue was able to play chess well because the game is perfectly logical, with fairly simple rules; it can be reduced easily to math, which computers handle superbly. But the rules of language are much trickier. At the time, the very best question-answering systems -- some created by software firms, some by university researchers -- could sort through news articles on their own and answer questions about the content, but they understood only questions stated in very simple language ("What is the capital of Russia?"); in government-run competitions, the top systems answered correctly only about 70 percent of the time, and many were far worse. "Jeopardy!" with its witty, punning questions, seemed beyond their capabilities. What's more, winning on "Jeopardy!" requires finding an answer in a few seconds. The top question-answering machines often spent longer, even entire minutes, doing the same thing.
The match between Anand and Topalov was hard fought, partly because Topalov invoked a rule for the contest that forbids the players from offering draws to each other. The rule, named after the city where the match was being played, insured that there would be no short draws. As the match wore on and fatigue took a toll, both players began to make mistakes with greater frequency.
"Anand" was briefly a global Trending Topic on Twitter this afternoon, which was unexpected and nice.
Physicist John Wheeler devised a variant of the Twenty Questions game called Negative Twenty Questions in which, unbeknownst to the guesser, everyone privately picks their own object, resulting in a game where both the guesser and the object choosers are required to narrow their choice in object with each round.
When returning Joe (let's call him) asks the standard bigger-than-a-breadbox question, if the first person says no, then the other players, who may have selected objects that are bigger, now have to look around the room for something that fits the definition. And if "Is it Hollow?" is Joe's next question, then any of the players who chose new and unfortunately solid objects now have to search around for a new appropriate object. As Murch says, "a complex vortex of decision making is set up, a logical but unpredictable chain of ifs and thens." Yet somehow this steady improvisation finally leads -- though not always, there's the tension -- to a final answer everyone can agree with, despite the odds.
Wheeler thought the game resembled how quantum mechanics worked.
A spokeswoman for the company said the use of proper nouns would "add a new dimension" to Scrabble and "introduce an element of popular culture into the game". She said: "This is one of a number of twists and challenges included that we believe existing fans will enjoy and will also enable younger fans and families to get involved."
I also like this part:
Mattel said there would be no hard and fast rule over whether a proper noun was correct or not.
So you can just make shit up! Or maybe you don't have to...look at all these useful and real brand abbreviations: BMW, IEEE, XHTML, VW, SQL, QT, BBC, AAA, NAACP. No vowels, lots of vowels, more Q and X words...no more discards.
Here's what's actually happening. Mattel, which owns the rights to Scrabble outside of North America, is introducing a game this summer called Scrabble Trickster. The game will include cards that allow players to spell words backward, use proper nouns, and steal letters from opponents, among other nontraditional moves. The game will not be available in North America, where rival toy company Hasbro owns Scrabble. Hasbro, I'm told, has no plans for a similar variation.
All during the filming of 2001 we played chess whenever I was in London and every fifth game I did something unusual. Finally we reached the 25th game and it was agreed that this would decide the matter. Well into the game he made a move that I was sure was a loser. He even clutched his stomach to show how upset he was. But it was a trap and I was promptly clobbered. "You didn't know I could act too," he remarked.
Speakers move air to make sound. Some clever developer has used this fact to make a foosball game that uses small puffs of air from the iPhone's speakers to move a tiny real-life Styrofoam ball around. Video (or it didn't happen):
Another app from the same company called the iPhone Blower can blow out birthday candles. (via convo.us)
Carlsen: I have no idea. I wouldn't want to know it anyway. It might turn out to be a nasty surprise.
SPIEGEL: Why? You are 19 years old and ranked the number one chess player in the world. You must be incredibly clever.
Carlsen: And that's precisely what would be terrible. Of course it is important for a chess player to be able to concentrate well, but being too intelligent can also be a burden. It can get in your way. I am convinced that the reason the Englishman John Nunn never became world champion is that he is too clever for that.
SPIEGEL: How that?
Carlsen: At the age of 15, Nunn started studying mathematics in Oxford; he was the youngest student in the last 500 years, and at 23 he did a PhD in algebraic topology. He has so incredibly much in his head. Simply too much. His enormous powers of understanding and his constant thirst for knowledge distracted him from chess.
SPIEGEL: Things are different in your case?
Carlsen: Right. I am a totally normal guy. My father is considerably more intelligent than I am.
His comparison of his abilities with Garry Kasparov's later in the interview is interesting as well.
Garry Kasparov discusses the very interesting history and evolution of machines playing against humans in chess.
The heavy use of computer analysis has pushed the game itself in new directions. The machine doesn't care about style or patterns or hundreds of years of established theory. It counts up the values of the chess pieces, analyzes a few billion moves, and counts them up again. (A computer translates each piece and each positional factor into a value in order to reduce the game to numbers it can crunch.) It is entirely free of prejudice and doctrine and this has contributed to the development of players who are almost as free of dogma as the machines with which they train. Increasingly, a move isn't good or bad because it looks that way or because it hasn't been done that way before. It's simply good if it works and bad if it doesn't. Although we still require a strong measure of intuition and logic to play well, humans today are starting to play more like computers.
The section about people using computers *during* matches is particularly interesting.
This fun little post talks about how the economics of pinball changed as it became more and then less popular.
In 1986, Williams High Speed changed the economics of pinball forever. Pinball developers began to see how they could take advantage of programmable software to monitor, incentivize, and ultimately exploit the players. They had two instruments at their disposal: the score required for a free game, and the match probability. All pinball machines offer a replay to a player who beats some specified score. Pre-1986, the replay score was hard wired into the game unless the operator manually re-programmed the software. High Speed changed all that. It was pre-loaded with an algorithm that adjusted the replay score according to the distribution of scores on the specified machine over a specific time interval.
Scrabble isn't a game of who can get the best 6 letter words. It's a game of points and squeezing 2 letter terms into corners. Mehal Shah takes us through clean and sometimes dirty ways to win at Scrabble.
Several times in Last Year at Marienbad, the characters play a game called Nim. The gameplay is simple: a) players take turns removing objects from rows, b) they can remove as many objects as they want from a single row in one turn, and c) the player who removes the last object loses. The strategy is somewhat more difficult to understand, even though the player who goes first and follows the optimal strategy will always win. Although somewhat less glamourous than the film version, a Flash version of Nim is available to play.
From a promotional email sent out by Wired Magazine:
For a limited-time, subscribe to WIRED and get the Mystery Issue guaranteed!* Edited by J.J. Abrams, co-creator of Lost and director of the new Star Trek movie, this issue is sure to be like no other.
So, as Mr. Bevacqua wrote on his blog, he spent the next several days following the hidden clues he believed he'd found, using Morse code, alternative computer keyboard layouts and even electrician's wiring codes to solve the covert brainteasers. Finally he was directed to a hidden Web site, from which he sent an e-mail message to a secret account. A short while later he learned that he was the first Wired reader to solve an extensive hidden puzzle embedded throughout the magazine.
Damn you, Gruber, for getting me hooked on this checkers game for the iPhone. My checkers strategy, honed in many childhood games against my dad, is slowly coming back to me.
Recent additions to the official Scrabble dictionary -- like za, qi, and zzz -- have upset the letter distribution balance of the game, causing high scoring letters like z & q to become overvalued. The three-point line in college basketball and Monopoly's Vermont Ave. are similarly mispriced.
Even after two weeks of letting Tetris HD play by itself, the screen is only about 2/3rds full. It's a fun image to see but the browser chrome is perhaps just as interesting...the Google search for "fuck fuck fuck" and a tab containing the Wikipedia page for "Anal sex" for example. (thx, my main man dj jacob)
People on the internet seem to be enjoying a game for the iPhone called Eliss. Offworld:
It was exactly one week ago last night that I fell in love, and to be quite honest I'm still at a little bit of a loss for words. The new object of my desire? She's Eliss, an iPhone game, and I say that only slightly facetiously, because I'm not entirely exaggerating when I admit to getting goosebumps every time I even just see her in the video above.
