tag:blogger.com,1999:blog-90098963311351804962024-03-13T12:57:23.244-07:00Pajama Penguin ProductionsNews and views on indie games, Central Florida theme parks, nature and sometimes penguins, too.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.comBlogger178125tag:blogger.com,1999:blog-9009896331135180496.post-87625839022293604282014-09-04T05:50:00.001-07:002014-09-04T05:50:56.928-07:00Videogameopolis: Fighting Imaginary Dragons<div class="separator" style="clear: both; text-align: center;">
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Usually when I write about video games, it's reviewing or examining specific content of games. I'm generally disconnected from the wider "gamer" culture, because I tend to avoid fan communities. Even those I'm ostensibly a part of I keep at arm's length. Fan communities tend to embrace extremism, both positive and negative, for things that are extraordinarily insignificant.<br />
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#GamerGate proves that the gaming community is no different. In fact, it seems that gamers are embracing extremism and fanaticism in a way that's a little shocking. The controversy was sparked by spurious claims against an independent games developer that lead to wider anger over fraternization between those who write about games and those who make them. Supposedly, games creators having any kind of relationship, even professional friendship, with journalists is a massive breach of objectivity and integrity.<br />
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The anger unleashed recently has been wildly destructive and misguided, mostly directed at women and those who raise issues of social equality. This has led to a campaign of harassment against indie game developers, freelance writers, and smaller games websites. Already, several writers have announced their departure from writing about games, deciding that the underpaid career is not worth the abuse.<br />
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There seem to be several major strains of anger coming together in the GamerGate campaign. The first is a small, but virulent group of misogynistic and racist individuals who are using the gaming community as their personal army of destruction. These people want to see women and people of color driven out of the video game industry. While they may not be the majority, their influence has made this event especially toxic and has helped guide it's aim.<br />
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Entwined with the former group are those individuals who believe that the gaming industry is too concerned with social justice issues, and that video games should return to just being "fun." They see the games industry opening up to new people and ideas, and fear that their preferred entertainments, such as violent shooters, will somehow go extinct. Both this and the former group are the creation of outdated ideals based on fear of change, and there isn't much to be done about them other than drown them out of the conversation.<br />
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The last strain is also the supposedly legitimate face of the GamerGate movement. These people believe that any social connections between gaming industry professionals violate journalistic integrity. The only path to true "objectivity," they claim, is to weed out the corruption by revealing every personal detail of those involved and driving out those creators that are proven corrupt. This crusade, like most, ignores the blinding reality. There is no objective journalism, and social connections are inevitable in any professional community.<br />
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Anyone expericing shock that journalists and their subjects interact socially should read <a href="http://en.wikipedia.org/wiki/Fear_and_Loathing_on_the_Campaign_Trail_%2772"><i>Fear and Loathing on the Campaign Trail '72</i></a> and <a href="http://en.wikipedia.org/wiki/The_Boys_on_the_Bus"><i>The Boys on the Bus</i></a>. Hunter Thompson and Timothy Crouse examined political campaign writing in the 70s, and found connections between politicians and journalists just as entangled, if not more so, than those within the gaming industry. Unlike video games writing, which is relatively inconsequential, these men and women were producing the coverage that shaped how the nation viewed its presidential candidates.<br />
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As those books show, these kind of social relationships grow within any kind of professional community. If you spend the majority of your time interacting within the space of the games industry, it's natural that most of your social bonds will form in that space. GamerGate claims some kind of major conspiracy to promote "unworthy" games, but it's mostly a case of confusing the cause and effect. Journalists cover games and then build up a rapport with the creators. It's not a bad thing to disclose those relationships once they exist, but their influence is being vastly overestimated.<br />
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Even though the cries for integrity and objectivity are the front of the GamerGate movement, they are confused and misdirected. Writers have long examined actual objectivity problems within the industry, like major corporations <a href="http://www.eurogamer.net/articles/2014-07-16-blurred-lines-are-youtubers-breaking-the-law">paying for coverage</a> <a href="http://www.gamasutra.com/view/news/219671/Pay_for_Play_The_ethics_of_paying_for_YouTuber_coverage.php">by YouTube broadcasters</a>. Major publishers have <a href="http://www.escapistmagazine.com/news/view/133734-Watch-Dogs-Preview-Event-Attendees-Given-a-Free-Nexus-7-Update">given gifts</a> to and thrown lavish events for games journalists for years. In those cases, the games and personalities concerned are more acceptable to the typical gamer audience, so such breeches in journalistic credibility receive far less outrage. Now that the games press is giving increased coverage to smaller independent games, as well as examining social issues within more mainstream games, the gamer community looks to nepotism and corruption as the only explanation for why something they find irrelevant is getting so much press.<br />
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The rallying cry against GamerGate has been that the campaign needs to stop as long as it's continued to be used as a <a href="http://www.polygon.com/2014/8/27/6075679/sarkeesian-driven-out-of-home-by-online-abuse-and-death-threats">tool of harassment</a>. It's status as a virtual witch hunt, primarily against women, is its most vile aspect, but it's also important to notice that the ideas at the core of the movement are fundamentally flawed, coming from a complete misunderstanding of how the professional world works. Disclosure and openness are important in writing, but expecting journalists to be social pariahs disconnected from the world they cover.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-33330153472392405432014-08-11T15:04:00.001-07:002014-08-12T12:08:51.708-07:00The Misanthrope Visits the Fort Wayne Children's Zoo<div class="separator" style="clear: both; text-align: center;">
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<a href="http://kidszoo.org/">Fort Wayne Children's Zoo</a></div>
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Fort Wayne, IN</div>
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One of the country's best zoos for families and people who don't want to deal with ludicrous crowds</div>
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Northern Indiana is not known for its thriving culture or thrilling attractions. One of the major reasons my wife and I left the state was because of the mind-numbing wasteland it becomes in the winter, and the summer isn't much better for those not interested in outdoor sports. There's definitely still things to see and do, but it often requires looking a little deeper or searching a little further.</div>
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While not as well-known as any attractions in Central Florida, the Fort Wayne Children's Zoo is also far better than just a hidden gem. It's one of the few genuine bright spots of the region, a moderately sized zoological park that still features a strong selection of animals and a constant drive to improve facilities. When I lived in Indiana, an annual membership was a necessity. I was determined to make a long awaited return to the zoo during my recent trip back to Indiana.</div>
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The zoo itself hasn't changed much in the last few years, with most work focused on the central sections of the park. The central areas are the heart of the park, featuring some of the most popular animals like penguins and sea lions, as well as being the key to the zoo's layout. The zoo is a series of circular loops, with individual themed areas splitting off and circling back to the same main trail. This creates an easy to follow and logical path that eliminates most dead ends.</div>
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Going counter-clockwise, the first section most guests encounter is the African Journey. This area features animals found primarily in the savannah and desert areas of Africa, including wildebeest, lions, hyenas, and mongooses. The highlight is the giraffe feeding station, which allows guests to stand eye to eye and feed lettuce to those gentle giants. There's also a fun sky ride, though it's an extra charge and doesn't directly overlook any of the areas animal habitats.</div>
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The next area is the Indonesian Rain Forest, which is technically the most outdated. It still provides some great environments, with the centerpiece being a domed jungle with separate organtuan habitat. There's also an elevated walkway through the trees outdoors with a new pair of Sumatran tigers and an endangered species themed carousel. The dome is starting to show its age, missing the bats, butterflies, and some of the birds from its earlier days, but it's still a stunning environment to experience.</div>
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Last of the major lands is the Australian Adventure, which is currently experiencing a major renovation. Unfortunately, this means that some areas are currently not accessible or are unfinished, such as the former nocturnal animal building. The aqaurium is still accessible, however, as well as the outback aviary, kangaroos, dingoes, and popular log ride. <a href="http://kidszoo.org/support-the-zoo/australian-adventure-capital-campaign-2/">Future plans</a> show a lot of potential for the area, such as an interactive stringray pool and new reptile house, but it will be quite a while before everything is complete.</div>
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In addition to the major lands, there's also a small family farm section with goat petting, train and pony rides, several counter service restaurants and a gift shop. The zoo took over concession operations from Dairy Queen in 2012, but it seems they still have some issues with efficiency and keeping up with demand. While the food isn't great, it's one of the few significant flaws of the experience.</div>
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<tr><td class="tr-caption" style="text-align: center;">Even ostriches are trying to find their way to the zoo.</td></tr>
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The Fort Wayne Children's Zoo is a great attraction because it's just the right size. It manages to have a great variety of animals and interesting environments while still being a pleasant, walkable experience. There may be bigger, fancier, and more extravagant zoological experiences, but I'm still glad to visit the Fort Wayne Zoo whenever I get the chance. It will always feel like my home zoo.</div>
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More pictures of some of the animals can be viewed below.</div>
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<a href="http://2.bp.blogspot.com/-ai5Fsa7f4MU/U15PqXDxYUI/AAAAAAAACrk/LB4DvtP830o/s1600/Star+Tours+1.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-ai5Fsa7f4MU/U15PqXDxYUI/AAAAAAAACrk/LB4DvtP830o/s1600/Star+Tours+1.JPG" height="287" width="400" /></a></div>
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<i><span style="font-size: small;">Part of the Misanthrope's Guide to Disney World, a
series of posts on surviving the theme parks for people who hate people.
The main guide page can be found <a href="http://www.pajamapenguinproductions.com/p/the-misanthropes-guide-to-disney-world.html">here</a>, with links to previous posts.</span></i><br />
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<span style="font-size: small;">While rides based on movies can be found in every Disney park, <a href="https://disneyworld.disney.go.com/attractions/hollywood-studios/">Hollywood Studios</a> is the theme park dedicated to cinema in all its forms. Attractions themed to classic films and television shows, and in the case of the American Idol Experience, not so classic tv shows, form many of the key experiences. While Disney only recently purchased George Lucas's legacy of films, Hollywood Studios has long hosted one of the original Star Wars rides.</span><br />
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<span style="font-size: small;"> </span>Star Tours was a state of the art simulator ride when it opened in the 80s, featuring technology previously used to train fighter pilots. It remained a popular thrill ride for years, but the experience felt increasingly dated. Promised film updates never materialized, and simulators became so common that they could be found in shopping malls. Even the release of the Star Wars prequels did not inspire an attraction update, though that may have saved the world from Jar Jar Binks appearing alongside Mickey Mouse.<br />
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In 2011, Star Tours finally received it's long rumored upgrade, with a new film that fills the gap between the prequels and the classic Star Wars films. This allows the attraction to pull locations and sequences from the entire canon, while avoiding most of the less popular additions. Certain annoying characters may make a short cameo appearance, but they're nearly the victim of a hit and run.<br />
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Like the original ride, <a href="https://disneyworld.disney.go.com/attractions/hollywood-studios/star-tours/">Star Tours: The Adventure Continues</a> places guests on a commercial "StarSpeeder" space flight that quickly deteriorates into chaos. The updated version features an animatronic C-3P0 as your accidental pilot, with the rest of the effects presented through surprisingly effective 3D screens. Instead of using 3D for cheap gimmicks, the technology is used to create a feeling of depth and realism that improves the overall experience, rather than distracting from it.<br />
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The new additions also include a randomization system, which changes out several major and minor parts of the ride, creating many possible combinations that keep the attraction fresh. Overall, it's one of the best attraction updates that Disney has completed, changing many of the details but retaining the fundamental spirit of the ride.<br />
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<span style="font-size: small;"><b><u>The Experience</u></b></span></div>
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<span style="font-size: small;">Star Tours begins it's queue in an unspectacular fashion, winding underneath unimpressive Ewok huts, past a stationary AT-AT, and by the stage for the Jedi Training Academy show. Entering inside, the experience quickly shifts from dull, faux movie sets to immersing visitors inside the world of Star Wars. Everything within evokes a comical vision of a futuristic spaceport, which just happens to echo modern problems with air travel.</span></div>
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<span style="font-size: small;">The first room features C-3P0 and R2-D2 preparing a full size StarSpeeder for its next voyage, as a giant screen displays ads for many different intergalactic destinations. The next room includes a baggage handling droid who seems to be absolutely clueless at identifying legitimate contraband in luggage. There's also a security checkpoint manned by a rather rude robotic attendant, voiced by <a href="http://www.pajamapenguinproductions.com/2013/08/patrick-warburton-secretly-rules-disney.html">Patrick Warburton</a>. After making it through the queue, visitors are given 3D glasses and shuffled to one of the currently occupied vehicles.</span></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-piS9bk3wLtM/U15PlJDuK-I/AAAAAAAACrc/8_ga8UBmuJM/s1600/Star+Tours+10.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-piS9bk3wLtM/U15PlJDuK-I/AAAAAAAACrc/8_ga8UBmuJM/s1600/Star+Tours+10.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Since photos are forbidden during the ride, this promotional photo is an example of how much promotional photos exaggerate what a ride is really like.</td></tr>
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<span style="font-size: small;">After several safety messages and buckling in to the seats, the front panel of the simulator opens to reveal your animatronic pilot and the view outside, otherwise known as the screen. The contents of each journey vary, but include daring escapes from evil Imperial forces, </span>encounters with bizarre and dangerous alien worlds, and constant bickering between C-3P0 and R2-D2. The simulator matches the action well and provides a convincing experience, but is mild enough for all but the most thrill adverse riders. In the end, you safely smuggle a rebel spy to the good guys, and are congratulated for a job well done.<br />
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<u><span style="font-size: small;"><b>Factors for Misanthropy</b></span></u></div>
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Star Tours has a unique problem for a ride, in that the queue is almost as entertaining as the attraction itself. This is a wonderful achievement that should be duplicated at all popular rides. Unfortunately, Star Tours is also an efficient attraction that usually has low to moderate waits and moves its line rather consistently. Many people decide that they want to continue watching what's going on in the line or take more pictures, and will actively block other guests from making their way to the ride itself.<br />
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Cast Members carefully count out the available seats for each Star Tours simulator, but there are times where people refuse to sit at the end of a row or switch rows to sit with family. Since rapid loading of the ride is the first priority, Cast Members may miss this game of musical chairs, causing some guests to wait for another ride when their row mysteriously fills too fast. The pre-ride video may be mildly amusing, but not enough to be worth watching a second time.<br />
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Star Tours, like all major attractions, has a gift shop as its exit. This particular gift shop is the main location for Star Wars memorabilia at Hollywood Studios and is packed wall to wall with goods. It's also a surprisingly small store, with barely any floor space for either browsing shoppers or riders trying to exit. Shoving, smashing, trampling chaos is the result, though it's also a decent indication that Disney will make another obscene load of money when they finally build more Star Wars attractions.<br />
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<span style="font-size: small;"><u><b>The Short Version</b></u></span><br />
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<span style="font-size: small;">Star Tours: The Adventure Continues is a spectacular update to a classic attraction</span>. It manages to embrace a wider vision of the Star Wars universe while avoiding the prequel movies' infamous flaws. Featuring a spectacularly detailed queue, mild thrills, and high re-rideability, it's a great ride that entertains guests of most ages, even those who don't like Star Wars. Definitely worth experiencing multiple times, though it's probably best to save Star Wars souvenir shopping for Downtown Disney.</div>
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Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-15641247851270934472014-04-20T16:35:00.000-07:002014-04-20T16:39:57.427-07:00Videogameopolis: Chucky Mendoza and the Curse of the Pharaoh Review<div style="text-align: center;">
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<b>Chucky Mendoza and the Curse of the Pharaoh</b></div>
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Developer: <a href="http://www.ths.nu/" rel="nofollow">{ths}</a></div>
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Available from <a href="http://chuckymendoza.itch.io/chucky-pharaoh">Itch.Io for $.99+</a> or <a href="http://www.ths.nu/chucky-mendoza-and-the-curse-of-the-pharaoh/">Free (with optional payment) from Developer Website</a><br />
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Indie games tend to be labeled "retro" by people who don't appreciate the simpler, often pixel based aesthetics that those games often utilize. The reason for these art styles is usually not nostalgia, but rather a choice driven by artistic design or budget requirements. Occasionally, though, there's a game that proudly trumpets it's retro feel. Chucky Mendoza and the Curse of the Pharaoh sells itself as a nostalgic throwback to a simpler, more difficult era, one that may not be appealing to everyone.</div>
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Chucky Mendoza's feature list is a refutation of all the evolutions in game since its earliest days. It's a list of things the game doesn't feature, including "save points," "tutorials," "extras," and "achievements." Inspired primarily by 8 bit platforming games from the Commodore 64, it evokes their feel by avoiding any modern game design, except for slightly better pixel graphics.</div>
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The game also has no real story beyond the game's title and some room descriptions. The protagonist is Chucky Mendoza, an Indiana Jones lookalike, who starts the game by descending into the Pharaoh's pyramid. Using simple platforming controls, players must navigate a series of rooms searching for a set of treasures. Each room is connected into a maze-like whole, which must be navigated successfully on only three lives and without a map.</div>
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While the developer advertises the game as "retro hard," it's actually less difficult than it seems. There may be no way to fight enemies, but foes follow pre-set patterns and don't actively chase. Most jumps are slightly forgiving, though the lack of controller support means that the jumping can feel somewhat imprecise. Even the traps come in only one variety, and give the player a few moments to get away.<br />
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The limit of three lives is also not much of an issue. Each treasure collected restores a life, essentially giving the player 15 potential extra lives. The main difficulty then becomes balancing collecting treasures with saving them for later, since the maximum amount of lives never rises above 3. The other major challenge is learning and memorizing the layout of the rooms, turning the game primarily into a platforming maze.<br />
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The graphic design of the game ranges from decent to oddly charming, like the stocky wandering mummies. A few of the character designs aren't especially clear, like the bugs that somewhat resemble four legged ducks, but overall it's a definite improvement over the game's 8 bit inspirations. The sound design is also decent, with a suitably adventurous title song and some nice atmospheric noises that fit the dank tomb environment. However, the game could definitely use some extra sound effects, especially some noises for the enemies, which remain oddly silent.<br />
