Archive for the ‘Games’ Category

Machine Brain

Sunday, July 1st, 2012

Remember those commander MTG decks I made before my last Australia trip? If not, they are described here. Note the last comment, where I describe how I replaced the monogreen deck with a Green/Black tokens deck. In Australia the six decks were played in 3 or 4 player games an average of 10 times each. The results (wins-losses) were as follows:

– Darien, King of Kjeldor (W soldiers): 6-3
– Mayael The Anima (RGW fatties): 6-5
– Skullbriar, The Walking Grave (GB tokens): 6-5
– Olivia Voldaren (RB vampires): 5-4
– Grand Arbiter Augustine IV (UW control): 4-5
– Wrexial, The Risen Deep (UB mill): 2-7

Yep, Wrexial bombed hard! The other decks, as you can see, were very closely matched. I believe Grand Arbiter was a bit stronger than it’s wins suggest, but tended to be a bigger target in the multiplayer games so ended up losing more than it won.

I have another trip coming up in about a month, and the decks are coming with me! I’ve made slight adjustments to five of them to include cards released since last December, and I scrapped Wrexial entirely in favour of a brand new deck. This was done not because it was the weakest, but because in 2-player games (which I will be playing in NM and CA) I reckon it would just be tedious to play against.

So the question arose, what would the new deck be?

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The above card is from one of the recently released new Planechase 2012 decks. His particular deck is the strongest of the four (at least in my playtesting), and focuses on enchantments. I greatly enjoyed the deck, since I like enchantment cards and they are often underutilized. My first idea for a new deck would use this guy as commander, and include all and every enchantment boosting card I could find in white and green. It would have been a slightly defensive deck, heavy on lifegain, that relied on building up 2 or 3 creatures to shockingly powerful levels before finishing the game in as few attacks (ideally, only one!) as possible. I still think it’s a good idea, and that it may have been well balanced against the other five decks, but after some brainstorming realized I couldn’t actually build the deck without heavily changing some of the other five (specifically the Skullbriar and Augustine IV decks). So I scrapped this idea, or rather put it on the back burner for a while.

So… what next?

I wanted something I could build without cannibalizing the other decks. Furthermore, I wanted something quite different from them as well. With Wrexial gone I was left with only one blue deck, so ideally the new deck would use blue, and hopefully avoid the other colours since each were represented twice in other decks. Also – and this was a big one – I wanted to feature artifacts since they hadn’t been a large component of any of the other five decks.

A few minutes of research led to me finding this guy, and as soon as I saw him I knew I had my new commander:

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He’s one of those cards that you occasionally find with an ability that just seems too good to be true. There are any number of game-winning artifact cards that could be pulled from the deck right into play, and all I needed to do this was an artifact creature already in play. Here’s an obvious combo:

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Use the turbine to create Myr tokens, which can then be sacrificed using Arcum to put things like the Forge into play. This could happen very quickly given a perfect hand. For instance:

Turn 1: Seat Of The Synod, Sol Ring, Mox Opal, Palladium Myr
Turn 2: Arcum
Turn 3: Myr Turbine, sac token to put Forge into play

And that scenario even has some flexibility!

But a commander deck contains 100 cards, and this combo requires some sort of artifact creature or token generator to start. Happily, being blue there are any number of ways (Treasure Mage, Fabricate) to get specific cards into your hand (the deck contains other token generators aside from the Turbine) or to speed up card draw entirely. So what about the rest of the deck? What is the ‘gimmick’ to the remainder of the cards?

