Tuesday, September 22, 2020

Global Game Jam 2018 @ KSU 48 HOURS Jam!

IMPORTANT UPDATE:  GGJ @ KSU will be OPEN for the ENTIRE 48 hours.

The Global Game Jam 2018 @ KSU will be held from Friday, January 26th through Sunday, January 28th. 

This is a great opportunity to come and make a game over a weekend. Anyone can join in regardless of skill or experience. Come and have fun, learn, and meet some new people.

Come to the J/Atrium building (Marietta campus). Driving directions and a campus map is available at http://www.kennesaw.edu/maps/docs/marietta_printable_campus_map.pdf and http://www.kennesaw.edu/directionsparking.php 

Register now and save, registration fee increases to $45 on January 19th
https://epay.kennesaw.edu/C20923_ustores/web/classic/product_detail.jsp?PRODUCTID=2015

You will also need to register https://globalgamejam.org/2018/jam-sites/kennesaw-state-university

The registration desk will be on Level 2 of J-Block at 1:00 pm. 

The opening ceremonies will take place in Q-202 and will start at 4:30 pm. The jam will take place in J-Block and will start at 6:00 pm on Friday January 26, 2019.

This is an 18 Plus event. If you are not 18 or older, you will not be able to participate. 


Monday, September 21, 2020

Missed Classic: Hollywood Hijinx - Atomic Chihuahuas From Hell

Written by Joe Pranevich

Like this, but atomic and from Hell. 

Hollywood Hijinx has been a fairly breezy game so far, neither too challenging nor too serious. When we left off last week, I explored the first floor of the house and recovered two of Uncle Buddy's "treasures", film props of dubious value that I must collect to inherit the family fortune. Not everything has been perfect-- the hour I spent mapping an oversized maze was not time well spent-- but it's good enough. While I do not understand (yet?) the distaste that some have for this game, it's a thinner experience than most Infocom adventures. It doesn't aspire to be more than a cute treasure hunt and that's okay, but it remains to be seen how that will translate into a rating once I'm through.

My plan for this post was to play the game to completion and knock out a quick rating, but I didn't make it. With luck, we'll wrap up next time. 

Before I begin, I should remind readers that I play these games like an insane rabbit who tried to give up coffee but keeps getting drawn back into its dark embrace. I jump around from puzzle to puzzle, trying one thing and then another, and return when I have a better idea even if it's in the middle of doing something else. None of that makes great reading, so the following is a mildly sanitized account of my explorations where I knock down one puzzle after another in sequence. Do not be fooled, I spent a lot of time just beating my head against things. Now that you understand why I can never stream on Twitch, let's get to the game!


Roger Corman in 1986.

Moving on Up

I left off last time with a dozen leads, but I hit the closest puzzle first by targeting the "coat closet" in the Foyer. While exploring the cellar, I realized that the closet there was really the bottom of an elevator shaft. If I can operate the elevator, I may be able to get past the booby-trapped stairs and up to the second floor. Inside the closet were a set of three pegs (once of which had a bucket hanging from it), a pair of skis, and a sawed-off peg where the fourth would have been. I pull on the first peg and the elevator descends into the cellar. Pulling the third takes me up to the second floor. That was easy! Judging by the stub, there must be a way up another floor as well. For now, I just explore the second level.

We emerge on a landing at the top of the stairs. Looking down, the most prominent feature is a "newel" in the shape of Roger Corman's head. Corman was one of the masters of b-movies, but I had to look up what a "newel" was. (It's the design at the top of a stair railing.) The bust is suspicious and clicks when I turn it. This locks the stairs in place and we can now ascend and descend without using the elevator. Mr. Corman was 61 years old when this game was made; he's still alive and kicking and still producing bad movies into his 90s. He has quite a legacy, but I regret that I have never seen any of his films. 

The second floor is dominated by a single east-west hallway. The western end has a bathroom with a Jack Valenti bath mat. I find the red punch card underneath, but nothing else in the room. The plumbing appears to have been turned off so I will not be able to remake the scene from Psycho. Valenti was president of the MPAA until 2004 and created our modern film rating system. (His system replaced the Hays code that we discussed briefly in my coverage of Moonmist.) There are three bedrooms on the floor: the master bedroom, kids room, and a guest bed, but none of them appear to have anything of interest. 