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<a href="http://3.bp.blogspot.com/-V3WCCQrJeWs/U1OzCysmmPI/AAAAAAAACrM/kyGlINhh984/s1600/Chucky+Mendoza+and+the+Curse+of+the+Pharaoh+4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-V3WCCQrJeWs/U1OzCysmmPI/AAAAAAAACrM/kyGlINhh984/s1600/Chucky+Mendoza+and+the+Curse+of+the+Pharaoh+4.jpg" height="233" width="400" /></a></div>
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As a modern game, Chucky Mendoza and the Curse of the Pharaoh Review is overshadowed by platformers with either more involved mechanics or more punishing difficulties. As a throwback to a simpler era, however, it's largely successful, reveling in perilous jumps, brain dead enemies, and simple goals. It's worth a try for a quick taste of the old days, and has potential to be even more if the developers decide to expand it. If they do, however, it might need a few more modern touches.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-25853903171492416312014-04-16T13:12:00.000-07:002014-04-16T13:24:30.753-07:00Videogameopolis: Tone Friends Review<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-Nh-eTMsh_lo/U07TxCUFGHI/AAAAAAAACqg/Ilj7lO--aRY/s1600/Tone+Friends+Title+Screen.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-Nh-eTMsh_lo/U07TxCUFGHI/AAAAAAAACqg/Ilj7lO--aRY/s1600/Tone+Friends+Title+Screen.jpg" height="400" width="325" /></a></div>
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<b>Tone Friends</b></div>
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Developer: 01010111</div>
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Available from <a href="http://01010111.itch.io/tone-friends">Itch.Io for $1+</a></div>
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<a href="http://01010111.itch.io/tone-friends">Tone Friends</a> by developer <a href="http://x01010111.com/">01010111</a> is advertised as a "cute collection of music and sound games for anyone to play." Comprised of five simple flash games based around the basics of music and sound, it's an interesting diversion that unintentionally pulls off a great feat. In a world comprised of <a href="http://www.polygon.com/features/2014/4/3/5566578/selling-candy-to-babies">exploitative business models</a> disguised as games for kids, Tone Friends manages to be a great interactive experience for young children that can also teach a little about music, as well.<br />
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All games are entirely controlled by the arrow keys, and most are easy to comprehend with little instruction. The art style evokes some of the earliest video games, with simple pixel art work and black and white color palette. Flashes of color and some higher fidelity designs are used as accents, which stand out from the more primitive surroundings. Colors mark out success, help denote what's important in the game, or just provide extra feedback along with the sound.<br />
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<a name='more'></a>Most of the activities offered have no win states and scores are not especially important. The atmosphere is friendly and silly, with octopuses, rainy days, and accidentally destructive aliens who just want to abduct some friends. It's a safe environment that shows a childlike glee for experimentation.<br />
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Each of the five activities is distinct. "Garbageman" stars a round creature with a long claw that collects shapes and places them in a sequence of boxes, alongside the garbage they drop. Different shapes generate different sounds as the beat crosses their boxes, with garbage causing brief silences. Each round of play creates its own unique melodies out of the chaos of the gameplay.<br />
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"Futboller" is simply a virtual game of foosball played against an AI opponent. Each of the three foosball players can only be controlled one at a time, making it a frantic scramble to take control of the right position to intercept the ball. As the ball bounces around the playing field, it sets off different tones, creating a cacophonous soundtrack for the game. This is the most "gamelike" activity, with a set number of points to score for victory. It's surprisingly engaging and challenging, and would have been fun to have a two player mode.<br />
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"Cephalobeat" is the most adorable offering, even if it is the most simplistic. There's a drumming octopus, and the arrow keys each play a different part of the drum set. Colors flash and the octopuses expression changes with each beat, but the entire point of this activity is to beat the drums with or against the rhythm.<br />
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"Chordaregn" is a piece of art on its own, and the best teaching tool. A small child wanders across a giant keyboard through a constant rain, with an umbrella alternating light and dark. By matching the umbrella and the child's position to the musical key displayed, beams of light and rain pound down on musical chord, playing the notes and displaying the correct set of keys. This is a great way to show and learn the position of notes and chords on the piano through experimentation. It's also a lovely bit of meditation, rain bringing music and color to a monotone world.<br />
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"Waavforms" is the other game with a bit of learning, as it requires the player to match sound waveforms displayed on a spaceship with the music being generated by different buildings. Matching the waveform to the sound beams people into the ship, while a mismatch causes the beam to destroy the building. The game ends after a set amount of time and gives a score, but it's a sneaky way to teach a little bit about the science of sound.<br />
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Overall, the five activities of Tone Friends are a nice distraction on their own, something to play for a few minutes and make some music. There's also a lot of potential here for younger gamers, though, giving a safe place to play that also provides a little bit of musical education. There's definite potential in expanding Tone Friends, or creating a game like it, that goes even further in introducing basic musical concepts through play. What's already here is still an interesting experiment that's worth checking out for a dollar.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-54917417613725689642014-04-08T15:21:00.000-07:002014-04-08T15:55:08.259-07:00Videogameopolis: Escape Goat 2 Review<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-qeeceXgy0Ks/U0Rl4Gh90dI/AAAAAAAACpU/eDPU5eqtTzc/s1600/Escape+Goat+2+Logo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-qeeceXgy0Ks/U0Rl4Gh90dI/AAAAAAAACpU/eDPU5eqtTzc/s1600/Escape+Goat+2+Logo.png" height="250" width="400" /></a></div>
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Even though they encompass an incredible variety of ideas, most indie games tend to work within tried and true genres, whether to subvert them, perfect them, or use them as a tool for other purposes. <a href="http://www.escapegoat2.com/">Escape Goat 2</a> is a puzzle game that aims for perfection, minimizing most skill-based platforming while focusing on logic and timing puzzles. It also stars a purple goat and a mystical mouse, but that's not especially relevant. This game isn't a joke, unlike some <a href="http://www.goat-simulator.com/">other goat themed releases</a>, and it deserves far more attention for its spectacular puzzle design.<br />
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Escape Goat 2 is the sequel to a <a href="http://www.magicaltimebean.com/escape-goat/">pixel graphic puzzle platformer</a> released in 2011. The original game received acclaim for its ingenious puzzles and intuitive learning curve, and even inspired a <a href="https://www.youtube.com/watch?v=yqpDgPtXLQ4"><i>Hey Ash, Whatcha Playin?</i> episode</a>, but had to struggle through Greenlight to receive a release on Steam. The sequel has gained the honor of being the first game published by beloved developer Double Fine, but still has not received as much attention as it deserves.<br />
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In the first game, the titular goat was imprisoned for witchcraft and had to escape prison, while also releasing some sheep as well. For the sequel's minimal story, the dynamic goat and mouse team find themselves trapped within the mysterious Stronghold of Taragos, forced to free the sheep lured into the tower. While the sheep and some ghostly denizens of the stronghold all have their own personalities, the story mostly provides some extra flavor and allows for the player's own interpretation.<br />
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Linked by a lovely stained glass map, each level is its own contained puzzle, with each sequence of levels focused on the same puzzle theme. The environments are sized to fill the screen, making sure that all parts of the level and its solution are clearly visible. This is important, as later levels emphasize chain reactions of chaos that must be carefully timed. One wrong jump or puzzle block push can make a puzzle unsolvable, something that can be slightly frustrating during longer solutions. However, most levels are quickly completed once the solution is discovered, and restarting the level after deaths, intentional or otherwise, takes only a second.<br />
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Deaths will come frequently as the challenges increase. By the time of my first escape from the stronghold, the goat had perished 385 times over the course of 4 and a half hours of play. Thankfully, these deaths rarely felt cheap or unnecessary, and were usually voluntary resets to a level made unsolvable. Controls and jumping feel precise, with a forgiving double jump and an extremely goat-like headbutt as the primary skills for navigating environments.<br />
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The other main puzzle solving tool is the mouse, which can be placed to hold down switches or tossed to crawl along and through inaccessible places. A few levels also include hats that allow the mouse to teleport, turn into a block, or charge through the air. The mouse cannot be controlled directly, and follows its initial path
before automatically turning around at certain obstacles until recalled
or killed. This can prove frustrating at times, as initial placement of the mouse can sometimes feel finicky compared to the precise jumps of the goat. However, most puzzles give just enough leeway that perfection isn't necessary for success, and the extra complexity the mouse provides really opens up the game to many unique solutions.<br />
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There's little guidance or obvious tutorials during the game, but the game's pacing and difficulty curve is superb. Puzzles increase in complexity and introduce new mechanics at just the right pace to stay interesting while never becoming frustrating. The answer to almost every level is a logical progression of tactics used in earlier levels, and only the last few sections introduce a challenge that can prove confusing at first. For those who want some extra difficulty, there are also a decent amount of hidden levels with their own advanced trials.<br />
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While non-essential for a puzzle game, Escape Goat 2's sound and visual design are a wonderful surprise. Compared to the functional pixel art of the first game, the sequel's hand-drawn aesthetic is gorgeous, with a definite storybook influence. The music is also spectacular, featuring electronic music with medieval influences that only heighten the game's mystery.<br />
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Escape Goat 2 is a great puzzle game that lasts just long enough to be satisfying. There's no better feeling than pulling off an elaborate solution to a level while navigating the controlled chaos. This game is well worth the $9.99 asking price, and the <a href="http://magicaltimebean.bandcamp.com/">soundtrack</a> is worth picking up as well.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-115689348461784062014-04-01T09:35:00.000-07:002014-04-08T15:54:49.749-07:00The Misanthrope's Guide to the 2014 Epcot Flower and Garden Festival<div class="separator" style="clear: both; text-align: center;">
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<div style="text-align: center;">
<i><span style="font-size: small;">Part of the Misanthrope's Guide to Disney World, a
series of posts on surviving the theme parks for people who hate people.
The main guide page can be found <a href="http://www.pajamapenguinproductions.com/p/the-misanthropes-guide-to-disney-world.html">here</a>, with links to previous posts.</span></i></div>
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Spring is a wonderful time in Florida. The weather is the perfect temperature, the summer storms have yet to arrive, and tourists only appear in sporadic bursts rather than a constant torrent. The birds are chirping, the rabbits are multiplying like rabbits, and Epcot's annual <a href="https://disneyworld.disney.go.com/events-tours/epcot/epcot-international-flower-and-garden-festival/">Flower and Garden Festival </a>returns for yet another year. Like Spring itself, it's pretty much the same as last year, but it's definitely a welcome return.<br />
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The Epcot International Flower and Garden Festival, for those who haven't read <a href="http://www.pajamapenguinproductions.com/2012/03/epcot-30x30-epcot-international-flower.html">my</a> <a href="http://www.pajamapenguinproductions.com/2013/03/2013-epcot-international-flower-garden.html">previous</a> <a href="http://www.pajamapenguinproductions.com/2013/03/food-finds-2013-flower-and-garden.html">articles</a> on it, is a two month long celebration of flora and vegetation, along with the occasional sniff of industrial strength fertilizer. Traditionally, it's been the less attended of Epcot's major festivals, since staring at vibrant flowers has less general appeal than getting plastered on wine or seeing a dizzying array of international Santas. For a nature loving misanthrope, however, it's always been wonderful, as the non-Spring Break crowds were dead and the park came alive with vibrant colors.<br />
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In order to attract more visitors, last year's festival added a slightly reduced version of the Food and Wine Festival's culinary booths. It only enhanced the experience, as the addition of gourmet food didn't seem to attract too many visitors. Unlike Food and Wine, most food locations were only moderately busy, lines stayed small and the entire experience was still uncrowded and relaxing. This year's event kept the same general format, with only some minor changes like new topiaries, new garden displays, and new old, geriatric sixties and seventies bands to fill out the concert series. <br />
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Apparently, you can't expect thousands upon thousands of tourists to keep a secret these days. This year, the festival has been packed. Huge crowds have descended, food stations form lines long enough to cause starvation, and college students shatter the atmosphere with their neanderthal cries of "chug chug chug."<br />
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The flowers are still beautiful, but it's slightly frustrating that every display is overwhelmed by people taking family photos. I continue to ignore the HGTV celebrities and their quasi-promotional presentations, but I'm sure those are harder to attend than ever. The butterfly house was nerve-wracking, as I feared for every delicate insect that landed in the path of a stampeding crash of amateur lepidopterists. Overall, the festival increases my desire to start a garden of my own, so I can keep out everyone else.<br />
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Thankfully, the food is still mostly excellent, possibly even better than last year's festival. Out of the Outdoor Kitchens I sampled, the Jardin de Fiestas had some great Mexican dishes, including tacos with pineapple. The Buttercup Cottage in the United Kingdom featured a pork and apple sausage roll that made me consider abandoning my diet for seconds, thirds, and fourths.<br />
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There was one dark spot in the culinary world, a dark void that drove those who consumed it into such madness that they declared it an exquisite delicacy. I listened to those poor individuals, and tried the horrifying, dreaded, artery destroying "Piggylicious" bacon cupcake. A simple, unassuming cupcake was filled with bacon, then topped with maple frosting and pretzels.<br />
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This unholy creation was obviously developed by some infernal vegetarian wishing to sow ruin among the meat eaters. Composed of flavors never meant to interact, the surprisingly affordable pastry was served cold, which only increased the culinary dissonance. Each bite was more labored than the last, and in the end I only managed to finish half of it before giving up in disgust. At least my wife enjoyed the frosting, without the bacon.<br />
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The Flower and Garden Festival is still a great time to be at Epcot, even with the crowds. It's one of my favorite signs of Spring, and awakens my love of flowers like always. Just avoid the bacon cupcake, for it brings only misery, horror, heartburn and a bad aftertaste.<br />
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<br />Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-50411867233770831402014-02-27T13:39:00.000-08:002014-03-02T16:02:20.167-08:00Videogameopolis: The Benefits and Hazards of Indie Game Bundles<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-xNpmE7SfF48/Uw8mdmO8aXI/AAAAAAAAClM/Ap8wreSbB0I/s1600/Blink+Bundle+Logo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-xNpmE7SfF48/Uw8mdmO8aXI/AAAAAAAAClM/Ap8wreSbB0I/s1600/Blink+Bundle+Logo.jpg" height="113" width="200" /></a><a href="http://3.bp.blogspot.com/-KSD_XmxbTN0/Uw8meaPLJZI/AAAAAAAAClg/IgexVvkudIU/s1600/Humble+Bundle+Logo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-KSD_XmxbTN0/Uw8meaPLJZI/AAAAAAAAClg/IgexVvkudIU/s1600/Humble+Bundle+Logo.png" height="116" width="200" /></a></div>
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Over the last year or two, bundle sites have emerged as a growing force in digital content distribution. These sites run sales for limited amounts of time that "bundle" together video games, music, movies, even digital comic books, selling the complete package at a massively reduced price and often giving some of the proceeds to charity. The benefits to buyers are obvious, as they receive a large amount of content at a huge discount. However, the benefit to content creators, especially indie game developers, can seem more nebulous.<br />
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Recently, two independent games developers publicly refused to grant <a href="http://store.steampowered.com/">Steam</a> keys, at least temporarily, to past purchasers of their games through bundles and similar sales. Their objections were mostly monetary, believing that the majority of these purchases were people massively underpaying for the product. By focusing on the money, they embraced familiar fallacies of the game development business while also endangering the greatest benefit of bundles, marketing and exposure.<br />
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The business models of bundle sites vary, but most derive their pricing in part from the <a href="https://www.humblebundle.com/">Humble Bundle</a>. The Humble Bundle has changed its details a few times, but the current standard is that part of every bundle is available for any price, though some restrictions are enforced for payments under a dollar. If the buyer pays more than the average purchase, than additional games or other content is also awarded. That "average price" is usually started at $10 or so, guaranteeing that it will usually end up around $4. After the sale ends, revenues are split between the game developers, charities involved, and Humble Bundle itself.<br />
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Newer sites have tried different variants on this pricing scheme. IndieRoyale increases the price for the bundle for every purchase, but lowers the price when a customer pays substantially more than the current minimum. Other sites, like <a href="http://www.indiegala.com/">IndieGala</a> or the new <a href="http://www.blinkbundle.com/">Blink Bundle</a>, simply charge a flat rate for different tiers of content. Groupees is currently experimenting with bundles that require only a dollar purchase with encouragement to pay more, but that model may not be sustainable since the majority seem to pay the bare minimum when possible.<br />
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In fact, the Groupees bundle is what sparked the latest disgruntled developer incident. The creator of <i><a href="http://store.steampowered.com/app/279160">Ultinous: A Tale of Petty Revenge</a> </i>refused to grant Steam product keys for his recently Greenlit game because he believed the bundle site was underpaying him. He even <a href="http://steamcommunity.com/app/279160/discussions/0/558748822757559320/#p6">claimed he was scammed</a>, since he found it impossible that the majority of people payed only a dollar for the bundle. Unlike another similar incident, <a href="http://i.imgur.com/0VcPmKP.png">he did not refuse keys altogether</a>, but was requiring emails from anyone interested in receiving keys, creating an extra burden for himself and the customer. He later deleted most of his comments, retracted his decision, and apologized to the Groupees site, but not before creating a fair share of ill will with the community.<br />
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The issue of Steam keys is only pertinent to games that have yet to appear on the juggernaut digital distribution platform. For most independent developers, Steam is the only place games can be sold in enough volume to make a profit, with many computer game enthusiasts refusing to play anything that isn't available on the service. It's become tradition, if not outright advertised as such, that bundles will provide product codes for accessing games on Steam if customers help get those games on the service.<br />
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The developer of <i>Ultionus</i> was viewing his involvement in a bundle incorrectly. By focusing on the paltry price per copy of his game, he missed the greater boon that the sale provided. At the time of the sale, he had no games released under his name, and his game had just entered the <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=202637690">Greenlight process</a> only a few months earlier. Within a few weeks of the bundle, his game was <a href="http://steamcommunity.com//sharedfiles/filedetails/?id=228033300">Greenlit for sale on Steam</a>, something that can take games years to achieve. While there's no way of tracking it, most of those votes probably came directly from purchasers of the Groupees bundle.<br />
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For established developers, bundles can provide some additional revenue.on games that have been released a long time and already sold the most they will at retail price. New developers and creators not only gain additional revenue for their ongoing projects, they also receive an incredible amount of free marketing. By selling their unknown game in a bundle, they have reached thousands of people that probably would have never seen their game. They'll receive press coverage from websites reporting on the bundles, as well as that vital support necessary to get games on Steam.<br />
