Maybe DontReamde

I’m a latecomer to Neal Stephenson.  For some reason, the recent Anathem was what got me to stop walking past his thick slice of bookstore shelf-space.  I ate that book up and basked in the “found-a-new-author” feeling.  Anathem was a fascinating meditation on monastic life crashed together with science-fiction world-building.  It also had the infamous Stephenson pacing – for fans, you grit your teeth and love it.  Reamde, Stephenson’s latest, is different. It requires no teeth gritting. After a mere 100 pages or so, things are off and running. This book books, in a blockbuster fashion that’s apart from his norm. And actually, that is one of the problems that make this my least-favorite of his books so far.

To anyone who hasn’t read any Neal Stephenson, I will describe the “pacing” thing.  Fans enjoy his prose patiently, nurturing the persistent feeling of, “well, this is interesting, I wonder where this is going.”  While most authors (especially authors with sci-fi in their DNA) would be content to build this feeling for a chapter or three, it’s not uncommon to go well past the halfway-mark in a Stephenson novel without reaching the tipping point.

There’s definitely stuff happening in his novels – tons of layered events, action, characters, settings, research, history, humor, and ideas.  But the tipping point, where you finally feel like “all right, now we’re on our way,” comes late.  In fact, I never found it in his famous Cryptonomicon. Gasp, I stopped reading that halfway through.  And my third experience, The Diamond Age, was so sneaky that I think Neal telepathically put it in my head a couple minutes after I’d completely finished the book (which was amazing, by the way).

But Reamde? You are able to draw a bead on Reamde pretty quickly – the plot drops in  and goes thataway very early on.  And then, at after the halfway-mark, instead of finding the tipping point, you find the book running out ideas.  It totters along, thinning out until, for the about the last 300 pages, all of the characters only have one collective (and boring) goal among them.  Just one.  And you keep hoping for some twist to dice things again, but aside from an explosive red herring, nothing comes.

And, the writing.  I happen to think Neal Stephenson is skilled with his words (though perhaps too in love with archaic ones). And he uses a lot of them, while still maintaining a modicum of discipline (as opposed to “where’s the editor?”).  In Reamde? Undisciplined.  All characters speak and think, and all exposition is described in, very clear “Neal-speak.” Mostly, Neal-speak is entertaining and eloquent, but it is not appropriate for all seasons.  Snarky asides are just as likely to sneak into scenes about Walmart (there are several) as they are to pop up in scenes of stress, pain, and peril.   I don’t expect gravitas, per se, but a novel this long told entirely in the authors tone of voice is grating, and in many cases it undercuts the drama. Now,  back to that phrase I used earlier, “drawing a bead.”  There are a lot of guns in this novel.  And they do a lot of drawing.  Of beads.  Again and again, that phrase.  It’s like fricking Mardi Gras.  And large chunks of prose are as lazily put together as that joke.

Nevertheless, this is a Stephenson novel, so there is still passionate world-building at play.  In this book, it takes the form of a Massively Multiplayer Online Role-Playing Game called “T’Rain.”  This video game world, how it was built, the culture within and around it, and the people who maintain it are all fascinating.  And Stephenson does the nearly-impossible: he writes well about the act of playing a video game.  He makes it interesting to read and adorned with astute futuristic touches.  He describes a game that I want to play, and thus I can buy the fact that everyone in the world plays it, to a degree even beyond the ubiquity of real-life World of Warcraft (its explicit inspiration).  When the book is interleaving T’Rain with the real world, it’s at its best.

When you add in the titular “Reamde” virus, which infects the game, you suddenly have two fascinating forces inhabiting the book.  But as the book runs through a series of progressively ominous antagonists – each one commanding progressively more and more  of the book – each has progressively less and less involvement with T’Rain and Reamde. By the time the long guns-blazing finale arrives, the best parts of Neal’s creation have been squeezed out of the novel completely. We’re left with an ending that, for all of its made-for-cinema action, is blunt and dishearteningly predictable.  There is only one meaningful mention of T’Rain in the final pages, when the main character Richard reminisces for scant paragraphs about his abandoned game alter-ego. This short interlude was a heartbreaking glimmer of a better, more manifold climax that might have been.

