NauticalStu's comments

NauticalStu | 2 days ago | on: Reverse Engineering Crazy Taxi, Part 2

(Disclaimer: this post applies to the arcade map, the console map is a different beast)

The Crazy license ($20k) is an interesting benchmark. In one sense it's the end of the game; there's nothing left to do but chase even higher scores. But in a competitive sense it's just the beginning, as some players managed to score over $100k.

There's a point around $30k or $40k, I forget exactly, where you start running out of customers near popular destinations. So you spend more and more time driving without a passenger, which drains your clock and quickly kills your run. Simply driving better isn't enough to get past that hump.

So when I plateaued there, I went online looking for resources and discovered that the customers aren't random, they're mostly deterministic, and that hardcore players reverse engineered the patterns to be able to predict where customers are going.

The city is essentially one big loop, even though it feels like an open map. So the optimal strategy is to keep moving "forward" in the loop, which allows you to spread out your customer pickups. You can't do this unless you can predict where customers are going and (mostly) only take the ones wanting to go forward; if you just pick up whoever's nearby, you fall into a trap of going back and forth to the same few locations over and over, eventually creating dead zones in the map with no more customers while leaving other locations untapped.

Had you told me upfront that memorizing customer patterns was necessary for high level play, I'd have noped out hard because that sounds absolutely miserable, haha. But by the time I found out about it, I was already familiar enough with the map that it felt more like an a-ha moment than a chore.

NauticalStu | 11 months ago | on: Quality-of-Life in Tetris Games

Yeah, 1v1 TGM didn't leave a good first impression on me because the items seemed wild and gimmicky, something designed for casual play, not competitive. But I eventually came around, mostly after finding out how the garbage system works. I've played quite of bit of TGM2 on Fightcade, and while some individual games come down to item craziness, usually people play FT3 or FT5 matches, where the luck of a single game usually doesn't decide the match (and if it did, it was a close match otherwise). I like the tension and surprises that items can add, even if it comes at the cost of balance sometimes.

I played a decent amount of Puyo Puyo back in the day (mostly Tsu), but lost interest for two reasons:

1.) I had nobody to play against, and the AI in the old games wasn't very good. Neither of these are issues now though, with online play and much better AI.

2.) I could never get past the beginner phase. Making 4-5 chains really fast was usually good enough to beat the AI in the old versions, so I stagnated there. But that doesn't work against modern AI, and certainly not against humans. But I had no idea how to make the jump from beginner to intermediate; strategy just felt fundamentally different, and hard for me to figure out. Maybe I just never found good resources for learning that (this was 20+ years ago, probably much more out there now).

But yeah, it's a shame it never really took off in the west. Highly underrated game.

NauticalStu | 1 year ago | on: Quality-of-Life in Tetris Games

TGM actually has a pretty interesting 1v1 system. I wish it was more popular.

Most other Tetris games (all that I've played, at least) throw randomized garbage at the opponent. It scales with the number of lines you clear, but it always has a one column gap in a random position, no control over that.

But TGM's garbage is deterministic. Basically, imagine taking the lines you just cleared, but remove the piece that completed them. That missing piece will be the gap. Flip what's left upside down and add it to the bottom of your opponent's stack.

Now you have full control over the position and shape of the garbage you send!

This adds a nice layer of strategy and makes the game feel more interactive since you need to constantly watch your opponent's stack and act accordingly. You want to add garbage where your opponent will struggle to clear it while also being on the lookout for what kind of garbage they'll be sending you and try to play around it.

And there are powerup items to spice things up, which admittedly vary widely in power level and can be very swingy. Although that's not necessarily bad as it allows players of different skill levels to play together (although the stronger player will still win most games), as well as just add some exciting or funny turnarounds. There's also a timing element to triggering the items, which adds even more strategy.

https://tetris.wiki/TGM_Versus_Mode_Guide

NauticalStu | 6 years ago | on: Home Office tells man, 101, his parents must confirm ID

This reminds me of my favorite bug at my first programming job.

I worked on a system that processed benefits. We generated a lot of reports, one of which being the overage dependent report, listing all children that were over the age limit for that insurance plan.

We had one case where a newborn was showing up on that report, and for end users, there was no indication why. DOB was 20-something days ago, not 20-something years ago.

