Thanksgaming

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  • Luigi’s Mansion, as I’ve commented before, is a lot more fun than it looks to be. I actually really dig it at this point.
  • I’ve not played with Wave Race at all since getting back here
  • Mars Matrix isn’t the best overhead shooter ever (that’s Fire Shark for me; Radiant Silvergun for the people who’ve actually played it), but it’s solid, it has a heck of a lot of replay value, and it’s actually a two-player co-op game! One red ship; one blue! Amazing!
  • Capcom vs SNK is… okay. It’s got nice new sprites for the SNK characters. Okay music. Nice interface. A lot of extra features. But it’s hard as hell, the SNK characters have been (as reported) stripped down appallingly (leaving Terry as one of the few who can actually still be used properly — he’s okay!), there aren’t enough stages, and I’ve serious issue with the groove point system. In theory it’s nice, but it makes it hard to get anywhere, especially when combined with the ridiculous difficulty of the game. When Ryu is the character in the first round of the first fight, I can consistently be defeated by him when I choose any SNK character other than Terry, for the most part (though I’ve now gotten more used to how cheap the AI is). This is a big problem.

Out of everything, I’ll probably be going back to Mars Matrix the most.

So much to find.

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All these fighting games I have, now. Recently I’ve been studying KoF98, and have noticed a bunch of details and subtleties that had gone completely passed me by. And then earlier today I decided to pull out Vampire Chronicle For Matching Service; something new I noticed — besides that I don’t seem to have actually played in arcade mode with a lot of the characters (any who aren’t amongst my favourites I guess I tend to just fiddle with in training) is that the details in the background vary considerably depending on which “mode” one chooses (Vampire, Hunter, Savior).

When I played the Saturn version of Savior I had wondered about a couple of the stages, particularly Brazil and the one on the side of the skyscraper. There seemed to be many more things going on in the background in the Saturn version than in my copy of the game, including a lizard being chomped on in the former and helicopters and coloured lights in the latter. Also, many levels of scrolling seemed to be missing in my version. I thought it was a little cheap that Capcom left some of these elements out of the game, as Chronicle was supposed to be a compilation and combination of all of the previous games, into one. As it ends up, though, it all relies on what one sets the game to emulate.

I suppose I’ve mostly been playing in “Vampire” mode, making it play the most like the first game in the series. I just earlier set it to “Savior”, and the backdrops were suddenly quite alive. Also, the music was different (and in places more appropriate).

This is very interesting…

Legs

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I just wandered everywhere in the room, trying to find my pajama pants, before I realized I was wearing them.

The end of the end of the end of the era

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Okay. A method has been announced to theoretically convert a Shenmue US save file to a Shenmue UK save file. I knew people would be jumping onto this.

Now all we have to do is hope the game actually gets released in Europe. A few sites are saying it’s doomed there as well, but in general the word seems sound so far. As odd as it might sound, I think I do believe it will be released there. SoE, during this last stretch, seems to be picking up everything SoA is abandoning. I’m not sure what’s gotten into them, as traditionally SoE has been by far the lousiest out of the three branches — but as long as I can get versions of Shenmue II and Headhunter, I’m not complaining. I think Rez can be imported from Japan with less difficulty, seeing its genre, and SC5 Part 2 will undoubtedly stay in Japan, when one notices how much work had to be put into dubbing the first game in order to get it released in the West. So I guess that’s where that one’s coming from as well. Again, for a game like SC5, I doubt it will be too much of a sticky problem.

Oy. I can work around these things.

Only five games left…

A Wolf Named Rock

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While nodding off today, it occurred to me (as a result of some comment I half-heard uttered from my teacher) that “Mark of the Wolves” refers to Terry’s jacket, or at least to the star emblem on it (thus the large star in the game’s logo). Terry was the “Lone Wolf”, and since he’s trained Rock and passed his place, and if not specifically his jacket then a very similar one, off to the kid, I guess Rock is therefore the new “wolf”, so to speak.

A wolf named Rock. Hm.

Cats.

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Louis Wain. It’s odd how things pop up again. Long ago I showed the cover of the Oingo Boingo EP to a friend with whom I was doing some music at the time. He said that he knew the painting used on the cover, and that it was the work of some guy who was in the process of going crazy. He kept repainting the same cat face over and over, and each time it became more twisted and disturbing. He didn’t remember the person’s name, but I thought this was interesting and I filed it away in the back of my head.

Earlier today I was reading a posting of Kibo‘s where he randomly threw in the mention of a Louis Wain painting creepy cat heads. I’m not sure where I made the connection, but I made a guess that he was referring to the same person my friend briefly described several years back — and indeed he was. Now I know the guy’s name, and I’m glad I do. This is interesting…

There is no imitation.

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Art is inseparable from life. Whether it is seen or not, everything inherently is art by its very fabric of being — all that can be made, done, said, and in some ways even thought. All that simply is, is itself in possession of some aesthetic qualifications, and in more than simply the superficial visual manner of a painting or sculpture. The very essence, or honed being, of existence, has its own scale of elegance. This simple observation points to the vital place aesthetic differentiation must play. If everything which is, is art — then what of those with no appreciation for this truth? Those with a complete void of taste, carelessly and ignorantly blundering through life, oblivious to their wake of destruction, and stains left behind on all with which they deal?

