by Catriona Mills

And Yet More Packrat Woes

Posted 8 July 2008 in

I mentioned way back when the frustrations of playing this game when the set you’re trying to build depends on hard-to-find pop-up cards.

Well, it’s getting worse—and it’s almost enough to drive me out of the game.

I thought Rat Pack, with its reliance on the 4000-point Fountain, was bad enough. But it’s nothing—nothing—to the In Bloom set. I’ve completed the set—or I wouldn’t be able to be flippant on the subject—but, oh, it was a soul-destroying process.

(What? I have a life! I’m . . . very busy and important, actually. Shush.)

In Bloom relied heavily on two pop-up cards: Rain and Sunshine. They weren’t as heavy as the Fountain—they were only 2000 points apiece—but they were much harder to find.

And you need many more of them to get a full set.

You need to vault one of each.

Then you need one Sunshine to make a Watermelon, and one Rain to make a Praying Mantis.

Then you need one of each to make a Firewheel—a type of flower, apparently, but I have no idea whether it’s a real one or not.

That’s already six cards: six cards that you cannot get any other way than have them randomly pop up without warning in your pack.

But it was the high-end card that was the destroyer of souls: the Alamofire—another flower, but this time I’m sure it was a fictional flower. It looked like a waratah, or maybe a protea, but was named after the company that designed the game.

The Alamofire was made from two Firewheels and a Praying Mantis: that’s five pop-up cards for the final card alone.

Is it any wonder that we were all secretly composing “Goodbye, cruel game” messages in our heads?

(No, I don’t think I am blowing this out of proportion. Why do you ask?)

And now it’s happening again, with Winston World.

Winston World is a lovely amusement-park-themed set: the game has multiple designers, and some of the cards are a little . . . well, ugly, really. (Yes, Born to Be Wild set with improbable Hells’ Angels rabbits, I am looking at you.) But Winston World is drawn in soft pastels, and the rides all have starscapes behind them, so it seems as though it’s an amusement park on another, distant planet.

It’s beautiful.

But it’s relying on pop-ups, and I’m going spare.

I need a Carousel. That’s all I need.

Okay: I need three Carousels. But that’s not important right now.

If I have a Carousel, I can make a Winston Wheel, which I gather is some sort of Ferris Wheel. Then—once it finishes its four-hour “baking” process and, really, what is the purpose of that?—I can make the top-end card.

But can I find a Carousel?

You know the answer to that, I’m sure.

And for those of you also playing Packrat—I have accumulated four hundred credits while I’ve been looking for that damn Carousel. That’s probably more information than you need on how long I’ve been wasting on this particular ambition.

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Still Helping the Villagers Solve Their Maths Problems

Posted 25 June 2008 in

Actually, I’ve had a good run on Professor Layton and the Curious Village this morning.

I managed to figure out how to cross from island to island while only visiting each one once—they allowed me to build a bridge, but I’m still quite proud of myself for figuring that one out.

(But last night I had to get Nick to help me figure out how many of twenty people trapped on a sinking boat I could save if it took the five-person life-raft nine minutes to make a round trip to a nearby island; it never occurred to me that it would be halfway back to the island when the ship actually sank. Of course, it also didn’t occur to me that one person would have to stay on the raft to pilot it. And, carrying on the tradition of creepy messages that began with the dead-dog puzzle, this one ended with the message “Let’s spare a thought for the two who lost their lives.” This aspect of the game is starting to freak me out.)

I also managed to figure out two of those “If you give me two years, I’ll be twice as old as you” and “My age is your age plus half my age” maths puzzles, which I’m feeling pretty smug about.

I completely failed to figure out how many coins, interspersed among a twisted rope, I would be allowed to keep when the rope was pulled taut, if I were only allowed to keep the ones above the rope. I did try and follow the pattern of the rope, but it was so twisty I became thoroughly confused as to which was top and which was bottom.

But I did manage to complete an eight-piece sliding puzzle to make an apple with a worm in the middle. Of course, according to the ticker at the top, it took me something like six hundred moves.

But it was the mouse puzzle that made me realise that I’m not cut out intellectually for these sorts of puzzles.

The mouse puzzle pointed out that mice reproduce at twelve babies every month, and baby mice can reproduce once they are a month old. So, the puzzle asked, if you buy a mouse the day after it’s born and bring it home, how many mice will you have after a year?

I didn’t try any complicated multiplication, you’ll be happy to hear. I figured there wasn’t any point, since I was never going to work out the correct answer, and it occurred to me that knowing the genders of any subsequent babies would be necessary for correct calculations.

Then I had what I thought was a brainwave.