Here’s a hint:

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Yep, it’s a ‘charge counter’ deck! Over the years I had coincidentally amassed almost every good charge counter card in existence, and it was finally time to collect them all into a deck. So about 20% of the entire deck is cards that utilize or manipulate charge counters, often to hilarious results:

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So the deck is a control-based artifact deck (about 90% of the non land cards are artifacts) that utilize Arcum Dagsson’s ability to ‘tutor’ up broken cards to make the player invulnerable while he bases a win around fun-to-play charge counter cards. I’ve done some test deals to make sure it seems to work in principle, but it should be fun to see how it actually works against another one of the (mostly successful) other five decks πŸ™‚

Magical Device

Wednesday, June 20th, 2012

Well now this is interesting. The latest iteration of Wizards annual Magic The Gathering (computer games) Duel Of The Planeswalkers was recently released and in addition to the old formats (PC, PS3, XBOX) it also came out for the iPad. I’d bought and enjoyed the previous versions on the PS3, but couldn’t resist going for the iPad version this time around. And, after playing for a couple of hours, I’m glad I did!

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The game follows the same format as previous iterations: you use premade decks to defeat a variety of opponents in various game modes (including, new to this version, Planechase). As you win you unlock additional cards you can add to the various decks, so some deck building is included. There are a lot of decks and opponents, and it would take a very long time to unlock all the available cards.

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Gameplay is intuitive, smooth and faster than it used to be on the PS3. This is a significant upside, since it was the one issue that used to bug me. Importantly, the ability to control the game using touch and swipes is natural and makes me feel more like I’m actually playing with the cards. In other words this is the best version of Duel of the Planeswalkers yet, but playing it on an iPad makes the experience even better.

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The graphics are very, very nice! The screenshots in this blog have been scaled down from the actual resolution, but everything is in high resolution with nifty effects and great looking art. The game includes cards from all legal sets up to 2013, which means you’ll be using cards that haven’t been released yet (like the guy in the shot above).

Buying the game – which costs US$9.99 – also gives you a code that can be redeemed at a game store for a promotional booster pack that apparently contains a mythic rare. This is nice πŸ™‚

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Suffice to say I’m very pleased with the game so far. $10 may seem like a lot to pay for an iPad game, but for me this is a no brainer if you like magic. If you’re not sure, the download is actually free and you can demo the game before having to shell out for the full unlock.

The Most Legendary Of Items

Sunday, June 17th, 2012

Over the years both VFD games and Game & Watches have featured several times on this blog. I have a nostalgic fascination for both types of handheld game since both were an important element of my early gaming years.

Since I have often joked about BS seeking out and buying me a VFD game, and have many times bored KLS with stories of long-lost Game & Watches, you can imagine my surprise – no, astonishment – when on a recent trip to Rochester, a long-forgotten box of stuff from KLS’s childhood was unearthed and yielded one of each. And now I proudly present the latest two additions to my collection of Legendary Items:

Caveman

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As found, the game was dirty (even a bit sticky) and hadn’t been used in aeons. This is the 1983 Tandy version of a game manufactured by Tomy Japan in 1982, and was amongst the first wave of VFD games ever made (this predated Scramble). Over the years I’ve read quite a bit about these things (I even have a book on handhelds…) and knowing that the VFD displays are unreliable I had great concern that this guy wouldn’t work. So I started by cleaning it:

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Then plugging in a 6V AC power supply. No luck – nothing happened. Unlike seemingly everything manufactured these days, these games use ‘C’ batteries, and we had none in the house. So a trip to the store later, I trepidatously put the batteries in and…

It worked!

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The display, sound, controls. Everything works perfectly. I was elated!

This game seems to be quite rare today, possibly for reasons stated above. A brief search online found virtually none for sale, with the exception of one boxed example on ebay for $150. I’m going to treasure mine πŸ™‚

Mario’s Cement Factory

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Of the two, this one gave me the biggest start when I saw it. Nintendo manufactured 59 different Game & Watch games between 1980 and 1990 and four of them were also made in a special colour ‘tabletop’ model. Only two of those four were ever sold outside of Japan, and Mario’s Cement Factory was the rarest of the two. It’s always been floating around somewhere in my brain as an ‘item I’d love to have’ because many, many years ago I saw a few of these being sold at clearance at a K-Mart in Australia and I never bought one (shades of the story behind this, wouldn’t you say?).