At the eastern end of the hall is a window. Tucked underneath the closed pane is the top of a blue sack. Opening the window sends it crashing to the ground, but we can save the contents if we grab hold first and then open the window. Inside is a "Maltese finch", a prop from a b-movie knockoff of The Maltese Falcon that took place in a petshop. I'll leave that to your imagination, but I that's ten more points and a third treasure.  


The Tokyo Tower is slightly taller than the one in Paris. 

Smashing Tokyo

My next area to explore is the scale model of Tokyo in the game room. This turns out to be one of the more creative puzzles that I have experienced in this series. It's not difficult, but it is a lot of fun to tinker with and has great descriptions. At the risk of being too verbose, I'm going to liberally quote some of my favorite bits to give you a flavor. 

Here's what the model looks like when I arrive:

It's the scale model of downtown Tokyo used in the movie "Atomic Chihuahuas from Hell." In the center of the model is Tokyo Central Park. In the eastern half of the park, there is a monument. There is a Big Diamond Ring perched on top of the monument. Stretching east and west from the park is Tokyo's main street. In the street west of the park there is an Atomic Chihuahua. The entire model is covered by a thick plastic dome. Outside the dome on the model there are five buttons: a blue button, a black button, a green button, a white button, and a red button.

To get this out of the way first: it's clear that Uncle Buddy had never been to Tokyo. I know of no part of the city that even vaguely maps to this model, but I suspect that is part of its charm. Uncle Buddy wanted his own kaiju film and why should a thing like realism stand in his way? The second thing that I notice is that the "Big Diamond Ring" isn't from the Atomic Chihuahuas film, but rather was the eponymous jewelry from The Big Diamond Ring. I feel dirty using the word "eponymous" about these props, but it's clearly one of the treasures to collect. 

Pressing the buttons starts up the model and reveals it to be a game within the game. I cycle through the buttons in turn to see what everything does: the blue button causes the chihuahua to grasp the air in front of it, black causes it to stomp its feet, white swipes forward, red shoots fire, and green walks the chihuahua east through the city. No sooner do we start walking than this happens:

Suddenly, several blocks east of the Atomic Chihuahua, a pair of tiny tanks turn a corner onto the main street. They're heading straight for the Atomic Chihuahua. Out of the corner of your eye, you notice a puny plane flying over the park. The puny plane banks, turning towards the main street. 

It's just a model.


I march the chihuahua towards the park, but he's not going to make it without a fight: 

The tanks, only a block away, begin firing as they move within range. Over the park, a second plane joins the first one. The Atomic Chihuahua takes two rounds in the throat and gasps. (Two rounds to you and me, but that's 14 rounds to little scale face!) 

I have no idea what that means, but our chihuahua plows through the bullets but reaches a point where he can no longer press through. Fortunately, one of the planes gets too close so I press the white button to swat at it:

The Atomic Chihuahua swipes at the puny planes, striking one. A puff of black smoke begins to trail from the puny plane. It rolls to one side, then heads down, crashing in a Tokyo suburb. 

I take out the second plane in the same way, but this one crashes in the Tokyo Disney parking lot. Uncle Buddy knew something about Tokyo! In 1987, this was only four years after Tokyo Disneyland opened and well before Tokyo DisneySea was a glimmer in Michael Eisner's eye. (I have been to Tokyo Disneyland. It was the first time I ever ate a churro, a memory that I will cherish forever.) Now that the planes are taken care of, I turn my attention to the tanks. A good stomp with the black button takes care of them: 

Just as the Atomic Chihuahua is about to raise its hind leg, one of the tiny tanks drives up on its toenail. As the Atomic Chihuahua raises its hind leg, the tiny tank is lifted off the ground and hurled through the air into the middle of a nearby apartment building, demolishing a large portion of it. Hundreds of houseplants fall to their deaths. The Atomic Chihuahua stomps the street's pavement with its clawed foot. 

Tokyo Disney is one of the only "real" things in this model.