Simply stated, Eliss perfectly demonstrates what iPhone gaming can be. It's a highly challenging game that's near impossible to put down and it could not exist on any other platform.
I just d/led it and have only played it a little. The aesthetic is great...it feels more like art than a game. The game's developer, one Steph Thirion, is up for an award for Innovation in Mobile Game Design for Eliss.
Who knew that radically expanding the size of the game board in Tetris makes the game almost completely unplayable, unless the object is to die in the least amount of time possible. Reports, which I have sadly corroborated with my own play, say that it take 15 minutes to complete one line. OCD, anyone? (via waxy)
From the folks who brought you Desktop Tower Defense comes The Space Game. The gameplay looks daunting (a huge mistake for online embeddable games like this) but skip the training crap and click on the missions tab to get right into it. Playing The Space Game, I'm fondly reminded of Dune II...loved that game. (via buzzfeed)
As such, it is a metaphorical representation of the fundamental ideology of the United States; the past is no constraint on the future, and each individual should strive resolutely for personal advance despite whatever the past may hold. The child born in a log cabin may achieve the presidency, an immigrant boy who grows up in the slums of Brooklyn may become a real-estate magnate, an Ivy-educated scion of wealth may wind up on a bread line, and a double green will speed you to the fore. Though there are winners and losers, initial conditions are no determinant of outcome in the freedom of America.
Tom Armitage references both Johnson and Costikyan in his response, Taking Turns.
Candyland is a great first game; literally, the very first. It teaches turn-taking. It teaches the mores, the manners, the culture of playing boardgames. Later, when a child comes to a game where the rules are more complex, the turn process more intricate, the customs of gameplay are already learned; rather than focusing on learning the social interactions, they can focus on the complexity of the game itself.
Two Rooms is a simple Flash game, part puzzle and part fast-twitch, in which you move items around in two adjacent rooms in order to get one of your movers to a goal. (via buzzfeed)
Fun little game from Ze Frank that I hadn't seen before: Every Second Counts. You're challenged to hold the mouse button down for 0.2 seconds, 0.4 seconds, then 0.6, 0.8, and so on. You need to be within 0.1 seconds of the target time to advance to the next time. Because the increments get increasingly smaller in comparison to the overall times, it quickly becomes difficult to gauge how long to hold the button, i.e. 0.4 is twice as long as 0.2 but 3.2 and 3.4 are almost indistinguishable. (It's also difficult because the button is kinda hinky.) I made it to 1.8 seconds...is it even possible to get to 4 or 5 seconds?
Update: Several readers made it to 4, 5, and even 8 seconds. Most were musicians who have strong sense of timing. I'm also reminded of a story about how Richard Feynman developed his sense of timing to the point where he could keep time in his head even while reading. (thx, everyone)
I'm not big into the "moral message" interpretation of pop culture, but plenty of critics of digital games are, so just for the record: what sort of message does Candy Land send to our kids? (And I'm not just talking about all the implicit advertisements for cane sugar products.) It says you are powerless, that your destiny is entirely determined by the luck of the draw, that the only chance you have of winning the game lies in following the rules, and accepting the cards as they come. Who wants to grow up in that kind of universe?
On the other hand, games of chance allow children of all ages and abilities to play the same games together and experience both winning and losing.
We determined that, generally speaking, the gravity in each Mario game, as game hardware has increased, is getting closer to the true value of gravity on earth of 9.8 m/s^2. However, gravity, even on the newest consoles, is still extreme.
In Super Mario 2, Mario experiences a g-force of 11 each time he falls from a ledge, a force that would cause mere humans to black out. In Madden 2006, the game's fastest cornerbacks can run the 40 in 2.6 seconds. (via waxy)
Wiigobot is a robot built out of Legos that can bowl a perfect game in Wii Sports bowling. Just another step on the way to total human obsolescence. See if you can stay awake during a video of a robot playing a computer in bowling. (via thih)
If I am to maintain my current levels of productivity and balance in my life, I do not need a tower defense game on my iPhone. But if I *were* to bring such a thing into my life, Fieldrunnerslooks like a good candidate. I can't wait until playing video games falls under the rubric of parenting. (Just kidding, Meg.)
Version 1.9 announced! I am working on an updated version DTD which will include multiplayer, extra modes and extra creeps. It will be released in the next few weeks so stay tuned!
Tom Armitage imagines If Gamers Ran The World. For instance, what happens if the President of the United States in 2018 is the same age as Barack Obama is now.
They're 45 in 2018 when they stand for office - that means they were born in 1973. They would have been four when Taito released Space Invaders came out; seven when Pac Man came out. In 1985, when they were 12, Nintendo would launch the NES in the west. At 18, just as they would have been heading to University, the first NHL game came out for the Genesis/Megadrive and might consumed many a night in the dorm. At 22, the Playstation was launched. At 26, they could have bought a PS2 at launch; at 31, they might have taken up World of Warcraft with their friends.
Fun Flash game: Nano War. It's pretty easy to brute force your way through level 10 but after that there's some strategy required that I didn't have the patience to work out. (via buzzfeed)
Don't Shoot the Puppy is a simple but difficult Flash game, the perfect Friday time waster. I drained my reserves of patience in doing so, but I finally finished level 15.
Wednesday noontime timewasting game: Splitter. Reminiscent of Crayon Physics and Fantastic Contraption, but you should be able to finish it by the time your lunch break is over.
Lemonade Stand, a remake of the popular Apple II game of the same title, is now available on the iPhone (@ iTunes Store). Everything I know about business I learned from playing Lemonade Stand.
The story line and the narrative dilemmas of Gears are not very sophisticated. What is sophisticated about Gears is its mood. The world in which the action takes place is a kind of destroyed utopia; its architecture, weapons, and characters are chunky and oversized but, somehow, never cartoonish. Most video-game worlds, however well conceived, are essenceless. Gears felt dirty and inhabited, and everything from the mechanics of its gameplay to its elliptical backstory was forcefully conceived, giving it an experiential depth rare in the genre.
The Unfinished Swan is a maze game set in an entirely white world and you use a gun that shoots black paint balls to navigate your way around. Check out the demo video:
The Triple-A game is exhaustive by nature; but the world is inexhaustible; therefore the Triple-A game, that Faustian striver, can never attain its desire. The independent video game by contrast is inherently selective. By excluding almost everything, it can give perfect shape to what remains. And the independent video game can even lay claim to a kind of completeness that eludes the Triple-A game -- after the initial act of radical exclusion, it can include all of the little that's left.
"I told my doorman that if he sees anyone suspicious with a water pistol, then he's not to let them in the building," Mr. Deane said. He shaved the beard he wore for the picture his pursuer is carrying. He is considering borrowing a wheelchair to use as part of a disguise. By Friday evening, he had logged four kills; he was one of 16 players left. "I've been walking around like a crazy person," he said, "wondering when they're going to get me." His wife, who works promoting nightclubs, is very patient about the whole thing.
Oh, and people use umbrellas as shields! The final day of StreetWars is today. (Tried to work in a "don't make me go all Evian on your ass" joke but failed. (Or did I?))
Blindfold chess is playing chess without a board or pieces...you've got to remember where everything is in your head. The world record holder played 45 games of blindfold chess simultaneously. More at Wikipedia. (via panopticist)
Video of rapper Soulja Boy reviewing Braid, an innovative Xbox 360 game in which a player can rewind the action to travel back in time to change previous actions in different ways. Soulja Boy *really* likes the time travel aspect of the game. I wish all game reviews were this exuberant. (via waxy)
He found patterns in the replies that surprised him. Chief among them was the common feeling that his games (and games in general) were overpriced for what buyers got -- even at $20. Secondly, anything that made purchasing and starting to play difficult -- like copy protection, DRM, two-step online purchasing routines -- anything at all standing between the impulse to play and playing in the game itself was seen as a legitimate signal to take the free route. Harris also noted that ideological reasons (rants against capitalism, intellectual property, the man, or wanting to be outlaw) were a decided minority.