At any rate I now had my own Mario’s Cement Factory! But it was very dirty, especially the screen and the LCD panel. But I had high hopes for this guy, since the solid-state technology in Game & Watches is very robust (they can survive going through washing machines, for instance) and the mirror and panels in this example were intact. So once again, I sat down and gave it a careful and thorough cleaning!

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The technology is simple but clever. You play by looking at the reflection in a mirror of an LCD mounted (in reverse) just under the white transparent plastic panel on the top. Light passes through this panel (and through the LCD) and is reflected off the mirror. Images are formed via the LCD blocking light and a plastic coloured film which makes the LCD itself appear coloured. Back in 1983 when this game out the technology seemed magical, since every other Game & Watch was black and white. Even today it is a very impressive bit of trickery created by Nintendo many years before actual colour LCDs became a reality.

Oh, and it works! Here’s a shot of the full LCD panel after I put the batteries in:

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Click on it and have a look at it in high resolution. You can see the ‘bleeding’ of the colour at the edges of the film, which would be due mostly to optical (refractive) events. They are tiny enough to not be visible when solid lines separate the elements (such as the concrete tanks) but easily visible on the Mario ‘sprites’. I wonder if the 11-year-old me would have noticed this if I got this back in 1983?

Here’s a video of the gameplay:

And a photo:

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This is a real treasure! It cleaned up beautifully, is in near-mint condition, and works perfectly. It will occupy a place of great pride in my collection! Since I knew these were pretty rare (one source I checked estimated only about 30k were made for export) I checked the prices online. I couldn’t find any boxed examples, but there are a few on ebay that seem to be in worse shape than mine going for $130+. The Game & Watch name really helps, but it’s amazing how these things have gained value isn’t it?

I feel as if I have out-legendaried any other possible additions to my collection in obtaining these two. Could this be the last ever ‘legendary item’ post? Time will tell πŸ™‚

Join My Guild!

Wednesday, May 30th, 2012

About 6 months ago I posted about iOS game Book Of Heroes (search for and read the post if you forget). The game is great, and free, and a few significant changes have occurred since my last post.

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Firstly, an Android version has been released. This means if you’re one of those people you can still play!

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Secondly, guilds have been added to the game! I’ve created one, but I need members.

So – and I am serious here – I’d like each of you to download the game, create a character, and join my guild. I’m quite sure most of you reading this would enjoy the game, and since it’s free why not give it a try?

Once you’re online, add me as a friend by going to the inn and entering my friend code: 962061411

And when you get to level 4, apply to join my guild, which is called Atomic. Once we have 10 members, we can start raiding πŸ™‚

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Legendary Item 2

Monday, May 28th, 2012

The other day I obtained my 259th Nintendo DS game. And it was no normal game, good readers, it was in fact… this:

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Yes fellows, I now own the second in the Club Nintendo exclusive Game & Watch Collection series (I barely need mention I already own the first in the series)!

What is this game – which I remind you is unavailable in stores – you ask? It is none other than Parachute and Octopus coded for the DS. Here is an image showing both games in action:

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Remarkable, wouldn’t you say? But it doesn’t stop there! No, my friends, this humble DS cartridge also contains the brand new remix game Parachute x Octopus which is an unholy combination of both (let’s ignore for the moment reviews that say it’s terrible).

So where did I obtain this? Club Nintendo of course! It cost 800 ‘coins’, which are obtained by registering games and hardware. 800 coins equals about 16 Wii games, about 27 DS games, or about 5 hardware systems (DS, Wii, 3DS etc.). I’m proud to say I now own all three actual packaged games Nintendo has made available through the system (for which I spent a total of 2800 coins!)

Time for an honest disclosure: I haven’t yet played this. In fact I haven’t removed the shrinkwrap. But I love it nonetheless πŸ™‚