And so Reamde, unlike most Neal Stephenson novels, follows an arc that is well-paced and accessible, but ultimately it lacks the imaginative culmination I’d expect.  And the nail in the coffin is the final chapter – a denouement with with all the heft and payoff of the Ewok celebration dance at the end of Return of the Jedi.   That is, all of the characters are trotted out to smile at each other one more time, so that you can walk away knowing that everything works out okay.  Stephenson fans with Reamde, just like Star Wars fans with Jedi, will walk away thinking, “it started out with such promise.  What the heck happened?”

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New Grump

Lately, he's even begun to use the thumbsticks properly.

Sabbatical is such a classy word.  We’ve been on sabbatical – we’ve taken a leave of absence.  Which is different from “we’ve Tekken a leave of absence,”  which is the king of iron fist absences.  Really, the Grumps have just been doing other things.  Finding new jobs.  Moving to new states.  Getting engaged.  Having babies.  We’ve also been quietly realizing that this real-life stuff doesn’t feel a bit like video games.  The fact that my son is at Level 0 and earned an ‘achievement’ for eating solid food makes for a clever Facebook update, but raising him doesn’t feel like an RPG, even though I’ve been RPing the shit out of being a dad.

But since this is a gaming website… yes, games. We’ve been gaming – honest!  Let’s talk games.

“Portal 2″ happened back there somewhere - Dan and I even played the co-op.  Craig loved his time with “L.A. Noire,” and loved that it hooked his wife into gaming with him.  I decided to enjoy my back-catalog while redirecting $60 dollar chunks to diapers and take-out food.  It turns out that “Halo Reach” and “Forza 3″ are both evergreen games.

I hereby issue a formal apology to every Halo team who was left with “mannequin cannon fodder” because The Round (a.k.a. my son) needed attention.  I also apologize for my lack of aiming accuracy, as The Round wants nothing more than to have what’s in daddy’s hands, and has no regard for where plasma grenades are supposed to go.   I also apologize for acting like I’m apologizing.  I don’t actually care.  I never care when I leave a Halo team in the lurch – if I did, I might start taking the game seriously, whereas I now have actual serious things to take seriously now.

Does this mean that I’m leaving gaming behind?  I don’t think so.  I’m more connected to it than ever.  Nothing reacquaints you with the playful escape of video games better than a baby.  What moments you get are at such a premium that the game had better be really, really good.  I have no time for grinding.  I am of the opinion that if a game makes you grind, it should be refunding you money, in real time, as you play.

As the matching Minecraft shirts in this photo might suggest, my little boy could very well grow up to be a gamer.  While I do want my son to get skinned knees and piss in the woods and play outfield and hate piano lessons, I would also love for him to be a gamer.  It will be fun to share a passion with my son, but games are also valuable. Understanding the modern world requires gaming skills and perception.

Games are inevitable.  As Doug Zartman said (though he was referring to three-eyed aliens at the time): They’re Everywhere!  Yes, and they will be Super-Everywhere when The Round comes of age.  Super-Everywhere.  That’s the 16-bit Everywhere that comes after the regular Everywhere that we have now.  There’s more colors in Super-Everywhere, and there’s Mode 7.  Our modern computer operating systems are a good example of the embryonic stages of Super-Everywhere.  They’re built of shiny, animated, interactive bits and pieces that were directly influenced by games.  Every corner of an Apple OS is aping the gaming tropes. Things from cars to coffee pots are doing the same.  Hell, the fuel gauge on my 2009 Honda CRV looks like a health bar.  Games are a given.

In the future, when Nolan is older and Facebook is a distant memory, they will be a super-given, in the Super-Everywhere.  People far wiser and more eloquent than me have chattered on about this phenomenon, the “gamification of everything,” as it were. I’ll leave it to them to take the argument further. Just suffice it to say, I would have to work very hard to make Nolan a non-gamer.  So, Nolan will game, and I will game, and Game Grump will go on.  We just might go heavy on the sabbaticals for a while.

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Global Game Jam: Fire Forest

The Global Game Jam is already a couple months behind us, but before it got too late, I figured I’d put up a video of the game I worked on. Behold, Fire Forest!

I’ve only been to two Game Jams and both were great, but this one was especially so because Fire Forest took first prize at our location. The theme for the GGJ was “Extinction”, and after pitching some lame idea involving birds I collaborated with a bunch of other people to make Fire Forest, a grid-based strategy game where you control some (but not all) of the forces of nature. You harvest fruit and plant trees with one mouse button, make it rain with the other, and control the wind with WASD. Grump Brother Matt pointed out that the whole thing could be boiled down to one mouse button and WASD, but that’ll have to wait for the next update (which includes Grass that grows on its own!).

