Tuesday, September 22, 2020

AAR: The Scarab Plague Of Mars!

   As usual, this AAR is short on photos because I was too busy playing to take pictures. However, I did grab a few of the setup. Game was played on 28 JUN 2019 in my gameroom with Zach, his son Nathaniel, and myself participating.

SCENARIO:

   Two rival companies of adventurers, the British Lord Curr's Incorrigibles and the German Empire's Society of Thule have traveled to Mars via aethership. Their goal: seize ancient Martian relics of occult power. Unfortunately, they were discovered and Martian priests have awakened a terrible curse: a massive swarm of flesh-eating scarabs. The scarabs will eat only Earthling flesh, though. So now, the two companies must flee for their lives. Safety lies on the canal running through the nearest village, Golah. The Earthlings want to get on the boats; the Martians want to stop them long enough for the scarabs to catch them and devour them all.

RULES AND FIGURES:

   The rules used were In Her Majesty's Name, my favorite for small skirmish Victorian Science Fiction. The figures are a mixture of North Star (the Society of Thule and Lord Curr's Incorrigibles), Parroom Station (The Masked One, Martian leader and mystic), and RAFM (High Martians, Shield Gunners, and Archers).

An overview of the battlefield.
The mat is from Cigar Box. First time used!

The Village of Golah
Buildings are Plastruct COLORed buildings for SAGA

Custom made canals, ordered a decade ago, only second time used in a game.
Boats are all scratchbuilt and older, too.

British Start point. The Society of Thule is on the other side of the ridge.
The small dots at table edge are the scarabs, advancing as a line.

A Martian Shield Gunner stands guard outside the canal master's office.

The Masked One, a Martian Mystic

High Martian warrior. Savage flying primitives.

   The two companies moved up as quickly as possible but got held up in and around the village. If the random rolls for the scarabs' advance hadn't been very low, all would have been devoured! As it is, the two European teams ganged up on the outgunned Martians and killed all but two of them (the Masked One, who used his Mystic powers to slow up the British advance, and one shield gunner, saved by his heavy armour).

   In the end, the British reached the boats first. Rather than allow the Germans to escape, the British took all of the boats. End result: British victory (44 points, almost all of his company escaped), followed by the Martians (28 points, all because of devoured Europeans) and then the Germans (19 points, for killing Martians). But we all had fun, and that was the main point after all.

   Notes for next time we run this scenario: 
  • Martians need more points to offset European gangup.
  • Scarabs need to move a flat d10", not d10-2. For four turns in a row, the scarabs did not move at all. This cuts the pressure on the Europeans to get moving!


Monday, September 21, 2020

Game 379: The Masters Of Serebal (1984)

You would think these portraits are the Masters of Serebal, but instead they're the bridge guardians that you have to fight throughout the game.
          
The Masters of Serebal
United Kingdom
M. C. Lothlorien (developer and publisher)
Released 1984 for ZX Spectrum
Date Started: 3 July 2020
Date Ended: 9 July 2020
Total Hours: 6
Difficulty: Hard (4/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
      
I was looking for an "afternoon RPG"--an entry I could bank in case I ran out of time in September. I figured a ZX Spectrum game from 1984 couldn't possibly be that long. As usual, I underestimated the ability of 1980s developers to really drag out a game, this time by repeating essentially the same quest 10 times. Still, The Masters of Serebal showed me a few new things, and the experience overall was worthwhile.
   
Serebal is a cassette game from Cheshire-based M. C. Lothlorien, which sounds like the worst hip-hop name of all time. (Its author, Keith Hunt, is credited on a spy adventure from the same year called Special Operations and nothing else.) The word Serebal is never really explained in the game or its backstory, but it seems to mean something akin to "magic." The story goes that 5,000 years ago, the eleven races of the world were united by the Masters of Serebal under the Eleven Scrolls of Law. Each scroll was trusted to a different race, and together their power kept darkness at bay. But now millennia have passed and the power of the scrolls is waning. Only humans have kept the faith; the other races have mutated and crossbred into around 400 different species today. Now it's time for a hero to unite the Eleven Scrolls, with the help of a modern Serebal master named Altaborn.
           
Meeting Altaborn for the first time.
        
There's no character creation process. The player is already assumed to be a famous warrior who has agreed to take on this quest.  He begins in his village, in the southwest corner of a map of 48 x 48 squares. Half of the screen is dedicated to the game map; the other half shows the character's current resources as colored dots in two rows. From top to bottom, those resources are stamina, food, gold, gems, armor, healing potions, and the scrolls. Each yellow dot represents one while each blue dot represents 10, so the starting character has 67 stamina, 24 food, and 45 gold.
           
The action begins.
       
