Archive for the ‘Family’ Category

The 200 Club

Wednesday, December 15th, 2010

I made a strange Tweet last night, that no doubt confused some of you.

I was jubilant (and for once, I am not being hyperbolic there) when I finally killed this guy in Monster Hunter Freedom Unite:

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It’s name is Yamatsukami, it’s bigger than a house and it’s the monster you have to kill to get to the highest level in the game, HR9. He took me four tries, during which I had to learn and get used to his one-hit-kill attack. Once I knew what to look for, he’s not so hard to survive. He’s got massive HP though, so I beat him with less than a minute left. I look forward to going back and killing him some more with better weapons.

So now I am at the highest and most difficult rank of the game (G***) with the hardest-to-beat quests that give the best rewards. How long has it taken me exactly to get this far? I wondered, and I checked. These next three images are the save files of the three PSP Monster Hunter games:

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The times are not cumulative, because when the old save file is imported it resets the clock. Turns out I played MH Freedom and MH Freedom 2 much less than I thought I did, and this is partly because they are very, very solo-unfriendly (guild quests are multiplayer only). As you can see, things changed with MH Freedom Unite.

So the total time played in this series is about 404 hours. Impressive!

And I still have much more to accomplish in the game, including (finally) some multiplayer with SFL πŸ™‚

Monster Hunter isn’t the only series I have played like a mad-man this year. Here is a shot of the save-file from Dragon Quest IX on the DS:

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And here’s a shot (grin) of the save file from Monster Hunter Tri (the Wii version):

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I’m too scared to do the math myself, but I urge you all to get out your calculators and verify that in the past ~36 months I have spent almost a month just playing Monster Hunter games.

What’s scarier: that I did this, or that I am proud of it?

Awesomely Quaint Advertisements From 1970s Comics

Saturday, December 11th, 2010

Back when I went to the Albany Comic Con I picked up a bunch of Star Wars comics from the late 1970s. These were the ones Marvel started publishing between Star Wars and Empire, and contained a random selection of generic sci-fi stories starring Luke and Han and the other characters but conspicuously avoiding any canonical elements, since Lucas was even then careful to keep the licensees away from canon.

Anyway the comics are nostalgically humorous… but the advertisements in them are just priceless. Here’s one that I know will trigger the memories of quite a few readers (click to enlarge and enjoy the details):

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This is an advert for Sales Leadership Club. Children would (theoretically) sell greeting cards marketed by this organization and keep the profits for themselves. According to the ad, you could either make $1 a card set or redeem your sales for items from the toy catalogue. And what items they were! A ‘Transistorized Intercom Set’ for only 7 boxes of cards? Or a ‘JR CB Base Station’ for 14 boxes. Or even – for the very successful child merchants – a ‘Stereo Record Player’ for 26 boxes!

Now I did a bit of research here. $1 in those days (1978) equates to about $3.40 today. So the opportunity cost to the child was $3.40 per box in 2010 money. So that record player cost the kid about $88.40Β  in todays cash, which seems like a pretty good deal. Were I in the club, I would have almost certainly saved my credits for the ‘Telstar TV Game’ (20 boxes), which – at only $20 worth of credits seems too good a deal to pass up.

In Australia we had US comics in the newsagents. And although I rarely purchased any, I can remember adverts like this quite well. As a child I would often look at them and wish I could have joined and earned stuff in the catalogue. Such are the dreams of children, to think “All I have to do is walk the streets selling 20 boxes of greeting cards to random strangers to get a TV game system” is perfectly reasonable, not to mention possible.

Here is another advert:

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Read it carefully and then laugh (as we did, over and over) to KLS’s excited comment: “He’s a battery!”

(I also love that he clearly has no articulation).

Here’s a treat for your enjoyment:

Another wonderful advert that would have just sung to me as a child:

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There’s so much on that one page I don’t know where to start. So I’ll just say I pity any parent who actually did buy a minimum of 24 loaves on Wonder Bread in only five weeks so their child could attempt to collect all 24 cards. (And let’s speculate, shall we, for how long the ‘CE3K Skywatchers’ newsletter remained in publication.)

Every comic has a page of tiny classified adverts. They are almost (> 90%) for stamp-collecting scams, where the company would send a few free stamps if you agree to preview others “on approval”. This means they keep mailing you stamps that you have to buy unless you send them back. Obviously the goal is to get customers to just buy them out of irritation, and apparently it was successful given how prolific the advertisements are:

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It’s all very quaint today. Stamp Collecting as a hobby seems so… yesterday.

Here’s a rather troubling ad culled from the classifieds:

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Seahorses are notoriously difficult to keep as pets, requiring very specific water conditions. The thought that someone sent them through the mail to children responding to an advert in a comic is deeply disturbing. I can only imagine how many died in transit πŸ™

This last ad is common of many kids mags from the 1970s and 1980s, in all countries I suppose. It’s the place selling silly gag items, that kids of all ages (use to?) find amusing:

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The thing I like best is the shamelessness of the ‘pocket spy scope’ blurb. Yep, you can use it to spy on girls. If that didn’t sell more than a few of them, I doubt anything would.