My contribution to the project was somewhere in-between coordination, game design, and implementing the audio (fortunately for me, we decided to work in FlatRedBall). I learned a ton, a lot of which I’ve already directed at a new project I have in the works in the dark caverns of Baltimore. In the meantime, Duckball is on hiatus, maybe forever. I learned a lot from that project too, but I have other ideas I want to get started on; one of them will eventually make it to XBLIG.

But Fire Forest, you should play it! It’s pretty easy to learn, and kinda fun in a stressful fight-for-survival way. Just follow the instructions on our GGJ page (Fair warning: You’ll have to install XNA Studio 3.1).

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DuckBall Devlog 007: Taking Off

After two months off for the holidays and new babies, DuckBall development continues! I’ve cleaned the spam out of the comments gutter, updated my project and the Flat Red Ball Engine (which actually released another new version just this week), and finally settled down to getting these Ducks to behave again. They are unruly.

This week’s video shows the result of me fixing the IsOnGround problem that I mentioned in the last update. Upon flapping their wings, Ducks were immediately being reclaimed by gravity, so it took a double-tap on the controller’s A-button to actually get them to take off. Using the debug text I was able to find that there were two things that were contributing to the problem:

1. The Activity() method, for the ducks was being called twice each turn. As a result, their IsOnGround variable was being checked twice, and their vertical velocity was being set to 0 twice. I was excited when I found this, but I should have figured out that this wasn’t the whole story since a double-tap on the controller could break the duck free from the ground. The problem couldn’t exist in a single frame (since a double-tap takes place over a minimum of two frames).

2. I remembered what Velocity really means. The Duck’s vertical movement that you see is a dance between negative vertical acceleration (gravity) and it’s vertical velocity. Flapping the duck’s wings sets their velocity to a positive number, which is slowly dragged down by gravity. When a duck is resting on a platform, it’s velocity is set to 0, but only if IsOnGround is true. When I was having a duck take off from the ground, I was only changing their velocity. Velocity is a change in position over time, so the duck’s position wasn’t changing the same frame that it was taking off. As a result it was still colliding with the ground that frame, so it was still considered IsOnGround, and so it’s velocity would be set back to 0.

Now flapping the duck’s wings not only changes their velocity, but also changes their position upward a very small amount so they are immediately in the air, and cannot be mistaken for being on the ground that frame. I don’t know how elegant a solution this is, but it’s invisible to the user and solves a problem I’ve been having for a long while, so I don’t care at this point. This is probably an open invitation for it to bite me in the ass down the road.

Next, I need to fix that walking through walls business. Yeah, not sure when that started…

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DuckBall Devlog 006: IsOnGround

After missing a week, DuckBall development continues! Starting a new job has cut into the amount of development time I have, but I managed to get in enough on the side to resolve the IsOnGround issue….mostly.

For the ducks to properly animate and land on top of platforms they need to know when they are on the ground, and this is information is stored in each duck’s IsOnGround boolean variable. When I was dealing with just the platforms and walls, getting IsOnGround to be true at the right times wasn’t too hard, but adding forty destructible brick tiles that collide with ducks and the ball made things more complicated.

In the last devlog update I mentioned that the IsOnGround variable was oscillating between true and false, as it turns out this wasn’t accurate. After working a little too long on the problem, I found that IsOnGround wasn’t oscillating between true and false, it was being set as true, and then false several times every frame. This made no damn sense at the time, so I used the debug text to figure out how many times each frame it was being set false. The answer: Forty, exactly the number of brick tiles in the level.

Eh….whooops…at some point I thought it was a good idea to bundle the collision logic of the brick tiles with rest of the level’s. After separating them I got what you see in the video: When a duck is resting on tiles or platforms it IsOnGround, and as a result its acceleration is corrected to zero and the standing animation is displayed.

It only mostly works though. If you look closely at the video, you’ll notice that when the duck is walking back and forth across multiple brick tiles, it sometimes flaps its wings momentarily. Also, taking off from the ground isn’t smooth, you have to double-tap the button to actually get off the ground. They’re behaving a lot better than they were three weeks ago though. Stupid ducks.