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The danger is in viewing those bundle purchases as lost sales, similar to the industry's view of pirated games. Like piracy, it's impossible to tell how many purchasers of a bundle would have payed full retail price for the game. However, unlike piracy, those buying bundles are still paying something, and the content creator is still receiving some compensation for his efforts. In addition, most bundles contain enough different products that many buyers are only receiving your game because they're interested in something else.<br />
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Instead of viewing each bundle purchase as a lost sale, it's best for developers to view each of these customers as part of a street team. If they enjoy the game, they will tell their friends about it, write positive reviews, and generally provide good word of mouth that would be otherwise missing. Instead of launching on Steam as an unknown, these games will instantly have a community that will attract customers willing to pay the full retail price.<br />
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There's also the benefit of exposure for future projects. Independent games developer <a href="http://ramiismail.com/">Rami Ismail </a>has talked of creating a game as a "<a href="http://www.polygon.com/2014/2/14/5412752/vlambeer-rami-ismail-indiecade-east-2014-keynote-just-making-games">business card</a>," by releasing a simple, free game that shows your skills and style as a developer. This potentially attracts publishers willing to invest in your future games and creates a fan base that will support future efforts. Games sold in bundles have a similar effect, with the added benefit of producing some amount of income. The developer of <i>Ultinous</i> successfully Kickstarted a different project last year. Having an already released, popular game will only make that future title more successful.<br />
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The greatest danger with bundles, then, is squandering the exposure through bad public relations. The creator of <i>Corporate Lifestyle Simulator</i>, formally known as <i>Zombies.</i>, <a href="https://www.facebook.com/thebignic/posts/10152354047639155">added additional content for the Steam release of the game</a>. Wanting to charge extra for new content is understandable. Instead of releasing it later as an expansion, however, he decided to use loopholes and exact contract language to deny Steam keys to past purchasers of his game, even in places where those keys were advertised as a future bonus. Even worse, he <a href="https://twitter.com/tehbignic/status/437720314714140672">called his own customers "scumbags"</a> on Twitter in response to some admittedly over-negative responses.<br />
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Being a games developer is surprisingly difficult, as any comment or decision made publicly can inspire irrational hate and invective from unreasonable people. Many independent creators are also lacking in public relations skills, and are ill equipped to deal with issues of image and marketing. However, some of this negativity can be avoided. The customer is not always right, but it's best to honor their wishes whenever possible, especially if the potential profit from angering them is theoretical and unlikely.<br />
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The creator of <i>Corporate Lifestyle Simulator</i> quickly saw the error of his ways and <a href="http://indiehaven.com/dev-blog-steam-keys-for-corporate-lifestyle-simulator/">reversed his decision</a>, though only after receiving some unwanted levels of hostility. Some of the potential goodwill and positivity for his new game is now squandered, as well as some of the support for future projects. Customers purchasing a game twice, once in a bundle and again when it's released on Steam, is unlikely unless they're incredibly happy with the product. Developers should treat those people well and give them the most value, because those happy players will be the ones bringing in new buyers in the future.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-29944030590520763812014-02-18T09:06:00.002-08:002014-02-18T09:06:46.990-08:00Videogameopolis: Jazzpunk Review<br />
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<a href="http://necrophonegames.com/jazzpunk/">Jazzpunk</a> is a comedy video game. It's not a first person shooter, or adventure game, or any other traditional genre. It's an interactive experience that functions solely to get a laugh or smile, and its game mechanics either set up the punchline or are part of the joke.<br />
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Set in a bizarre alternative universe, Jazzpunk stars a secret agent named Polyblank, who you guide through multiple missions in a bizarrely anachronistic world. The themes are 50s and 60s spy movies with evil Russians and Bond style villains, but there's also cyberpunk technology and flying cars straight out of the <a href="http://en.wikipedia.org/wiki/The_Jetsons">Jetsons</a>. All characters have the same shape as the silhouettes that mark bathroom doors, and they all make constant puns that imply they know they're in a computer, or at least partly electronic. It's <a href="http://en.wikipedia.org/wiki/Get_Smart">Get Smart</a> if Mel Brooks was obsessed with computers and further deranged.<br />
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The world makes little sense, then, which is entirely the point. Reality warping medications send the protagonist hurtling into each adventure, with simple instructions to complete, like retrieving secret documents or experimental technology. It quickly becomes apparent that the main point of the game is not to complete objectives, but to explore every environment and try to interact with every detail. Everything is a potential toy, and even random filler characters often have multiple lines of dialogue.<br />
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Controls are quite simple. The world is experienced from the first person perspective, and navigation is the same as any run of the mill FPS. You can jump, the mouse wheel changes between the few items collected, and the left mouse button is used to interact with everything. Occasionally the game mechanics change completely to become an homage to Frogger or ubiquitous zombie games, but it never feels unclear what you're supposed to do. Even if it takes a moment to understand the shift in play, there's really no way to fail in Jazzpunk, so it doesn't matter anyway.<br />
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That lack of failure states and traditional gameplay has led to a lot of criticism that Jazzpunk is inferior for being "just funny." It's part of the assumption that video games have to provide some challenge, or at least some kind of mechanical roadblock for players to overcome. Games are increasingly confronting that notion, using the interactive possibilities to tell a story, not pose a challenge. <a href="http://www.pajamapenguinproductions.com/2013/09/videogameopolis-gone-home.html">Gone Home</a> and <a href="http://blendogames.com/thirtyflightsofloving/">Thirty Flights of Loving</a>, among others, have blazed a trail for more dramatic narratives, and Jazzpunk does the same for comedy.<br />
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Unfortunately, Jazzpunk's random world also extends to its humor. The game's publisher is <a href="http://games.adultswim.com/">Adult Swim</a>, and that network's trademark absurdist humor is a heavy influence on this experience. The overall narrative is nonsense, of course, but it also has no internal logic of its own. Each mission is barely connected to the others until the finale, and even then there is no investment other than getting to the next joke.<br />
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<br />If the jokes were more consistent, that might not be a problem. Some of the moments are inspired in their elaborateness, like a parody of old school first person shooters called Wedding Qake. Others are amusing references, such as a tropical resort infested with Hunter Thompson look and sound-alikes. The random nature of the humor means that it often falls flat, and all the references and bizarre non-sequiturs grow tiring without context, making the game's short duration a blessing in disguise.<br />
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There are some other problems as well. The music of the game utilizes strong, repetitive themes to set the tone. They work perfectly, but become extremely irritating after exploring an area for more than a few minutes. The game also has no field of view slider, inducing motion sickness in some players. It's hard to laugh with a bad headache and a queasy stomach.<br />
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For all its faults, Jazzpunk is still worth experiencing at least once. The environments are often beautiful in their own minimalist way, and the humor is so random that you're almost guaranteed to laugh at something. Unlike a <a href="http://www.lucasarts.com/games/monkeyisland/">Monkey Island</a> or <a href="http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=4&cad=rja&ved=0CDkQFjAD&url=http%3A%2F%2Fwww.borderlands2.com%2Fus%2F&ei=kYz_UsWgMoGwyQGNroC4Aw&usg=AFQjCNEa-rRRs4cRvNgRXITyLMyuLVeNrQ&sig2=XXgFU8bPIatKmVDfeplKoA&bvm=bv.61535280,d.aWc">Borderlands 2</a>, games that used humor to enhance a traditional experience, Jazzpunk makes its entire world the joke. Hopefully more developers will attempt the same thing in the future.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-84824058267839380842014-01-30T06:24:00.000-08:002014-01-30T06:24:54.840-08:00Return to Normalcy: January 2014 Edition<div class="separator" style="clear: both; text-align: center;">
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Those looking for excessively cynical discussions of travel or over-thinking of video games and collectibles can ignore the following ramblings. The short version of the story is that posting will resume soon, after the recent not-so-short break. I'm not dead yet, as it were.<br />
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For the long version, we must return to the month of December, a time of joy, togetherness, giving spirit, chaos, disorder, worsening weather, and perpetual rushing. Since my wife and I moved to Florida, we have only found time to return to Indiana once a year. Preparing to leave for an entire week while also performing our normal duties is always a challenge. This year a succession of social and work related events were also spread throughout the December calendar.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-F6e_rreZIDM/UupR6h-HGRI/AAAAAAAACkU/Yc_NN_Q5MRk/s1600/Blue+Springs+Nusring+Manatee.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-F6e_rreZIDM/UupR6h-HGRI/AAAAAAAACkU/Yc_NN_Q5MRk/s1600/Blue+Springs+Nusring+Manatee.JPG" height="266" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">For something completely different, a nursing baby manatee.</td></tr>
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<a name='more'></a>Something had to give to make sure everything important was accomplished. Unfortunately, writing long articles for no money on my own website didn't quite make the cut. It's probably for the best, because anything I wrote would have been short, harried, and most likely unreadable. I tend to accomplish my best work under pressure, but my writing turns to sheer lunacy once the stress reaches a certain breaking point.<br />
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Now it's the New Year, and the stress is beginning to dissipate. At the very least, it's returning to the normal levels of constant adult worries that gnaw at the back of the mind. It's time for me to start writing again, however.<br />
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I'm not sure if I'll start on anything resembling a schedule yet, but I hope to return to posting a <a href="http://www.pajamapenguinproductions.com/p/the-misanthropes-guide-to-disney-world.html">Misanthrope's Guide</a> every week or two, as well as occasional other articles. Until then, enjoy these random photos from a visit to <a href="http://www.floridastateparks.org/bluespring/">Blue Springs State Park</a> two weeks ago. I may have many problems with my fellow man, but I never miss a chance to see my friends the manatees.<br />
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Independent game developer Vlambeer is no stranger to pain. The tiny two man team, along with occasional collaborators, have witnessed <a href="http://www.polygon.com/2012/10/5/3461458/cloning-case-files-vlambeer">their best efforts stolen</a> by unscrupulous rivals. Until recently, these clones of their games have also found a decent amount of success, discouraging these brilliant creators with a heavy dose of despair. Their fortunes have begun to turn recently, but it seems that they've decided to inflict some of that pain on others. <a href="http://wastelandkings.com/">Nuclear Throne</a> is that pain, and it's exhilarating.<br />
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Nuclear Throne is the latest game to take inspiration from the "<a href="http://en.wikipedia.org/wiki/Roguelike">roguelike</a>" genre, which is known for heavily randomized levels, high difficulty, and permanent death of game characters. These types of games give no quarter and no mercy, and only once chance to complete them. Traditionally, it's been a niche genre, due to the high skill level and time investment required. Recent games have taken the principles of these games but quickened the pace and shortening the experience. You can realistically finish in a couple hours, once you've played enough to not die within the first few minutes.<br />
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Vlambeer takes pride in experimenting with old genres and aesthetic styles to create games that feel timeless but are decidedly modern. Nuclear Throne continues the development of the roguelike by being deceptively accessible. The gameplay, aesthetics, and lack of unnecessary complexity all make for an alluring experience that masks the great difficulty underneath.<br />
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Nuclear Throne is currently on Steam Early Access and is still in development, but the experience itself already feels like a nearly complete product. Every update brings new adjustments and additions to the game, but what is missing still is some form of narrative. Some basic story is planned, it seems, but for now everything must be implied from the excellent art design.<br />
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The game stars a small band of mutants attempting to survive a hostile, post-apocalyptic wasteland by reaching the titular Nuclear Throne, which is not yet implemented. Characters include a bipedal fish, tiny robot, walking slab of muscle, and even a samurai chicken. There are nine in total, and each one features both a special ability as well as an advantage of some type. The chicken is the latest addition, and there is a definitely possibility of more mutants emerging.<br />
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Gameplay is action oriented, and utilizes mechanics similar to classic arcade shooters. Each mutant can hold up to two weapons, with the majority being different guns. There are also a few melee tools, though they're currently a bit too difficult to utilize by most characters. Action is extremely fast paced, requiring constant movement and the dodging of projectiles. Everything seems to want the starring mutants dead, and the only way to survive is to be the last one standing.<br />
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Each level starts with the mutant emerging from a wormhole portal into a randomly generated environment. While the exact layouts always change, general rules for each level are the same. The first few levels are themed to a desert, then a sewer, then a junkyard, with a steadily more difficult group of enemies. A boss fight always appears on the third level, and each level is guaranteed to have at least one weapon crate and one source of extra radiation, which is the experience points of the game.<br />
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Radiation provides the gameplay with a strong risk/reward mechanic. Glowing radiation, as well as ammunition, only appears for a few seconds after enemies are defeated before disappearing. Since most combat is ranged, this means the player character must charge recklessly into hostile territory in order to gain enough points to level. Each new level provides a choice of several random benefits, like increased hit points or replenishing ammunition, which become essential for surviving later levels. Fights with the enemy then become a balance between avoiding unnecessary risks and obtaining enough resources to continue.<br />
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Levels are short, but most players will only complete a few before dying to the first boss, repeatedly. After a while he seems barely challenging, but the next level then feels near impossible. Most games that feature such drastic increases in difficulty feel overly punishing or draining, as progress for the player feels slow. In contrast, the fast paced nature of Nuclear Throne always feels satisfying, with each attempt giving it's own little adrenaline rush. Even the first few levels are highly lethal, which avoids the problem of boring introductory gameplay getting in the way of more interesting content.<br />
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The game's excellent art and sound design go a long way to making a constantly engaging experience. Pixel art can have mixed results, but here it gives the perfect balance of the adorable and the grotesque. Both ally and enemy mutants are rendered in a style that wouldn't feel out of place in a classic Nintendo game, if said game happened to be struck by a nuclear warhead. There's a surprising amount of detail as well, down to the tiny little shell casings from automatic weaponry.<br />
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The sounds are vital to the game, and provide an amazing amount of feedback to the player. Each weapon makes a satisfying sound, with suitably loud firing and impact noises. This makes every shot fired feel tactile, and even the initial pistol feels suitably dangerous. The music is also well matched to the environments, with a nice fusion of rock and Ennio Morricone style western themes.<br />
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In its current state, Nuclear Throne is incredibly engaging with a high replay value, but there is definite room for refinement. The game is surprisingly stable, but there are occasional glitches, and some enemy balancing is still necessary. Certain enemies feel unfairly lethal, and occasionally players are spawned into near instant death.<br />
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However, the rate of new additions is staggering, and the developers are even streaming some of their work live to the internet. Little bonuses and secrets are already appearing, like altered costumes and the mysterious crown vaults, and more seem to be planned for the future. Incentives for long-term play, like statistic tracking and unlockables, are also in the works. What is already better than many finished games has a chance to be truly spectacular. It's already managing to make extreme challenge extremely fun, something that is itself an achievement.<br />
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Nuclear Throne is currently available through <a href="http://store.steampowered.com/app/242680">Steam</a> or from the Humble store via the <a href="http://wastelandkings.com/">game's website</a>. Early access costs $12.99, but the game will most likely retail for less. It's definitely worth the price even in its current state, and any sales help this small team create even more brilliant works.<br />
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<br />Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-66344369837196428442013-12-04T12:08:00.000-08:002013-12-04T12:08:12.855-08:00Vinylmation Problems: The Wide Spectrum of Collectors<div class="separator" style="clear: both; text-align: center;">
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As pointed out in the <a href="http://www.pajamapenguinproductions.com/2013/11/vinylmation-problems-trouble-with-trade.html">evaluation of trade boxes</a>, Vinylmation fans have a wide range of concerns and desires, many of which directly contradict each other. These conflicting views come from a wide range of goals that collectors have. Each collector brings their own personal quirks that may place them in conflict with the collecting of others.<br />
Often, collectors see the hobby only from their personal viewpoint. They fail to take the goals of others into consideration, and thus think that Disney's decisions are obviously wrong or problems are easy to fix. By understanding the various types of traders, all the factors become clear that must be balanced for a healthy hobby and collecting community.<br />
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<a href="http://3.bp.blogspot.com/-w-LJF21gDhc/Up-JW6DdfYI/AAAAAAAACfI/5QhZIsw-vYQ/s1600/Vinylmation+Problems+The+Spectrum+of+Collectors+Trader.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://3.bp.blogspot.com/-w-LJF21gDhc/Up-JW6DdfYI/AAAAAAAACfI/5QhZIsw-vYQ/s200/Vinylmation+Problems+The+Spectrum+of+Collectors+Trader.jpg" width="200" /></a><u><b>Trader</b></u><br />
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Traders make most of their best acquisitions, and find the most joy in the hobby, by trading with others. These individuals collect and stockpile extra figures, as well as ones they personally don't desire, to have the optimal leverage to acquire better Vinylmation. They sometimes will trade for figures simply to increase the perceived value, building towards one ideal trade.<br />
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Value is important to the trader, but only in a relative sense. A vinyl with a lower dollar value might still be a good trade if it leads to something better in the long run. To the trader, the thrill is in the bargaining, the exchange, and less in the acquisition itself.<br />
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<a href="http://4.bp.blogspot.com/-1qq0zjZ_-DQ/Up-JUMxk0UI/AAAAAAAACeU/y3Rezl9Guu8/s1600/Vinylmation+Problems+The+Spectrum+of+Collectors+Capitalist.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/-1qq0zjZ_-DQ/Up-JUMxk0UI/AAAAAAAACeU/y3Rezl9Guu8/s200/Vinylmation+Problems+The+Spectrum+of+Collectors+Capitalist.jpg" width="200" /></a><b><u>Capitalist</u></b></div>
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The capitalist is someone who sees Vinylmations as an opportunity for profit. Although they may have a personal collection, their greater goal is to make the most money possible. Often they sell through eBay, but will also utilize any other social media or markets they can utilize. They worry about the long-term value of each purchase, and try to flip rare figures for the maximum profit possible.<br />
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Out of all Vinylmation collectors, those that purchase and trade for profit often receive the worst reputation. Some of these individuals earn their reputation, using underhanded tactics such as exploiting case layouts, squishing blind boxes to identify figures, and cheating more naive collectors in trades. However, any type of collector can act unethically, and most of the people selling for profit provide a valuable service. They make it possible for collectors to purchase particular blind boxed figures or items only available at select locations. The capitalists are a necessary and inevitable part of any collecting hobby.<br />
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<a href="http://2.bp.blogspot.com/-7Rz9t6uKBfc/Up-JV45WwrI/AAAAAAAACe8/rhbX4BVXe7Q/s1600/Vinylmation+Problems+The+Spectrum+of+Collectors+Completionist.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://2.bp.blogspot.com/-7Rz9t6uKBfc/Up-JV45WwrI/AAAAAAAACe8/rhbX4BVXe7Q/s200/Vinylmation+Problems+The+Spectrum+of+Collectors+Completionist.jpg" width="200" /></a><u><b>Completionist</b></u><br />