Consider the devoted hacker — the code whiz who has taught himself all that he knows and takes pride in the elegance and beauty of his code. Any program written by this person will be fast, clean, efficient, relatively bug-free, and will do precisely what it is meant to do — and it will do it right. Any errors which turn up will be quickly repaired, and the program will in the end be invisible to its user, allowing him to simply do what he needs to do without adding to his problems. The corporate programmer, trained second-hand, ignorant of the value of code itself and merely interested in getting paid at the end of the day, has no compunction to do his job right. If his code can be executed, and the program seems to run, then his job is complete and he no longer has to think about it. Due to this obliviousness and lack of care, we end up with bloated, bug-ridden software which runs slowly, interacts poorly with both the end user and his computer, and eventually gets in the way of the user’s goal of simply accomplishing his desired tasks.

The same general principles can be applied to anything from communication to driving to bodily movement to diet to science to logic to traditional art to one’s outlook on life and way of organizing thought. Art is so pervasive that good art — works of taste, of aesthetic value — is a valuable commodity. In general this world is a sloppy aesthetic wasteland — at least the manmade portion of it. It is sufficiently rare that people take heed of their actions and strive for the better and the more artful that any rare pockets of sophistication found become of great value.

In the depressing miasmal void of daily life, enlightenment and inspiration become beacons, showing the way to what is perhaps the most ideal universe; one where art, as a segregated concept, would be without need. For the world we have now, a sense of taste can be a curse, with art as the only oasis from the daily bombard and the only sympathetic voice in hell. Enlightenment can, however, be infectious, and inspiration comes in waves. With enough voices, the world might be changed for at least a short while. For this revolutionary goal, taste is the only weapon.

The Beautiful

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Something from a lecture on Mozart, paraphrased as well as possible with my memory:

“All beauty is strange. Not wholly strange, as a freakish repulsion, but unusual enough to spark the mind and to show how beauty can really be.”

This was posed in contrast to prettiness, a quality all too common and ultimately unfulfilling. I think I’ll combine this with a quote from Aristotle, via my aesthetics teacher:

“Instantaneity is not art.”

That is to say, that which is immediately comprehended and processed is not of particular value. It is the complexity of the whole, further understood with each exposure, that tends to show true merit. The obvious might be pretty, and might provide instant gratification, but in no way does it have particular value.

While looking at the art gallery in Last Blade 2, I realized — well, someone had been whining about how icky a name “The Last Blade” was in comparison to its original title. But it appears that its European title was The Last Soldier. Huh? Where did that come from? Evidentially from the same mindset which turns Mitsurugi into “Arthur” and creates the “Teenage Mutant Hero Turtles”. Hmm. Also, in the US release of the game, the Hanafuda card game from the Japanese version was removed. Why do they always keep stripping these things away entirely? Does it take that much effort to translate them, really? Perhaps to describe briefly how the game is played, in the instruction booklet? Urgh. Aside from that issue, I’m really liking this game (LB2) a lot. I’ve remapped the buttons to what seems a more logical arrangement (X = weak slash; Y = hard slash; B = kick; A = parry), and have begun practicing a lot with Hibiki and Setsuna. I am unexpectedly annoyed with Akari, both in terms of control and personification. Although the voices in this game are largely beyond excellent, I quickly found Akari to be a rake on my ears and my nerves.

I apparently skipped Saturday almost altogether. I went to sleep late in the morning, after having stayed up all Friday night playing Bangai-O (not a moment there regretted), and didn’t wake up until very late Saturday night. I hadn’t been getting much sleep and had been feeling very sick this past week, so I suppose my body was merely correcting the situation — as was its right.

For the honor of Dan Star!

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I do like Bangai-O. Here’s a conversation which broke out in the middle of a nerve-wracking battle in a round filled with explosives which get set off in a chain reaction with one false shot:

Mrs. M: The legendary space fruit.
There are 5 types of
the huge Space-Fruit.

Mrs. M: Mandarins, apples,
Bananas, pineapples,
Water Melons.

Mrs. M: The Points rise
according to the series.

Riki (stressed): Points!?
What are the points?

Mrs. M: I do not know. Ask
The points counter.

Riki (calm, anticipatory): Is there no civet fruit?

Mrs. M: What? You’d like them?
But they stink!
Anyway there aren’t any!

Riki (freaking out): If there is no civet fruit,
then I don’t want to go on!

Mrs. M: I don’t know whether there
are any. Go and buy some
Somewhere else.

Deep Bang Blade

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I finally got a chance to play Bangai-O and Last Blade 2. Both were quite worth grabbing hold of, in their own particular ways.

Bangai-O is essentially everything I thought it would be, only more addictive and weird.