What, I thought to myself, if my mouse is a boy? Then I won’t have any baby mice at all! And I’ll only have one mouse at the end of the year.

(The mouse clearly wasn’t a boy. In keeping with strict gender roles, it had a pink bow on its head, the poor thing.)

The answer was one, of course.

But I could have saved myself a lot of effort had it only occurred to me that mice—whether male or female—can’t actually reproduce asexually.

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Maths is Not Exactly My Strongpoint

Posted 24 June 2008 in

In fact, I can’t say that I’ve never passed a maths exam, but it was certainly a rarity. Whenever I have to do any kind of counting, or adding, or figuring out percentages as part of a tutorial, I make sure that I tell my students that I am a walking example of the benefits and disadvantages of specialisation.

That way they’re prepared for the fact that I rarely get the same answer twice when I have to do a maths problem on the fly.

That’s why trying to play Professor Layton and the Curious Village has given me a splitting headache.

In fact, my general attitude towards the game right now can best be summed up, as usual, by this Penny Arcade comic.

I’ve been wanting to play this game for a while, on the grounds that it looked like my sort of thing: no button-mashing combat, no time restrictions, no chance of your avatar suddenly dying and you having to start the game all over again even though you’ve already forgotten which direction to go in.

Instead, Professor Layton is an archaeologist and puzzle expert (nice specialisation, if you can manage it) who ends up in the village of St Mystere after its late squire leaves a mysterious will. Mysteries are, oddly enough, the focus of life in St Mystere, and you can’t do anything—and I mean anything, not even opening most doors or getting instructions—without first being asked to solve a puzzle.

And that’s fine. I’m not great at puzzles, but many of them revolve around lateral thinking, and I’ve made enough futile attempts to complete cryptic crosswords in my life to make a stab at most of them.

So I managed to ferry three wolves and three chickens across a river, two at a time, without allowing the wolves to eat the chickens. (Well, to be honest, without allowing them to eat the chickens too many times. A subtle distinction.)

I managed to spell the word “Food” in matchsticks. (It really was more complicated than it sounds. The puzzle didn’t just say “Take these matchsticks and spell the word “Food.”)

I managed to turn four cubes into three cubes by only moving one matchstick.

I managed to separate seven bloodthirsty prize pigs by partitioning them off using only three ropes. (I failed that one the first time, and had to try again. “Have you ever seen a pig fight?” the game asked me. So, no pressure, then.)

I even managed to solve yet another matchstick puzzle in which I had to move two sticks to turn a picture of a dog into a picture of the same dog after it had been run over by a car. I had to read the instructions twice before I could be sure that that was really what they were asking me, but I finished the puzzle. (Horribly, when you get the puzzle wrong, you get the following message: “Remember the dog has been hit by a car. It’s very sad, but try and think of what the dog will look like after the car has hit it.”)

But what I hadn’t taken into account was the sheer number of mathematical puzzles.

For example, I came across one puzzle that ran along these lines, more or less:

Rodney and Alan have been hired to sow seeds on a 10-acre farm. They divide the farm, and each plow half the land. Alan can plow twice as fast as Rodney but Rodney can sow seeds three times as fast as Alan.

There was more, but I didn’t read on.

There’s something about that kind of puzzle that terrifies me. It can only be, I suppose, the memory of dozens of hours in exams, wondering whether it was worth simply guessing the answer, only I couldn’t, because I had to show how I arrived at the solution, and I didn’t have the faintest idea how to go about it.

I admire people who have good, all-round intellects. I don’t and I never have had.

I’m happy to play around with rearranging matchsticks and trying to spot the logical traps in puzzle questions.

But if the people of St Mystere don’t lighten up on making me solve their maths problems, they might discover that Professor Layton, archaeologist and puzzle expert, also has an unsuspected homicidal streak.

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Things I Have Shouted At My Nintendo DS This Weekend

Posted 10 June 2008 in

1. “Damn it, stop blocking my spells, you daft Fire Elemental! I’m only trying to relight the Elvish beacons! Don’t you want to help the Elves?”

2. “Why do you get all the skulls, just because you’re the Undead?”

3. “Stop killing me!”

4. “I love you, Patch, you sneaky little rogue Gnoll! Stab more people in the back!”

5. “Hang on, why have I just missed five turns in a row?”

6. “Well, what does that spell do, then?”

7. “No, wait—why are you draining all my mana? I need that to cast spells!”

8. “Stop stealing the gems that I want!”

9. “Why do the Undead get all the cool spells?”

10. “How am I supposed to kill you if you kept attacking me?”

11. “Seriously, stop blocking my spells! I don’t think you realise how annoying that is.”