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My Xbox 360 Broke, So I Fixed It

The disc drive on my Xbox 360 quietly stopped working a couple weeks ago, and since then I’ve survived on downloadables (I actually finished Super Meat Boy). This past weekend I decided to do something about the broken box, but my 360 is way out of warranty, so I was forced to take matters into my own hands.

Now my living room smells like WD-40, but I can play Fable II, dagnabbit!

From what I gathered, the symptoms my Xbox was displaying could have been caused by any number of problems. I wasn’t getting any flashing lights or a RRoD, the drive simply wouldn’t read discs: After scanning one for a moment it would say “Open Tray.” On the YouTubes I found that many people were having the same issue, and the prevailing guaranteed permanent fix was to rap sharply on the top of your Xbox while it tries to read a disc.

I’ll admit it, I tried that once. Sheepishly.

There are other schools of thought. Industrious people have found that one of the magnets which pins the spinning disc in position can come unglued. I took apart my Xbox hoping this somewhat simple-to-fix issue was the source of the trouble, but it turns out my 360′s magnet was in place, so I had to look into other causes of the problem. My machine was already dismantled, why not finish the job?

So here’s the photographic evidence. Using an eyeglasses screwdriver, a T10 Torx driver, a 1.5mm hex/allen wrench, and a medium to small phillips-head screwdriver I took apart and fixed my Xbox 360 (Superglue or WD-40 are also necessary, depending on what you’re fixing). This is NOT a guide for fixing your Xbox, go read the links if you want to do that, either way I’m not responsible for anything you do to your console.

xbox 360 casing parts

The first step is to remove the plastic case, and there are plenty of tutorials for this on the internet, the one I used is at Llamma.com. They suggest using their specialized tool to open it up, but I got by using an eyeglasses screwdriver to poke into the tiny vent holes and such. For the most part these phase of the project is about pushing plastic tabs while gently prying your 360 apart.

xbox 360 casing parts

The dusty underbelly of my 360. To the left of the power button you can just see the half-removed Microsoft sticker where I irrevocably voided my warranty. There are six long screws that you need to take out at this point, this is where the Torx driver comes in.

xbox 360 casing parts

The guts of the machine, note the prominent heat-sinks and fans. The picture doesn’t show it clearly, but my disc drive is the HL model (Hitachi Lite). Not all Xbox 360 drives are created equal, and what fixed my drive won’t fix them all.

xbox 360 casing parts

After I removed the drive from the console and took off the metal casing, I immediately knew this was going to be more complicated that I had hoped. The metal ring in the middle of the drive is a magnet which can come unglued, a somewhat common problem associated with open-tray errors. But inside my 360 the magnet was still in place, so I was going to have to delve deeper.

xbox 360 casing parts

I had to go after the motor, which (apparently) can run out of lubricant. The gray piece in the middle holds the motor in place, and to get at it I needed my friend the 1.5mm allen wrench (which was a second trip to Home Depot).

xbox 360 casing parts

The piece I’m holding is the part that spins, it used to sit in the middle of the copper coils in the bottom left. The pin in the center was covered in black grease when I removed it. After wiping it off, putting it back, taking it out, and wiping it off again a few times, I think I got most of the old grease off, so I added my own layer of WD-40, removed the dripping excess, and started reassembling.

xbox 360 casing parts

With everything but the plastic shell back in place I decided I needed a guinea pig game. The disappointing Ghostbusters title was chosen, as I hadn’t played it since the week it was released. I guess I should give it another shot, I mean…it’s Ghostbusters.

xbox 360 casing parts

Holy shit, it worked.

No way of knowing how long it’ll last though, hopefully the next time it breaks down I’ll have the money to upgrade to one with a hard drive bigger than 20GB. Reminder: The links above were extremely helpful and my 360 now works, but try this at your own risk. There’s no guarantee this won’t break your 360, and it definitely breaks your warranty.

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DuckBall Devlog 005: Tweaking and Debug Text

This week, DuckBall development continues, but at a different pace. The addition of breakable bricks was simple in and of itself, but as was mentioned last week they do not work as intended yet. There were a couple items I was able to improve this week, but the laundry list of things that need fixing is much longer.