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The majority of Vinylmation belong to sets, in the past containing over a dozen figures. Completionists make acquiring entire sets a priority, often focusing on only a few releases a year. Vinyls outside the set take lower priority, and will often be used to trade for something needed for completion. They may even make an otherwise uneven trade simply to finish their set. Some of this group go so far as to collect everything from a set of sets, such as the Park series, and even fewer try to collect everything Vinylmation. Pity those few individuals that attempt the latter, because they are most likely going to be very poor in the end, with a distinct lack of space in their homes.<br />
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<a href="http://4.bp.blogspot.com/-t7D0TmlzqcM/Up-JXXlm1nI/AAAAAAAACfY/goyaPhiRfbY/s1600/Vinylmation+Problems+The+Spectrum+of+Collectors+Treasure+Hunter.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/-t7D0TmlzqcM/Up-JXXlm1nI/AAAAAAAACfY/goyaPhiRfbY/s200/Vinylmation+Problems+The+Spectrum+of+Collectors+Treasure+Hunter.jpg" width="200" /></a><u><b>Treasure Hunter </b></u></div>
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There are many Vinylmation that achieve a particular legendary status, due to high value or extreme rarity. This can be the result of an especially uncommon variant or a series that is discontinued due to manufacturing problems. To a certain class of collectors, these extremely rare gems are the goal of collecting. These people would gladly trade multiple random figures for one treasured find, and usually have a "grail" Vinylmation, or Vinylmations, that they seek. <br />
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<a href="http://1.bp.blogspot.com/-9CKfK1HiLF4/Up-JU5DCKQI/AAAAAAAACeg/dA9VO2lq-sg/s1600/Vinylmation+Problems+The+Spectrum+of+Collectors+Casual.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://1.bp.blogspot.com/-9CKfK1HiLF4/Up-JU5DCKQI/AAAAAAAACeg/dA9VO2lq-sg/s200/Vinylmation+Problems+The+Spectrum+of+Collectors+Casual.jpg" width="200" /></a><u><b>Casual</b></u><br />
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The casual collectors purchase Vinylmation occasionally, probably only a few times a year. They may only buy them on vacation, and possibly as a souvenir. They don't know the value of each figure or know that the outlet stores offer figures at an extreme discount. Casual buyers make purchases for fun only, and are the most likely collectors to pay full price. They are also likely to be discouraged from the hobby by high prices, and are unfortunately the easiest to be exploited by unscrupulous traders and sellers.<br />
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<a href="http://2.bp.blogspot.com/-r1lP7t19Hig/Up-JXYvIjtI/AAAAAAAACfQ/1lYBLX_7wK8/s1600/Vinylmation+Problems+The+Spectrum+of+Collectors+Veteran.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://2.bp.blogspot.com/-r1lP7t19Hig/Up-JXYvIjtI/AAAAAAAACfQ/1lYBLX_7wK8/s200/Vinylmation+Problems+The+Spectrum+of+Collectors+Veteran.jpg" width="200" /></a><u><b>Veteran</b></u></div>
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Veteran collectors have purchased Vinylmations for years, possibly since the first sets were released five years ago. Disney has made multiple changes to the collectible over the years, including alterations to the mold and changes to the set sizes. While newer collectors take little notice to these changes, veterans have strong reactions to any modifications, often negative. Although they may warm up to the changes eventually, veteran collectors are the most likely to be negative about any perceived problems with the hobby. <br />
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<a href="http://2.bp.blogspot.com/-IAkH2WLUHnk/Up-JWrEQCAI/AAAAAAAACfA/lMjOS7ciz4s/s1600/Vinylmation+Problems+The+Spectrum+of+Collectors+Newcomer.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://2.bp.blogspot.com/-IAkH2WLUHnk/Up-JWrEQCAI/AAAAAAAACfA/lMjOS7ciz4s/s200/Vinylmation+Problems+The+Spectrum+of+Collectors+Newcomer.jpg" width="200" /></a><u><b>Newcomer</b></u><br />
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Like any healthy hobby, the Vinylmation community needs new collectors to grow and replace departed veterans. Newcomers may eventually build huge collections and learn all the tricks, but at first they're most likely going to focus on new sets and mostly purchase their vinyls. Since they are building a collection from scratch, they're happy to collect figures that veteran collectors consider inferior or overly common.<br />
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Changes to the hobby have little impact to them, as they are unlikely to understand the supposed importance or impact of said changes. Newcomers can grow into savvy traders, but like casual fans, they're the most likely to fall prey to bad exchanges. They also may be turned away from the hobby by high prices that create a daunting barrier for entry.<br />
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<a href="http://1.bp.blogspot.com/-V-i-qRMFr8w/Up-JViwecyI/AAAAAAAACe0/7MQoDInFQac/s1600/Vinylmation+Problems+The+Spectrum+of+Collectors+Disney+Fan.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://1.bp.blogspot.com/-V-i-qRMFr8w/Up-JViwecyI/AAAAAAAACe0/7MQoDInFQac/s200/Vinylmation+Problems+The+Spectrum+of+Collectors+Disney+Fan.jpg" width="200" /></a><u><b>Disney Fan</b></u></div>
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It's almost a safe assumption that Vinylmation fans are also Disney fans in general, but there is a rare exception. For the purpose of this definition, a Disney fan is a collector that focuses on figures featuring Disney characters and marquee theme park attractions. In fact, they may not purchase any vinyls that don't feature Disney in some way. These fans don't care for obscure parts of Disney history, however, and sometimes collect only their absolute favorites.<br />
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<a href="http://4.bp.blogspot.com/-yyPyx8n1FBE/Up-JWOpD8NI/AAAAAAAACe4/o_5db-_Z3uM/s1600/Vinylmation+Problems+The+Spectrum+of+Collectors+Disney+Historian.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/-yyPyx8n1FBE/Up-JWOpD8NI/AAAAAAAACe4/o_5db-_Z3uM/s200/Vinylmation+Problems+The+Spectrum+of+Collectors+Disney+Historian.jpg" width="200" /></a><u><b>Disney Historian</b></u><br />
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Disney historians aren't just Disney fans. They're Disney obsessed. They've visited the theme parks more times than they can count, spent literal days of their lives watching Disney movies, and know intricate details about the history and workings of the Disney company. As Vinylmation collectors, they love the medium's potential as a showcase and immortalize of everything obscure, past or present. Designs based on extinct park attractions excite them, and seeing forgotten animated characters rendered in plastic thrills them. Figures that most other collectors can't even identify are the ones they seek out the most.<br />
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<a href="http://2.bp.blogspot.com/-ZwThkT63DWU/Up-JUbJCkHI/AAAAAAAACeY/FVwMGbooKMw/s1600/Vinylmation+Problems+The+Spectrum+of+Collectors+Art+Lover.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://2.bp.blogspot.com/-ZwThkT63DWU/Up-JUbJCkHI/AAAAAAAACeY/FVwMGbooKMw/s200/Vinylmation+Problems+The+Spectrum+of+Collectors+Art+Lover.jpg" width="200" /></a><u><b>Art Lover</b></u></div>
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Among this group are the few non-Disney fans that collect Vinylmations. The art lovers collect Vinylmation like most other urban vinyl toys, as miniature, mass produced works of art. They're most interested in the designs of the artists, and care less about how much Disney is represented in the vinyls. The <a href="http://vinylmationworld.com/VMworldmob/wordpress/urban-series/urban-redux-series-2">Urban</a> series of Vinylmations are the sets most suited to their collecting habits, as those vinyls feature the artist's work and not Disney characters or attractions.<br />
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<u><b>Conclusions</b></u></div>
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There are many more types of collectors, and most Vinylmation fans belong to at least a few different categories. Knowing every possible permutation of vinyl hobbyist isn't necessary to understanding the greater issue. Every aspect of the hobby effects different groups in positive or negative ways, and any change or solution can create as many problems as it fixes. Some examples:</div>
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-If prices are raised, casual buyers and those who purchase a lot will buy less figures, but those looking to profit may see an opportunity to make more money and treasure hunters acquire pricier collectibles. </div>
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-Higher edition sizes make collecting easier for those that primarily purchase Vinylmations and those that complete sets, but also lower the figures' long term value for both traders and those trying to make a profit. </div>
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-Sending vinyls to the outlets and having clearance sales helps fans with less money to spend and new hobbyists building their collection, but angers veteran buyers who now feel they've wasted money by making a purchase at full retail price, thus discouraging them from making non-discounted purchases in general. </div>
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-Focusing Vinylmation releases on extremely popular characters and rides may increase sales with some collectors, but could turn away those who enjoy more obscure nods to Disney history and unique artist designs.</div>
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-Open window figures eliminate the random nature of blind boxes, which is attractive to casual buyers. Popular vinyls of this type can increase in value long term, but they are much less interesting to those who primarily enjoy trading.</div>
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In the end, it's in Disney's best interests to keep as many fans happy as possible. Unfortunately, few decisions will achieve the necessary balance to please everybody. The new <a href="http://vinylmationworld.com/VMworldmob/wordpress/full-previews-of-the-2014-eachez-disneyland-and-walt-disney-world-vinylmations-released">Eachez format</a>, which combines buying a known Vinylmation design with the chance of receiving a rare variant, seems to be one of these rare changes that is received positively by most. However, if a new set or a change to the hobby doesn't make sense, make sure to consider for a second that it might not be meant for your type of collector.</div>
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Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-2709140586622070522013-11-26T13:13:00.000-08:002014-02-03T16:10:19.089-08:00Meet Lil' Joe, Epcot's New Manatee<div class="separator" style="clear: both; text-align: center;">
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The zoos and aquatic attractions of Florida work together to aid and preserve manatee, gentle giants often injured by pollution and boat propellers. Epcot's Living Seas pavilion is no exception, housing a small manatee rehabilitation facility inside the larger aquariums. By law, manatees are cared for as wild creatures, with care focused on the eventual release of the animals<br />
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For the last couple years, Disney has housed two manatees that survived boat strikes, named Lou and Vail. Both suffered serious injuries that left their tails in tatters, which made release difficult. It seems Vail has either been transferred to another facility or been released, as he's no longer at Epcot.<br />
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Joining Lou and taking Vail's place is new manatee Lil' Joe. Lil' Joe is an orphaned manatee, one that was raised mostly in captivity. He's active and healthy, liking to speed around his new habitat. He's proving a good companion to Lou, and the two can even be spotted sleeping next to each other.<br />
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The manatees of Epcot are one of the great hidden gems of Disney World. It's a wonderful place to relax and watch one of Florida's iconic animals. Make sure to stop and welcome Lil' Joe to his new Disney home.<br />
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2/3/2014 Update: Unfortunately, we've received some sad news that Vail passed away in October of 2013. Thankfully, Lou continues to be plenty active trying to keep up with Lil' Joe.<br />
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Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-45528619577164570812013-11-22T13:32:00.000-08:002013-11-22T13:32:46.213-08:00The Misanthrope's Guide to Proper Disney World Parking<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-0y7tQ5QdI-k/Uo9Zficdw8I/AAAAAAAACco/jRyWifyEJcQ/s1600/The+Misanthrope%27s+Guide+to+Proper+Parking+Featuring+the+Vinylmation+Cars+Monorails+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://3.bp.blogspot.com/-0y7tQ5QdI-k/Uo9Zficdw8I/AAAAAAAACco/jRyWifyEJcQ/s400/The+Misanthrope%27s+Guide+to+Proper+Parking+Featuring+the+Vinylmation+Cars+Monorails+1.jpg" width="400" /></a></div>
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<i><span style="font-size: small;">Part of the Misanthrope's Guide to Disney World, a
series of posts on surviving the theme parks for people who hate people.
The main guide page can be found <a href="http://www.pajamapenguinproductions.com/p/the-misanthropes-guide-to-disney-world.html">here</a>, with links to previous posts.</span></i> </div>
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Parking in theme parks is often one of the most miserable parts of the day. In the morning, it's the arduous, overwhelming hassle that bleary eyed visitors must undertake before they are truly awake. In the evening, it's the last obstacle for exhausted tourists as they fight alternating weariness and rage as they sit in unmoving traffic.<br />
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Having acquired excessive land and foreseeing the potential nightmares, Disney designed<b> </b>parking lots with minimal hassles and maximum capacity in mind. Parking areas are massive, flow through multiple entrances into carefully guided spots, and enter from and exit directly to major roads. Everything is designed to minimize the likelihood of traffic jams and remove most of the hassles that make the beginning and end of the day so painful.<br />
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Unfortunately, Disney forgot one thing when they planned this perfect parking solution. They failed to account for the fact that many of the people parking their cars every day are inconsiderate, reckless buffoons. Unless a mandatory driving class is required before using the parking lots, there is most likely no way to eliminate the problem of bad motorists. However, these guidelines may help alleviate a few cases of theme park road rage. <br />
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<b>1. Don't Dawdle When Paying for Parking</b><br />
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Every Disney Theme Park, excepting the water parks, charges $15 for standard parking. This fee is non-negotiable. There are ways to avoid paying, like staying at one of the official hotels or having an annual pass, but generally speaking, you're going to have to pay.<br />
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It seems some drivers think they have an ingenious way to avoid paying. They arrive at one of the many booths completely unprepared, feigning shock at the fees. These individuals then fumble for any form of payment, grumbling about the expense, while secretly waiting for the parking attendant to die of old age.<br />
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Please make sure to have some form of payment ready when parking. There may be many of those parking booths, but it only takes a few stingy dawdlers to bring traffic flow to a sudden halt.<br />
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<b>2. Don't Set New Land Speed Records</b><br />
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One of the well worn bits of banter provided by parking tram attendants is a reminder that the speed limit is 15, not 51. This seems like it's just a cute comment to fill in the spiel given during the short trip. In reality, it's essential advice.<br />
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Many drivers believe that every second of their day is precious. Literally every second, it seems, as they save only a few by careening at reckless speeds towards their parking spot. The time saved is quickly nullified by lines and waits for monorails and other transportation, which makes the endangerment of others especially foolhardy.<br />
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<b>3. Don't Compete with Your Fellow Drivers</b><br />
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Closely linked with the previous guideline, it's important not to treat other drivers as competitors in a race nobody is running. Except for the busiest times of year, parking is plentiful and there are more spots than necessary. Attempting to pass your fellow drivers and beat them to the front of the line does not grant a better spot. In fact, it might just give you a parking spot even further from the trams.<br />
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<b>4. Don't Ignore the Cast Members</b><br />
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Parking at busy venues like shopping malls and theme parks often results in a minor demolition derby. Cars charge towards anything resembling an open spot, almost aiming at each other in pursuit of the closest position to the entrance. It's a wonderful demonstration of complete chaos in action, entropy with wheels.<br />
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Disney avoids this issue completely by employing a small army of parking attendants. These brave individuals face down the speeding masses and direct traffic to defined parking spots. There is no searching for a perfect spot, as one is given to you.<br />
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Many people decide that the directions are only suggestions, and ignore the Cast Members completely. These individuals park in the first spot they can reach, only stopping short of running down barriers or people. This breaks the carefully planned flow of the parking lot, and usually only saves a few feet of walking.<br />
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The Cast Members will loudly inform those who don't listen that they've made an error. It's unfortunate that they don't follow the lecture with an ejection of the violators and their cars. Just in case they begin more strict, and appropriate, enforcement, it's best to listen and park where indicated.<br />
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<b>5. Don't Walk, Run, or Play in Traffic</b><br />
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Parking lots are ever moving, busy things. Those parking are often concentrating on avoiding their fellow drivers and watching the aforementioned cast members. They might not notice the absent minded people walking directly into the flow of arriving vehicles.<br />
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After parking at Disney World, wait to open doors until after other cars have parked next to you. Walk in front of your car, and use sidewalks or paths blocked from traffic. Otherwise, it's on your head if another vehicle removes your car door or runs over your head.<br />
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<b>6. Don't Think No More Boarding Doesn't Apply to You</b><br />
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Thanks to safety regulations and excessive lawsuits, Disney protects itself by starting every trip on the parking trams with a nearly three minute long safety warning. This safety warning is cute at first, annoying after a while, fun to mock eventually, but in the end it's a little maddening. Those few minutes begin to add up after many, many trips.<br />
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That infuriating spiel has to be played for anyone who boards the tram, even if they board after it plays. "No more boarding" is always called before it is played, and it quickly becomes ritual that the spiel means the tram is about to leave. Still, even with Cast Members shouting not to board the tram, some people still decide that they have to take this particular one.<br />
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This means that the spiel has to be played again, in its entirety, before the tram can continue its journey. Worse, this delay gives other self-centered people a chance to board while ignoring orders to stay clear, necessitating yet another broadcast of the safety announcement. This can cascade into ten or fifteen minutes of the same spiel, played over and over as a few people try to save a few minutes by wasting many more for others.<br />
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If Cast Members say "No more boarding," or the safety message is playing, stay behind the lines and stay off the tram. This way you avoid the risk of other passengers throwing you off the tram halfway to the entrance.<br />
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<b>7. Don't Forget Where You Parked</b><br />
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Unlike most misanthropic guidelines, this one doesn't directly effect other guests. While people wandering through the parking lot, aimlessly trying to find their car can block the way, it's generally a problem that only inflicts misery on those who forget. Forgetting to remember your parking space, by not using some means of recollection like a photo, text message, or note, you only bring real misery upon yourself and your family at the end of a long day.<br />
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However, this guideline is a reward for learning and following other standards of parking behavior. For those who park recklessly and disrupt others, let this be a curse for them. May they never remember their parking spot, and may they search fruitlessly for hours in an unending sea of vehicles. It's only fair that they receive some punishment for their misdeeds.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-56749221436732641442013-11-18T15:37:00.000-08:002013-11-18T18:24:58.084-08:00Vinylmation Problems: The Trouble with Trade Boxes<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img border="0" height="266" src="http://4.bp.blogspot.com/-kHwNQ4EMet0/UoqIm9EZfTI/AAAAAAAACcI/eOheVYdnK8Q/s400/The+Trouble+with+Trade+Vinylmation+Boxes+5.JPG" style="margin-left: auto; margin-right: auto;" width="400" /></td></tr>
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<i>Usually I write Vinylmation articles for the site <a href="http://vinylmationworld.com/">VinylmationWorld.com</a>, but this is a topic that falls a bit outside its usual content and tone. As such, I thought it more appropriate on my blog.</i></div>
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<a href="http://disneyparksmerchandise.com/vinylmation/">Vinylmation</a> fans, like any fans really, have an ever changing variety of complaints and issues with the hobby. Many of these issues can never be resolved, as they often contradict each other. For example, the casual collector would like easier to find items at cheaper prices, while those looking for rarity or profit want small edition sizes that make vinyls exclusive and expensive. It's a balancing act to please all the different varieties of fans, and there is no way to make everyone completely happy.</div>