The keyboard and joystick have redundant controls for movement, but the keyboard is used for most game actions, including options like B)uy (only works on towns), D)rink a potion, and R)est to trade food for health. Controls are easy to master but execute so slow at era-accurate speeds that the only way to make the game tolerable is to crank up the emulator.
      
The game map has roads, towns (where you can buy more food and armor), and various terrain features in which you find the scrolls. Altaborn holds the first scroll, so once you start the game and visit his castle, you only need to find 10 more. The game's gimmick is that each scroll has a clue for how to find the next one. The clues refer to the terrain features on the map, and figuring them out is perhaps the most fun part of the game. The first, as an example, is:

Between the waters
So wide and so bare
With death all around
You'll find me there
 
The riddle refers to the northern central part of the map, where an expanse of desert lies between two rivers. There's a single patch of grass in the desert, and that's where I found the dungeon containing the first scroll. Altaborn gives you a ring that tells you when you've stepped on the right square. You have to do them in a precise order, so you can't just lawnmow the game and get all 11.
          
This clue led me to the headwaters of a river.
        
You wouldn't want to do that anyway because of the food and combat systems, which together ruin most of the enjoyment the game otherwise offers. The game is particularly proud of its bestiary, which includes some 400 monsters (the "races" of the backstory). You can scroll through and admire their icons at any time by hitting the G)uide option. The developer basically put 20 different heads onto 20 different bodies. The effort is a bit wasted since none of the monsters are named and none do anything different than the others.
            
Some of the monsters, of which the game is very proud.
         
Encounters happen randomly every 15 steps on average, but with a large variance. Combats are a miniature arcade game. Both foes are assumed to be using special three-pronged ranged weapons called "triorangs," which are functionally just dots that zip across the screen when you hit FIRE on the joystick. You and the enemy maneuver around an area full of obstacles (including deadly plants that can damage you if you bump them) and try to shoot at each other. The weapons don't work if you're immediately adjacent to the enemy, which is too bad because every foe is like a clinching boxer who makes a beeline for you and does his best not to leave your side. You end up running around and using obstacles to trap enemies with the game's limited pathfinding, then popping around corners to shoot them. This is hard because the moment you have a clear shot against the enemy, he also has a clear shot against you. It's very hard to put yourself in a situation in which you can fire with impunity, although sometimes the obstacles arrange themselves in just a way that you can shoot through them but not travel; the enemy never exploits such an arrangement while you can.
             
The combat screen. I was able to trap this enemy where I could shoot at him but he couldn't squeeze himself.
         
Ultimately, though, the fighter with the highest number of hit points (a combination of stamina and armor) is heavily favored to win the battle. The good news is that because of the Eleven Laws, enemies don't actually kill each other in this setting; they just knock each other unconscious and take some of their food and gold. You can lose a fair number of combats and still keep questing. The economy is tight enough that you want to be sure to win at least two out of three, however.
 
As if random combats weren't enough, every bridge crossing in the game requires you to fight the "guardian of the bridge" or pay a gem (worth 1000 gold pieces) as a toll. For some reason, these jackasses get their portraits on the title screen.
         
My life would be more interesting if the Tobin Bridge adopted this rule.
          
The food system is also a source of constant annoyance. You eat some every step, and once it's gone, you start losing stamina instead until you die. You're capped as to how much food you can carry by your current stamina, and even at the maximum, it's not enough to do much random exploring before you have to hustle back to town and buy more. If you run out of money, you're really screwed. Altaborn gives you a nice cash boost every time you return with a scroll, but in between those times, you're limited to making money from combats and random encounters, neither of which supplies enough to offset the food you eat while trying to find those encounters. The system thus heavily encourages you to save the game, explore until you find the next scroll--deliberately taking a dive on each combat just to hustle things along--then reload and go directly to the scroll location, thus saving all the food, stamina, and gold you would have otherwise wasted wandering around. Weirdly, even as your maximum stamina and thus maximum food increase as the game goes along, you still seem to consume at the same rate throughout the game. That is, you can only walk about 30 steps (depending a bit on terrain) before you run out of food, no matter whether you start with 24 units or 104.
             
Running out of resources.
      
The game has a variety of fun random encounters to offer some variety during exploration. You might meet some friendly peasants who give you some food, or you might lose health running from a leper colony. You can find gold and gems in unexpected caches. Occasionally, a wandering trader will sell you food, which is almost always welcome. And if you wander too long looking for the next scroll, a helpful adventurer will show up and give you a hint.
             
How do you know?
            
Once you have a sense of the terrain, however, the scrolls' clues are relatively easy to interpret. When you reach their locations, the game has another surprise. To find them, you have to descend into a dungeon, which you explore in a first-person view. Confusingly, the directional commands do not change with the new perspective, so even if you're facing east, you still move the joystick to the right to move east; in other words, pushing the joystick upwards always moves you north rather than the direction that you're facing.
 