New Stuff:
-The Ball only breaks bricks if it is going fast enough.
-A duck drops the ball if the ball comes in contact with a brick tile.
-Added a structure for debug text to figure out what the hell is going on with everything else.

That’s it, the rest of the time I spent trying to solve a number of different bugs, some of which I had been quietly ignoring until now. I’ve basically reached the point where adding any new features would be extraordinarily dangerous (on the level of getting the Keymaster and the Gatekeeper together). So here is a basic list of things that I’ve been trying in vain to address this past week:

Broken Stuff:
-Since the direction the ball is held is determined by the Right Stick, it is possible to instantaneously “pop” the ball from one side of your duck to the other. If you do this against a platform or a wall, the ball will go to the other side of the obstacle, and your duck will begin to flicker. Releasing the ball can put it in inaccessible places (i.e. Behind bricks, outside the playing field). Possible solution: I’ve revisited the approach of Attaching the ball to a dummy-object that is attached to the duck (see this post). If I can get that to work, the ball could rotate into position, instead of teleporting into position.

-Ducks currently don’t “know” when they are on the ground. If you look at the animations, you can see this used to work for the grass platforms, but now doesn’t for mysterious reasons (it has never worked for the brick tiles). This weeks video displays debug text that demonstrates what may be part of the problem: The “IsOnGround” boolean is oscillating between true and false when the duck is on the ground.

-When the ball collides with a line of brick tiles, it sometimes bounces off at odd angles. I know what’s causing this, but the adjustments I’ve made don’t seem to help. This is on the back-burner until the above are fixed.

There are other minor issues too, but the above are the major ones. Hopefully by next week I’ll have these cleaned up and can get started on other features I have planned.

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DuckBall Devlog 004: Break Bricks and Throw Speed

DuckBall development continues, new features this week include improved throwing and breaking brick tiles, aka Destructible Environments!

First, regarding last week’s post, I tried to do use the Parent/Child relationship to control the orbiting of the ball, but decided to scrap it and stick with what I had. Using trig to position the orbiting ball already worked, was more intuitive than rotating some invisible object, and kept the Duck/Ball relationship from getting needlessly complicated.

Using the Parent/Child orbiting method also didn’t solve the problem inconsistent throw speeds, which was more important. After working on it a little too long, I figured out that the ball was sometimes moving at the correct speed, and at other times was moving too slowly. If the Ball and the Duck were colliding at the moment of the throw, the ball would bounce off, losing half it’s speed. I had to turn off collision between the Duck and the Ball during the frame that it is thrown. This doesn’t feel like the the best solution, but it works now, if you have a better idea, let me know.

Setting up the destructible bricks was easy by comparison. There are plenty of tutorials for the FlatRedBall engine, and adding entities from an Excel sheet is just one of them. The brick walls are operational, but like Throwing last week, they aren’t working exactly as they should. Ducks are supposed to treat brick like normal ground, and the ball sometimes bounces off at weird angles. Fortunately, there’s a tutorial for that too.

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A Gamer Reviews the Kindle 3 E-Reader

Warning to all gamers:  If you buy a Kindle 3, all of that reading could seriously cut into your game time.  Before you go out and spend the money – and yes, they are frighteningly cheap at $140 (wifi version) – consider all the things that enrich your life now.  Headshots.  Achievements.  Leveling up.  Pwning Noobs.  A Kindle could take all of that away.  I was supposed to write this article two days ago, but instead, I wasted the whole time reading and downloading books, and I barely got any Halo time in at all.

There’s a lot to love about the Kindle. Too much, in fact.  I’ve already mentioned the price, which is so cheap, it’s weird.  I’m sure this will change over time, but as of the moment of this writing, the Kindle 3 is both the cheapest and the best e-reader out there.  How can both of those things be true?  Best form factor.  Lightest weight.  Biggest library. And the graphics – ooh, let’s talk about that for a second.

Jules Verne (inset) and I. Photo by Tracy Sham.

The graphics are amazing.  When my Kindle first arrived, I nearly destroyed the screen, because there was this pleasant illustration on top of it, which I thought was one of those “for demonstration” transparent sticker overlays.  Nope, that nice picture was actually on the screen (they should warn people).  I honestly did not believe it until I actually powered up, and saw the image flash and disappear.  Gamers – can you count on more than one hand the last time a game’s graphics flat-out fooled you?  That’s right, I thought not.  You could only count to one – that one time Eternal Darkness pretended to erase your saves, and then made like the video signal to your TV was flipping out – right.  That was one.  Here’s two: when your freaking Kindle 3 arrives in the box, and you think the image on the screen is fake!  Awesome.  I was so blown away, I made a photocopy of the screen (which you can do). [Editor's Note: yes, he actually did this.]