The roads are clear and I have a straight line to the park, but that's not the end of it. A moment later, we have a new challenge:

The Atomic Chihuahua, in a wounded waddle, moves into the west end of the park, violating all leash laws.

Suddenly, from under a clump of trees at the east end of the park, a tiny truck with a rocket mounted on it rolls into view. (Apparently, violating Tokyo's leash laws is not taken lightly.) A small radar dish on the tiny truck spins furiously until it locks on the Atomic Chihuahua and stops. A puff of smoke comes from the back of the rocket as it blasts off towards the dog.

While the preceding bits were fun, this is where it gets tricky. The rocket will home in on our atomic mutt and destroy him in a few turns. There are multiple ways to get past this, but my first attempt was to breathe fire. I fail at this a lot: 

Suddenly, the rocket makes a wide right turn in front of the Atomic Chihuahua. It seems to have found the spot it was looking for. The rocket's speed increases as it heads for the dog's heart!

> press red button
A flame shoots from the dog's mouth into the air. 

The rocket swoops down, striking the Atomic Chihuahua in the chest. The Atomic Chihuahua explodes and pieces of fur and scales, mixed with bits of wire and a couple of servomotors, scatter throughout the area. 

** The Atomic Chihuahua has died. **

Tokyo is saved!

Sometimes, however, that works and my assumption is that I just need to time it exactly. Once the missile is destroyed, we still need to collect the ring. If we move too quickly, the chihuahua knocks over the monument and leaves the ring uncollected on the ground. We must walk up to the monument then use the blue button to grab it. After that, we blow through the monument and continue strolling through faux-Tokyo. Eventually, we reach the plastic end of the dome and I am stuck with no way to get the ring out. I restore to reset the puzzle and come back later with a fresh perspective. 

But wait, there's more!

I come back to this puzzle a bit later. I discover that I can roast the plastic dome using my fire breath, but not enough to cut a hole through it. The issue seems to be that I have a limited amount of fuel and I burn up some of it when destroying the missile. I need to find a new approach. Next time around, I ignore the projectile entirely. I grab the ring and march to the other side of the park near the satellite van. If I make it fast enough, I can stomp the van before the missile enters its final approach. No longer having a homing signal, it careens out of control and crashes elsewhere in the city. 

The Chihuahua raises its hind leg and soundly stomps on the tiny truck, smashing it to bits. The rocket heads straight to the Atomic Chihuahua, then begins to swerve and dive erratically. It sails past the Atomic Chihuahua, colliding with Tokyo's tallest building, the Ginsu Building, corporate headquarters of the Ginsu Knife Company. Just as your mind pauses to consider the possibility of a ginsu knife standing up to this kind of punishment, the rocket explodes and the entire building collapses. Tokyo isn't saved, but millions of late-night TV viewers are. 

I know it's a joke, but I cannot help but to comment anyway. Despite the name, "ginsu" knives are "All American", manufactured by the Scott Fetzer Company in Ohio and Arkansas. The name was coined to resemble Japanese and suggest a connection with samurai swords. In my youth, the knives were incessantly hawked on infomercials, doing amazing things like slicing through tin cans without becoming dull. I'm not sure how often a knife needs to do that, but it's there if you need it. By 1987, the infomercials were going out of style and this reference may have already seemed dated. You may be interested in knowing that the tallest building in Tokyo in 1987 was the "Sunshine 60", a mixed-use skyscraper in the Toshima district. 

With the missile destroyed and a full tank of gas, I sear my way through the plastic and collect the ring. That's another treasure!

Biggest building in Tokyo, 1978-1991


A Night at the Theater

I didn't look at the theater much in my first rapid-fire mapping of the house. I still do not find anything new of note in the bathrooms or the theater itself, but the projectionist's room houses a simple set of puzzles.

We have two projectors, one for slides and the other for film, as well as both a slide and a brief three-second film clip. All we have to do is assemble the pieces. The only trick with the slide projector is that we need to focus it after turning it on. The only trick with the film projector is that we have to remove the lens cap. If we run one or the other, we see disconnected and meaningless letters, but when they are both on at once we are treated to a message:

PLAY "Yesterday"
   Love,
      Aunt Hildegard

Solving this nets me 10 points, even without collecting a treasure. My guess is that "Yesterday" refers to the Beatles song, but I have not seen a record player or similar anywhere. I try playing it on the piano in the parlor and am rewarded by a secret passage opening in the floor.