The color of the ring is supposed to help you figure out the location of the scroll. Supposedly, it gets yellow when you're "warm" and white when you're "hot." In practice, I didn't find it very useful because the corridor layout made strict geographic proximity to the scroll a bit meaningless.
              
The scroll lies somewhere beyond.

           
The dungeons are all 16 x 16 and have the same random encounters as the outside. Each one has a secret door, which you find by moving into it, and behind the secret door is always one fixed encounter with the enemy holding the scroll. These are the only enemies that you must defeat, as a loss will just loop you into combat again. Once you have the scroll, a single key gets you out of the dungeon and back on the map. You return to Altaborn, who rewards you with gold and healing before interpreting the next clue.
          
Winning the scroll in dungeon combat.

         
Once you bring the final scroll to Altaborn, he has a bit of a speech:
           
Tolidor be praised--the scrolls are once again reunited! [Tolidor is an ancient Master of Serebal, Altaborn's ancestor.] At last the Law can be restored to the Land. Your accomplishment will be forever remembered by all the peoples of the Earth and your deeds will rank alongside those of the greatest of the Serebal Masters. My gratitude to you is boundless and anything your heart desires is yours.
     
My heart really wants to know what "Serebal" means.
          
It took me six hours to win, but that's with a cranked emulator, save states, and a lot of "exploration scumming" as outlined above. I suspect that back in the day, this could have kept a player going for a couple of dozen. I don't think I would have been able to put up with the combats that long. They're what justifies the "hard" difficulty rating. They weren't so hard for me, because I could just reload with a single keypress, but if I had used the game's in-game cassette save, reloading would have been annoying enough that I would have had to shrug off a lot more losses, thus extending the game as I compensated for the associated loss of stamina and food.
           
So . . . the "triorang" is just a trident, then.
         
Serebal isn't really even an RPG by my definitions, lacking attribute-based combat and any type of inventory beyond potions. There isn't even much development. Every scroll adds a bit to your maximum health, but enemies get harder at the same time. It thus earns a low 13 on my GIMLET, with 1s and 2s throughout. I couldn't find any contemporary reviews or any sign that anyone else had played the game except for a brief YouTube video.
     
We thus must continue to wait for the truly legendary ZX Spectrum RPG. I'll keep at it.
    

Saturday, September 12, 2020

Tumultuous With A T


My store has had a tumultuous year so far. Our sales are up 23%, with net income up 230%, which is easy to do when we were at a negative net income a year ago at this time. The San Francisco Bay Area is on fire, thankfully only figuratively. The Bay Area would be the world's 19th largest economy, if it were tracked that way. I just want to crow about how well we're doing, how well everyone here is doing, so this post doesn't sound like a pity party.

We have transitioned nearly our entire staff this year, a staff that averages a turnover every three years. It has been a huge hit to our institutional knowledge, which means training has been a huge expense. Training means overlapping, unproductive shifts, and it's is our single largest expense this year, when you also include the tremendous wage inflation we've got here in California (at the bottom tier of employment). Starting wages for part timers are going up a dollar a year, but it's not fast enough for many, who criticize us for not having every job starting at a living wage (likely in the $20+ range). We'll get there Felicia, just give it a minute. Enthusiastic new staff are a strong reason for that 23% growth, most of it really, so you get what you pay for.

I will refer to 2019 as my Year of Entropy, assuming my store makes it out alive. Besides expensive staff transitions, our drink cooler died ($2,000). One of our two, multi ton air conditioning units gave up the ghost a couple weeks ago, requiring a new compressor ($3,000). By the end of the year, we'll need two new computers, including a replacement of our six year old POS system which will need the POS software and hardware reinstalled ($5,000). Overall, add these expenses to the usual entropy of plumbing problems and CAM increase and it's about $20,000 out of pocket.

We're still a profitable business. About half that profit goes towards construction loans, so I feel we're investing in the business each month when those checks get processed, even if nothing new arrives. I'm thankful to have windfall profits in a year with crazy high expenses. Imagine having flat sales and all these expenses start beating you down. It's why the threat of failure never goes away for small businesses, never reduces the chance of closing no matter how many years you've been in business. 

Are new expenses hitting us while we're on an upward trajectory or downward? It becomes a simple calculation. Should we cut bait or cast out again? Some of our competitors disappeared this year after doing that calculation. This has added a lot of unexpected energy to our store as the displaced seek new homes. Thankfully there's light at the end of the tunnel. We haven't really been walking in darkness, since it's a profitable business. Having debt while encountering the usual entropy is like walking through a dim tunnel while bats fly overhead and muss your hair. You'll make it, it's just disconcerting.

Meanwhile we'll enjoy a little money thrown at re-branding and selling our updated image. We've had enthusiasm for our new logo, sold some stickers, and talked with people who were unaware of our previous brand identity, which is currently limited to our website and business cards.