All of these ads were taken from two 1978 comics. Amongst those we didn’t scan were ads for a mail-order Zookeeper degree (no joke!), anΒ  ad for a muscle-building supplement that ran unchanged for 8 years, and a host of different Twinkies ads using Marvel art in which characters like Thor and Human Torch enthused about how delicious Hostess products were πŸ™‚

There Is No Future After The Fated Spell Is Cast

Thursday, December 2nd, 2010

One of the most popular entries on last years blog – viewed by over 100 unique visitors – was this. So in an attempt to drive up ad revenue, let’s do it again…

AW has been hard at work crafting a fiendish MTG infect deck. He has named it 22 Deadly Venoms and no doubt stuffed it full of cards like this or that. I can see it now and I shudder; it’s going to be a nasty piece of work indeed.

So I have to counter it, and I’m hoping between the nine decks heading south with me (540 cards total) at least one of them will be up to the task. In this post, I shall introduce each in turn with a little hint into their mysteries.

Elves

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Guess what? This guy is full of elves. Every creature is an elf, and virtually every spell is elf-related. Lots of elf tokens as well. The idea is to get as many elves out as possible, buff them with the many lords in the deck, and start swinging. Basically a fast green weenie decks with lots of lords and very few spells.

Allies

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Allies are cool cards that have effects that are triggered whenever an ally comes into play. Fill a deck with allies and things get crazy quickly. There are some good ones in this blue/white deck, but in test playing it is consistently winning by milling via the excavator. There are four of them in the deck, plus other cards that allow up to 7 more (using clones) PLUS 3 more cards than can turn themselves into allies every turn. It’s a bit combo-y, and a bit irritating to play against, but a real blast to use πŸ™‚

Black

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So your opponent plays Maralen, and you laugh inside thinking “That’s going to help me more than it will him!” And then in his next turn he fishes out and plays Painful Quandary and you realise you just lost the game. That’s the idea at least, but given this evil, nasty, disruptive deck has got a whole motley bunch of cards in it who knows if it will ever happen. In tests this has only about a 50% win rate, and I’m not convinced it may not need a tad more tweaking.

Cloudhost (aka. “White Fatties)

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White is known for powerful weenie decks (low-costed soldiers, for instance). I thought I’d turn that on its head and therefore assembled a deck full of high-cost (no CMC < 4) stupidly powerful white fatties. The issue is mana of course, but I may have that beaten (the deck name contains a hint how), but even so this deck has a low win rate by virtue of it being a bit slow. When it ‘goes off’ it is unstoppable, and I expect it would fare quite well in multiplay. A very enjoyable deck to use despite it’s weaknesses.

Tokens

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And here we have the high-concept green/blue deck. I love the combo afforded by the above two cards, and I had to build a token-based deck around it. The exact for of the deck is still in flux, but my goal is a deck that absolutely needs tokens (including +1/+1) to win. Lets see how it works out when finished…

Eldrazi

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There is nothing subtle about an Eldrazi deck. Basically it is all about getting your Eldrazi spawn out as fast as possible, and then sacking them for mana to make the truly big guys. The inclusion of the above two cards are to firstly let the big guys come out twice as fast (since spawn are now worth 2 mana) and to get the most out of Annihilator: “Just put those two lands you sacrificed on my side of the table please…”

Reach For The Skies (aka “Green Fatties”)

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The inclusion of Heartbeast was because these decks are primarily designed for fun. It’s a fun card. Yes I know it technically helps the opponent as well (possibly more) but it also means that whoever playing against this green deck with any other deck should be a different experience if Heartbeat comes out. And it needs to be, since in test-plays this deck is one of two with a 100% win rate.

And to think that 100% has come about despite me never even casting Mr 13/13 up there πŸ™‚

Red/Blue Control

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Without even realizing it I seem to have assembled a wickedly effective “Oh no you don’t” control deck. If this one gets going the opponent never keeps any creatures in play and either gets timmed to death or poked by one of several unblockable (and shrouded) creatures. The first deck containing blue control elements that I truly enjoy playing. A high win ratio as well.

Steel Army Of The Overseers

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The other 100% win deck so far. (Yes, I should play it against green fatties). This deck has 57 artifacts in it – including every land – and so many token generators and break-the-game imprint-based card cloners and deck searchers it is just crazy and complex and completely mad to play or play against. Plus you can make everything indestructable as early as turn two!

But can it – or green fatties – beat 22 Deadly Venoms? Could my token deck be polished into a worthy contender? And which of these ten (including Venoms) will emerge with the highest win ratio after the extensive playing that will occur in that legendary Randwick apartment?

Time will tell…

Guess Who’s Back In The Tree?

Tuesday, November 30th, 2010

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She’s back to her old tricks! Turns out the years and the added weight hardly slows her…

When she does this, Emi is speechless πŸ™‚

My New Glasses

Tuesday, November 30th, 2010

My old glasses had many scratches on them, and on the right lens was a circular mark that my advisor suspected may have been due to ‘plastic crystallization’. It was time to replace them.

And here are the new ones:

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What do you think?