Good thing we play piano!

Heading down, I discover a north-south crawl space that runs the length of the parlor above. The passage north is blocked off by the floor of the room above and too narrow to crawl through, but south is clear. Both the center and southern rooms have removable pillars, but there is no way to get them out while they are load-bearing. 

The funny thing about the parlor is that all the furniture, except the piano, was bolted to the floor. Since that must mean something, I push the piano and discover that we can maneuver it either to the north or south ends of the room. I suspect that what we have here is a "see-saw" and we will need to push on the south to raise the floor on the north. Perhaps once the floor is raised, we will be able to see what treasures are hidden in the northern passage. Moving the piano south changes nothing, thanks to that pillar that is down there. Instead, I push the piano north to find that the south pillar is loose. I grab it. I then push the piano to the south side of the room, causing the floor to partly collapse:

You push the piano to the south a couple of feet and the room begins to tip. As the south side of the parlor tips down, the piano rolls across the floor and slams against the south wall. The north side of the floor tilts up.

The northern part of the crawl contains a parking meter and ten more points. I also snag the other loose pillar on my way out and head back to the foyer to plot my next move. 

Not many of these around anymore. You'd have to carry around COINS.

Melting People

Let's take stock. I've located five of the treasures with five left to go, but most of the obvious leads have been chased. One of the remaining puzzling things are the three Hindu gods on the mantle in the living room. They are candles and I can light them, if I am willing to lose my last match. (I can obviously light the successive candles with the first.) I light them all up and wait… and wait… and wait until they burn down. I even have to restart the game to do this because they don't all burn down before morning. After restarting and lighting the candles right away to allow for burn down time, I was rewarded by… absolutely nothing. Whatever we are supposed to do with them, it doesn't involve objects hidden in the middle. 

Looking more closely at the candles, I catch something that I missed last time: not only are they holding up different numbers of fingers, they are doing so with different hands. The red one is holding up three fingers in its right hand, while the white is showing seven (how!?) in its left, and blue showing five in its right. Right, left, right. It's a combination for a safe! I try this out on the safe in the hallway and am rewarded with a Mafia-owned cheese grater, another "treasure". That six down and four to go.

Actually, let's call that seven and three. Since I was playing around with fire anyway, I loaded and fired the cannon in the far north of the property. Firing it while empty does nothing, but if you load the cannonball in first then the recoil exposes a hidden panel and catcher's mitt. Since this wastes my match, I just make a note of this for now.

Safes and paintings are a thing in adventure games.


A Light in the Attic (and in the Cellar)

This is the point where the puzzles become more difficult. I still do not know how to get down the broken stairs at the beach, or get up to the third floor of the house, or open that mysterious hatch in the northern end of the property. 

While I think I know how to use the computer, I am missing one of the punch cards. There are seven rows of lights on a panel and a different row lights up every time I insert a card into the slot. Since there are seven rows and six cards, I'm still missing one. Inserting the cards in random order doesn't do any good because the lights glow in a nonsensical pattern. If I put them in rainbow order, the display nearly reads "571-3190". I say "nearly" because the final row is not turned on and so the numbers are missing their bottoms. Calling the number on the phone does nothing, but I'd be willing to wager that it will suddenly work when I find the final card. Where is violet? And more importantly, why indigo and violet instead of purple? Are there disagreements over what happens when you mix red and blue?

Gaining access to the attic wasn't difficult once I discovered the trick. I noticed early on that the elevator moved when the pegs reset to their "up" position, rather than when they were pulled "down". We also got a nice clue with the rusty bucket hanging on one of the pegs at the beginning. Unfortunately, I spend an inordinate amount of time putting heavy things in the bucket and trying to get it to break. I was sure that if I left it there with the cannonball long enough, the bottom would fall out and it would trigger the elevator. That was not to be. Instead, I stumble on the solution while exploring the grounds for the tenth time: water. All of the water in the house has been turned off, but there is a small pond in the garden. If I fill the bucket with water, it starts leaking immediately. By filling it, then rushing to the house, placing it on the third peg, and then running upstairs, I can be standing on the top of the elevator when the bucket becomes light enough for the peg to reset. That moves the elevator up the second floor, but positions me one floor above that, in the attic. 