Last Blade 2… I really wasn’t sure what to expect here, but I got more than I was looking for. The animation is very nice, and the voices are some of the best I’ve heard in a fighting game. I’m actually liking some of the characters who I hadn’t noticed before (though the names aren’t sticking just yet), and I think I am going to like the fighting system. It’s quite complex in theory, but somewhat simple in execution. The characters also have a nice sort of a feel to them — more limber and mobile than the SF/KoF style and somewhat tighter and easier to deal with than the likes of Darkstalkers. The game’s minimalistic use of music in favour of background noises is quite interesting as well. I think I’m actually going to spend some time learning how to play this properly. It’s not often I think this about a fighting game.

On the way home I saw The Deep End, a smallish film I’d been wanting to see for a while. If I can do the research to refresh my brain on peoples’ names, I’ll talk about it some more. As it is, I’m feeling a bit dumb saying much. It was, however, something to see.

A test?

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While stumbling to my first class this morning, I happened upon a crumpled dollar bill in the hallway. Upon bending down to pick it up I noticed a second bill beneath it, this one a twenty. After looking around the hall a bit and not seeing anyone who seemed to belong to them, I attempted to bring the bills to the front desk only to find it closed. I figured I’d bring them in later. The thing is, now that they’ve been wandering around with me all day, I’ve grown somewhat attached to them. Not sure what to do about this.

ODCM, RIP

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Okay. When ODCM folded, the subscription was supposed to switch to NextGen. Instead, Lan got PSM. And it seems I get… Gamepro.

Nice. Gamepro says that GunValkyrie is “based on the popular anime of the same name”.

Oh, neat. and they print salient, up-to-the-minute secret “codes” here, too. For instance, if you stick your Sonic Adventure (1) disc in a CD-Rom, you get hidden artwork. Cool, huh?

Of course they don’t actually give the developers for Sega’s games — just “Sega Corporation”. Hum.

And I don’t think I’ve seen a review in this issue so far which has understood the point of the game in question.

Fixing the hole where the ghosts come in

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I’ve moved the stereo cabinet upstairs now, and it seems to fit the hole in my wall decorations (which I had put up around the stack of boxes) quite well. I was wondering at first what happened to the glass door which should be on the front of the cabinet — and then it hit me. This is that stereo cabinet.

I could have sworn I wrote a short piece on the thing a few years ago, but I can’t find it to link to. Ah well. Never mind — it just has to do with poltergeists and glass-based explosions. Nothing worth getting into here.

The transportation of my consoles to the cabinet went quite neatly. Though I wasn’t knowing initially what to do with the cords and controllers, I found that winding them up and tying them neatly with twist-ties is the best solution. If I want to get one of the consoles out, I just have to pick it up and grab the right cables and pads/sticks from directly next to it. Of course in an ideal situation these would all be permanently wired up to a decent TV — but I’m not in an ideal situation, so neat and respectful storage is the best I can do for the moment.

Having this cabinet here also gives me an object against which to neatly stack my game magazines (which had taken to sprawling all over my room wherever they saw fit). My issues of ODCM (a complete run, sans issue #1 — and I almost got it at the time! Stupid me!) are on the bottom shelf, next to my poor old SMS.

Lacking space on my shelves still, I put my stack of Saturn games on top of the cabinet, accompanied by my “overflow” Dreamcast case, containing such things as the original Planetweb browser, the Space Channel 5 sampler, various burned utility discs, and so forth. Non-game material, which I only tap into on occasion.

Now that my desk and a large part of my floor are freed, I will be able to further organize things the next time I get a burst of energy. My printer can come off of the floor and go on the desk. My computer books can go back on the floor under the desk, where they belong. I also moved one of the shelves on one of my bookcases down a couple of notches; I had a couple of NES games which were drifting around without a place to rest, and doing this has not only made room for them along with the other games but has allowed me to put my game genie, book, and NES cleaner back with the rest of the cartridges.

Very slowly, things are shaping up around here. Of course I will be leaving here for school in a matter of days — so I’m not sure why I’m putting so much effort into things. I suppose if what I am doing were actually useful, however, I’d never get around to doing it.

Ah me.

Oh goodness!

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I am no longer the #1 Space Harrier player in the state of Maine! Since I last looked at the records, I’ve been shoved all the way down to #2!

The horror! The shame!

… I’m hungry.

A.I.

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I was quite surprised — in a positive sense — by the film. While I was expecting some kind of Spielbergy tripe with nifty special effects and some interesting elements perking up a potentially tired theme, I was treated to an actual bit of artistry. It seems Kubrick’s vision, whatever that might have been, was held very strongly. From the camera angles to set design to pacing to tone to the direction of the actors, about ninety percent of the film felt like pure Kubrick — almost more so than he usually did. Where Spielberg came in seemed to be in softening some of the excesses and rough edges Kubrick loved to leave jutting out to scrape the viewer.

There were a couple of very distinctly Spielbergy moments (such as the underwater segment and some of the tone toward the very end) and I can see now why he was attracted to the project, but I think his ideas actually complimented the work. Still, it would be fascinating to see how the film looked in various stages of production. I have to imagine it was very different before Kubrick got his manipulative claws onto it, knowing how he loved to mangle source material into his own odd shapes.

But I ramble. Surprisingly good film, which didn’t go anywhere nearly in the direction I was expecting.