Betting with salt

I apologize for no post last week, I got caught up in a busy week and was unable to write one. That’s okay, though! Today is Labor Day, and so there will be a post!

Many of you may find yourself with nothing to do today. That’s bad. If you’ve got nothing to do and are a fan of hype and fighting games, I suggest you waltz on over to saltybet.com, sign up for an account, and start betting!

Salty Bets is a fictional betting arena that utilizes the game Mugen to set up AI against each other and duke it out. You start with 400 Salty Bucks, and can bet as much as you want (minimum 1) on who you think will win in a best 3 out of 5 matches. The AI and characters range from being ridiculously broken to god-awful. I’ve witnessed some AI that just run around and jump, but don’t attack.

If you go below 0, you get 10 Salty Bucks and are in the “Salt Mines“, a place where it’s hard to make a lot of money. I don’t know how much you need to officially make it out of the mines, but I think it’s once you hit $100 Salty Bucks.

What’s REALLY fun about Salty Bet is the chat. because it’s streamed, there’s a chat for people to talk while betting and watching the matches, and it is incredibly entertaining, especially when there’s an upset. It’s hard to describe the chat – it’s something you have to see and experience yourself.

A warning, though, the chat is very vulgar. If you’re not a fan of vulgar language, I wouldn’t pay mind to the chat. I, however, go almost exclusively for the chat.

Have fun betting!

Just Sayin’.

P.S. if you see SwagTrain on the bettors list, that’s me!

OPINION: Smash – the Items, the Stages, the Random

Recently, thanks to the good graces of Smashboards on Facebook, I came upon a Super Smash Bros. for WiiU stage discussion thread. For those who don’t know what I’m talking about, in competitive Smash certain stages are banned from competitive play, making stage lists an element when it comes to tournaments.

Generally, legal stages are “flat/plat” (flat or flat with platforms only) stages, such as Battlefield or Final Destination, and this causes a rift between more liberal and conservative (in terms of stages and even items) competitive players. The thread I was reading was basically an amalgamation of these two kinds of players arguing with each other about what stages should be legal (and some even saying items should be included).

I thought I’d chime in with my own opinion.

I don’t like stages with hazards (and when I mean hazards, I mean the F-Zero racers in Mute City/Port Town Aero Dive, the lava on Brinstar, the cannon and bombs on Halberd, the bullet bill on Peach’s Castle (in Super Smash Bros. Melee) and random stage changes (Pictochat, Brinstar Depths, WarioWare, to name a few). To me, I think these introduce a certain amount of randomness that not even the best players can avoid at times, and it leads to unfair advantages at no cost to the player given the advantage.

Some people will argue that these new elements introduce a new layer of depth to the competitive game. A player should not only know his character and match-ups, but also the hazards and timers for each stage (while random, many stages have a “timer” that tells the stage when to spawn a hazard or change the stage). The same case can be made for items.

The other argument for a more liberal stage list and items are that “there’s an equal chance that it will happen to everybody”.

I could have agreed with these two statements…but I also play Pokemon competitively.

Pokemon is a game that, no matter what, randomness is an inherent part of the game. In Smash, you have the option of turning off items and stages. You do not have that option in Pokemon. In Pokemon, there is no choice to learn risk management and randomizer mitigation – you have to to be a successful player. The best players in Pokemon are consistent because of this. Yet, yet, there is always that time that something goes horribly wrong. “Hax” is a term thrown around in Pokemon, namely because of the randomness in the game. While consistent, some of the best players will lose games because of an unlucky critical hit, freeze, extra turn of sleep, full paralysis, miss, flinch, or confusion hit. All of these (except for critical hit) result in a wasted turn.

Despite all the training one can do, when it comes down to it that one critical hit or full paralysis can be completely game-changing, yet it stays at 25% chance for paralysis no matter what. There’s always a 10% chance Ice Beam will freeze, but sometimes it freezes two turns in a row, sometimes it never freezes. Sometimes a pokemon will hit itself 4 times in a row in confusion. It’s an equal 50% chance for every pokemon that is confused, but it’s still random. Sometimes, despite all efforts to mitigate risk and “hax”, it still happens, and you end up losing because of it, despite being the better player.