I'd love to tell you that there was a great puzzle up there or, even better, a punch card. Nope. All we get is a hatch that we can open to return to the second floor and a treasure chest containing a fake fire hydrant. Another treasure!

Downhill stair skiing is not yet an olympic sport.

Beach Blanket Bungled


With only two treasures left, my breezy trip through Hollywood Hijinx ends here. I am stuck. 

Getting down to the beach was easier than I expected. If I descend the stairs while wearing the skis that we found in the closet, I glide across the gap easily. There is no way back up, but at least I find a nice secluded beach. At the bottom of the stairs is a lit campfire as well as an extra match, although this one is green instead of red.

Exploring the area reveals a nearby grotto. If I drop my stuff and swim, I can even locate a hidden tunnel in the dark water that leads me to a secret-- but very dark-- room. The problem is that I cannot find a way to bring a light source with me to the room such that I would be able to finish exploring it:
  • The flashlight fizzles out permanently if you get it wet.
  • While we can hide the flashlight in the cloth bag, it is not waterproof and the flashlight dies anyway.
  • Both the red and green matches become waterlogged from the swim and can no longer be lit.
And that is where I will end it this week. All I have to do is find one more punch card and one waterproof light source and I suspect that will be the final two treasures. Unfortunately, time is catching up to me. It's now 7:01 AM and I may not have enough turns left to win before the lawyer arrives. I am not looking forward to playing the game over from scratch to do it faster; that was a Zork feature that I did not need to have repeated. 

See you next week.

Time played: 4 hr 10 min
Total time: 6 hr 00 min
Inventory: flashlight, red statue, white statue, blue statue, dirty pillar, dusty pillar, lens cap, skis, bath mat, cloth sack, thin paper, matchbox (with match), brick, shovel, letter, photo, will, copy of The Status Line, business card, yellowed paper
Punch cards: green, violet, yellow, red, blue, indigo, orange
Treasures: cheese grater, fire hydrant, diamond ring, parking meter, Maltese finch, rubber stamp, stuffed penguin (plus I know how to get one more)
Score:  90


Voting! Thank you all for voting in the poll last week. I did some math and assigned your first choices with 5 points, second with 3, and third with 1. Adding them up, Bureaucracy just narrowly beat out Space Quest V with a score of 15 to 14. I am starting the research for that now. I have a feeling that I will come back to Portal soon enough, especially as I am inspired to try to close on a few of those Activision adventures we discussed. 

Saturday, September 12, 2020

Reasons Why This Chain Of Command Malarky Must Be Pretty Good

If you are reading this then you might have noticed that I have started to re-invigorate this erstwhile dormant blog, one of the main reasons for this has been my (rather late) discovery of these rules. A set of rules that has managed to achieve that after a seven year lay off is in itself no mean feat given my natural indolence.
Last night is a good micro example of why for me Chain of Command is a great set of rules and lives up to its recent accolade from WI of "Best game of 2017"; for me, that is literally so.
We had a game planned at the CLWS, just a vague pick up game of "medium" CoC, 2 German infantry platoons versus 1 BEF and 1 French infantry Platoon. Nothing special, but even as a simple game it was extremely tense, tough on both sides, and with neither  really having any great advantage until the very end.
We plumped for a Delaying Action scenario, with the Allies deploying in a small village protected by a small wooded rise to the south of it, with an open flank to the west and the eastern side protected by walls and hedges
The view from the southern German approach
The forces were a slightly weird mix, 1 full strength early war German outfit, plus 1 German platoon with only 3 sections rather than 4. This meant the Germans were giving away a total of +3 support points.
The Allies had a full strength BEF platoon, on a minus 5 support points, plus a weakened (2 section) French platoon at minus 3 points. The net result was a massive 11 support point adjustment for the Allies.
Then the fun begins: Will, for the Germans rolls a 3 (three....) for the German side. So the net result was indeed 3 support points for the German and 12 for the defending Allies....ewwwww.
It actually turned out, in my opinion, to make for a really good game. What on earth could we take with our puny 3 points? We were sure to be up against armour of some sort...A flamethrower? decent choice but we'd be attacking so it would be tricky to use in an ambush role...an ATR plus perhaps a satchel charge? ...In the end we opted for 3 satchel charges, in order to spread some sort of AT ability around.
The only problem with 2 on 2 games of CoC is that they inevitably turn into 2 x 1 on 1 games, and this was no exception, doesn't really matter, and still worked out ok for us. However, it does mean that my knowledge of what went on on my right flank is a bit sketchy as I had my hands full to my front trying to winkle out the BEF from a collection of buildings. To be honest, I found it sort of added to the experience and emphasised how this truly is a platoon commanders game. Yes, bits of news and sounds of fighting filtered through to me, but generally I was concerned with doing my own job and not worrying too much about someone elses.
The plan was fairly simple, I was to fix the defenders by approaching and occupying the wooded rise while Will with the 3 section platoon swung right and went for the nearest (French) JOP which was tantalisingly close to our right flank.