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However, there is one problem area that most collectors can agree is an issue. Trade boxes, both mystery and clear, were meant to give Vinylmation buyers a way to exchange blind boxed figures they didn't want for something better. As the hobby has grown older, numerous factors have combined to make these trading boxes virtually useless to all but the most casual collectors. Trading in any figure purchased at retail price seems a foolhardy edeavour, as what will be received in return is usually an undesirable vinyl, one that was most likely on clearance or found in the outlet stores.</div>
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Many Vinylmation fans believe that this is a problem easily fixed, and that Disney's lack of action is laziness or disregard for the hobby. In truth, there are a lot of factors that prevent an easy solution. While there may be ways to fix the problem, understanding the contributing factors makes the problem's complexity clearer.</div>
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<u><b>1. The Reason for Trade Boxes</b></u> </div>
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<tr><td class="tr-caption" style="text-align: center;">This is an older clear box, and actually an almost decent one. Still at least one vinyl that was on clearance.</td></tr>
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Blind boxing is one of the standard distribution methods for urban and designer vinyl figures. It's also the most controversial, as every purchase is a minor gamble. Vinyls are packaged in opaque packaging, often with an additional covering to discourage peeking. The outside of the package advertises most of the potential designs, and may also give odds for finding each figure. Once the package is purchased and opened, no refunds are given.</div>
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Blind packaging has been utilized by collectibles in the past, but designer toys adds the additional problem of subjective taste. Since the appeal of these collectibles is their unique designs and the artists designing them, each set probably has at least some figures that are undesirable to the buyer. This becomes especially problematic when the most interesting and ornate designs receive the highest rarity, forcing collectors to buy more than they want to find that desired vinyl.</div>
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Disney alleviated some of these problems by standardizing most case distributions, guaranteeing that anyone that buys an entire case receives one complete set and most of a second. However, most people can't afford to invest hundreds of dollars on each set. There's also the problem that most Vinylmation sets feature certain Disney characters or theme park attractions, which gives an extra chance at either limited appeal or high desirability for each figure. This can lead to major issues, like the <a href="http://vinylmationworld.com/VMworldmob/wordpress/various-series/classic-collection">Classic Collection</a>, which was highly desirable for the doubly rare "chaser" figure, while the rest of the set was often unfairly tossed aside.</div>
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Disney, along with other brick and mortar sellers of designer toys, tried to solve the problem of customers dissatisfied with their blind box purchases. The solution was an official trading spot, somewhere the store keeps a few extra figures to trade with the customers, giving them another chance at a better find. Disney added the extra wrinkle of "mystery boxes," hiding traders within a numbered box that supposedly gives guests a random chance at something truly great. "Clear boxes" were also provided to give Vinylmation buyers a few non-obscured trading choices.</div>
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<b><u>2. The Rules, The Problem, and the Failed Solution</u></b></div>
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<tr><td class="tr-caption" style="text-align: center;">Clearance, clearance, and while it was full price at the time, the pig is in the outlet store now.</td></tr>
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The trade boxes came with their own rules. Guests first handed over their unwanted Vinylmation and selected a number from the mystery box. If they didn't like what was offered, they could either select a vinyl from the clear box, or select a second number. Regardless of what they found, guests had to trade a Vinylmation once the process started.</div>
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The idea was that by forcing guests to trade, figures inside the trade boxes would constantly change. However, the large number of trading locations and store employees handling the trading quickly distorted the rules. Except for the flagship Vinylmation stores, <a href="https://disneyworld.disney.go.com/shops/downtown-disney/d-street/">D-Street</a> at both Disneyland Resort and Walt Disney World, most locations formed their own versions of the rules, which the employees often ignored anyways. It was not uncommon to receive more than two trades, not be forced to trade, or even be allowed to see the entire contents of the mystery box.</div>
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As Vinylmations grew in popularity and in age, the number of series produced increased. Clear box figures were also introduced, ones that eliminated the random factor entirely. Overproduction and the creation of niche interest sets left some excessive inventory, which was clearanced through Disney <a href="http://www.premiumoutlets.com/outlets/outlet.asp?id=17">outlet stores</a> and the Disney Store's online sales. </div>
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Suddenly, lots of cheaper figures were available, and the trading process didn't differentiate between discounted items and full price Vinylmations. Increasingly, traders were utilizing these cheaper items to try to find more valuable figures. Combined with lax enforcement of trading rules, this flooded trade boxes with undesirable vinyls.</div>
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Vinylmation fans raised their voices in frustration, even as they contributed to the problem by trading cheap vinyls. Faced with a vocal group of unhappy customers, Disney tried to fix at least part of the problem. Last year, they removed all but one or two trade boxes at each theme park. They then reinforced and reviewed existing trading rules. The hope was that by limiting trading locations, Vinylmations would cycle through trade boxes continuously, and standard rules would always be enforced.</div>
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The solution only helped a little, if at all. Even with revised rules, employees quickly returned to trading with guests in any way they saw fit. The limited number of trading locations did improve items available, but the new rules did nothing to address the problem of clearance product. As such, most trade boxes still contain a majority of cheap, unwanted Vinylmations, even with Disney's attempts to rotate the contents and sometimes add their own figures.</div>
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<u><b>3. The Complications</b></u></div>
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<tr><td class="tr-caption" style="text-align: center;">Outlet store, outlet store, and outlet store. Some people are excited to find their favorite team in the trade boxes, however.</td></tr>
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The current status of trading is still dire. Vinylmation fans often believe that the real solution is simple, and that Disney just refuses to implement it. The most common idea presented is carefully restricting what figures can be traded into the boxes. By banning all figures that have been sold at reduced prices, Disney would guarantee that the contents of the boxes was at least desirable to someone.</div>
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However, there are lots of complications to such solutions. The first is that such restrictions would require lots of resources for little benefit. All store employees potentially working with the trade box would have to be knowledgeable about all Vinylmation series, and that knowledge would have to be constantly updated. Since hourly employees change all the time and often switch locations, it would be nearly impossible to keep consistent knowledge of such restrictions. It's already proved impossible to keep consistent trading rules between locations. Disney might increase sales of Vinylmations through better trade boxes, but they also might waste time on an effort with little actual return.</div>
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Further, trade boxes are intended just as much, or more, for casual buyers as they are for dedicated collectors. While the contents might be of little use to those with knowledge of the outlet stores, the average guest probably does not know about clearance Vinylmations. To many families, the cheaper items filling trade boxes are just as interesting as the ones available for full price on the shelves. </div>
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Dedicated Vinylmation fans are also one of the roots of the problem. Once a few individuals started to trade clearance items, it quickly became standard practice, even as fans spoke of it as taboo. At the recent <a href="http://www.pajamapenguinproductions.com/2013/09/reflections-on-13-reflections-of-evil.html">Reflections of Evil</a> event, it was almost comical hearing people complain about the poor contents of trade boxes while clutching figures purchased from the outlet store to trade into those same boxes. It's similar to speeding and other minor crimes, where the perpetrators justify their actions by pointing out that everyone else is doing it.</div>
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Another issue is that vinyls can be purchased at full price before they are discounted. For local visitors to the theme parks, this isn't a major issue, but those on vacation may buy Vinylmations on an earlier trip or at their local Disney Store, then decide to trade them the next time they visit the parks. These guests would probably be extremely upset to find they can't trade these items because they've been clearanced, even though they were bought for full retail.</div>
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Defining what is undesirable enough to be banned is also difficult. While some figures languish months at the outlet stores, others are placed on sale briefly to liquidate a small amount of leftover stock. Certain series, like <a href="http://vinylmationworld.com/VMworldmob/wordpress/various-series/alice-in-wonderland-series">Alice in Wonderland</a> and <a href="http://vinylmationworld.com/VMworldmob/wordpress/various-series/animation-series-2/animation-series-2">Animation 2</a>, were only available at the outlets for a limited time and often sold out completely. Some collectors are still searching for figures from those sets, and their presence in trade boxes would not be an unwelcome sight.</div>
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<u><b>4. Other Solutions (And Their Own Problems)</b></u></div>
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<a href="http://4.bp.blogspot.com/-UNGiR-UOFwk/UoqIwGUS_-I/AAAAAAAACcQ/w6d901xdSAs/s1600/The+Trouble+with+Trade+Vinylmation+Boxes+6.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="http://4.bp.blogspot.com/-UNGiR-UOFwk/UoqIwGUS_-I/AAAAAAAACcQ/w6d901xdSAs/s400/The+Trouble+with+Trade+Vinylmation+Boxes+6.JPG" width="400" /></a></div>
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One minor solution that would at least help the problem is the banning of all open window figures. Since these Vinylmations are purchased without any mystery to their contents, there should be no reason to trade them at the parks. This still retains the problem of training and trusting Cast Members to enforce the rule, which hasn't proven reliable in the past.</div>
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A more severe restriction could limit Vinylmation trades to products purchased within the store. Allowing guests to only trade new purchases would eliminate the need to train Cast Members and would prevent the trading of clearance figures. However, it would also prevent the trading of desirable older items, as well as items purchased on previous trips.</div>
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An alternate solution is the creation of a single, premium trading box at each D-Street. This trade box would be reserved for non-clearance Vinylmations and would be attended by a few, specially trained Cast Members. This box would only be available when those Cast Members are working, limiting its availability but also increasing its mystique. While in no way fixing the quality of the other trade boxes, it would provide at least one location with guaranteed decent trading.</div>
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<b><u>Conclusions</u></b></div>
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None of these ideas are perfect, and all of them have the chance of alienating some group of Vinylmation fans. It's also entirely possible that Disney is satisfied with the current status quo, or at least tolerates it. Major collectors will continue to trade their expensive purchases with each other, and casual buyers most likely don't notice the dire state of the trade boxes. </div>
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While the amazing designers and artists that create Vinylmation are a dedicated bunch, Disney itself is focused on the profitability of the collectible. It's long-term popularity equals dedicated fans and consistent profit, but in the end it's another piece of profitable merchandise. Trade boxes are just a way to appease customers and encourage further purchases. Hopefully a solution can be found that appeases the Vinylmation community and proves workable for Disney's purposes. However, it's doubtful that solution is simple.</div>
Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-49378539069533111672013-11-14T14:59:00.000-08:002013-11-14T14:59:16.019-08:00Videogameopolis: The Joy of Frustration<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-LHrc3IdcIfo/UoTURuOlsFI/AAAAAAAACaI/9LwDEAqW4Dw/s1600/Joy+of+Frustration+Joe+Danger+2+5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="http://1.bp.blogspot.com/-LHrc3IdcIfo/UoTURuOlsFI/AAAAAAAACaI/9LwDEAqW4Dw/s400/Joy+of+Frustration+Joe+Danger+2+5.jpg" width="400" /></a></div>
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One of the great perils of nostalgia is that it often leaves people remembering fondly things that seemed terrible at the time. Everyone's heard some variation of the line, "When I was young, I walked to school barefoot in the snow uphill both ways, and I loved it." In the world of video games, there's a growing nostalgia for the extreme difficulty of games from their early days. The argument goes that games today are a shadow of their former selves, because they're too accessible, and there isn't enough challenge.<br />
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These arguments tend to overlook many factors for the differences in difficulty. Early video games were often designed first for the arcade, where a high level of challenge forced players to spend more of their precious quarters to continue playing. These games also often had unwieldy or flawed controls, due to the primitive technology, that unintentionally made the experience harder. There's also the truth that while the default challenge of modern games is not insurmountable by most, these games usually include higher difficulty levels as an option, or focus on other concepts like story over punishing mechanics.<br />
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Regardless, there are still gamers that yearn for the days of extremely challenging games. There have been some mainstream attempts to address this market, like the infamous <a href="http://www.preparetodie.com/us/age-gate.html">Dark Souls</a> series. However, most of the games created with difficultly as the focus have come from the independent scene. The latest trend has been rogue-like and rogue-lite games, which depend on permanent death and randomly generated levels to create an intentionally unfair environment.<br />
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The issue with these rogue-like games is that they often feel unrewarding to those who don't adapt to the game quickly. The original ultra hard games created by the indie scene were platformers, like Super Meat Boy. These games took great influence from games like Super Mario Brothers, but often shortened levels while making them require perfect timing and reflexes to complete. These games allowed players to progress gradually, while still being incredibly punishing.<br />
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In the last few years, more and more games have embraced the joys of frustration. These platformers have taken influence from their predecessors, but adapt and evolve to make a compelling experience beyond pure challenge. Here are some great examples of joyously frustrating games available on the PC.<br />
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<a href="http://www.hellogames.org/joe-danger-the-movie/"><span style="font-size: large;"><u><b>Joe Danger 2: The Movie</b></u></span></a></div>
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<a href="http://3.bp.blogspot.com/-58pNRVeiWW0/UoTUQpRBXxI/AAAAAAAACZ4/ORwtdhDqMes/s1600/Joy+of+Frustration+Joe+Danger+2+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="http://3.bp.blogspot.com/-58pNRVeiWW0/UoTUQpRBXxI/AAAAAAAACZ4/ORwtdhDqMes/s400/Joy+of+Frustration+Joe+Danger+2+1.jpg" width="400" /></a></div>
Joe Danger 2: The Movie is the second in a series of games about an aging daredevil and stuntman. The first game focused on his return to glory, and featured levels focused on Evel Knievel style motorbike stunts and races. The game was a surprise hit, with a colorful art style and lively gameplay. It was also a little unfocused, while also feeling slightly repetitive after a while.<br />
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Joe Danger 2 gives the game new focus by having the titular character perform stunts for a series of movies. While the motorbike appears a few times, you also utilize a mine cart, skis, jet packs, and more to perform your stunts. Sequences also vary their goals, from fleeing oncoming destruction, to quietly entering a protected facility, to chasing down fleeing criminals.<br />
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Most levels require a fast finish to receive enough awards to advance to later levels. Stunts, performed both on the ground and in the air, fill a boots meter that gives enough speed for success. The game quickly becomes a balance between speed and awareness. Obstacles approach at such a rapid pace that only the quickest reflexes can avoid them. Early levels ease players into the game, but later challenges require memorization and repeated failure to have any chance of completion.<br />
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Joe Danger 2 is a deceptive game. It looks cheery and bright, and starts out completely accessible, but gradually reveals it's challenging depths. There's plenty of game for those wanting something quick and casual, but there's also plenty of extra levels, including a mode for creating custom content, that will guarantee appropriate difficulty for even the most masochistic of gamers.<br />
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<a href="http://www.stealthbastard.com/"><span style="font-size: large;"><u><b>Stealth Bastard Deluxe</b></u></span></a></div>
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Stealth Bastard Deluxe was retitled Stealth Inc. for more family friendly game systems, but the original title is the most fitting. The star of the game is a parentless clone, and the game itself is an unrelenting bastard. Unlike most other challenge focused games, Stealth Bastard is as much about using your brain as your reflexes.<br />
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Set within the testing facility of a shadowy corporation, the game follows the horrific adventures of a clone navigating the traps and trials blocking its way to the exit. Stealthy play is a must, as almost everything will kill on sight, but speed is also necessary to solve puzzles and avoid obstacles. The resulting experience is one of rapidly planning, executing the plan, dying from some unforeseen trap, and then trying again. Thankfully, the game checkpoints progress in each level at important moments, meaning you usually only have to repeat the last few seconds of gameplay.<br />
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The game likes to insult the player, with an unseen figure writing messages on the walls that criticize your failures. However, these messages only encourage the player, giving backhanded encouragement to try harder. Success in the game feels like a real achievement, requiring that the primitive and higher functioning parts of the brain are working in tandem.<br />
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<span style="font-size: large;"><u><b><a href="http://www.mr-bree.com/">Mr. Bree</a></b></u></span></div>
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The first sights of Mr. Bree suggest a friendly game for kids. An anthropomorphic pig wakes up with amnesia, lost in a mysterious forest. Short animated cutscenes set up the world, as the titular Mr. Bree begins his perilous journey to restore his memory and find out what happened to his family. Even in game, Mr. Bree is rendered in a simple, beautiful animated style, that hearkens back to some of the best platformers of the 16 bit era.<br />
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However, darkness quickly starts to seep into the world. Extra collectibles give access to special levels set within a brutal slaughterhouse, slowly uncovering just where Mr. Bree started his journey. Levels start simply, but quickly add violent traps left to catch and kill the heroic pig, causing him to explode in a splash of red.<br />
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The game greatly resembles Super Meat Boy, in both mechanics and its focus on difficult jumping puzzles. However, a few ideas set this game apart. First, amnesia is part of the plot and a mechanic of the game, as the player is unable to perform simple actions like jumping and running until Mr. Bree remembers how to perform them. This makes early levels more difficult, and also gives the player incentive to return later to reach areas previously inaccessible.<br />
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Second, the game has a heavy focus on uncovering the story. Many extremely difficult games have little to no plot, relying on absurdist humor to fill the void left by the lack of narrative. Mr. Bree places a dark mystery at the center of the game, giving the player incentive to overcome the challenges and reach the end.<br />
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<a href="http://1.bp.blogspot.com/--LbMWrcYoVY/UoTUh2xC_QI/AAAAAAAACbY/l6hfwarXe6w/s1600/Joy+of+Frustration+Mr.+Bree+3.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="http://1.bp.blogspot.com/--LbMWrcYoVY/UoTUh2xC_QI/AAAAAAAACbY/l6hfwarXe6w/s400/Joy+of+Frustration+Mr.+Bree+3.bmp" width="400" /></a></div>
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Mr. Bree is currently available as a pre-order and will officially release on November 26th. It's also <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=141387716">seeking votes</a> to make it through the <a href="http://www.pajamapenguinproductions.com/2013/10/videogameopolis-shedding-some-greenlight.html">Greenlight process</a> onto Steam, so please give it your votes. More people need to experience this dark and difficult porcine adventure.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-50098808280469147532013-11-11T14:12:00.001-08:002013-11-11T14:12:56.758-08:00The Misanthrope's Guide to Epcot's Gran Fiesta Tour<div class="separator" style="clear: both; text-align: center;">
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<i><span style="font-size: small;">Part of the Misanthrope's Guide to Disney World, a
series of posts on surviving the theme parks for people who hate people.