Lo and behold, the paperwork was somehow filed before the baby was born, and our date calculation method was returning an unsigned int. So the logic was resulting in an age of -1 (since DOB was prior coverage start date), which wrapped around to 255, which was obviously higher than whatever the max dependent age was.

It was a fun one to debug and explain.

NauticalStu | 6 years ago | on: Combinatris: Tetris with SKI Combinators

Monday morning task: reply to this tab from Friday afternoon, haha.

Quite a few puzzle games came out in the late 80's and early 90's, probably hoping to be the next Tetris, but most of them are pretty forgettable. Nothing else ever really captured that same feeling, and certainly not its broad appeal. It's just so elegantly simple.

I think the ones that have stood the test of time the best are:

Puyo Puyo:

Somewhat similar to the versus mode of Dr. Mario, but a lot faster and with a much higher skill cap. Simple mechanics, but very deep gameplay. Sadly never got a huge following outside of Asia.

Magical Drop III:

Moreso than any other game, this one makes me feel like I'm a machine performing a sorting algorithm. I mean that in the best possible way. Money Puzzle Exchanger is a very similar game that requires more advanced planning.

Puzzle Bobble:

I never got into this series but it frequently shows up on these kinds of recommendation lists.

Tetris Attack:

The name is misleading, it has nothing to do with Tetris and plays nothing like it, but a great puzzle game nonetheless.

Devil Dice is a personal favorite, but never reached the popularity of any of the above.

Some other honorable mentions that I don't know enough to comment on:

Meteos

Landmaker

Cleopatra Fortune

Klax

Columns

The list could go on and on though.

NauticalStu | 6 years ago | on: So You Think You Want to Open a Brewery (2014)

I love IPAs, but the market is definitely oversaturated with them. And after a while a lot of them just kind of blend together, so over time I've lost interest in trying new ones and mostly just stick to the solid ones I'm familiar with (Bells Two Hearted Ale or Deschutes Fresh Squeezed IPA) unless there's something truly unique, Ballast Point Habanero Sculpin being a good example.

Along those lines, I wish more microbreweries would put out sessionable beers that still taste good. Despite the variety of styles, it seems like most beers are in the 6%-7% at least, often more. As much as I love a good stout or IPA, sometimes I want something with lighter body in, say, the 4% ABV range. Guinness is my go-to for that reason even though I think it's just fine, not great. Deschutes Black Butte Porter is the best compromise I've found, but is rarely on tap where I live.

NauticalStu | 6 years ago | on: Dark Mode by Default – 95% of People Prefer Dark over Light Mode

I wish there were more "medium" themes.

I usually find light modes too harsh, but I think that's because the background is often pure white or close to it, as opposed to something softer.

I think dark modes look cooler and I like the aesthetic from an artsy perspective, but they're not something I enjoy working in all day. I like the lower contrast ones to an extent, but they're still not ideal.

My preferred Visual Studio theme has been Humane, which is one of the rare ones that fall somewhere in between. I tweaked it to make it a tad darker, but was fairly happy with it out of the box. In any case, I feel like these kinds of themes are underrepresented; there is an overwhelming number of dark and light themes out there (mostly tweaks of other themes, or just plain bad) and I really wish more would aim for the middle ground. Largely because I'm actually not a fan of the color brown and would like to see a semi-light theme based on something else, haha.

https://damieng.com/blog/2007/10/14/colour-schemes-for-visua...

NauticalStu | 6 years ago | on: Running an Underground Lottery in Detroit

Yeah I don't play the lottery, but I could justify buying a single lottery ticket despite understanding how horrific the odds are.

Since you'll almost certainly lose, I think the true value is in the fantasy of what you would do with a staggering amount of money. You could do this without buying a ticket, of course, but it feels more real when you have some skin in the game. Mathematically, your odds are still effectively zero, but mentally there's a big difference between effectively zero and actual zero.

Thinking of other consumables in that general price range that provide a short, quick fix of enjoyment (cup of coffee, snack, etc.), $1 for a slightly more vivid dream isn't so crazy to me.

Having said all this, I highly doubt it's the mentality of most lottery players.

NauticalStu | 6 years ago | on: My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

The varied art in the old sets made the game feel "big" to me, like it was this giant bazaar of oddities that I was sifting through and piecing together in a unique way. Nowadays it feels more like assembling parts in a carefully curated environment. That's not an entirely bad thing, but a lot of the mystique is lost.
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