Early deployment: 1st section gets into defilade south of the village
And so it begun, this was going to be quite tough. The buildings facing south (me) had a decent field of fire, and the defenders in the upper storeys would be able to pop away from hard cover as soon as I crested the little rise, so I wasn't in too much of a hurry, I thought I'd get a couple of sections on, go tactical and advance up the rise, which is indeed what I did....meanwhile from my right I could hear a lot of firing (and quite a lot of swearing) from Will. I don't think things were going to well over there.


About to crest the riseA few British had indeed deployed into the buildings to my front as I readied to "go over the top", off we went. I was indeed met by a hail of rifle and Bren fire, plus (horror) a Vickers gun opened up from one of the rear buildings on my right hand section. I took the odd casualty, and bit of shock, nothing too terrible, but I kept rolling 1's for my movement. I was going nowhere fast, taking a steady dribble of hits, and, by staying tactical, not putting any fire back on the enemy (Dave). Not good.
I dropped a couple of totally ineffective mortar rounds on the Vickers, came out of tactical with 1 section and traded fire with the section in the house but this simply wasn't working.
Most of the British fire was on my right hand section, the left hand one was safe from the murderous Vickers by virtue of a building blocking his LOS. What to do?
Sod it.
Pull back, rally up. Do it properly.
Meanwhile on the right things were not going well. 1 German section had been almost eliminated and some French armour had showed up. Questions such as "How do these satchel charges work?" were being asked. I hadn't inflicted any damage at all on the British and had 3 men dead for my trouble,Oh, and my mortar rolled a double 1....out of ammo. So I pulled back down the little rise.
Meanwhile, a Bren carrier had appeared on my left flank, and was trundling up the road to come and cause trouble.
A couple of rather indecisive phases passed, I ended up deploying all of my force now behind the riseand had racked up 3 CoC dice...there were some 40 odd German infantry milling about there, Jerry and  Dave were rightly bemoaning the fact they hadn't taken a mortar in their support!
All the while the Bren carrier advanced, I'd pulled 2 of my sections to the left of the rise, which would allow them to get over it out of sight of the Vickers which would be blocked by the occupied house in front of them, but, the Bren carrier would also spot them. A third section moved tactically to the left to distract the carrier.
Then suddenly I had a brainwave..Smoke! doh! why hadn't I used this?
My senior leader expertly lobbed a smoke grenade to cover my left flank and the 2 sections on the rise tactically moved over, steeling themselves from the fire about to come their way from the occupied house to their front.