The main guide page can be found <a href="http://www.pajamapenguinproductions.com/p/the-misanthropes-guide-to-disney-world.html">here</a>, with links to previous posts.</span></i><br />
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<span style="font-size: small;">World Showcase is the true heart of Epcot, and the Mexico Pavilion is one of World Showcase's most stunning countries. Fronted by a giant facade that resembles an Aztec temple, the entire experience is housed inside. A small museum of Mexican culture and history provides the entry into the greater pavilion, a perpetually moonlit courtyard buzzing with life. Street vendors sell numerous wares, nearby stores entice customers with pricier goods, and a tequila bar tempts the thirsty. A romantic restaurant sits along the water that flows past another ancient temple, with a volcano looming in the distance. </span><br />
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Hidden in the back of the pavilion is one of World Showcase's only two rides, three if you count transportation boats. The Gran Fiesta Tour Starring the Three Caballeros has one of the longest names of any Disney attraction, but that's not the only thing that makes it unique. This is a dark ride, tourism film, and animated adventure all viewed from a slow moving boat. It's not the best or most exciting ride, but it's one of the most random.<br />
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This attraction started life as The Gran Fiesta Tour, supposedly a journey through Mexico's past and present. Blending detailed scenery with video screens, as well as a room that feels like an it's a small world homage, the ride felt more like an advertisement for a vacation in Mexico than an actual look at its culture and people.<br />
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The ride had limited popularity, due to its rapidly dated feeling videos and hidden location. Hoping to revamp the attraction, Disney introduced a new plotline centered on The Three Caballeros, stars of some of Disney's most disjointed and surreal features. As the thin story goes, Brazilian parrot Jose Carioca and Mexican rooster Panchito Pistoles journey through Mexico to find their partner Donald Duck and make it to their concert in time. Along the way, they pass through scenes of the country's sights and highlights.<br />
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Other than the videos, little of the attraction changed. There does seem to be an increase in visitors, however, attracted by the promise of an adventure with Donald and friends. Seeing the confused reactions of some guests afterward is one of the pleasures of the ride.<br />
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<span style="font-size: small;"><b><u>The Experience</u></b></span></div>
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<span style="font-size: small;">Entering through an awning next to the pavilion's river, guests descend a short, twisting queue to their boats. Drifting calmly into the waters, they pass diners at the San Angel Inn on their right before entering ancient ruins on their left. At the end of a long, mural lined tunnel, a giant screen comes to life, as Panchito and Jose discover their friend and bandmate Donald has disappeared.</span><br />
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<span style="font-size: small;">Floating past more screens and temple scenery, they pass the birds as they continue their search on a flying serape, always managing to miss the sightseeing Donald. Suddenly, the boat enters a town square celebrating Day of the Dead. Animated papier-mache dolls dance and smash pinatas as a skeletal band plays from above.</span><br />
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<span style="font-size: small;"><br />Leaving the town behind, guests pass by a busy restaurant and an ocean grotto, before finally discovering Donald at a Mexican fiesta. Re-united with his compatriots, the Three Caballeros appear on stage in Mexico City, playing their signature tune for passing boats. Finished with their journey, riders receive a final farewell from the birds before unloading at the dock.</span><br />
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<u><span style="font-size: small;"><b>Factors for Misanthropy</b></span></u></div>
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The main problem found within the Gran Fiesta Tour is a common issue at Epcot, alcohol. Mexico Pavilion is the last stop on many Drink Around the World Tours, and there's a high-class tequila bar across the square. Guests who have imbibed too much will wander to the boat ride, though their wandering may not be a very straight path. Their obnoxious commentary and loud voices can unnerve even the most patient guests, not to mention their booze soaked breath that could knock a burro unconscious.<br />
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Another odd annoyance comes from the close quarters of the attraction. Many scenes are within arms reach of guests, and the lighting is often dark enough to obscure guest's bad behavior. As such, an occasional bold rider will reach into the attraction and steal theming, such as fake flowers lining one section. It can only be hoped these individuals escalate their crimes, so that they can be ejected for shoplifting and leave the rest of us to our law abiding attraction going.<br />
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<span style="font-size: small;"><u><b>The Short Version</b></u></span><br />
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<span style="font-size: small;">The Gran Fiesta Tour Starring the Three Caballeros is an entertaining diversion, a slow moving dark ride with pleasant, if low-tech scenery. The room of animated dolls shows some great art and design, as do the majority of the sets. While it doesn't match the true beauty of Mexico's greatest sights, it still gives a decent tourist's view of the country while providing some Disney charm for the kids. As long as the tequila tours are avoided, it's a relaxing way to spend a few minutes in World Showcase.</span></div>
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Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-87566624897643952882013-11-09T11:59:00.000-08:002013-11-09T11:59:43.489-08:00Vinylmation Trading Dash 2: 5th Anniversary Edition<div class="separator" style="clear: both; text-align: center;">
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Five years ago, Disney launched the Vinylmation line of collectibles. Inspired by urban vinyl and art toys, the series was created to replicate the success of Disney pin trading. The official launch was at <a href="https://disneyworld.disney.go.com/events-tours/downtown-disney/festival-of-the-masters/">Festival of the Masters</a>, a yearly art exhibition that takes over Downtown Disney.<br />
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To mark the 5 year anniversary, Disney released multiple new Vinylmations, including event exclusives, and had a signing with several of the artists behind the vinyls. I was there to cover the new releases and events, so I decided to mark the anniversary in my own way. Yesterday was the second attempt at the <a href="http://www.pajamapenguinproductions.com/2013/10/40-pounds-to-disneyland-vinylmation.html">Vinylmation Trading Dash</a>, and it was both a success and a failure.<br />
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The schedule for this Dash was simple: Trade vinyls at Downtown Disney, visit the Festival of the Masters, then the outlet store, followed by trading at all four theme parks. The order of the day was nearly reversed from last time, which I hoped would make it easier to complete this time. It also helped that I had more time to complete the Dash, though several of the parks were closing at 7:00pm for various reasons.<br />
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Arriving at Downtown Disney, I found parking to be extremely hectic already, but found a spot relatively close to the entrance of West Side. I quickly weaved through the artists booths still rising as I hoped that D-Street might not have a line. New releases always attract different levels of crowds, from just a few dedicated fans to large throngs of people.<br />
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This particular morning, I didn't see a single person in line in front of the store. My moment of elation quickly turned to resigned disappointment when I remembered that most of the line is across the walkway. I gave a hesitant glance away from the store, and discovered a line that snaked its way down stairs, back towards the waterfront, and around the corner out of view. I walked to the back of the line and enjoyed the gentle breeze as I cursed my hubris in not bringing sun screen. The weathermen predicted that the day would be cloudy, which of course meant that the sun beat down for most of it.<br />
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The wait was longer than I wished, but not interminable. It helped that I had a nice conversation with a Disney Cast Member in line as well, though I unfortunately never caught his name. I also never discovered what he did for Disney, other than it required travel and apparently he had some level of confidential information. Still, other than missing my opportunity to pass on a business card and beg for a Disney job, it helped pass the time until I could make my purchases and first trade.<br />
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D-Street's Vinylmation section was overflowing with excited collectors, even with the crowd control measures. Thankfully, they were prepared for the heavy demand and made sure to re-stock everything quickly. I managed to make my purchases for myself, and others, quickly, before tracking down the trading boxes. In an effort to keep the register area clear, Cast Members were manning a temporary trading station in the corner of the store.<br />
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After making my trade, I adjourned to some nearby tables to examine it and all my purchases. A squirrel occupied a neighboring chair, and seemed to pose for pictures. Unfortunately, I had nothing to offer the photogenic creature, and he soon scurried away to forage.<br />
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Before he did, he gladly helped give some background to my photo. My first trade of the day was slightly disappointing, as I received Hop-Lo, the dancing mushroom from Disney's Fantasia. I already have the box set that includes the figure, but it's one of my favorites and I wanted one opened anyway. Still, this was an item currently available at the outlet stores, which was not a good sign. It would actually prove to be the highlight of the trading day.<br /><br />
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While Festival of the Masters had mostly taken over Downtown Disney, Christmas decorations were also everywhere. Even the giant trees had appeared, drawing attention away from the surrounding event. Christmas in Florida is a strange experience, as the weather still feels like spring and summer, yet everywhere is decorated and the holiday music plays constantly the day after Halloween. <br />
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Vinylmation trading at Disney Pin Traders in the Marketplace has never been great. This day was no exception, as my prize was the nerd from the little loved High School series. The best thing I could say about the figure was that the glasses weren't missing<br />
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I departed Downtown Disney and fought my way to the outlet store. Although it was early afternoon, the parking lot was already filled, and the garage was half full as well. Disney's Character Warehouse recently received a huge variety of new Vinylmations, but unfortunately, nothing new has emerged since. After purchasing a few extra items, I headed to my first park, Epcot. <br />
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Epcot was reasonably busy, since this was one of the last days of the Food and Wine Festival. Lots of people in the parks did not equate to better trading, as my find at MouseGears was a Zodiac series Ram. While I like the figure, it's an old outlet store figure. Even worse, it was in bad condition, with a multitude of scratches and discolorations. I planned to hold on to most figures during the day to spread the Vinylmations around, but I wanted to immediately rid myself of something in bad shape.<br />
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Nearby Disney Traders provided nothing better. The Under the Big Top Clown was a figure available at clearance prices from the Disney Store for quite a while. This Vinylmation was also discolored, with large, dirty blotches. Trading at Epcot was a depressing experience, so I raced a monorail to the station to expedite my journey to Magic Kingdom.<br />
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The monorail switch at the Transportation and Ticket Center failed, however, as the express monorail to the Magic Kingdom seemed to be temporarily out of commission. The ferry boat is a much slower method of transportation, but it proved a nice break from the constant movement. Drifting toward the park, I could already see some of the new Christmas decorations in the distance, and hear the castle show playing the next of its countless performances.<br />
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The Magic Kingdom was immersed in the Christmas spirit, which was unfortunate for me. The winter holidays can elicit both joy and sadness in me, and this afternoon, tired and without my wife accompanying me, a general melancholy feeling was the result. It didn't help that one of my favorite rides, the Jungle Cruise, had just finished it's brand new holiday transformation into the Jingle Cruise. I couldn't experience it without my wife with me, so I had to pass it and wait for another day.<br />
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Managing to dodge the afternoon parade, I traded at the Frontierland Trading Post. Even though this location has 2 small and 2 large clear trade boxes, as well as a mystery box, there was absolutely nothing worthwhile. I ended up with a Zooper Heroes Koala, a figure I only kept to trade another day. At the very least, this vinyl was in perfect shape.<br />
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No monorails reach Hollywood Studios, so I returned to the Epcot parking lot and made the short drive. Hollywood Studios has relatively few Christmas decorations away from the Osbourne Dancing Lights, but one store window did showcase these bizarre, high-kicking Christmas bulbs. I have to imagine this is what Santa sees when he hallucinates.<br />
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To my surprise, there was a line at Hollywood Studios trading spot, found in the store Villains in Vogue. Nothing particularly good was discovered by the people ahead of me, until the last person before my turn was offered an old Muppet Vinylmation depicting the Swedish Chef. This is a figure I don't have and my wife really wants, so I was a little crushed when it was taken.<br />
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My spirits did not recover when I received my vinyl, the High School series Bully. While I guess it would make a nice reject companion to the nerd received earlier, I still was not impressed. The turkey leg stand seemed like the perfect backdrop for this particular day of trading.<br />
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I was nearing the end of the second Vinylmation Trading Dash, and time was waning. Only two hours remained before Animal Kingdom closed, which was plenty of time. However, the daylight was beginning to disappear, and my energy was quickly evaporating with it. My focus was gone as well, as I found myself driving towards the gates of the wrong Kingdom. Heading back through the entrance to Magic Kingdom's parking lot, I immediately exited and corrected my route.<br />
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Much of Animal Kingdom's parking lot was inaccessible, due to an upcoming event. I had to walk from the most distant lot, passing a constant stream of guests leaving for the day. Heading through one of the few open entrances, I stopped again to visit with the mara, who was giving himself an evening bath.<br />
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I was exhausted and beaten at this point, but not without hope. There was still one trade left to be made, one last chance at a great find. My hope was futile, however, as I received another Under the Big Top figure. This one was the Strong Man, one I already had, but it was in good shape and included the accessory. I wouldn't feel guilty trading it later, at least.<br />
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Most of the animals were already backstage or sleeping for the night, which meant I couldn't visit with most of my favorites before leaving. Standing in a particularly empty trail, I heard a soft rustle in the brush. Looking down, I spotted an extremely timid rabbit that was enjoying the lack of other animals. I watched him search for food, but he quickly fled when he realized he was not alone. Still, it was the highlight of my trading stop at Animal Kingdom, which isn't saying much.<br />
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I drove back home victorious, having completed all my stops with time to spare. On the other hand, I had just experienced possibly my worst day of trading in the parks all year. Seven total trades, and not a single Vinylmation that I didn't already have or that had any value to anyone. I was also exhausted physically, with a sore leg, strained back, and a sunburnt face.<br />
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Thankfully, I made some purchases during the day that made up for it. I was especially lucky to receive the variant of one of the limited edition vinyls. Of course, I also managed to get yet another double as well, which means my luck wasn't that great.<br />
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The second Vinylmation Trading Dash ended up the opposite of the first. I succeeded in my goals, but failed to find anything worthwhile. However, I know I'll try it again sometime soon. It's good exercise, an interesting challenge, and I'm just crazy enough to keep trying it again.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-67462594071735647662013-11-06T10:34:00.000-08:002013-11-06T12:30:04.202-08:00Theme Park Connection Moves Locations, Writer Empties Wallet<div class="separator" style="clear: both; text-align: center;">
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<a href="http://www.themeparkconnection.com/index.html">Theme Park Connection</a> is a Disney memorabilia reseller, the major retail location for secondhand and one of a kind items in the Orlando area. Over the years several stores have filled this niche, but Connection has dominated the market for a while. Selling and buying items through eBay, online, and their physical location, they have amassed an eclectic collection of items. If you're looking for anything Disney, from old toys and collectibles to maps and ephemera to actual pieces of the theme parks, then Theme Park Connection is the place to look.<br />
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The most unique items are the disused pieces of Disney itself, but many of those items can be quite impressive in size and scope. At their former location, Theme Park Connection seemed to be bulging at the seams. Rooms shrank to make room for more behind the scenes storage as inventory only increased. A typical visit to the store included at least a few moments of delicately side-stepping some iconic prop from the theme parks of old.<br />
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The other issue was a difficult to reach location. While it wasn't an intolerable drive, the store was situated on the far north end of Orlando. Even from the Disney property, it was nearly an hour journey, unless you utilized the toll road. A trip to Theme Park Connection was more of a planned destination, rather than somewhere to stop on a regular basis.<br />
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Addressing these issues, Theme Park Connection moved to a new location last month. Located a few minutes off International Drive and a short trip from the Florida Mall, which has the only standard Disney Store in Orlando, it could only be in a better spot if it managed to sneak onto Disney World property. The new location is also massive compared to the old, taking over a warehouse that could easily fit the former store inside.<br />
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The new store opened just a few days ago, and signage is still minimal. Arriving through a warehouse district, identical buildings mark the way. A banner marks the location of the Connection, but there are other indicators that you've arrived at the correct place. The first is the giant truck advertising all the major publications that have covered the retailer. The other is Herbie the Love Bug, sitting in a parking space out front.<br />
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Inside, the front room is a more compact version of the old store's entrance. A large display case marks the register and check out, with additional cases filled with delicate and smaller expensive items, like theme park plaques. Also here is the famous pin board, a wall filled with Disney collectible pins, all retailing for $3.00. Pin traders purchase these pins for their personal collections, and to make trading in the parks a more affordable venture.<br />
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One doorway leads to new offices, the restrooms, and memorabilia buying room. The other doorway leads to another small room with display cases, which is the entryway to the main warehouse. Here is the heart of Theme Park Connection, where the experience starts to feel a little surreal.<br />
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At any moment, you can walk by a unique piece of Disney. While viewing miniatures and figurines, you stand next to statues of Donald Duck and Mike from Monsters, Inc.<br />
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The main floor is littered with pieces of parade floats, giant decorative theming, and even trash cans still emblazoned with retired logos.<br />
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Pirate skeletons watch over tombstones and props from the <a href="http://www.pajamapenguinproductions.com/2013/10/the-misanthropes-guide-to-pirates-of.html">Pirates of the Caribbean</a> movies.<br />
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There's even a giant scrim, the painted sheet that covers restoration and construction work on buildings, that once covered the Pecos Bill restaurant in Magic Kingdom.<br />
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Haunted Mansion fans will thrill when they see life size recreations of the famous stretching room portraits, and then wonder how they will possibly fit them into their home.<br />
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Those interested in books, periodicals, or old Disney publications will find racks filled to the brim, overlooked by Mickey perched in a once-animated treehouse.<br />
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If anyone is thinking of pocketing an item, the giant face of Shere Khan watches closely from the side.<br />
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There's even extra room for the Vinylmation fans, though the best quality figures are still reserved for eBay auctions. Still, a few gems are still available in the store, like an exclusive vinyl only sold in Paris.<br />
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Overall, a trip to Theme Park Connection is a thrill for Disney fans, and a potentially fatal hit to the wallet. It's also something of a demystifying experience. Disney takes great care in preserving its image and theming, keeping much of it off-limits or out of reach. At the Connection, all of these items are equal, except in price. Old buttons and maps sit next to parts of the rides themselves, and everything is for sale.<br />
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<a href="http://www.themeparkconnection.com/storeinfo.html">Theme Park Connection</a> is open 10am to 5pm Monday through Friday, 10am to 2pm Saturday, and closed on Sunday. It can be located at 2160 Premier Row, Orlando, FL 32809. Hours may still be variable due to the move, so call 407-284-1934 ahead of time or follow them on <a href="https://twitter.com/TPCDisney">twitter</a> for updates.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-10961975514002434682013-11-04T13:59:00.000-08:002013-11-04T13:59:12.262-08:00The Routine: A Short Story<div class="separator" style="clear: both; text-align: center;">
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A piercing cry cuts the still morning air, an organic alarm. It is time for The Routine. The man suddenly wakes and stares towards the sky. He hopes, prays, bargains for just a few more minutes of unconsciousness. Closing his eyes, the man tries to slip back into the blackness, away from reality.<br />
Sharp jabs, like tiny needles, sink into his flesh. This is the first punishment, the first pain for delaying The Routine. The punishments will only become more insistent, more painful as he delays the inevitable. There's no point to waiting any longer. Relief will not be granted.<br />
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Reaching blindly into the dark, the man feels something brush against his flesh, startling him. Regaining his composure, he reaches out again until he feels the cold metal of his spectacles. Setting them on his face, they feel icy, only adding to the growing pain in the forehead. The man's eyes begin to focus, but still see nothing but the black.<br />
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After hundreds of mornings, The Routine proves no less horrifying to the waking mind. It's still difficult for the man to pull himself together and rise, stumbling forward through the room. He catches himself at the window, and stares into a world that only shows emptiness.<br />
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In the distance, a few lights seem to flicker into being, illuminating just enough to reinforce the anxiety. There may be others out there right now, somewhere breathing in the same stale air, but they're slaves to The Routine as well. They are not here to help, or the punishment will be theirs.<br />
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Taking a deep breath, the man turns towards the door, hesitant in every step. He knows something is coming, another punishment for his delays. Descending the stairs, the darkness seems to grow as the temperature drops, sending a quick shiver down the spine. Then it comes, a swift motion out of nothingness that cuts across his ankles. The man nearly plummets down the stairs, catching himself only a few steps away from slamming into the ground.<br />
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Crouched on those harsh stairs, the man tries to calm himself as he imagines the consequences if he had fallen, had broken a bone, had been unable to complete The Routine. The thoughts only increase the panic, so he thinks of how it all started, how every morning turned to this horrible repetition.<br />
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The Routine had noble goals. There were those turned wild by the world, feral and destructive. They knew nothing but chaos, and nothing seemed to restore civility. This new process might be the last hope, something that would succeed when all other attempts ended only in more ferocity.<br />