12. “How can a Wyvern be such a rubbish mount?”

13. “Look, do you want me to win this game, or not? Because it’s very difficult for me to win if you won’t let me have any skulls!”

14. “Why are the Elves angry with me? I was only following the quest! And, anyway, it’s not as though the giant, magical eyeball originally belonged to them.”

15. “You know, I’m getting pretty sick of teaching these Minotaur slavers a lesson.”

16. “Hang on, did I just torture that Harpy? Oh, well.”

Ah, RPG gaming. It’s good for the development of your moral code and for your temper.

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I May Have Miscalculated, Slightly

Posted 5 June 2008 in

You see, my marking is beautifully spaced out this semester, with three weeks between the two main pieces. So I have a little time in the afternoons for some leisure activities.

So I thought I might drag out Puzzle Quest: Challenge of the Warlords.

I played it through last year as a Druid, so I thought I’d try another character class, maybe a Knight.

That was yesterday.

I’m Level 17, now, and this time around I defeated the two-headed ogre in significantly less time.

Puzzle Quest has no significant storyline: you’re a knight (or druid, or one of two other character classes that I haven’t played yet, because I can’t bring myself to delete my lovely Level 50 Druid), who’s trying to defeat the incursions of Lord Bane and his army of the Undead into your peaceful kingdom.

Nothing new there.

As you work through individual sets of quests, you move further and further through the map—you don’t need to go back into the early areas unless you have a specific purpose in mind.

(I, for example, am trying to defeat a Griffin three times, because then I can capture the next one and use it as a mount. I currently only have a Giant Rat, which has the power of Rabid Bite, sure, but is also really slow and annoying. The Griffin, on the other hand, has a Power Swoop, which . . . but, you know what? That’s not important right now.)

But the story is not the main point, here.

The point is that for the first time I actually understand why Nick frequently says “I’m just going to game for a little while” and then disappears off the radar for six or seven hours.

I thought, this afternoon, that I’d just try and learn the Charm spell from a captured Harpy. It’s a “very hard” spell to learn—they are ranked from “very easy,” like the Skeleton’s Chill Touch, to “very hard”—but I thought I’d spend a little time on it.

(It occurred to me halfway through that, since I have this Harpy in the Mage Tower in my Citadel and I’m trying to encourage her to reveal her secrets, there’s probably some torture involved. But then I decided to stop thinking about it.)

So, the Charm spell should have given me a short period of relaxation.

Next thing I knew it was 2.30 in the afternoon, and both my legs were asleep.

I think it was about noon when I sat down.

I have no real idea what it is about this game that compells such long periods of focus. It might be the ease of the combat engine—even I can range coloured gems in lines of three or more.

But I do know that now that Bones has finished, I’m going to see about uniting those warring Orc clans.

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Packrat Woes: Again

Posted 25 May 2008 in

I’m still thoroughly enjoying this game, as are a number of other people, judging from the people who wander into Circulating Library looking for information on how to complete the fiendish Quest for Montezuma.

Well, it was fiendish when I completed it. As I noted then, we early adopters of the Montezuma quest were struggling to collect Gold Coins, frantically flipping through the packs to which we had access hoping to either steal them from under the rats’ noses or to have them miraculously pop up for us.

But we persevered and we made our Spotted Leopards, our Turquoise Masks, and our 20,000-point Montezuma’s Headdresses.

And then . . . then we noticed that Coins were suddenly available for sale in some of the markets. And, at first, we weren’t certain whether we’d overlooked that option. Had we really spent hours searching the packs when we could have bought Coins for fifty credits each?

But no—this was a new phenomenon. So we grumbled a little along “back in my day” lines, felt smug about completing the set under difficult circumstances, and got on with collecting the next set.

But then it happened again! For the Boy Genius set, you needed a high number of Mindwave Helmets: to make Time Machines and Android Irwin, and then to use those to make Tripod Seeker Drones and rocketships.

And suddenly it was the gold-coin frenzy all over again: we were searching packs and rapidly losing whatever morals we’d developed in the interests of co-operative play. One poor friend—I hope she’ll forgive me eventually, because over a period of a week I must have stolen every Mindwave Helmet she’d managed to collect.

Then, having finally completed the set by grabbing the final, elusive, pop-up card—Baron von Heisenberg—from a rat who wasn’t paying attention, I noticed the Mindwave Helmet had suddenly become available in stores. And once again, I couldn’t help but think that maybe I’d just never noticed this before. Maybe I’d been running the risk of damaging decades-old friendships when I could have been spending eighty credits a pop instead.

No—once again, the card had become readily available after I ceased to need it.