                         About to go over a second time. Bren carrier threatens.Where's that smoke genade?
Over I went. British turn.He opened up at close range with a Bren and a couple of rifles, and....I got away with it...He only managed to hit 1 rifleman and inflict a couple of points of shock.
Then my turn: A double 6 plus a 4 and a couple of 3's..perfect! I returned the British fire with some 25 fire dice, got 17 hits, killed 3 or 4 British and inflicted a similar amount of shock, he was wobbly but not quite pinned, I also continued moving my left flank section up to distract the carrier. With my second turn from the double six I fired again...hitting the BEF section with another 25 dice...too much for him- the entire section was wiped out including the corporal. Much better.
A loud bang and and a shout went up from my right flank. The lone surviving rifleman from Will's section had got forward, flanked the Souma and detonated his satchel charge! Things were looking up. I despatched my 4th section round to reinforce the right now that Will was making headway.
Then the British turn, he rolled 3 sixes so the turn ended....my smoke evaporated....Gulp...The bren carrier and a section in the rear house started peppering my left hand section, The Bren carrier continued forward firing.. I took a couple of hits and several shock, I needed to get forward. In my phase the sergeant readied another smoke grenade and promptly rolled double 1! dropping it at his feet and enveloping himself in smoke. Nothing for it, The platoon sergeant ordered forward a rifleman with my only satchel charge, he ran to the Bren carrier, planted the charge and retired to safety. It was even the right figure to do it, he had a gold close assault badge on his little plastic arm! The charge went off and did absolutely nothing, didn't even scratch the carrier.
I pushed forward with the left hand section despite taking fire from the carrier, I didn't really know what to do to be honest, but at that point the  game was won on the right, the last French section broke, the German force  morale was hanging on by a thread (Will was down to FM 1!)but in the ensuing tests I used a CoC dice or 2 and survived and the British morale gave way. I ended on FM 7

It was a thoroughly enjoyable game, so thanks to Will, Dave and Jerry for a good evening. I don't think I've managed to convey much of the tension that was in this game. The lack of support options for the Germans meant they had to do it the hard way. I don't think it would have been as much fun if the Germans had brought along a Stug or 2. I took 12 casualties but if this had been a campaign my losses wouldn't have been too bad after adjustment.
Thinking about it, if we had been playing a game of say, Spearhead, or Command Decision, this entire game would have been about 3 or 4 die rolls between 4 stands.....
So, it looks like I'm sold on Chain of Command.
(Apologies for the lack of photos for this game, but I was having too much fun to remember to take many)

EGLX, Last Day, Talk Day!

#SuzyCube #gamedev #indiedev #madewithunity #EGLX #EGLX2018 
Well, here we are, the last day of EGLX here in Toronto! If you're attending, I invite you to come check out my talk at 4pm in room 717A where I'll be sharing some of the lessons learned over the course of my three years working on Suzy Cube!

Friday, September 4, 2020

The Team Surges Forward


My second morning in Vermilion City was a bit more somber than that first day trying to get aboard the S.S. Anne. I took Douglas out to Diglett's Cave and said farewell to him. I had high hopes for him, but it wasn't in the cards. I was comforted that I could at least bring him back to his home and release him back to his Diglett friends and family. It was a better send off than poor Nibbles got back on Mount Moon. We had a good run, Douglas. We beat all those trainers aboard the S.S. Anne together. Farewell, friend.

I filled Douglas's spot on my team with Royal, the Magikarp I caught down at the Vermilion docks. I decided to take him with me to train in the Vermilion City Gym. I know what you're thinking! Fox, are you crazy? Why would you train the weakest of all possible water-type Pokémon in a gym dedicated to the raising and training of electric-type Pokémon? It was a calculated risk. Basically, Arnold put everything to sleep. Then Royal would come in and flop around aimlessly for a minute. Then someone else would swoop in and clean up. The only time I didn't mess around with Royal was when face-to-face with Lt. Surge himself. That was no time for training the weak, but a time to challenge the strong.
Arnold was proving to be my MVP since we met and the Vermilion Gym was no different. The same technique we used against Misty and every other decent challenge proved no less effective against Lt. Surge. His Voltorb fell sound asleep and was chopped down by Arnold's new "Cut" technique in  three simple slashes. Lt. Surge's Pikachu resisted the sleep powder at first, but eventually fell into a deep slumber and was cut down. Raichu was the final obstacle between my team and a shiny new badge. Arnold put him to sleep, but he was awake within an instant. Raichu was fast. He hit hard, but the second time Arnold lulled him to sleep would be his last time in our battle. It took a considerable amount of cutting, but Arnold soundly defeated Lt. Surge without any assistance from the rest of the team.