The gaming, music, and movie industry would do well to take note of the key sentence here: "Anything that made purchasing and starting to play difficult -- like copy protection, DRM, two-step online purchasing routines -- anything at all standing between the impulse to play and playing in the game itself was seen as a legitimate signal to take the free route."
Last week, I tried to buy an episode of a TV show from the iTunes Store. It didn't work and there was no error message. Thinking the download had corrupted something, I tried again and the same problem occurred. (I learned later that I needed to upgrade Quicktime.) Because I just wanted to watch the show and not deal with Apple's issues, I spend two minutes online, found it somewhere for free, and watched the stolen version instead. I felt OK about it because I'd already paid for the real thing *twice*, but in the future, I'll be a little wary purchasing TV shows from iTunes and maybe go the easier route first.
I know it's only Wednesday, but I'm going to lay ruin to your productivity for the rest of the week with this little number: Chronotron. It's a Flash game where you and your past selves work together to complete puzzles. Just like in The Five Doctors. (Sort of.)
Oh, in other #1 news, Serena Williams will be the new #1 in women's tennis after beating Jelena Jankovic in the final of the US Open. On the men's side, world #1 Rafael Nadal lost in the semis to Andy Murray but won't lose the top spot in the rankings.
Warning, addictive Flash game: Fantastic Contraption. You build a little machine to push, pull, drag, or fling a special wheel into the goal. The best part is that when you complete a level, you can see how other players completed it (and how unimaginative you are). Really, really fascinating. For a level requiring some stair climbing, one fellow built a Theo Jansen-like beast that walked right up those stairs. For another level, another person built a catapult. (via buzzfeed)
As with an RPG, you roll a virtual character, manage your inventory and resources, and try to achieve a goal. Weight Watchers' points function precisely like hit points; each bite of food does damage until you've used up your daily amount, so you sleep and start all over again. Play well and you level up -- by losing weight! And the more you play it, the more you discover interesting combinations of the rules that aren't apparent at first. Hey, if I eat a fruit-granola breakfast and an egg-and-romaine lunch, I'll have enough points to survive a greasy hamburger dinner for a treat!
Mental flexibility is a great asset in solving crosswords. Let your mind wander. The clue "Present time" might suggest nowadays, but in a different sense it might lead to the answer yuletide. Similarly, "Life sentences" could be obit, "Inside shot" is x-ray and my all-time favorite clue, "It turns into a different story" (15 letters), results in the phrase SPIRAL STAIRCASE.
Addictive Flash game of the week: Hedgehog Launch. There's something really clever about the game play here but can't quite put my finger on what it is. The objective of the game -- to launch the 'hog into space -- is so beside the point the first time around that you forget all about it until it actually happens. My best time was 7 days. (via cyn-c)
Update: Woo, 5 days! My technique: upgrade to a parachute as quick as you can, use it to float for valuable multiplier, then get rockets and band/launcher.
Update: Got it down to 4 days. 3 days is possible but I'm retiring.
Finally, one day last fall, more than a year after they moved in, Mr. Klinsky received a letter in the mail containing a poem that began:
We've taken liberties with Yeats to lead you through a tale that tells of most inspired fates iin hopes to lift the veil.
The letter directed the family to a hidden panel in the front hall that contained a beautifully bound and printed book, Ms. Bensko's opus. The book led them on a scavenger hunt through their own apartment.
And it wasn't an easy hunt either.
In any case, the finale involved, in part, removing decorative door knockers from two hallway panels, which fit together to make a crank, which in turn opened hidden panels in a credenza in the dining room, which displayed multiple keys and keyholes, which, when the correct ones were used, yielded drawers containing acrylic letters and a table-size cloth imprinted with the beginnings of a crossword puzzle, the answers to which led to one of the rectangular panels lining the tiny den, which concealed a chamfered magnetic cube, which could be used to open the 24 remaining panels, revealing, in large type, the poem written by Mr. Klinsky.
"Actually I think it's pretty good," she said. "You can definitely get a workout. When I started doing it, I realized all the activities were pretty much on point. There were some things I didn't like, like the alignment in a couple of places. But over all, I thought they did a good job and this will be a good tool for people who can't make it to the gym."
The Wii Balance Board will be released in the US and Canada early next week.
Starcade was an 80s TV game show where contestants competed against each other on various arcade games like Joust, Burgertime, Dragon's Lair, and Mr. Do. I watched it whenever I could and now they've put 15 full episodes online for your viewing pleasure. I found this on the Secret Fun Blog, written by the Vice-President of the official Starcade Fan Club.
On a Spring morning Brad showed up to homeroom with the crazed look of inspiration on his face. He erupted into babble and I sensed that he'd been waiting many hours to unload his revelation upon me. It was something about Starcade, and a club, and titles and duties, and other foreign concepts. I patronizingly agreed to his wishes and I even signed something. It was a letter...
Ooh, there's going to be a Dr. Mario game available for the Wii at some point, playable over the network. It's already downloadable via WiiWare in Japan...which should not be confused with the Virtual Console downloadable games even though the difference is really confusing.
In terms of the social environment, almost anything goes. Outside has a vast network of guilds, many of its players are active participants in designing the game's social environment, and almost any player will be able to find company to undertake their desired group quests. On the other hand, gold-buying is rife, the outskirts of virtually every city zone in the game are completely overrun by farmers, and the developers have so far proven themselves reluctant to answer petitions, intervene in inter-player disputes, or nerf broken skills and abilities. Indeed this reviewer will go so far as to say that the developers are absent from the game entirely, and have left it to its own devices. Fortunately, server uptime has been 100% from day 1, despite there being only one server for literally billions of players.
This game has been announced as supporting the Nintendo Wi-Fi Connection service. This will feature online racing and battle modes, both of which are capable of up to 12 simultaneous players. It has also been confirmed that there will be online leagues, with international and local rankings. This will take place from within an entirely separate Wii Channel. This channel will also feature the option of sending saved time-trial ghost data.
Basically, Atari's marketing folks would negotiate a license to ship GameCorp's "Foobar Blaster" on a cartridge for the Atari Home Computer System. That was it. That was the entirety of the deal. We got ZERO help from the original developers of the games. No listings, no talking to the engineers, no design documents, nothing. In fact, we had to buy our own copy of the arcade machine and simply get good at the game (which was why I was playing it at the hotel - our copy of the game hadn't even been delivered yet).
Wiimbledon's back, and this year we're kicking it 3,000 miles clockwise from NYC to San Francisco. The plan: Leaving the first week in June, we'll 'Bago it Madden-style cross-country, stopping here and there for mini-tournaments, and gas, and probably your couch. We'll hit SF June 20th. The 2nd Annual Wiimbledon Tournament'll be held Saturday, June 21st.
If you've already seen King of Kong: A Fistful of Quarters, I'd suggest reading Jason Scott's pair of posts about the movie. In The King of Wrong, Scott suggests that the filmmakers left out crucial details and fudged others in order to make the actual events fit the story they were trying to tell.
What I'm saying here is that a good percentage of what makes the documentary "good" are made up conflicts, inaccurate reporting, smoothed-over narratives that are meant to make you root for one side or hate the other, when in fact reality doesn't hold up to these allegations. The whole point of the narrative is that Steve is wronged, denied his rightful place in the record books because of internal machinations. But he had the championship for 3 years! He had played Billy one-on-one. Billy was not on this campaign to cut Steve off at the knees at every turn so to humiliate him and dismiss him, to his own aggrandizement.