I’m not even going to go into the struggles to obtain Fountains to complete the Rat Pack set.

Yes, I am—because this is one of the frustrations of the game for me. Increasingly, the high-end cards, the ones that you cobble together out of other cards, are coming to rely on extremely rare pop-up cards: cards that you can’t buy from the markets, but have to hope will spontaneously appear for you during game play.

Take Rat Pack, the Vegas-themed set, for example. This was the most extravagant set to date: twenty-eight items, the most valuable of which were worth 50,000 and 25,000 points.

But the key card was something called “The Strip”: worth 15,000 points on its own, you made it out of the Wedding Chapel (itself made from three different cards), the Casino (ditto), and the elusive Fountain, a 4,000-point beauty of a pop-up card.

So far, so good. The chances of a Fountain popping up were fairly remote, but you might find one. Well, two: you had to vault the Fountain individually, as well as The Strip.

But wait: you need to make The Strip a further two times, because The Strip is a key component of the two highest-scoring cards, The Jackpot and Vegas, Baby! And suddenly, things became a little desperate.

Frankly, I suspect the same thing is going to happen with the Beatnik (also a 4,000-point pop-up) that you need for the Dark Roast coffee-themed collection, except that you only need two Beatniks and the highest-scoring card in that set is only 8,000 points.

I’ll commit gaming sins for 50,000 points that I wouldn’t even consider for 8,000.

But this is one of the frustrations of the game, even more irritating to me than the fact that the rat players—previously so passive, and only useful because they held packs full of cards that you could plunder without repercussions—are now able to steal from you in return. So now, half of the available fifteen spaces in your packs have to be saved for Locks, so the rats don’t steal the Codex you spent a week making or the Blender you saved up for.

That’s frustrating enough.

But if the Fountain suddenly becomes available in the markets after I begged, borrowed, and stole the four that I needed, then I’m out of here.

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Things You Might Find Yourself Saying to a Geek

Posted 24 May 2008 in

Example 1: “Never mind, honey, you’ll defeat the giant Cthulhu mime next time. After all, remember how long it took me to kill that two-headed ogre?”

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Never Distract a Gaming Geek

Posted 22 May 2008 in

I popped in to the study to see how Nick—back On the Rain-Slick Precipice of Darkness after spending the specified forty-five minutes with me—was going with the game.

ME: Hey, honey. Are you killing mimes?
(Note: That’s not a euphemism. It’s an odd game.)
NICK: I’m trying. I’m not doing very well.
ME: You’re doing fine. Oh, you’re dying. But you’re better now. Oh—well, you were. Look, I’m just going to leave.

Sometimes the fatalities aren’t all mimes.

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Grass Widow

Posted 22 May 2008 in

Nick has finally got his hands on On the Rain-Slick Precipice of Darkness—the Penny Arcade game that he has been breathlessly awaiting for months, the first episode of which was released late last night, our time.

This new acquisition first led to a conversation about time management:

NICK: I thought I’d play a bit of the game first, and then we could spend some time together.
(Anyone who has ever found themselves in a relationship with a geek has had this conversation at some point.)
ME: How about we watch something first, then you can play the game until you go to bed?
NICK: Well, it’s being released episodically, so I don’t want to run through it too quickly.
(Brief pause, while I sort this out in my head.)
ME: Hon, it really doesn’t matter whether you watch telly with me now and then play two hours of the game, or play two hours of the game and then watch telly—you’re spending the same amount of time playing.

This argument was not well received, which is why I’m sitting alone in the living room, updating my blog.

He did, I’ll admit, call me into the study to see the avatar he had created; I went slightly reluctantly, muttering “I am a devoted girlfriend,” but the avatar was kind of cute [So cute, in fact, that I’m updating this post with a link to Nick’s blog, where he’s posted his avatar picture].

On the plus side, all I can hear from the study are gales of laughter, shouts of “Oh yeah!” and “Ha ha!”, and what I would swear was “Pwned!”

It also gave me an excuse to go to Brewer’s Dictionary of Phrase and Fable to look up the term “grass widow.”

I knew that in using it to describe a woman temporarily separated from her husband, I was using it accurately (ignoring, for the purposes of this argument, my unmarried state.)

I didn’t know that it originally meant an unmarried woman with a child, “grass” in this context sharing some of the connotations of “a roll in the hay.”

I also didn’t know that it came into its current use in the days of British rule in India, when women would, to quote Brewer’s, be “sent to the hills where the climate was cooler and grass still grew.”

We may only be separated by a couple of rooms, but the point remains valid.