This is something that competitive Pokemon players have come to terms with, but in a game where you have the ability to test who is better with raw skill only by turning off random elements, I don’t see why you wouldn’t. Pokemon, while popular, can be scoffed at because of its inherent randomness. No one wants to lose a game they should have won because their opponent got the critical hit they needed to win the game (in fact, I lost a game of Pokemon I played this morning because of a critical hit). You’re playing the odds sometimes, and that takes no thought – all you’re thinking at that point is, “If I get a critical hit this turn, I’ll win.” Notice the ‘if’, there. You have no control over whether or not you get a critical hit the next turn. There’s no depth there. There’s a ton of depth in trying to mitigate odds and maximizing your risk/reward safely (which Pokemon has and is what makes it satisfying to play for me), but you can’t ‘mitigate’ odds in Smash. There’s no move that prevents the lava from rising or to make Pictochat have the spikes come and not the trampolines. All you can do is hope that that capsule you just grabbed is an explosive. Hopefully that Pokeball you just got isn’t Goldeen.

There’s something to be said about how Pokemon can deal with risk, despite the inherent randomness involved in playing it competitively. You can make plays to protect yourself from “hax”. There are moves in the game that stop status effects (Safeguard and Taunt, namely). You can’t do that in Smash, but what you can do in Smash is turn off items and stages that have random effects. Turning off items and hazardous stages is the Safegaurd in competitive Smash. It doesn’t matter that there’s an equal chance you’ll both get an item or hit by the stage hazards. There’s a 20% chance for every pokemon that’s frozen to thaw out but some thaw out the next turn, some never thaw out the rest of the match, and some thaw out the turn they’re frozen.

There’s clearly no skill involved in a pokemon being frozen. There’s no depth there. So, I ask you, where’s the depth in that % chance that your capsule’s an explosive one or that once the timer activates, Pictochat spawns the man’s head that blows wind instead of the piranha plant?

I love items in Smash. I love crazy stages that screw people over. I enjoy playing on them them. I do NOT enjoy playing on them when I want to prove that I’m better than someone else. I want to know that I won because I made the better plays; not because a bomb dropped on you while attacking my shield, and not because the Pictochat spikes appeared right as you were jumping to avoid an attack I made.

Just Sayin’.

The ebb and flow of Animal Crossing

I wanted to write about Smash today, but I didn’t do the research I wanted to, so I apologize for the late post. Instead, I’m going to write a small little blurb about Animal Crossing.

Two days ago, I got Mario & Luigi: Dream Team, and now I find that I don’t play Animal Crossing: New Leaf anymore. I love the AC series, but there’s one thing about it that always turns me off as I continue to play: there’s not enough to do.

I’ve upgraded my house to almost full completion, have almost 20 public works projects, all but one fossil, most of the fish and bugs, and my Nook store is one away from being the biggest expansion. In every previous AC game I’ve played, I’ve been able to “beat” the game by expanding everything to its maximum size and almost completing the museum (I could never get all those works of art…). And usually, games come out and I play them, but I was pretty rigorous in my routine to play Animal Crossing every single day until I had everything. Unfortunately, doing jobs for villagers, buying and selling stuff, digging for fossils, and farming bells on the island can only go so far. Even with multi player, the most you can do are tours and self-proclaimed fish and bug-catching contests. At some point, it gets boring (it would be helpful to point out that I am no artist, and so I have spent exactly 10 minutes making a flag design, and that’s it. I’m sure artists get way more out of the Able Sisters’ designing than I do).

Inevitably, though, my interest wanes. Everything becomes a little monotonous, and I eventually stop playing. Unlike in MMO‘s, where dev teams are constantly trying to update their game to keep players hooked alongside guilds forming and whatnot, Animal Crossing is a simulation game, so at some point it feels like you’re living life there, and not here. Or it would feel like that if there were more stuff to do. At some point, you only play for 5 minutes a day because there’s really nothing else you want to do in your town.