Now, as this is a new platform, let’s talk about the games.  Ah, um.  No, let’s not talk about the games.  Some games exist.  They are of the Solitaire and Minesweeper ilk, in that you can download Solitare and Minesweeper.  But do me a favor: don’t sully your e-reader with stupid games.  It would be like buying shovelware for your Wii, or some Doritos tie-in game for your Xbox. Don’t do it.  The best experiences on the Kindle are built around what the device is good for.  Namely, books!

And here’s where the $140 price point graduates into official insanity.  Right off the bat, upon starting your Kindle, you’ll instantly have access to hundreds of free books.  Free. This isn’t rooting around in the bargain bin at GameStop, this is absolutely free.  And this isn’t just demos (though those are available too – they call them “samples”), these are full-on books.  I’m reading Moby Dick right now.  I also have three books by Jules Verne, and damn near anything by Shakespere – free. I have yet to actually buy anything, though like I said, they have the best selection of any e-reader out there.  At last reckoning: 700,000 books.

They tossed on more features, like the fact that you get a dedicated e-mail address, and you can email yourself documents to read on your Kindle (which you’ll want to do, because like I said, the graphics are awesome.  At 167 dpi, it does a damn fine job of mimicking a real, printed page).  You can also waste $60 more on a “3G” version, though why you would do this is completely beyond me – if you can’t fill up with a ton of reading material before you leave your house’s wireless network, then what the heck is wrong with you?

There are a lot of questions that gamers probably have.  First of all: is there a good sense of progression?  In a word, yes.  Every book, as you read it, has a percentage meter in the lower left, so you’ll be able to know your completeness as you read, and you can throw down a bookmark whenever you want, which allows you to save your progress.  These bookmarks are synched with Amazon in the “cloud,” so you’ll never have to worry about corrupted saves.  What about community features?  Got em.  As you read through a book, others who have been there before have highlighted passages they found impressive. You can highlight passages too, for future readers of that book.  And finally, the big one: interactivity.  How much affect does the gamer have on the outcome of what he’s reading?  Well, here, I have to admit, the experience is a little limited – the books are written to pretty much turn out one way, and only one way.  Very few, if any, have multiple endings.  However, along the way, you are able to look up the definition of any word you come across in real-time, and that at least offers up a level of interactivity comparable to, say, Final Fantasy XIII.

In the end, the only problem will be that you’ll open your Kindle, sit down to read, and then look up at the clock and realize that six hours have gone by, and you should have gone to bed, or at least logged on to XBL, about 2 hours ago.   You’ll miss WoW raids, you’ll drop off the Starcraft II ladders, and everyone will already be playing the next map pack in your favorite shooter, and you’ll be left behind.  But, you’ll be reading.  And in the end, you won’t have a score to show off, or even another physical thing to display on your shelf, but you’ll be having fun.  And isn’t that all that matters?

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Nethack Ascension Raw Footage

Before this got too dated I wanted to temporarily break the moratorium on Nethack and post the raw footage of my first ascension. Watching this, you may understand why I wanted to dramatize the event; the nuts and bolts of this game are sometimes difficult to digest. Come to think of it though, the dramatization might have been hard to digest too. Hm.

In any case, I find raw footage in general interesting, which is why I tried to use it so much in previous episodes of GrumpHack. I find something objectively interesting about how this game is played and the lively stories that can spring from its immense complexity. I completely re-created the visuals for Episode 13 because the quality of this original capture was too low to tell a proper story (although the YouTube video is available 720p, scaling those tiles up looks terrible). In the moment, about 35 minutes before I beat Nethack, with Tony Paige taking calls about the Mets being terrible at 4:30am on WFAN, I had already been in front of my keyboard too long. I wasn’t too concerned about my video settings.

So yeah, this is what the end of Nethack looks like, sped up about 350%, with the mouse clicks, menus and all. Also there’s this, a small testament to my YASDs leading up to the ascension:

nethack top ten list

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