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Live-Blogging Wii Bowling

Posted 6 May 2008 in

Game One: Smack talk
During Wii Bowling, Nick comments on the fact that I have better bowling stats than he does:

NICK: Treena . . . pro.
ME: Did you just call me what I think you called me?
NICK: It’s a compliment.
ME: Pardon?
NICK: It’s just means you’re good at the game . . . and they pay you money for it.

That comment cost me a spare.

It also prompted my desire to, as Nick puts it, live-blog our Wii Sports competition. It’s not real live-blogging, but I am typing it as it happens.

Of course, the sensor bar has been moved, which is what I blame for my 50-odd point deficit.

I suppose the plus side to that loss is that I lost my “pro” status, so at least there’ll be no more ambiguous compliments.

Game Two:
NICK: That’s some weak sauce, young Nick.

See, everyone talks about themselves in third person. It’s normal. Totally.

Nick claims he’s not doing as well this game, which I blame on his years in Australia; it’s never that the opposition just played better, is it? Nope, he claims he’s “lost his mojo already,” which is strangely sad.

That’s probably why he’s cheating, sitting in my way for my next shot on the grounds that his feet hurt. On the other hand, he is getting a lot of difficult splits, while I’m getting spares and strikes.

COMPUTER (off Nick’s shot): Nice spare!
ME: That wasn’t a nice spare; it was a weak spare.
NICK: Spare me.

Oddly, I beat Nick comprehensively, but still didn’t regain my “pro” status. Still, at least I’m spared old jokes (except the bad puns I make myself).

Game Three:
Nick seems to have got his mojo back, and all I can manage are spares, despite the tried-and-true method of shouting “Fall over!” at the pins. I might have to challenge him to golf.

On the plus side, Nick has the most hilarious bowling action ever. Still, he wins—and I move further from my pro status. Golf it is.

Especially since the computerised bowling spectators boo gutter balls, which is intensely rude and rather off-putting.

Golf:
Hole 1 goes to me, with a rather neat par—if I say so myself—even including the fact that I stuffed a practice swing and cost myself a stroke.

But Nick insists that I mention that he wouldn’t have ended up with a triple bogey if I hadn’t distracted him at a key moment, which meant a 4.6 yard putt ended up sending his ball back onto the fairway.

And all in the comfort of our living room!

The golf crowd are much more polite than the bowling-alley guys.

Hole 2’s a tie, both pars.

But Hole 3’s an awful par 5 dogleg and Nick ends up behind a computer-generated tree, so we’ll see.

ME: I think I’m in the rough.
NICK: You always look good to me.
ME: No, I mean . . . never mind.

He’ll regret that when my birdy assures me victory. Really, once he admits that I’m better at Wii Sports than he is, I can stop boring people with my blog entries on, to paraphrase Dilbert, a computer simulation of a game that’s almost a sport.

But I don’t see him making that concession any time soon.

In fact, he wants to play again tomorrow. If he smacktalks me again—he’s just gone into the Wii newsfeed to gloat “Bowling pro status lost. Oh, dear”—we might just have another blog entry.

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Packrat Woes

Posted 19 April 2008 in

The latest set in Packrat—the Facebook game that’s hands down the best application on the site—is called “The Quest for Montezuma.” The creators specify that it’s a tricky set, largely because you need an enormous number of maize cards and gold coin cards to make any of the high-end items.

Three maize cards will make a patolli game; three patolli games will make a codex. Three gold coins will make a spotted leopard; three spotted leopards will make a turquoise mask. Then you use the turquoise mask to make Montezuma’s headdress.

To complete the set, then—as far as gold coins alone go—you need to vault the coin itself, then a spotted leopard (another three coins), then a turquoise mask (another nine coins, to make three leopards), then another mask to make the headdress (another nine coins, or three leopards.) That’s a total of 23 gold coins to complete the set.

You need an almost equal number of maize cards, and of rubber trees, which you use to make rubber balls, then a Toltec warrior (by combining three rubber balls), then an Aztec temple (by combining the warrior, a map, and a conquistador’s helmet.)

That’s fine, as far as maize and rubber trees go—they don’t appear for sale very often, but you can buy them at the markets.

But those elusive 23 gold coins! To make the quest harder, it seems, the creators have limited the release of gold coins. You can’t buy them at the markets; instead, they’re pop-up cards (which randomly appear as you flick through your friends’ packs) and vault bonuses (which appear in your pack once you’ve vaulted a set of five or more cards from another set.)

Except that they never pop up for me.

Well, okay—once. Which isn’t much help when you need 23 of them.

And I don’t think they’re popping up that regularly for other people, since they don’t seem to be turning up in other people’s packs.