In a follow-up post, Scott elaborates on his poor opinion of the film, drawing upon his experience making a documentary about another nerd subculture, the BBS.
Is Billy Mitchell "real"? I have no doubt that he says things that are over the top. I have no question that he goes off the rails on certain subjects. I also know that if you interview people for hours on end, at various days, you will get some pretty crazy stuff. How you choose to deal with that stuff is a little bit of who you are as an interviewer and editor and director. There's no question you can "filter for crazy", or "filter for nice", or filter for whatever the hell you wish to. I never claim that Billy's not capable of throwing out whoppers. I'm saying that when you lace his words with an implication of malice, of cheating, of lying to stay on top, then you are moving into caricature and needless trashing of a real person to achieve your goals. Chasing Ghosts has Billy Mitchell and a whole other range of players, and gives you the story without turning the whole experience of video games, and arcades, into a petty small-minded pissing match.
Scott nearly comes off as holier-than-thou about the standards that documentary filmmakers should be held to, but he clearly put his money where his mouth is when filming his BBS documentary. After a rough interview with Thom Henderson, a controversial figure in the compression software community, which interview caused Henderson to recall, with pain, a particularly difficult period in his life, Scott offered him the chance to edit it out of the movie...and something else too:
But you know, when I put together the ARC-ZIP episode (later renamed COMPRESSION) and sent it to him to see, I told him flat out. "If you're not comfortable with this, if you don't like it, let me know and it won't go in." He wrote back and said he and his wife were fine with it. I then told him I was giving him irrevocable, permanent rights to the film such that he could distribute and copy and even sell it however he pleased. He's the only other person besides myself with any rights to my films. He has it for download from his site to this day.
I enjoyed King of Kong, but reading that some of the movie's tension was manufactured sure takes the polish off of it for me.
I invited [Steve Wiebe] to the Classic Gaming Expo, 2004. I invited him there, and I went up to speak onstage, as I do at each expo there. When I went up and spoke onstage, I called him to the stage, in order to honor him. I unveiled the poster in his honor, honoring his accomplishments. I did that in 2004. He was onstage with me. And I'm sorry to tell you that you can't see that, 'cause they forgot to put that in the movie.
We have two small children who need to eat dinner and raids start at 5pm. Ack! How are we going to make dinner?! There are no problems with the kids running around playing and such while we raid. They're already used to that, they play in the computer room and we can get them things that they need (you know, cups of juice, snacks, what have you) when we have breaks. Before it was easy because if I was running an instance and in the middle of combat my husband might be in a a space between pulls where he could safely go afk for 30 seconds you know. But now we'll be on the same schedule essentially. We both play support classes too (he's a holy priest, I'm a resto druid) so the guild ideally would want us to both be in a forty man raid. It's not like we can easily switch off any raid nights other than say, ZG and AQ20 runs.
Speaking of mining the archives of kottke.org, I just found this post that quotes a message board post by Ben Affleck about why he posts his thoughts to the web:
I think there is some responsibility on the part of those folks who benefit from the attentions of some section of the public to be responsive to that group.
It's worth noting that Affleck was one of the first celebrities to post online in a bloggish manner...he'd answer people's questions on his site's message board. (His site is now dead, but a coupleof instances of the board were collected by archive.org.)
I remember one post of his in particular (which I can't find on archive.org). Ben was up late, at like 3am, playing Everquest (or maybe Ultima Online?) because he was addicted and couldn't stop. He also mentioned that he was essentially playing the game instead of being in bed with his girlfriend at the time, Gwyneth Paltrow.
But, we can kind of think of the multi-playthrough Kaizo Mario World video as a silly, sci-fi style demonstration of the Quantum Suicide experiment. At each moment of the playthrough there's a lot of different things Mario could have done, and almost all of them lead to horrible death. The anthropic principle, in the form of the emulator's save/restore feature, postselects for the possibilities where Mario actually survives and ensures that although a lot of possible paths have to get discarded, the camera remains fixed on the one path where after one minute and fifty-six seconds some observer still exists.
Some of my favorite art and media deals with the display of multiple time periods at once. Here are some other examples, many of which I've featured on kottke.org in the past.
Averaging Gradius predates the Mario World video by a couple years; it's 15 games of Gradius layered over one another.
I found even the more pointless things incredibly interesting (and telling), like seeing when each person pressed the start button to skip the title screen from scrolling in, or watching as each Vic Viper, in sequence, would take out the red ships flying in a wave pattern, to leave behind power-ups in an almost perfect sine wave sequence. I love how the little mech-like gunpods together emerge from off screen, as a bright, white mass, and slowly break apart into a rainbow of mech clones.
According to the start screen, Cursor*10 invites the you to "cooperate by oneself". The game applies the lessons of Averaging Gradius and multiple-playthrough Kaizo Mario World to create a playable game. The first time through, you're on your own. On subsequent plays, the game overlays your previous attempts on the screen to help you avoid mistakes, get through faster, and collaborate on the tougher puzzles.
The same kind of thing happens in this Call and Response video; 9 frames display at the same time (with audio), each a moment ahead of the previous frame.
Update:Recreating Movement is a method for making time merge photos (thx, boris):
With the help of various filters and settings Recreating Movement makes it possible to extract single frames of any given film sequence and arranges them behind each other in a three-dimensional space. This creates a tube-like set of frames that "freezes" a particular time span in a film.
How You See It overlays three TV news programs covering the same story. (via waxy)
Passage, a tiny game that takes 5 minutes or an entire lifetime to play. It's much better if you play it once and then read the creator's statement. I didn't know a game (and such a tiny one at that) could be so poignant. (via clusterflock)
Both my priest and my rogue try not to hit anything, although there's always a chance of a misclick when trying to open a quest item with mobs fighting near it. Both of them always wield a fishing rod, so any accidental hits won't increase their weapon skills. Neither of them will do quests where they have to kill things.
But most disorienting of all was the hero: Pac-Man had been re-imagined as an octagon with a constantly chomping, greedy slot for a mouth, and designed so large he could scarcely squeeze through the maze. Because of Pac-Man's macrocephalic condition, he was incapable of rounding corners, but Atari found a brilliant workaround: Pac-Man would always face west. When pushing the joystick to the right, Pac-Man simply backed into dots and energy blocks, his mouth still opening and closing rhythmically, as if crying in pain from shoving things into his rectum. Underscoring Atari Pac-Man's overall cognitive disorder, the home game replaced the familiar rhythmic dot-munching soundtrack with a flat, repeating "bonk" note -- its own digital Tourrette's bark.
It's been awhile since I've heard anything about Spore, Will Wright's long zoom supergame. Last summer the word was that EA's promo machine had gotten started too early and that the game wasn't quite ready for primetime because it wasn't "fun":
The unofficial word from someone on the development team is that Spore the system is almost ready but Spore the game isn't all that much fun yet. A recent round of user testing didn't go so well. Hence, the delay.
EA said at the time that the release date would be after March 2008, which still seems to be the case. In an October 2007 interview, Will Wright said the game was about six months away from release, which means April 2008. Even so, Wired made Spore the #2 pick on their Vaporware 2007 list. Anyone have any better intel on a release date or if the game is more fun now? Hit me on my burner.
A pair of videos showing off Wii Fit, a balance board device for the Wii. Looks pretty interesting, although if it's marketed as exercise equipment, I fear it may not do so well. The board and a Wiimote in each hand could make for a pretty convincing skiing experience.
Update: Hmm, the Honda Fit and Wii Fit logos look pretty similar. (thx, dave)
Sad news. Guitar Hero 3 and I have broken up. Sure, we might hook up occasionally when I'm lonely at night, but our relationship is effectively over. I can play every song1 without effort on Easy mode but can barely make it through any on Medium after dozens of tries. So so lame. I've hit the wall and my pinky is to blame...the damn thing just won't work properly and I'm unwilling to try playing with just three fingers (a la Clapton) because that seems like a dead end once Mr. Orange Button comes into play.