As I emerged victorious from the Vermilion City Gym, it was just after lunch and I was hungry. I headed into town to find some food, but stopped dead in my tracks when I saw Reginald across the street. I owed him a great deal of thanks for getting me aboard the S.S. Anne yesterday, but I wasn't sure I could listen to another minute of him talk about Rapidash. I really hoped he didn't see me, but no such luck. He came rushing across the street within moments.
"There you are, old sport!" he shouted as he slapped a hand across my back. "I've been looking everywhere for you! You were the talk of the town last night! I can't believe it. You know, I told everyone that I sponsored you aboard and helped you get into the tournament! I've been receiving people at the Fan Club all day long thanks to you! We've never had this much exposure! I really owe you a great service, old sport."
"I thought there was another trainer who did better," I asked. Chairman Reginald had his arm around me and was now leading me down the street.
"Of course! Of course! There will always be another trainer who does things better or has a stronger team than you. That's just the way of the Pokémon world, old sport, but let's not undersell what you did! You only lost one point! It was incredible. Even against that Wolf chap? Everyone had their sights on him and you came out hard to starboard and took him down - sponsored by none other than the Pokémon Fan Club!"
"Yes, I suppose that's all true," I offered mildly. I was wondering where he was taking me and if they had food there. We stopped a few blocks away from the Pokémon Center in front of a small building with a discreet little sign claiming to be the Pokémon Fan Club HQ. There was a small crowd gathered outside and each of their faces lit up to see me coming down the street with Reginald.
Official Ponyta & Rapidash Art!
"Now look, I know it isn't much, but I'd like to offer you a little something for the fantastic advertising you did for the club yesterday. All these people heard we were friends and wanted to meet you, so I have a bit of a proposition! You hang out at the Fan Club for little bit, shake some hands, sign some autographs, show off your badges - OH! You gave Lt. Surge the old lights out,  today? Congratulations. These folks will love it. Anyway, after all that, I'll hand over my bicycle in exchange. It's quite sturdy, I assure you, but - you see - I simply don't have a need for it anymore. Now that my beautiful Rapidash has stopped burning me when I try to touch him, we'll be galloping through the countryside in no time! Oh, I can't wait for you to meet my Rapidash."
So I shook hands. I smiled. I endorsed the Pokémon Fan Club. I listened to at least thirty different stories about Rapidash down to the most meticulous detail. Then when I thought I couldn't take a minute more, the crowd at the Fan Club HQ dispersed and Reginald saw everyone off. He showed me some pictures of Rapidash that he had in his wallet, then handed me the key to his bike lock. I was exhausted and starving, but I had a new way to cruise around the Kanto region. Was it worth it? Well, I felt a bit like a celebrity in Vermilion City, so yeah - it was worth it. I fell asleep that night smiling.

On my third day in Vermilion City, I ventured out to Route 11 to begin training Royal earnestly. Kiwi had done a lot of great work for me, but I sent him over to Bill's Storage and brought out Shakespear to keep him up to speed. My plan was to have Lucky put wild Pokémon to sleep and then let Royal flop around while it was safe to do so. Then Shakespear would come in and clean up. Everyone would get some decent training in. As I was riding through the tall grass, I spotted something rare and special. For the first time in a long time it wasn't a Pidgey or a Rattata. I spotted a Drowzee. He would be a formidable addition to my small team.
Royal had developed a newly awakened knack for tackling his opponents as opposed to flopping around aimlessly, and he did exactly what I needed him to do. Lucky managed to put Drowzee to sleep before he could do the same to my entire team. Royal weakened him significantly without causing him to faint and within a few minutes, Dustin was destined to be my new rising star. There was a huge sigh of relief when that Poké Ball snapped shut on the Drowsee and Dustin was now my newest friend. I would happily - eagerly! - bench Vesper for Dustin because Vesper hadn't helped me in any fight ever, honestly. Sorry, Vesper, but it's true. No amount of training could help make Vesper as formidable as a single member of my new and improved roster. Things were definitely looking up in Kanto, now.

Current Team:
Attacks in Blue are recently learned.




Bill's Storage: Kiwi (Pidgeotto) & Vesper (Zubat)

Old Man Daycare: Charlie (Pidgey)