And although the aim of the game is to steal cards from other people to complete your sets, many of us aim to play co-operatively: to not steal cards from our friends unless they’ve given us permission. I prefer to play this way, because I don’t have the guilt of stealing cards that people have been husbanding, hoping to complete a set, and I know they will treat my pack the same way.

But it does make it difficult to get those elusive gold coins.

To make it worse, I’m somewhat addicted to Packrat, and I’ve completed—to the best of my ability, barring a couple of special delivery cards that I’ve never even seen—every other set currently available. So I have no other option but to work on “The Quest for Montezuma.”

On the plus side, I’m collecting quite a nice stash of credits in my futile flicking through other people’s packs trying to find gold coins.

But on the other hand, I hope they release some more new sets soon. There’s a limit to how many patolli games I’m willing to make, if there’s no possibility of more spotted leopards or turquoise masks in my future.

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Computer Characters, Your Ability to Cheat is Counteracted by the Fact That I Control Your Difficulty Level

Posted 17 March 2008 in

Anyone who plays Mario Party regularly eventually comes to complain about certain irritations in the gameplay.

The game—which essentially involves rolling dice by hitting them with your head, moving around a game board, and playing minigames at the end of each round, earning coins to buy stars—is immensely fun, but does have some frustrations, especially the way in which so many of the minigames are chance-based. This is exceptionally frustrating when you’re duelling one-on-one with a player, or playing a battle minigame for some insane amount of money.

But the other thing you tend to notice if you ever approach a Mario Party forum is the insistence by players that the computer cheats to benefit its own players.

And it does.

Nick and I compete in Mario Party 8 on the Wii, but mostly I play it on my DS, which means I’m playing against three computer players. And they all cheat.

Take tonight’s game on the DK’s Stone Statue level, versus Peach, Daisy, and Waluigi. This three-tier jungle board is the only one in which the Star Space is fixed, rather than moving around every time someone buys s star. Technically, this should make it easier, since you don’t spend three turns patiently moving up on the Star Space only to suddenly find it behind you because some computer character has rolled three 10s in a row.

But they still cheat. And I can prove it.

Round 1: I roll a 2. Not the most auspicious of starts.
Peach, of course, manages to roll a 10.

Round 2: Daisy manages to find a Hidden Block, containing a Star. I mean, honestly, it’s only the second round.
Peach lands on the only safe blue square in a five-square radius.
I double my luck by rolling a 4.
Mind, Waluigi is having the worst game so far, and is still only two squares from the start.

Round 3: I land on Peach’s 10-coin Hex and have to forfeit my money. It is at this point that I suspect the game is cheating, and start taking notes. This move, I might add, puts me in last place.
Daisy lands on a square that gives her a Triple Dice, allowing her to roll three 10-sided dice. Hmmm.

Round 4: I miss the magical, coin-dispensing bees by one square.
Thankfully, Peach and Waluigi are both stuck, and can’t get past the second tier, and Daisy wastes her Triple Dice by using it before she has the twenty coins for a star.
I win the minigame despite exploding twice, and move into second place.

Round 5: Uneventful, except Waluigi is still stuck.
A three-versus-one minigame means I have to forfeit money or give Peach and Daisy ten coins each. I fancy the money, and lucky for them I’m good at running away from model trains.

Round 6: It’s looking up, until Waluigi sets off a giant barrel that squishes ten coins out of each of us.
One bonus: Daisy inexplicably spends all her money, and then shows unusual acumen in our two-on-two minigame against the others.

Round 7: I manage to buy three stars and move to first place.
Peach manages to set off the barrel to detriment of both herself and Daisy.
Waluigi moves past the Star Space with insufficient funds, and then lands on the Bowser Square. For once, Bowser’s “Gimme Equality” attack works in my favour, with me moving from five to sixteen coins and Peach from forty-one coins down to sixteen.
I’m sure the computer won’t let this state of affairs continue.
Sure enough, Daisy makes up for her acumen in the last game with unparalleled stupidity in this one, letting Waluigi and Peach get ahead again.

Round 8: I roll a 1. Here we go again.
Daisy uses her Star Pipe to move straight to the Star Space, buy a star, and move to second place. The computer must not like her as much as the others, though, because she lands on the Bowser Square and immediately has the star taken off her. I warm to Daisy.
Another coin-grab minigame lets Peach and Waluigi win back all the money they lost in Round 7. I think I’ve said this before, but hmmmm.

Round 9: I roll a 2.
Peach still can’t get off the second tier, but is accumulating a huge bankroll, especially when she manages to win the minigame despite being set on easy.