But the real reason is that because I don't have a natural talent for the game, the only way to get better is through deliberate practice.
Deliberate practice entails more than simply repeating a task -- playing a C-minor scale 100 times, for instance, or hitting tennis serves until your shoulder pops out of its socket. Rather, it involves setting specific goals, obtaining immediate feedback and concentrating as much on technique as on outcome.
Deliberate practice...sounds like fun! Yeah, no. No doubt I could master the game with enough focused effort, but when games stop being fun and become deliberate, that's where I get off. Back to the surprising depth of Desktop TD.
[1] When relationships end, that's when the lies start. The one song I still can't play all the way through is Slayer's Raining Blood. That damn song is just random notes as far I can can tell. ↩
Poker, a game of "constant pricing and repricing of risk", is fast becoming a younger and more lucrative game. To wit: a 19-yo Norwegian woman won the most recent World Series of Poker and $2 million (to add to her $800,000 in internet poker winnings). Also of interest: John Wayne once won Lassie at a poker game. (??!) The article mentioned 3-time poker champ Stu "The Kid" Ungar (most poker players seem to have nicknames); his Wikipedia page and NY Times profile are interesting reads.
Ungar won or finished high in so many gin tournaments that several casinos asked him to not play in them because many players said they would not enter if they knew Ungar was playing. Ungar later said in his biography that he loved seeing his opponent slowly break down over the course of a match, realizing he could not win and eventually get a look of desperation on his face. "It was fucking beautiful," he noted.
There is complete silence. Even my son is staring slackjawed, like he does in church during communion, not understanding the content of the ritual but understanding the tone and sacredness of the space. At just over 6 minutes, the song becomes even more ludicrous. While actually playing it will ever remain for me an uncrossable gap, I am enough a student of the form to recognize the crux. He is Lance Armstrong approaching the bottom of Alpe D'Huez: Will he attack? Kyle has yet to use the Star Power crutch he has carried throughout his meditation. He continues to ignore it.
Now that the trippy stills have whetted your appetite, feast your eyes on the trailer for Speed Racer, in freaking HD no less. The race courses remind me of those in Mario Kart: Double Dash, particularly Rainbow Road, Dry Dry Desert, and especially Wario Colosseum. (thx, askedrelic)
Activision is working with Nintendo on re-mastering the Guitar Hero III discs for the Wii, which have been mistakenly encoded to reproduce music in mono rather than in stereo. Once the re-mastering has been done, early next year, the company will swap out current Guitar Hero III discs for free.
I honestly hadn't noticed the mono issue, but I'm still waiting for my replacement 'Pet Sounds' to ship.
The latest installment of Super Mario has received plenty of notice for its revolutionary style of gameplay. But just as striking is the intricacy of its sound design. One convention of the game is a Pull Star, a floating anchor that Mario can grab with some sort of magical, musical force which, when activated emits a creepy, almost theremin-like wail, wavering just a bit before solemnly sliding down in pitch. This sound is one of those elemental formulas for touching an emotional soft spot. The other day I was playing a level with a series of Pull Stars in succession and my girlfriend implored me to stop, as it was making her sad, and not only because I'm a grown man playing a child's video game. Here is an example of the Wailing Pull Star (and a taste of the very Vangelis-like score scattered throughout the game).
Also: via Boing Boing Gadgets, footage from a live orchestra scoring session for the game. Mario's creator, Shigeru Miyamoto sits aside and supervises.
Also also: I noticed that the menu for selecting levels to play is a musical instrument in its own right, allowing the player to create melody with chord changes and everything. It's a subtle touch.
Been on a bit of a Guitar Hero kick lately...I just played it for the first time recently so of course I'm looking around the web for advice, hacks, YouTube videos, etc. Nothing like a little web research to reinforce how little you know.
Anyhoo, I found this video of a 8-yo kid shredding it up on Guitar Hero 2...he missed only three notes on an expert level song and wasn't even looking at the screen some of the time. Little blighter. If you'll excuse me, I'm gonna go have a few alcoholic drinks, smoke some cigarettes, rent a car, and join the Army...let's see him do all that! (P.S. I wrote a hit play!)
He explained that no matter how large you make the playing field, if you walk long enough you will run into a wall, and that will make you turn around, which makes the camera turn around and runs the risk of making the player lost. With a sphere, Mario can run all he wants without falling or hitting a wall... a useful concept for getting players totally absorbed in the moment. Koizumi added that the best thing about spherical worlds is the "unity of surface," and the "connectedness." Neither will the player get lost easily, or need to adjust the camera - by using spheres, Koizumi said, they had created a game field that never ended.
They also talk about the Galaxy's two-player (well, 1.5-player really) feature, which is a really nice way of getting a second passive player involved in what is essentially a one-player game. (via snarkmarket)
Guitar Hero offers a connection to all this, but departs from it in an obvious way: You're not actually playing the guitar. No matter how good you may get at Guitar Hero, if you decide to take up the real instrument at some point, you'll be starting from scratch.
I don't know what it's like to be a rock star and there's no way I can pick up a guitar right now and play it, but the pretend version of the whole rock n' roll thing that Guitar Hero provides is pretty powerful, at least for this impressionable newbie. Playing Guitar Hero and believing you're a rock star might be like eating apple pie on the internet, but if you don't know the difference in the first place, does it matter?
The Crate Review System judges video games by how the length of time it takes a player to find the first crate, "which represents the point where the developers ran out of ideas".
Please note that by crates, we mean both crates proper and the circular crate, the barrel.
A history of matching tile games (like Tetris, Dr. Mario, Bejeweled). Don't miss the family tree of matching tile games about a fourth of the way down the page (larger version here). I'm no matching tile game scholar, but where the hell is Snood?
Update: Aha, it's because Snood is a rip-off of Puzzle Bobble. (thx, greg & kevin)
Always buy Railroads; never buy Utilities (at full price). For every other property type, only buy them to complete a monopoly or to prevent opponents from completing one.
An appreciation of the Real Super Mario Bros 2. The game was released in Japan in 1986 but was considered too difficult/weird for US gamers and a different Mario 2 (based on a Japanese game called Yume Kojo: Doki Doki Panic) was released to the US.
In most games, you trust that the designer is guiding you, through the usual signposts and landmarks, in the direction that you ought to go. In the Real Super Mario Bros. 2, you have no such faith. Here, Miyamoto is not God but the devil. Maybe he really was depressed while making it -- I kept wanting to ask him, Why have you forsaken me? The online reviewer who sizes up the game as "a giant puzzle and practical joke" isn't far off.
The whole upshot is that RSMB2 is now available on the Wii Virtual Console as Super Mario Bros: The Lost Levels. And for the record, I loved SMB2.
The story of Tom Murphy, currently homeless and one of the best chess hustlers (and tournament players) in the US.
Never mind that I'd declined his offer of a lesson, Murphy had gone ahead and transformed our discussion into a formal chess tutorial to which a ticking meter was attached. When the talk wound down, he presented me with a verbal invoice for $20, his standard teaching rate. The chess instruction aside, the $20 I spent taught me an even more memorable lesson about Murphy: When you are in his company, there is often a second, invisible chess game taking place, one that can easily conclude with Murphy's rooks advancing on your wallet.
Statetris: "Instead of positioning the typical Tetris blocks, you position states/countries at their proper location." There are versions for the US, Africa, Europe, the UK, and more.
I'm a light Etsy user, but Lost Mitten has a great store: Super Mario Bros drink coasters, Katamari Damacy buttons, Bob-omb needlepoint patch, etc. I'm a proud owner of a set of Bubble Bobble coasters. She takes custom orders, will reissue sold items, and all her stuff is 20% off until Thu. (Know of any good Etsy stores? Share them in the comments.)