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Of course, The Routine failed. Worse, those others subjected to it, test subjects for the process, became dependent on it. It twisted them, turning them into horrifying creatures every morning until they got their fix. They took control, inventing new punishments, and unleashing destruction if not appeased.<br />
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Now everyone was a slave to The Routine. The man walks with a slight limp, stiff from the fall, as he nearly reaches the icy floor of the feeding chamber. Along the wall are metallic containers, filled with the dead flesh of countless victims. Poor, innocent creatures slaughtered, rendered into foul paste for the purposes of this horrible ritual.<br />
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Tearing open the containers, the man's head reels from the odor, the bile rising into his throat for a moment. The site is equally disgusting, a brown sludge that nothing living should crave. Yet before he finishes dropping the containers, the feral beasts descend, consuming all with a sickening joy. The Routine is complete again.<br />
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Having finished feeding the house cats, the man heads back towards the bedroom. Maybe he really can get a little more sleep before all the other begin.<br />
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<br />Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-52247472350795694372013-11-02T11:27:00.001-07:002013-11-02T11:27:25.480-07:00Videogameopolis: Hearthstone Beta Impressions<div class="separator" style="clear: both; text-align: center;">
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When something combines two popular obsessions, ones that have long been abandoned, you know there's potential for trouble. <a href="http://us.battle.net/hearthstone/en/">Hearthstone: Heroes of Warcraft</a> is a new digital collectible card game (CCG) from Blizzard Entertainment. They've combined a simplified version of <a href="http://www.wizards.com/Magic/Summoner/">Magic the Gathering </a>with the fantasy universe of <a href="http://us.battle.net/wow/en/">World of Warcraft</a>. While this is the second CCG based on Warcraft, it's the first completely digital game. It also has the makings of a truly addictive hobby.<br />
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When Blizzard first announced Hearthstone, it sounded like a money making opportunity first, and a game second. Card games are huge business, and digital card games can be a license to print money. Though they require ongoing development and balancing, virtual packs of cards are often priced at almost the same value as physical cards, and yet have none of the production and distribution costs. Although the pricing model is a bit expensive in the beta, the game so far is surprisingly polished and definitely not just a cynical marketing gimmick.<br />
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<u><span style="font-size: small;"><b>Monetization</b></span></u></div>
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Hearthstone is currently a closed beta product, mostly complete but only available by invitation only. Users may register to join the testing, but the basic game will be free once it's released. Free, like all games of the type, is a relative term, and how the game is monetized will have a huge influence on the overall product.<br />
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The game client comes with starting decks for all 9 of the game's different classes. An additional set of cards to further customize those decks are earned through some early games. As part of the tutorials, the game grants a booster pack, and also gives a free chance at the game's arena mode. Arena mode has an entrance fee after that point, but standard and practice matches with constructed decks are free.<br />
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The game accepts two currencies, the in-game currency gold that is earned through play and real world cash provided by your credit card. Card packs start at 100 gold for one or $2.99 for two, with bulk discounts for larger cash purchases. The arena costs 150 gold for entry or a $1.99. The game currently has no plans to allow for trading of cards, meaning anything purchased or earned in game is locked to the player's account.<br />
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Gold seems like a viable way to play for free, but it accrues at a very slow rate, currently. In-game currency is awarded for completing daily challenges, winning games, and successful results in the arena. Unfortunately, only the arena awards a substantial amount, and only to players that manage to win a large majority of their games. The average player will only be able to afford a pack of cards a day, and an arena attempt every two days, at current rates. An excellent player could technically play the arena mode constantly with their winnings, but it would also require an incredible amount of luck.<br />
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The pricing with real money is a major concern, then. Although $2.99 for 2 packs of cards sounds like a decent deal compared to physical card games, which retail one pack for the same price. However, Hearthstone card packs contain only 5 cards, although each is guaranteed a rare with the possibility of more. Still, two packs of cards only contain 10 cards total, which isn't great for the price. The game's base cards are sufficient for now, but there's a chance that players who don't spend lots of money will be unable to compete as the game ages and adds more cards.<br />
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Arena mode has similar issues. $1.99 isn't a bad entry fee for a pseudo-tournament if it lasts a decent amount of time. The problem is that Arena mode lasts until you lose 3 times. A bad player will get only a few games, and little practice, out of the mode before their entrance fee is wasted. A good player will get lots of benefit from that fee, and quite possibly earn enough for the next entry free as well. Some kind of practice arena mode would be a good addition to the game, as it would help new players practice without paying a price for experience.<br />
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<u><b>The Game</b></u></div>
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Hearthstone is similar to both Magic the Gathering and the now discontinued World of Warcraft trading card game. Each turn the player is granted one additional "mana crystal," the resource for playing spells and summoning minions. Players can cast spells and attack with creatures, but only during their own turn. While you can play "secrets," which will activate only when the opponent does something, there are no real decisions to make during an opponents turn. All you can do is watch and wait, as the tension builds and you try to figure out their plans.</div>
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Mechanics are simpler than many similar games, but in ways that just change how strategy works, rather than remove it completely. Players choose who to attack, whether the opponent's minions or the opponent itself, and minions can only block directly when they have a special ability called "taunt." While there are ways to manipulate resources, they are mostly generated automatically and are not tied to cards. There are multiple rarities of cards, but the rarer cards are more situational and less helpful in general.</div>
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One of the most interesting twists is the class system. All 9 are based on the original classes of World of Warcraft, and each has a special ability that costs two points of mana. Effects range from a small direct damage ability to summoning weak minions to equipping the hero with a weapon to attack directly. Certain cards are also playable only by a particular class, reinforcing a play-style for each. For example, paladins create small armies that they protect with shields and increase in power, while mages use lots of spells to destroy and control enemy minions.</div>
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Constructed play is the main game mode, wherein you create 30 card decks ahead of time that are played against opponents in ranked or unranked matches. Arena mode mimics the "sealed" play of other card games. You're given the choice of 3 random classes to start, and then draft cards from a random choice of 3 of the same rarity. Once you have 30 cards, you face opponents until you either win 9 times, or lose 3, at which point you receive rewards based on your overall results. You do not keep any of the cards drafted for your arena deck, but you do always receive a pack of cards as one of your rewards.</div>
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Arena is possibly the most fun part of the game, rewarding smart decision making with limited options over having the most money to buy the best cards. As already noted, the potentially prohibitive cost of entry is unfortunate, so hopefully a more affordable way to play is eventually offered.</div>
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<u><b>The Aesthetics</b></u></div>
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Hearthstone is set within a Warcraft pub, played out on a virtual game board. The board includes small animated elements around the edges, giving some nice color and interactive toys to help pass time during opponent's turns. All actions with the cards are accompanied by appropriate sound and visual effects, giving the game a lively feel. When something major happens, like an extremely powerful card appears or
an attack does extra damage, the game makes it feel like an event.</div>
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Everything takes advantage of the Warcraft theme. Cards feature decent to great artwork depicting famous characters and elements of the universe. Music is taken from Warcraft games of the past, and includes many jaunty tunes appropriate for a pub. While experience with past games in the series is not necessary, Hearthstone has a lot to offer to nostalgic Warcraft fans.</div>
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The game just manages to feel dynamic and exciting while still resembling a card game, something that isn't easy to accomplish. There's also lots of room to grow within the expansive Warcraft universe, which means it should be easy to add more content for quite a while to come.</div>
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<u><b>Final Impressions</b></u></div>
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Overall, Hearthstone is already a highly polished game that manages to make a virtual card game exciting. It's extremely accessible with lots of tutorials, simplified yet still interesting mechanics, and a fun aesthetic. However, the entire game's future rests on how Blizzard Entertainment balances the costs of the game. If it stays practical to play the game without spending exorbitant amounts on cards and fees, than the game will thrive and remain fun. If, however, the game becomes a chore for anyone not willing to empty their bank accounts, then it's in danger of being a fleeting, niche entertainment for all but the most competitive.</div>
Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-23595530166489900182013-10-31T14:04:00.001-07:002013-10-31T15:58:34.487-07:00The Misanthrope's Guide to Dark Ride Etiquette<div style="text-align: center;">
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<i><span style="font-size: small;">Part of the Misanthrope's Guide to Disney World, a
series of posts on surviving the theme parks for people who hate people.
The main guide page can be found <a href="http://www.pajamapenguinproductions.com/p/the-misanthropes-guide-to-disney-world.html">here</a>, with links to previous posts.</span></i></div>
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Of everything Imagineers and the Disney Parks have contributed to the world, the continuing advancement, and even perfection, of the dark ride is one of most important. <a href="http://en.wikipedia.org/wiki/Dark_ride">Dark rides</a> originated as simple Tunnels of Love, mostly pitch black boat rides with occasional cheap scenes, mostly intended as a way for couples to share some intimate moments in the dark. These days, most couples don't bother waiting for the dark to show their extreme affection in theme parks, so those rides would be pointless.<br />
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Other early rides, specifically those manufactured by the <a href="http://www.laffinthedark.com/articles/pretzelride/pretzelride1.htm">Pretzel Amusement Ride Company</a>, were created for cheap scares. These rides featured vehicles which raced through darkened buildings, utilizing flashing lights, spooky props, crude animation, and loud noises to startle guests. Most of these craftsmen were near magicians, creating scenes on a budget that made a huge impression, even if the technology wasn't amazing. Unfortunately, most of these old rides have closed over the years. Similar attractions in county fairs are pale imitations, with the people operating the rides often more unsettling than the ride itself.<br />
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Like many other theme park standards, Disney took the basic dark ride concepts and added new levels of theming and quality. Other rides were only mildly improved by the additional care. Spinning tea cups still spin the riders and induce vomiting, no matter how pretty they look while doing it. Dark rides were always a visual medium, however, and Imagineers used the form to create new levels of storytelling and scene setting. They perfected a new art form, one based on engineering and design on a grand scale.<br />
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All of this history is just set up for the number one principle of Disney dark rides: violating the experience is like destroying a masterwork. To ruin Haunted Mansion or Spaceship Earth for others is only a few steps removed from burning the Mona Lisa. Unfortunately, those that lack Dark Ride etiquette usually get away unscathed, while destroying great art probably gets you locked forever in the <a href="http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&ved=0CC8QFjAA&url=http%3A%2F%2Fwww.louvre.fr%2Fen&ei=k3FyUvfHFurlsATI_oHoBQ&usg=AFQjCNFoUS-6g80cpGqMoKmtV_SI_SSmdA&sig2=pLCI5QzR9mwOZJ2Xt1UCbQ&bvm=bv.55819444,d.cWc">Louvre</a>'s secret dungeon. The following rules are still worth following, just in case they begin locking rude tourists in the <a href="http://www.pajamapenguinproductions.com/2013/10/the-misanthropes-guide-to-pirates-of.html">Pirates of the Caribbean</a> jail cells.<br />
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1. Don't Blind Your Fellow Riders<br />
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Dark rides are often extremely dark. This should not be a shocking revelation, like the fact an attraction called Splash Mountain can get you wet. Even rides that don't utilize complete darkness use low lighting to set the scenes. This makes proper photography difficult without decent camera equipment or great settings.<br />
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It's a natural reaction to want photos of these great rides and their memorable moments. It's also natural to think the solution is to use flash photography. However, you should never do this. In fact, drinking the reclaimed water in boat ride canals is a better idea than flash photography.<br />
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The prime reason is simple. Flash photography blinds other guests trying to enjoy the ride, causing them to miss most of the attraction as their retinas burn. In addition, it disrupts the scenes of the ride, which are carefully designed with exact lighting in mind. Nothing ruins the illusion quicker than a brief flash, illuminating everything meant to remain out of sight. Unless you want to be assaulted by a gang of temporarily blind tourists, it's best to turn off the flash.<br />
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2. Don't Stand and Rock the Boat<br />
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Disney Dark Rides use different vehicle systems depending on the ride, from classic style single cars to flying pirate ships. Two of the most common types are the omnimover, a connected chain of vehicles through the entire ride, and high capacity, quick loading boats. Proper seating behavior for the Omnimover and other non-aquatic means of conveyance is simple. Don't stand. Not only are you blocking the view for others, you're also at risk of falling out of the vehicle. Frankly, it's best not to know what animatronics do when they sense a fleshy human loose among them.<br />
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Boat rides add an extra opportunity for misbehavior. Boats float, and thus, boats can be rocked. Normally guests don't realize this extra feature, but sometimes rowdier guests will discover when the attraction stops unexpectedly. Rocking the boat is obnoxious, potentially dangerous, and will inspire a particularly severe rebuke from Cast Members over the intercom. If a Cast Member actively yells at you, you know you've committed a huge faux pas.<br />
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3. Don't Provide Commentary<br />
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Talking during attractions, especially in a voice louder than the ride itself, is a common problem. Dark rides sometimes isolate visitors with their own groups, which minimizes the problem, but others feature large ride vehicles or close quarters that make it impossible to ignore the bleating. If you're somehow louder than a bellowing pirate captain, it's probably best to be quiet.<br />
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However, even quieter conversation can be annoying, depending on the content. There are two common conversations during dark rides. The first is the annoying commentary by longtime theme park visitors. Riding the same ride for the hundredth time, they babble about obscure facts only they would want to know, or imitate and comment on the ride's lines like they're attending Rocky Horror. This kind of talking is only annoying to your friends when you're isolated, but a boat full of strangers may decide to throw you overboard.<br />
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The other conversation is the annoyed, bored tourist. These individuals are only riding the ride, or attending Disney World at all, after being forced by a loved one or friend. Unable to check their cynicism for a moment, they blather about how every ride is terrible, dated, meant for little kids, annoying, stupid, on and on and on and on until every person within ten miles suddenly hates life. If you can't stand the thought of subjecting yourself to it's a small world, please wait outside and grumble quietly to yourself.<br />
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4. Don't Use Your Cell Phones<br />
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We live in an inter-connected world, one based on almost unfathomable technological innovations. Cell phones, smart phones, tablet computers, all of these things are a common sight in the theme parks. They have an increasing amount of issues, including organizing dining reservations and planning the day. Frankly, this is fine, and probably less irritating than people smacking each other with giant, unfolded maps.<br />
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However, some people can't give up the phone, even when inside an attraction. Talking on the phone is terrible, and you can only hope someone grabs that device and chucks it into the darkness. Just as bad are those who ignore the ride while using their technology. The bright glow of these devices creates a surprising amount of light, distracting from and marring the attraction's experience. It's okay to use the phone for pictures in most cases, but otherwise, tear yourself away from that connected world, at least for a few minutes. It won't kill you, and it may save your life by preventing a murder. Yours.<br />
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5. Don't Frighten the Children<br />
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For young ones, dark rides are potentially terrifying propositions. They're entering into the unknown, in various levels of blackness, with no idea what comes next. Even a benign experience like Peter Pan might induce some nervousness, and the Haunted Mansion can reduce any child to quivering goo.<br />
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The truth is that almost all dark rides, with a few exceptions, are mostly tame. Even the Mansion's ghosts and Pirates of the Caribbean's skeletal victims are mostly inert or harmless. However, rather than comfort their children or let them choose what to ride, some parents force their terrified offspring onto dark rides, causing them to scream, cry, and shatter the ear drums of fellow guests.<br />
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Worse, some parents find the fear amusing, and will actively try to startle their own children. These monstrous examples of bad parenting will disturb other guests as well, shouting "boo" at inopportune moments, making sudden movements in the dark, and generally behaving as some of the worst people in the world. This will sometimes set off a chain reaction that scares everyone's children, resulting in a wailing chorus of traumatized tots.<br />
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If your child is too scared to ride, wait outside with them or use the parent swap program. You can also try preparing your children ahead of time with pictures and video of the experience. Above all else, don't try to scare them on purpose, because your children know where you sleep.<br />
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Remember to always follow your dark ride etiquette. It may be true that it's too dark to witness your misdeeds, but it's also too dark for anyone to see what happens to you in retaliation.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-63456729419816360422013-10-28T14:02:00.000-07:002013-10-28T14:02:42.353-07:00Life with Theme Park Mice: Stuck in the Middle with Lakeland, Florida<div class="separator" style="clear: both; text-align: center;">
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Orlando and Tampa dominate Central Florida. Tampa is a large, thriving city with some of the worst drivers and most intolerable highways in the state. Orlando is one of the most popular tourist destinations in the world, attracting more people to the city every day than the actual resident population. Some nearby locations, like <a href="http://florida.legoland.com/">Legoland</a> in Winter Haven, draw a bit of the attention away, but most focus remains on those two cities.<br />
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Interstate 4 connects those two cities, with many smaller locales littered along its path. Almost directly in the center, with the road cutting through it, is<a href="http://en.wikipedia.org/wiki/Lakeland,_Florida"> Lakeland, Florida</a>. Some people know about <a href="http://www.lakelandgov.net/">Lakeland</a>, maybe because they know someone retired there, or have to live there because the rent is cheaper. There are even some Floridians that don't know much about the city. Stuck in the middle between two giants, it disappears into their shadows.<br />
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My wife and I chose to settle in Lakeland for multiple reasons. The aforementioned cheaper cost of living, its easy access to the two major cities, and those are about it. The city itself was a minor factor, as we knew that we'd be spending much of our time away from it. We are Disney addicts, and our easy fix is less than an hour's drive away. Lakeland doesn't even have a Disney store in its mall.<br />
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This living situation isn't new for us. While my hometown in Indiana was a fraction of the size of Lakeland, it had a similar problem. Tucked into the far northern regions of Indiana, there were still two major cities within an hour's drive. Even though our city was the center for a major medical industry, it was still only notable for its location in relation to the major urban areas.<br />
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Back in that Indiana city, my wife and I found little to do. Unless you had the money and foresight to have constant lake access, activities and interesting destinations were somewhat limited in the warmer months, and the only things to do in the winter were drink, hunt, and curse the weather. We're not drinkers or hunters, but we did continually curse the cold, which is why we finally moved South. The summer wasn't much better for us, as we spent most of our weekends traveling to the bigger cities to visit their zoos and shopping centers.<br />
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For the first year of our life in Lakeland, we have treated it the same, spending more free time away from the city than we do in it. This pace of constant short trips and long days away was exhausting when things were going well, but after injury and sickness it became impossible. Needing something to do that didn't require tiring drives, we looked again at our town.<br />
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Lakeland might not be a city as large as Orlando or Tampa, but it's still a lively community. The <a href="http://www.downtownlakelandfl.com/">downtown area</a> hosts many great restaurants and interesting shopping. Lakes surround the city center, hosting an impressive variety of water fowl that includes the city's iconic swans. Nature is everywhere, with amazing places to see wildlife within walking distance of our house. There are museums, both <a href="http://polkmuseumofart.org/">of art</a> and <a href="http://www.explorationsv.com/">for children</a>, as well as the world's largest collection of <a href="http://www.franklloydwrightatfsc.com/">Frank Lloyd Wright designed buildings</a>.<br />
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Activities, festivals, and other events are constantly occurring, even if we don't notice them. While walking downtown to have dinner at <a href="https://hookedonharrys.com/">Harry's</a>, a New Orleans style seafood restaurant, my wife spotted a market packing up on the nearby park lawn. Walking towards one of the lakes after dinner, we saw a large amount of tents and a stage on the opposite shore. We wandered through the crowd to discover a packed Latin music concert, something of which we'd never heard a word. We escaped the masses to walk around the lake while enjoying the music in the distance.<br />
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There is so much to find in these towns, missed for lack of some marquee attraction. Lakeland has no theme parks or beaches, but that doesn't mean it's without merit. It has a soul, a diverse community, a vibrant downtown, and plenty of hidden surprises to discover.<br />
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We're Disney addicts, so I don't foresee a great reduction in trips to Orlando in the near future. However, I also want to try to give my new home its proper due. I want to help spread word it's a place worth visiting, and not just a pit stop between giant tourist traps.Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-87150990229372861132013-10-25T15:12:00.000-07:002013-10-25T15:12:33.220-07:00The Misanthrope's Guide to Pirates of the Caribbean<div class="separator" style="clear: both; text-align: center;">
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<i><span style="font-size: small;">Part of the Misanthrope's Guide to Disney World, a
series of posts on surviving the theme parks for people who hate people.