Round 10: I finally roll a 10, and land on the magical, coin-dispensing bee square.
Daisy spends all her money again; clearly, the computer has decided that she’s not the horse to back here.
I explode again, but still win the minigame.

Final Five Frenzy—apparently designed to help the last-place character—means the stars drop in price from twenty to five coins. This is bad news if Peach ever gets off the second tier.

Round 11: I roll another 10, but the computer finds a way to make this bad: I land on a square that sends me back seven squares, allowing Peach to squish me with the giant barrel.
Bonus: she also squishes herself and Daisy.
Double bonus: Daisy sets off the barrel again on her turn, squishing herself and Waluigi.

Round 12: I win a Double Dice, which I’m hoping will help me avoid barrels and get to the Star Space.
Peach lands on a Duel Space and duels me for stars; I win, but since Peach didn’t actually have any stars, I end up just winning mine back.
Waluigi also lands on a Duel Space and duels me for stars; again, I win, and again my opponent didn’t actually have a star to pony up.
Daisy, meanwhile, buys two stars and moves into second place.

Round 13: Using my Double Dice, I still only manage to roll a 6 and set off the psychotic barrel again. Thankfully, it takes out Waluigi as well, but he still manages to buy eleven stars.
Peach still can’t make it past the second tier.
Daisy gets twenty-seven coins from the coin-dispensing bees, eight more than I managed.
(Nick, not playing the game, spots a gorgeous owl on the clothesline, which makes for a nice distraction.)

Round 14: Finally, I roll a 10, manage to buy twenty-three stars, and put myself in a comfortable first place. The computer, not to be distracted, has me land on a Duel Space. I duel Waluigi for half our coins, but since I’ve spent all mine I have nothing to lose, and since he only has six coins I have nothing much to gain. I win anyway.
Peach finally manages to get to the third tier, and sets off the barrel again.
Waluigi finds a Hidden Block (and why is it that the compute players always find these?) and gets nineteen coins.

Round 15: I immediately break my run of good luck by setting off the damn barrel again.
Peach finally gets to the Star Space, but thanks to the barrels can only afford thirteen stars. It’s enough for second place.
When Daisy lands on my 2-Star Hex, I’m comfortably in first place with twenty-eight stars.
And the final minigame, a Battle Minigame, affords the satisfaction of blowing up my competitors for more money than usual.

The computer makes a final bid for success, with the Bonus Stars: everyone gets a Friendship Star, Peach manages to snag a Green Star purely on the basis of how many times she set off the barrel, and Daisy’s shopping pays off with an Item Star.

Ah, wily computer! You can cheat and cheat all you like. But I will continue to set all your players on easy.

After all, the way you play, if I set them on normal they’d beat me every time, and—rambling blog posts aside—where’s the fun in that?

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Competitive Gaming Anxiety

Posted 14 March 2008 in

I’m no good at competitive sports—I never have been.

Much of this is down to natural clumsiness. My clumsiness—I once, as a small child, managed to slip on a boat and end up with my head jammed between two bollards. At least, in retrospect I believe they were bollards—seems to be irreparable, which suits me.

I understand that people say playing sports can actually reduce clumsiness, but I found all the shouting (mostly along the lines of “That’s your own goal!”) rather distracting.

But I’m not also not very good at competitive gaming, and that’s not down to clumsiness.

Some of it’s down to attitude—I’m both a bad winner and a bad loser, and frankly I don’t even like to play games with myself sometimes. But then most of my family are also game-based gloaters—well, alternately gloaters and sulkers, anyway—so I can shake that off.

But gaming also brings out a sort of anxiety. Especially those games that require you to get to a certain point before you can save.

I’m no good at the strategy-style games that Nick so thoroughly understands. I tend to get attached to my little pixellated men, and no sooner have I started to build up my mighty empire—usually by managing to build a well, and perhaps some hovels—then barbarians come out of nowhere and slaughter all my poor peasants.

The same is true for combat-based RPGs, except in that case it’s my avatar that gets repeatedly slaughtered.

Even games that have no combat breed their own kind of anxiety. Nick introduced me to the card-collecting and card-stealing game Packrat on Facebook—the very same game I was wasting the workday playing when my computer exploded, and which is consequently ambiguously immortalised in my astonishingly bad haikus. That rapidly became an obsession but, although the developers claim you can play it solo, there are various tricks built in to induce you to invite friends, such as restricted access to the markets that sell rare cards. And once you’re playing against real people—especially if, like me, all your Facebook friends are people you know in real life—you start feeling a little guilty about nicking cards off them.