Update: Just to be clear, this is my second time through the book. (Last time was, what, 4 years ago?) Trying to make more of a study of it this time.
Update: Suggestion from Ian: "Get 3 bookmarks. 1 for where you are reading, 1 for the footnotes, 1 to mark the page that lists the subsidized years in order." I'm currently using two bookmarks...will get a third for the sub. years list.
Update: New features include new Fun modes (Trickle- 1 creep per second, Random creeps), new Challenge mode (15 towers max). I'm on the scene, more as I have it.
Update: One new tower: ink tower, which has a minimum and maximum range and one new creep, a dark creep which I don't yet know how to kill (it seems to repel a lot of different attacks). My initial impression is that a lot of the changes make the game more complex but not necessarily more fun to play. Much more research is clearly warranted.
Update: It's also got in-game advertising...the little "K"s on some of the creeps refer to kongregate.com, a sponsor of the game. Blech. (Or maybe it's good that you can shoot advertisements?)
Update: EA's fiscal year starts in March, so it's not delayed until 2009...just until after March 2008. (thx, zach)
Update: The unofficial word from someone on the development team is that Spore the system is almost ready but Spore the game isn't all that much fun yet. A recent round of user testing didn't go so well. Hence, the delay.
Clive Thompson on the invention of new sports. "Why don't more people invent new sports? After all, we live in a golden age of play. The video-game industry is bristling with innovation." When I was in the Caribbean a few months ago, some folks on the beach were playing this newish game that they called Golf Toss. It's also called Ladder Ball and is kind of like horseshoes except your throw two golf balls on a rope instead of a horseshoe.
It's been awhile since I've done one of these. Here are some updates on some of the topics, links, ideas, posts, people, etc. that have appeared on kottke.org recently:
Two counterexamples to the assertion that cities != organisms or ecosystems: cancer and coral reefs. (thx, neville and david)
In pointing to the story about Ken Thompson's C compiler back door, I forgot to note that the backdoor was theoretical, not real. But it could have easily been implemented, which was Thompson's whole point. A transcript of his original talk is available on the ACM web site. (thx, eric)
are those twitter updates on your blog updated automatically when you update your twitter? if so, how did you do it?
A couple of weeks ago, I added my Twitter updates and recent music (via last.fm) into the front page flow (they're not in the RSS feed, for now). Check out the front page and scroll down a bit if you want to check them out. The Twitter post is updated three times a week (MWF) and includes my previous four Twitter posts. I use cron to grab the RSS file from Twitter, some PHP to get the recent posts, and some more PHP to stick it into the flow. The last.fm post works much the same way, although it's only updated once a week and needs a splash of something to liven it up a bit.
In case someone in the back didn't hear it, this map is not from Dungeons and Dragons but from Zork/Dungeon. (via a surprising amount of people in a short period of time)
When reading about how low NYC's greenhouse gas emissions are relative to the rest of the US, keep in mind the area surrounding NYC (kottke.org link). "Think of Manhattan as a place which outsources its pollution, simply because land there is so valuable." (thx, bob)
I'm ashamed to say I'm still hooked on DesktopTD. The problem is that the creator of the game keeps updating the damn thing, adding new challenges just as you've finally convinced yourself that you've wrung all of the stimulation out of the game. As Robin notes, it's a brilliant strategy, the continual incremental sequel. Version 1.21 introduced a 10K gold fun mode...you get 10,000 gold pieces at the beginning to build a maze. Try building one where you can send all 50 levels at the same time and not lose any lives. Fun, indeed.
Regarding the low wattage color palette, reader Jonathan notes that you should use that palette in conjunction with a print stylesheet that optimizes the colors for printing so that you're not wasting a lot of ink on those dark background colors. He also sent along an OS X trick I'd never seen before: to invert the colors on your monitor, press ctrl-option-cmd-8. (thx, jonathan)
In reviewing all of this, the following seem related in an interesting way: Nickelback's self-plagiarism, continual incremental sequels, digital photo alteration, Tarantino and Rodriquez's Grindhouse, and the recent appropriation of SimpleBits' logo by LogoMaid.
Update: The map is not from Dungeons and Dragons but from the "original mini-computer" version of Zork, then called Dungeon. (thx, everyone in the world)
In a money game with anonymous rich and poor players, rich players will give up some money to help the poor but poor people are more likely to spend their money to make the rich players less rich. Reminds me of the ultimatum game in which people reject free money when they feel like they're getting a raw deal in comparison to someone else.
Mere days after I'd kicked the habit, enabling kottke.org reader Jay sends word that the heroin-like DesktopTD has updated with new modes, new bad guys, and new weapons. It's Friday....get strung out on the new DesktopTD like it's your first time.
I don't spend enough time playing Wii Sports to claim mastery in any of the events. I'm hovering around 2000 in tennis, I've bowled a 248 (twice), shot an 8-under in 9 holes of golf, and got my only gold medal in "Hitting the Green" with a distance of 84 feet. The big question, particularly in the Wii Tennis clubhouse, is: how high can a person's score go in a particular sport? Anything over 2000 displays off the chart:
Notes from Will Wright's keynote at SXSW 2007. "Movies have these wonderful things called actors, which are like emotional avatars, and you kinda feel what they're feeling, it's very effective. Films have a rich emotional palette because they have actors. Games often appeal to the reptilian brain - fear, action - but they have a different emotional palette. There are things you feel in games - like pride, accomplishment, guilt even! - that you'll never feel in a movie."
A group of people who are interested in preserving video games as culturally and historically important artifacts has chosen their list of the top 10 most important video games of all time: Spacewar!, Star Raiders, Zork, Tetris, SimCity, Super Mario Bros. 3, Civilization I/II, Doom, Warcraft series and Sensible World of Soccer. Sensible World of Soccer?
The Nintendo Wii, and the bowling game in particular, is a big hit at an Illinois retirement community (average age: 77). "'I've never been into video games,' said 72-year-old Flora Dierbach last week as her husband took a twirl with the Nintendo Wii's bowling game. 'But this is addictive.'"
Steven Johnson has written up some thoughts on the Nintendo Wii. His fifth point is especially interesting and I can't help quoting almost the entire thing:
Wii Sports trades the onscreen complexity of goals and objectives and puzzles for the physical, haptic complexity of bodily movement. Since the days of Pong, games have been simplifying the intricacies of movement into unified codes of button pressing and joystick manipulation. What strikes you immediately playing Wii Sports -- and particularly Tennis -- is this feeling of fluidity, the feeling that subtle, organic shifts in your body's motion will lead to different results onscreen. My wife has a crosscourt slam she hits at the net that for the life of me I haven't been able to figure out; I have a topspin return of soft serves that I've half-perfected that's unhittable. We both got to those techniques through our own athletic experimentation with various gestures, and I'm not sure I could even fully explain what I'm doing with my killer topspin shot. In a traditional game, I'd know exactly what I was doing: hitting the B button, say, while holding down the right trigger. Instead, my expertise with the shot has evolved through the physical trial-and-error of swinging the controller, experimenting with different gestures and timings. And that's ultimately what's so amazing about the device. Games for years have borrowed the structures and rules -- as well as the imagery -- of athletic competition, but the Wii adds something genuinely new to the mix, something we'd ignored so long we stopped noticing that it was missing: athleticism itself.
He's not exactly right -- for example, drifting in Mario Kart is difficult to do until you develop a "touch" for it and is not easy to explain to others -- but the Wii does take it to a new level.
It's the Friday before Christmas weekend. Stop pretending you're trying to get any work done today. Your boss is either off on vacation already or has her feet up on the desk, waiting for the appropriate hour to sneak off for a "late lunch" and never come back. To help you in your final hours of pre-holiday work, I compiled a list of some addictive online games, easy to play but hard to master. Have hours of fun. Go on, you deserve it.