The main guide page can be found <a href="http://www.pajamapenguinproductions.com/p/the-misanthropes-guide-to-disney-world.html">here</a>, with links to previous posts.</span></i></div>
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<span style="font-size: small;"><a href="https://disneyworld.disney.go.com/attractions/magic-kingdom/pirates-of-the-caribbean/">Pirates of the Caribbean</a> is one of the marquee dark rides of any Disney Park, the kind of attraction that is timeless in its design. One of the last projects personally overseen by Walt Disney, it's a wonderful culmination of all the <a href="http://en.wikipedia.org/wiki/Disney_Imagineer">Imagineering</a> skills, fusing impressive at the time technology with movie quality set design and an amazingly efficient ride system. It's the theme park equivalent of a master work</span><i><span style="font-size: small;">,</span></i><span style="font-size: small;"> something that should be witnessed in person to take in its beauty. Unfortunately, that Pirates of the Caribbean is at Disneyland, and we're talking about Disney World.</span></div>
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<span style="font-size: small;">When the Magic Kingdom opened, Pirates was notably missing from the available attractions. The logic was that since Floridians lived in a place once frequented by pirates, they would be bored by an attraction featuring them. This same logic was not applied when Disney designed a park in California about California a few decades later, but I digress. Visitors complained about the missing ride, so Disney cancelled ambitious, unique additions like the <a href="http://www.omniluxe.net/wyw/wre.htm">Western River Expedition</a> and rushed construction of Pirates of the Caribbean.</span></div>
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<span style="font-size: small;">The resulting experience was still a good ride, but lacking in comparison to longer, more detailed versions in other parks. Scenes are missing or shorter, there are fewer drops, and the entire experience feels rushed. Once the Pirates of the Caribbean movie became a surprise blockbuster franchise, Disney saw an opportunity to give the Florida attraction some unique elements while also appeasing fans of the films. While most rides received some of the movie characters as additions, the Magic Kingdom version includes additions and content from almost every iteration of the franchise.</span></div>
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<span style="font-size: small;">Pirates is nestled into the back of Adventureland, Magic Kingdom's monument to exotic stories from a less enlightened time. Your journey begins by walking into a Spanish fort, eerily empty except for a few skeletonized prisoners. The queue passes armories and supply rooms as it winds towards lantern illuminated docks.</span></div>
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<span style="font-size: small;">After boarding, your plastic boat winds forward through darkened caverns, where ghostly voices and a vision of Blackbeard, if the effect is working, give cryptic warnings of the danger ahead. Bubbling water and swift projections hint at mermaids flanking the boat, as a beach filled with the skeletal remains of pirates grows closer. You pass a storm tossed sea and another dead pirate before plunging into the dark.</span></div>
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<span style="font-size: small;">A small splash heralds your arrival into past, tossed into the middle of a pitched battle between a pirate galleon and the Spanish fort. Splashes from cannon fire surround the boat, which navigates its way through a town overrun by buccaneers. Jack Sparrow occasionally appears, hiding from the other pirates while he searches for treasure. Vignettes include a dunking interrogation, an auction of captive brides, drunken revelry, a burning town and imprisoned pirates trying to escape a fiery death. If the ride wasn't filled with humor and a lighthearted touch, it'd be horrifying.</span></div>
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<u><span style="font-size: small;"><b>Factors for Misanthropy</b></span></u></div>
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<span style="font-size: small;">The line for Pirates of the Caribbean is beautifully ornate, with great attention to detail. Iron chains mark the path into the fort, and various weapons filled cages along the walls. Of course, this means that most guests will treat these items as noise makers, shaking, clanging, and attempting to pry loose anything within arm's reach. The chains are the worst part, as their echoing ring encourages others to join the noise-making, creating a deafening sound.</span></div>
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<span style="font-size: small;">Other than the standard dark ride annoyances, like flash photography, talking, and cell phones, Pirates also gives a unique annoyance borne from its complex history. Long time Disney fans will squirm as they hear people talk about the new Pirates of the Caribbean ride, based on the movies. These uninformed individuals will ramble in confusion about how the ride seems so old and why it doesn't seem to have more to do with the movies. No matter how tempting, it's still not a reasonable reaction to smack these individuals upside the head with a Disney encyclopedia.</span></div>
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<span style="font-size: small;">Pirates of the Caribbean is a classic Disney experience, even in a diminished form. It's one of the greatest dark rides ever designed, and has enduring appeal to anyone with a little bit of pirate spirit. There are some creepy elements early in the ride that may unsettle some children, but beyond that they should be fine. Be prepared to have "Yo ho, a pirates life for me!" running through your head for the rest of the day, and make plans to visit the superior Disneyland version one day.</span></div>
Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0tag:blogger.com,1999:blog-9009896331135180496.post-12281164941419003722013-10-24T12:39:00.000-07:002013-10-24T12:39:55.654-07:00Videogameopolis: Shedding Some Greenlight<div class="separator" style="clear: both; text-align: center;">
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Games on the PC have rapidly evolved into a digital focused medium. Only a few stores still stock physical copies of games, and most of the best games are independent releases that are only available by download. While not necessarily the sole cause, <a href="http://store.steampowered.com/">Valve Corporation's Steam</a> games distribution service is responsible for much of this change. It provided an easy way to purchase, update, and organize games on the computer, while also including many social and competitive features.<br />
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Steam has become so ubiquitous as a platform that many people refuse to buy games that are not available on the service. This has become a problem, as there is an inscrutable selection process for what games are available. Steam features many of the best games ever produced, but also some that are outright scams. Selection rules are sketchy and undefined, sometimes seeming like the personal preferences and whims of an individual rather than a corporate policy.<br />
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<a href="http://steamcommunity.com/greenlight/">The Greenlight</a> program was the supposed answer. In theory, it's a wonderful idea. Independent developers submit their game, in whatever stage of production, to Greenlight, and the Steam community votes on what games they want to buy. Unfortunately, the mechanics of Greenlight's voting system are shrouded in confusion and mystery, and until recently, the amount of games allowed on Steam from the program was pitifully small.<br />
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Things are improving, with dozens of games admitted at least a couple times a month. Still, there are many games that deserve to have a wider audience that still haven't been greenlit. Here are three games that should be on Steam and need more votes.<br />
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<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=132007077"><u><span style="font-size: large;">Tower of Guns</span></u></a></div>
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A game called "<a href="http://www.towerofguns.com/">Tower of Guns</a>" seems like it should encapsulate the gaming community's obsession with meaningless, morally questionable violence. The title of the game is accurate yet misleading, however. This is a first person shooter (FPS) where you navigate a randomly generated tower filled with automated guns, from turrets to cannons to giant whirling robots of spinning death. It's probably the least violent game about shooting things you will see in a long time. Your targets and antagonists are all mechanical weapons, thus removing any need for blood or gore.</div>
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The gameplay is based around combining the fast-paced, movement heavy gameplay of older FPS games with the random levels, upgrades, and single character lives of <a href="http://en.wikipedia.org/wiki/Roguelike">roguelikes</a>, or Roguelites at least. The developer describes the game as a "lunch break game," one that will only take an hour or so to complete, but creates re-playability through the difficulty and random elements. You'll never play the same game twice.</div>
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Currently, the game is only <a href="http://www.towerofguns.com/?page_id=105">56% complete</a>, but those that <a href="http://www.towerofguns.com/?page_id=137">pre-order</a> can access what's finished so far. It's already a compelling experience with a decent amount of content, with the current weapon upgrades, collectible power-ups, and enemy variety providing a lot of fun. The developer also claims that some of that pre-order money will help keep his cat healthy, and who can deny a feline its wellness? </div>
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<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=93760163"><u><span style="font-size: large;">Trash TV</span></u></a></div>
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<span style="font-size: small;">This is another game with a deceptive, yet literal title. Trash TV is not about bad television programming, but rather about an actual TV thrown in the trash. A fast paced <a href="http://en.wikipedia.org/wiki/Platform_game#Puzzle_platformers">puzzle platformer</a>, the game follows the titular TV through a horrifying recycling plant, filled with crushing, burning, destructive hazards and a host of other appliances gone mad. You must navigate all these two dimensional dangers in an effort to escape.</span></div>
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<span style="font-size: small;">This little TV is no <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=93760163">Brave Little Toaster</a>, however, and navigates the world's puzzles with the help of a host of projectiles. Guns of various forms are the solution to most problems. The <a href="http://store.steampowered.com/app/213570/">extremely brief demo</a> available on Steam gives a decent example, as you use an explosive launcher to propel yourself over obstacles and destroy trash in the way. There are also <a href="http://www.youtube.com/watch?v=E6jdDGzswPA">decent videos</a> that give a look at the gameplay. Two big highlights of the game are its wonderful soundtrack, as well as the dedication to the aesthetic. The game looks like it's being viewed through an old television, and every death fades into a test pattern and a rewind to before the failure.</span></div>
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<span style="font-size: small;">Trash TV should be complete this year or early 2014. The developer gives updates often on his <a href="https://twitter.com/LawrieARussell">Twitter account</a>. Give this game a vote, because this Trash TV is much better for your brain than actual trash television.</span></div>
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<span style="font-size: small;"><a href="http://steamcommunity.com/sharedfiles/filedetails/?id=91694033&searchtext=Trash"><u><span style="font-size: large;">International Racing Squirrels</span></u></a></span></div>
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<a href="http://1.bp.blogspot.com/-dUtlqHsSJLg/UmlrJlBJcOI/AAAAAAAACMg/w1mxRQ4ZlxU/s1600/International+Racing+Squirrels.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://1.bp.blogspot.com/-dUtlqHsSJLg/UmlrJlBJcOI/AAAAAAAACMg/w1mxRQ4ZlxU/s320/International+Racing+Squirrels.jpg" width="320" /></a></div>
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<span style="font-size: small;">Most greenlit games fall into specific genres or are suspiciously similar to already popular titles. International Racing Squirrels is a bit more off-beat, being a management simulation that just happens to be about cute, tree-dwelling creatures. As a squirrel team manager, you must provide housing, training, and funding for your racing squirrels. Races themselves are mostly simulated, but provide brief button pressing mini-games to give the player some impact on the outcome.</span></div>
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<span style="font-size: small;">Underneath the cute exterior is a surprising amount of depth and mature themes. Money is a constant concern, and you're informed from the start that not making rent has dire consequences, like your cat landlord maybe eating the athletes kind of consequences. Athletes have their own personalities, problems, and behavior that can negatively effect your team building efforts.</span></div>
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<a href="http://4.bp.blogspot.com/-NLneWK6-2w0/Umlqbgol0-I/AAAAAAAACLQ/mk18bSsLvDo/s1600/International+Racing+Squirrels+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://4.bp.blogspot.com/-NLneWK6-2w0/Umlqbgol0-I/AAAAAAAACLQ/mk18bSsLvDo/s320/International+Racing+Squirrels+2.jpg" width="320" /></a></div>
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<span style="font-size: small;">The game is currently available as a simpler, <a href="https://www.playracingsquirrels.com/">browser based version</a>. The developers have a huge increase in content planned for the Steam version, making a greenlit version an enticing possibility. Plus, the world can always use more adorable squirrels.</span></div>
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<span style="font-size: small;"><a href="http://steamcommunity.com/sharedfiles/filedetails/?id=145273589"><u><span style="font-size: large;">Full Bore</span></u></a> </span></div>
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<a href="http://4.bp.blogspot.com/-iOeh__2OPTQ/UmlqeZng_ZI/AAAAAAAACLc/uQDFnmow4b4/s1600/Full+Bore+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://4.bp.blogspot.com/-iOeh__2OPTQ/UmlqeZng_ZI/AAAAAAAACLc/uQDFnmow4b4/s320/Full+Bore+1.jpg" width="320" /></a></div>
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<span style="font-size: small;">Full Bore is a vast game with a simple core. The simple concept is that you play a carefree boar plunged into the world of the Full Bore Mining Company. Given special digging abilities, the tiny boar completes a variety of block puzzles in order to find gems and unearth mysteries. Gameplay amounts to navigating the world and digging blocks in various directions to reach new areas. There isn't even a jump button.</span></div>
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<a href="http://4.bp.blogspot.com/-EtBBtGg8AZ0/UmlqXo12tLI/AAAAAAAACK4/L8wGowbVVRY/s1600/Full+Bore+4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="http://4.bp.blogspot.com/-EtBBtGg8AZ0/UmlqXo12tLI/AAAAAAAACK4/L8wGowbVVRY/s320/Full+Bore+4.jpg" width="320" /></a></div>
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<span style="font-size: small;">The complexity comes from the environments you encounter, and the incredibly open nature of the world. There is little direct guidance through the hours of gameplay, but instead a great variety of puzzles that must be uncovered through curiosity and exploration. There's also a deeper, darker narrative underneath it all, hinting at some kind of horrible fate for now missing humanity, as well as the origins of boar dominance. Scoring all of this is a bluesy, earthy soundtrack that is a perfect match for the mining gameplay.</span></div>
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<a href="http://4.bp.blogspot.com/-TOV7ErqnVdQ/UmlqW0PhtFI/AAAAAAAACK0/yzfoUeIHtoE/s1600/Full+Bore+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-TOV7ErqnVdQ/UmlqW0PhtFI/AAAAAAAACK0/yzfoUeIHtoE/s320/Full+Bore+2.jpg" width="320" /> </a></div>
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<span style="font-size: small;">Full Boar is being released in two parts. <a href="http://www.wholehog-games.com/fullbore/">Part one is already available</a>, and purchasers will receive part two when it is completed later this year. A game of this scope, with this many great ideas, definitely deserves to be greenlit.</span></div>
Pajama Penguinhttp://www.blogger.com/profile/01749429791750551756noreply@blogger.com0