This morning, for example, I nicked a high-end card from a friend—a card, in fact, that they would have had to spend some time constructing from lesser cards—and then felt so guilty that I spent forty minutes recreating the card myself and then dropping it back in their pack. (Hey, if you’re reading, I’m really sorry I nicked your Tangerine Turbo!)

But I like puzzle games. Those I can handle.

That’s why I loved Puzzle Quest: Challenge of the Warlords. Any RPG that uses the Bejeweled playfield as the basic combat mode for defeating the evil Lord Bane is my kind of game. In fact, Puzzle Quest became a bit of an obsession, and led to about six weeks’ worth of conversations along these lines:

NICK: Hey, how did your day go? Productive?

ME: Well, I got past the two-headed ogre in the end, and took his battle hammer as my reward. That’s awesome—I haven’t had any trouble with the liches after that. But then I had to get assistance from a fire-worshipping minotaur cult. I had to find the pieces of their former robotic leader, and reconstitute him so he could take back the northlands from Lord Bane’s emissary, and that was a bit tricky—I had to go through initiations and then fight a fire sprite in a volcano, and I just wasn’t getting the right gems, so I couldn’t build up any mana, and anyway he was immune to my earth magic—

NICK: . . . I meant with your thesis.

ME: Oh, right. That. Okay, I guess.

In fact, I’m now excited to see that there’s a sequel coming out this year, although I’m a little concerned about the introduction of the Tetris mechanic—I’ve never been any good at Tetris.

In short, I suspect I’m the kind of gamer that handheld systems were made for. The PSP and the Nintendo DS—especially the DS—have excellent games, but most importantly they’re really designed to be played solo—even if you do want to use the multi-player mode for the DS, for example, you still need to own a copy of the game for each player.

So, they’re ideal for a player like me. The computer players don’t care if I gloat or smacktalk, and I don’t have to worry about disrupting anyone else’s gameplay.

Now, if I could only convince the computer-controlled characters in Mario Party DS that the entire purpose of the game—its whole reason for existing—is for me to win every single time, we’d be laughing.

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An Ode to Pirates

Posted 10 March 2008 in

I’m obsessed with Pirates on Facebook.

I’m not as obsessed as some; I’m a mere level 244 Corsair Pirate. But even that level of high-seas ferociousness took some doing.

The game is slightly odd. It’s essentially farming; you roam around the ocean—well, you move forward in what feels like a straight line—picking up various items that you use to buy ship upgrades, or fight monsters, or attack your friends.

I mean, where’s the downside? Where else can you attack sea monsters with dynamite-wielding parrots?

Plus, pirates are awesome. Everyone knows that pirates are inherently cooler than ninjas.

But one of the things that I love most about Pirates is the way in which you need to type in thoroughly bizarre combinations of words in order to heal yourself after a fight. Apparently, the ability to type disconnected pairs of words proves that you’re a “human pirate.”

So, I’ve decided that the only way to really celebrate my joy in Pirates is to write a poem* entirely out of pairs of words that I’ve been asked to type during the healing process. I’ve added punctuation, but other than that each pair of words is accurate.

*Disclaimer: I’m not sure whether people regularly meet poets, but you do meet a large number of them when you work in an English department. Every poet I’ve ever met has been a lovely and extremely talented person. I sincerely hope that none of them think that I think that this is a real poem.

An Ode to Pirates

Weekends with
guess firearms
fantasia, but
[com]pany’s analogy—
wick shadowing
year—moves,
solicited, united.
Thieves and
circus circular
blunder, however,
attempt pianists,
Milton—forward—
theatre, horseback;
the affecting
nominations—tine.

An Exegesis

Lines 1-3: The author celebrates the fascination of a world in which she can spend weekends with fantastic weaponry, especially throwing bombs at fellow pirates.
There is an element of mendacity in these lines, since the author rarely waits for weekends, but instead usually plays Pirates during the work day.
Lines 3-7: A sense moves in of the passing of time, and the author starts to think that maybe blowing friends and colleagues out of the water is not a productive way of spending time.
Lines 8-10: This sense of wasted time leads to remembrance of childhood fantasies of running away from home and joining the circus, as long as it was the kind of circus that Enid Blyton depicted.
Lines 11-13: The author thinks of other, more productive ways of spending time, such as learning the piano, or reading Milton; the thought of the seventeenth-century poet is a particular spur to a sense of futility, leading to the more exaggerated desire for horseback riding, even though horses are ridiculously large and slightly creepy.
Lines 14-15: The surreality of the idea that she would even be capable of riding an enormous horse—with the fangs, and the frothing jaws, and the hooves the size of dinner plates—brings the author back to her senses, and the thought of forks reminds her that her best bet would be to go and make herself some lunch.

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