Line Rider - You know it, you love it. This is the new version, just released.
Awesome. Director Michel Gondry recently posted a YouTube video where he is pictured solving a Rubik's Cube with his feet. A few days later, this response debunks Gondry's effort as a stunt. When I read the title, I half-expected the person to claim that Gondry had used CGI to fake the solving, but that wasn't likely because Gondry doesn't like to use special effects in his films. The actual answer is decided low-tech and clever, just like his movies. BTW, here's someone solving the Cube with one hand in 20 seconds. (via cf)
Update: Regarding the CGI, then again.... (thx, oscar)
How do motion-sensing video game controllers (like the Wii remote) work? "The accelerometers used in the Nintendo controller are thinner than a penny, small enough to fit twelve on a postage stamp, and sell for under $6 a piece. They can accurately measure forces more than three times stronger than the pull of gravity in three directions - up and down, side to side, and forward and back."
From over 220 entries in the Celebrity Mii Contest, the judges have selected their favorite celebrity avatar created with the Nintendo Wii. And the winner is Dave Curry with his Zach Braff Mii:
Judge Spencer Sloan of Goldenfiddle said of this entry: "What's beautiful about this one is the truth in this piece. Yes, Braff, you're a nose and some lip. Bravo to the artist for taking a risk." Judge Jen Bekman of the Jen Bekman gallery said of the Braff: "There is this eerily human quality - I mean it really looks like him, as a person, in a weird way." The Braff Mii was not the most faithfully rendered celebrity Mii but with a few broad strokes, Curry created something more than the sum of its parts and ventured close to art. Well done. As the winner, Dave will receive the Wii game of his choice and a 3-D statuette of the Zach Braff Mii provided by Fabjectory.
Here are some other entries the judges felt strongly about (i.e. the runners-up) with commentary:
Jack Black by both Brandon Erickson and Shane Walsh
Jen: "Faithfully rendered."
Spencer: "The artist really captured Black's unsettling feline qualities with confidence and skill, and for that he/she must be congratulated."
Condoleezza Rice by Alex Chang
Jen: "The Condi one looks like her and also is a caricature at the same time, embodying the devil-essence that surely corrupts her soul."
Ruth Bader Ginsburg by Stephanie Goins
Spencer: "This one is like the Mona Lisa. I cannot escape her glazy stare, try as I may. She's perfect in every way."
Woody Allen by Adam Preble
Jen: "Great, immediately recognizable, somewhat of an easy target though."
Frida Kahlo by Adriana Tatum
Vito Corleone by Benjamin Lim
Jen: "Don Corleone came close to being my top pick before I decided that he too, was a bit too easy."
Steve Zissou by Mark Husson
Spencer: "Nice work on the hat, I guess, but the moustache is weird. Plus, no pock marks. And Stevie definitely needs him a frown."
Admiral Ackbar by Eric Eberhardt and Mike Boccieri
Spencer: "Admiral Ackbar is fantastic, obviously, because I immediately knew who he was, and maybe you didn't. I'm interested to find out whether the artist went in with Ackbar in mind or saw him in some of the available features. Very well done, indeed."
Klaus Nomi by D.J. Ross' girlfriend
Spencer: "The Klaus Nomi is a strong work but possesses little confidence. This Klaus is all fear.
More timid mime than weirdo alien swagger."
And here are the rest of the finalists that the judges had to choose from. You may notice a few excellent cartoon entries...the judges felt that while they were worthy finalists, they did not merit the top spots because of a lower degree of difficulty involved in their construction (i.e. making a cartoon character with what is essentially a cartoon editor).
From top to bottom, left to right: Velma from Scooby Doo, Hannibal Lecter, Jack Skellington from A Nightmare Before Christmas, Dick Cheney, Tom Cruise, Hulk Hogan, Jennifer Wilbanks (aka The Runaway Bride), George Costanza, Charlie Brown, and V from V for Vendetta.
Missing from the finalists are the multiple Michael Jacksons, Hitlers, Satans, Walter Sobchaks, Beatles, and Kim Jong Ils. So many Mii versions of all these people exist online that it didn't feel right including them in the final round because they were both too easy and too easily copied from elsewhere.
Finally, a personal favorite that didn't make it into the final round:
David Foster Wallace by Nick Maniatis
I get the feeling that in the Maniatis household, there are a lot of Wii Tennis matches pitting Wallace and Hal Incandenza against Tracy Austin and Michael Joyce. Awesome.
Thanks to everyone who entered and to the judges for deciding amongst such a strong field of entrants.
Missed this article from a few weeks ago: Why you shouldn't buy the Nintendo Wii. I almost didn't have time to read this because I'm having WAY too much fun playing the Wii.
The Celebrity Mii Contest is going swimmingly, lots of good entries so far. Three announcements to make:
1. Mike Buckbee of Fabjectory has offered to make a physical statuette of the winner's celebrity Mii. So cool! The company currently does characters from SecondLife and SketchUp models, but they're branching out into making Miis and the winner's Mii statuette will be among the first that they produce.
2. I have extended the contest deadline until the end of the day on Wednesday, Dec 13. Lots have entered, but there's room for more.
3. Spencer Sloan of the excellent celebrity gossip site, Goldenfiddle, has agreed to lend his celebrity expertise to help judge the contest. I am working on getting another judge as well...stay tuned for further information.
Just the other day I was thinking, "gosh it would be neat if they made a painting game for the Wii". But a Bob Ross painting game for the Wii? Holy crap!
Meg and I set out to do a John Lennon Mii last nght, but as soon as we saw these eyes, we switched to Paul McCartney:
Not too shabby for a few minutes work, but I know you can do better. So, I'm having a contest to see who can make the best celebrity Mii. The rules are as follows:
1. All Miis must be made with the Nintendo Wii editor, not this Flash editor (which is cool, but not the same).
2. No cheating! Make your own Mii, don't just copy someone else's.
3. I love your mom, but she's not a celebrity. Frances Bean, you can ignore this rule.
4. You retain exclusive worldwide rights to your Mii and its image, save for giving me permission to post it on kottke.org as part of the contest.
5. Judging will be done by me and possibly a panel of "celebrity" judges if I can scrounge some up. The family and friends of the judges can enter, but will be held to much higher standards than everyone else, just as in real life.
6. Only two entries per person. (And don't enter two in your own name and then have your friend email in two more. Pick your best two, send 'em in, and take your chances.)
7. Entry deadline is Monday, December 11th at 11:59 pm ET. The entry deadline has been moved to Wednesday, December 13th at 11:59 pm ET. I will announce the winner at some time shortly after that.
To enter, make your Mii, take a photo of it on the screen (make sure the Mii is clearly visible in the photo), and send a link to the photo to jason@kottke.org with a subject line of "Celebrity Mii Contest" (no quotes). You can also send attachments but because of my spam situation, I cannot guarantee that they will get through to me...send a link to your entry to make sure. There will be some still-as-yet-unspecified prize (I'm thinking a Wii game or something like that) awarded to the winner. Good luck!
1. Not only do I want to play it again right now (so badly) despite having to stand up and move around and stuff, I want to play it again right now (so badly) because I want to stand up and move around and stuff. Reminds me of my 15yo self; all he wanted to do was play hours and hours of basketball in my driveway.
2. With the Wii Sports Pack, Nintendo has made it possible for those who are not physically gifted to nonetheless discover and explore their athletic gifts (like manual dexterity, quickness, timing, etc.). Even your gray-haired relatives can excel at bowling: "It was her 1st time ever playing video games and she has a high of 155 so far. Wii rocks!"
3. Possibly the best thing about the Wii is that you don't really need to be told how to use the controller. The boxing game has zero learning curve (just punch!).
4. Nintendo is betting the farm that just like megapixels don't matter as much nowadays when buying digital cameras as lens quality, camera features, etc., the number of polygons your console's processor spits out at what resolution matters less than how fun the games are. As someone who's nonplussed by fancy graphics in video games, I'll take that bet.