Red Dead Redemption 2 | Review, Trailer, Gameplay, & Everything You Need To Know.



Rockstar's most awaited game Read Dead Redemption 2 is almost here, Yeah! Red Dead Redemption 2 will finally be released next month on October 26. Yes, it's been eight years since the original, but everything we've seen so far suggests it will be worth the wait. Rockstar has given us some enticing glimpses of a lush and lively Wild West, packed with colorful characters like the Van der Linde Gang and new protagonist Arthur Morgan.

Quick Facts:

Initial Release Date : 26 october 2018
Developer : Rockstar
Platforms: PlayStation 4, Xbox One

A few fugitives are solitary wolves, yet more often than not the kind that lives long. In Red Dead Redemption 2 you'll travel with a great grouping of mavericks and cheats (A run of the mill Rockstar topic). Some of them you've met previously, similar to Dutch van der Linde, Bill Williamson, and Javier Escuella - all objectives of John Marston's manhunt in the first Red Dead Redemption. In any case, numerous more are new faces that assistance round out the pack as not only a band of hoodlums but rather a little society unto itself.


The First Reveal :


The primary trailer for Red Dead Redemption 2 which was released on October 20, 2016, was somewhat of a mindset piece that exhibited numerous districts in the diversion, while likewise depicting the solemn tone of the fundamental account. In this trailer, we saw a few towns and areas, a considerable lot of which are abounding with life and movement -, for example, farmers stirring up some cows, huntsmen bringing back their pull, and a gathering of subjects hanging out in the general store. Which depicted its mind-boggling illustrations.

Who Are We Playing As?


In spite of the fact that the focal character of Red Dead Redemption, John Marston, assumes some job in the story- - the fundamental hero of the prequel is Arthur Morgan. As Dutch's correct hand man and master for the pack, he'll handle a significant part of the day by day obligations of holding the posse within proper limits - which incorporates a youthful and less-experienced John Marston. With regards to keeping the posse and its locale above water, Morgan is very helpful with grabbing different occupations to guarantee everybody is all around nourished and in great spirits. Be that as it may, as the story advances, he'll start to scrutinize his own determination for Dutch's lifestyle, and whether despite everything he has a place in the group.

What's New In Red Dead Redemption 2?


While the spin-off is to a great extent in an indistinguishable vein from its forerunner, concentrating on the investigation, chasing, shoot-outs, heists, and opposite side-exercises where you'll communicate with various exciting characters- - Red Dead Redemption 2 includes an unquestionably sweeping world to plunge into. 

The respect framework from the first diversion makes an arrival, yet now with undeniable point by point following. Alongside the normal subject, individuals from your locale will respond to how well or how ineffectively you treat them (Which is kinda inventive as we don't get the opportunity to see that a considerable measure). As the lead master, Morgan should deal with a huge amount of duties, for example, asset gathering, obtaining assets, and ensuring everybody in the network is cheerful.

Yeah, It Has Online Multiplayer Mode?


As of now, Rockstar hasn't shared any information on how the online play will work. The first Red Dead Redemption included online free-for-all and group deathmatch style interactivity in the open world, alongside a few community themed missions. While it's protected to accept that these sorts of missions will restore, another long-waiting gossip is the presence of a fight royale mode. Rockstar has as of late affirmed that an open beta for the online mode is planned for multi month after the amusement's dispatch. We will see you when we get the news, So be in contact.


Camping and hunting will be a major part of Red Dead Redemption 2 life.


Being an outlaw means adopting a nomadic lifestyle, That when the camps comes to rescue as being a key part of surviving and thriving on the prairie. Camps will act as a hub where you can get to know gang members, learn secrets and pick extra missions. It feels like relationships with your allies will be key to your experience of the world, and you can improves things by contributing to the camp by hunting, contributing provisions or just sharing your wealth. How much you contribute is optional, there's a lot of world to explore out there on your own, and a lot of hunting and fishing to keep you away, but you can bet there'll be benefits to communal living.


Gameplay :

Rockstar Released the gameplay for Red Dead Redemption last month. If you wanna watch  here's the Gameplay


Pre-Order :

Pre-orders are now live for Red Dead Redemption 2 on Xbox One and PS4. 


Friday, September 4, 2020

Press Release: FIVE24 LABS REBRANDS TO POKETTO

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FIVE24 LABS REBRANDS TO POKETTO

"We are elated to present a new brand identity that represents the vibrant and dynamic nature of our products."
- Rachael Blaske, CEO  

Five24Labs, publisher of the Mint Series (Mint Works, Mint Delivery, etc.) is excited to announce their new name and brand identity.

The new Poketto brand maintains the company's focus on fun, portable games, while opening the door for new products outside the Mint Series branding and design structure. The new branding showcases how our games are easy to travel with and how they take gamers on a journey by providing big gameplay in small packages.
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