5. The menu interface is a little clunky. Did they not have time to get it right?
6. The day it's possible to buy NHL '94 through the Wii's Virtual Console, my life, such as it is, will be complete.
7. I'm curious how much fine control is possible with the Wiimote after a couple weeks of practice. With a conventional controller, very tiny adjustments are possible by pulsing or tapping the joypad or joystick...you can easily move Mario right to the edge of the staircase or subtly adjust your direction your kart is pointed on the track. But I found it difficult being that precise with the Wiimote while playing Super Monkey Ball.
Of all the news over the past few days about the launches of Sony's PS3 and Nintendo's Wii, the most interesting has been the differing responses of the people waiting to purchase the different consoles. While the launch of the PS3 was marred by violence (people robbed of their PS3s in mall parking lots, crowds trampling people in a mad rush for games, police needing to quiet unruly crowds waiting to buy with pepper bullets, etc.), the launch of the Wii was peaceful, with no reports of violence that I can find. This comment on Digg is typical of the sentiment I've seen expressed online about the two groups of fans:
Try working at a Circuit City... went in for a 7am meeting and got badgered by the losers. I have to say the "wii-tards" were much more tame than the "ps three-tards."
There are several obvious reasons for the PS3 violence: the PS3 was possibly more anticipated, their initial supply was more limited than that of the Wii, and the machine is more expensive. But the difference in reaction also has something to do with the goals of each company in regard to their respective systems and the types of people each system tends to attract. Nintendo is focused on play and fun: the Wii is the fun system...about people of all ages enjoying the process of playing games. The PS3 is more about competition, who wins, who loses, and who frags the most enemies in the most spectacular fashion; cutthroat survival of the fittest. These are generalizations of course, but I find it interesting that the Nintendo gamers, who are attracted to play and fun, didn't cause as much trouble as the PS3 fans, who are more into competition.
After we had waited in line for almost two hours, Nintendo World closed the store early (at 5:30) and instead of making the announcement themselves, the Nintendo World employees sent Rockefeller Center security out to intimidate the crowd into dispersing. It was surreal - on what should have been Nintendo World's finest day, they were closing early and sending out fake police to scare away their customers.
Nintendo released the Wii at midnight today. Predictably, bloggers and media outlets are having a bit of fun with the gaming console's name. Here's a sampling of headlines from newspaper stories and blog posts with Wii wordplay:
Gone with the Wii
Gamers Wii bit excited
Are Wii Ready?
Playtesters say 'Wii' to console war question
Wii Won't Rock You
And away Wii go
Gamers Go Wii Wii Wii All the Way Home
The things Wii do for love
'Wii'kend So Far
No Wii for Mii... for now :(
Wii were successful (barely)
Wii Are The World: War Of The "Hard To Resist" Game Consoles
Wii Will, Wii Will Rock You.
Oh Wii Oh...
A Wii bit of gougery
Come On Over and Wii'll Play!
Wii-lcome to the Twilight Zone
Wii would like to play!
What Wii can do
Only a Wii Bit of Excitement
PS3 Fans: "Wii are a bunch of idiots"
Wii Wish You an Early Christmas (If You're Famous Enough)
Be Kind to the Wii Folk
Wii Love It! All about Nintendo's new gaming console
A Wii-bit too late
Are Wii ready?
Wii Want to Play
Wii for Yoo and Mee
To Wii or not to Wii, that is the question!
A Wii Bit More
Oh, the humani'wii'. (Apologies...I'm so'wii'. (No, 'wii'lly. (I can't stop, send help! Hurr'wii'!)))
Driving on the Interstate through the metropolitan tri-state area during a 1.5 hour downpour is like playing 700 continuous laps of Baby Park against 7 other players. I'm beat. (ps. It's a simile anyway.)
Commerical for a game called Gears of War featuring a cover of Tears for Fears' Mad World by Gary Jules (which you might remember from Donnie Darko). The ultraviolence and poignance is an interesting juxtaposition.
The recent New Yorker piece on Will Wright is a thorough profile of the game designer, but also functions as a bibliography of sorts for the games he's created over the past 20 years. Bibliographies are something normally reserved for books, but Wright draws much of the inspiration for his games from articles, books, papers, and other games that a list of further reading/playing in the instruction booklet for SimCity wouldn't feel out of place. Because I like utilizing bibliographies -- they allow you to get into the head of an author and see how they sampled & remixed the original ideas to create something new -- I've created one for Will Wright. Sources are grouped by game; general influences are listed seperately.
Montessori school. "It's all about learning on your terms, rather than a teacher explaining stuff to you. SimCity comes right out of Montessori -- if you give people this model for building cities, they will abstract from it principles of urban design."
Urban Dynamics - Jay Wright Forrester. "This study of urban dynamics was undertaken principally because of discoveries made in modeling the growth process of corporations. It has become clear that complex systems are counterintuitive. That is, they give indications that suggest corrective action which will often be ineffective or even adverse in its results. Very often one finds that the policies that have been adopted for correcting a difficulty are actually intensifying it rather than producing a solution."
The Sims A Pattern Language - Christopher Alexander. "By understanding recurrent design problems in our environment, readers can identify extant patterns in their own design projects and use these patterns to create a language of their own. Extraordinarily thorough, coherent, and accessible, this book has become a bible for homebuilders, contractors, and developers who care about creating healthy, high-level design."
Other Sim Games Gaia hypothesis - James Lovelock. "The Gaia hypothesis is an ecological theory that proposes that the living matter of planet Earth functions like a single organism."
The Ants - E.O. Wilson. "This is the definitive scientific study of one of the most diverse animal groups on earth; pretty well everything that is known about ants is in this massive work."
Spore Powers of Ten - Charles and Ray Eames. "The film starts on a picnic blanket in Chicago and zooms out 10x every 10 seconds until the entire universe (more or less) is visible. And then they zoom all the way back down into the nucleus of an atom. A timeless classic."
Drake Equation - Frank Drake. "Dr. Frank Drake conceived a means to mathematically estimate the number of worlds that might harbor beings with technology sufficient to communicate across the vast gulfs of interstellar space."
SETI. "The mission of the SETI Institute is to explore, understand and explain the origin, nature and prevalence of life in the universe."
Panspermia - Freeman Dyson. "This approach was directly inspired by Freeman Dyson's notion of Panspermia - the idea that life on earth may have been seeded via meteors carrying microscopic "spores" of life from other planets. (Dyson's concept is also the origin of the game's title.)"
The Life of the Cosmos - Lee Smolin. "[Smolin's] theory of cosmic evolution by the natural selection of black-hole universes makes what we can experience into an infinitesimal, yet crucial, part of an ever-larger whole."
The Anthropic Cosmological Principle - John Barrow, Frank Tipler, and John Wheeler. "Is there any connection between the vastness of the universes of stars and galaxies and the existence of life on a small planet out in the suburbs of the Milky Way?"
The demoscene. "The demoscene was originally limited by the hardware and storage capabilities of their target machines (16/32 bit micros such as the Atari and the Amiga ran on floppy disks), they developed intricate algorithms to produce large amounts of content from very little initial data."
General influences PanzerBlitz - Avalon Hill. "PanzerBlitz is a tactical-scale board wargame of tank, artillery, and infantry combat set in the Eastern Front of the Second World War."
Super Mario Bros. - Shigeru Miyamoto. "[SMB] encouraged exploration for its own sake; in this regard, it was less like a competitive game than a 'software toy' -- a concept that influenced Will Wright's notion of possibility space. 'The breadth and the scope of the game really blew me away,' Wright told me. 'It was made out of these simple elements, and it worked according to simple rules, but it added up to this very complex design."
Go. "[Go] is a strategic, zero-sum, deterministic board game of perfect information."