Now that that tiny complaint is out of the way, has anyone whom has experienced this notice that, after you’ve beaten the new games and have nothing to do, Animal Crossing suddenly becomes addictive again? It’s crazy how there’s almost a tide to my interest in Animal Crossing. Sometimes it’s very high and I enjoy it, and other times it feels like a chore and I eventually stop, only to come back months later with a fresh desire to play.

This is different than with MMO’s, which I tend to play heavily for a month and then stop completely. No, Animal Crossing somehow ropes me back in when I have nothing to do and becomes my new game of choice. There’s no real competitive value to it, no incentive for me to improve my skills (which there is little of) in the game, so why do I keep coming back?

Has anyone else ever felt this way about Animal Crossing?

Also, except a post about Smash or a review of something next Monday!

Just Sayin’.

REVIEW: Turbo

Another two week session of no blog entries! I was working another camp session in Princeton, and thus had no time to write. However, now that I’m done working this summer, entries should resume their weekly updates! Let’s kick this off with a movie I saw a couple days ago: DreamworksTurbo!

Plot:
 
Turbo‘s premise is cool. Theo, a garden snail that dreams of being a racer comes into contact with nitrous (the stuff you see in racing games and the Fast & Furious series that gives racing cars a temporary boost of insane speed) and is able to utilize it, much to his brother Chet’s dismay. After some unfortunate events, he and Chet are fired from the garden they work at and shortly after Chet is taken by crows. Using his speed, Theo (who I will now call Turbo because that’s what he calls himself) follows the crows and saves Chet, only to be captured by humans and entered into a snail racing competition. Turbo shows off his insane speed, and is entered into the Indianapolis 500, where he competes with the best of the best racing cars.

The plot itself flows quite nicely. I was pleasantly surprised to see some real character growth in a film that looked, to me, like one of those silly and fun kid’s films.

Acting:
 
Let me just get this out of the way: the actors for voicing were amazing. Ryan Reynolds, Samuel L. Jackson, and Snoop Dog/Lion? Sign me up! The acting was great, the one-liners were funny. All the characters meshed together really well. I enjoyed it.

Atmosphere:
 
The atmosphere is, well, pretty much racing. The animation itself is nicely done, the effects are really cool, and watching a snail go over 200 mpg alongside formula 1 racing cars in an iconic race was really cool to watch. Also, the music choices and the definite reference to pop culture was very funny. It was nice to see an animated film that referenced remixes being made on the Internet (and the remix was actually pretty catchy!)

——

If you’re looking for something fun and cool to watch, or you want to see a snail body formula 1 racing cars, check out Turbo! It’s a solid film.

Rating: 3 out of 5 (stars)
 
Just Sayin’.

REVIEW: Animal Crossing: New Leaf

There’s a lot I can write about Animal Crossing: New Leaf; so much, in fact, that I could write an essay about it. I won’t be writing an essay, but I would like to skim some of the things that make this game an improvement to the series.

The very first thing is its premise. Instead of simply being a villager, the first player is the mayor of the town. That means that instead of having a fully developed town, you actually have an underdeveloped town. The buildings are scarce, there’s no great tree, and the museum being empty actually makes sense. As the mayor, it’s your job to start projects and develop your town, including the new Main Street that houses all the shops in town.

Almost instantly you can see the improvements. You get to choose the map of your town (of 5 given to you) in the beginning, and from there, you get to select where projects are built. Want a bench by the beach? Go for it. A park? Sure! The amount of customization of your town is a really awesome feature. No one town will ever have the same town buildings and similar layout again. To add to the customization tab, you now have male and female specific clothing, accessories, and shoes. Yes, you can buy shoes. You can even buy socks! You don’t even need to wear socks and shoes if you don’t want to.

The art is very Animal Crossing, very cartoony and fun, but you can see a higher resolution and attention to detail, and the 3D looks fantastic (although I barely play in it). The music is good, but I’m still a fan of the original’s music more. However, 8AM’s music is pretty fantastic.

Everything else is pretty much standard Animal Crossing. So why is this game so great? All the little things that show a nice attention to detail:

Nook now owns his own real-estate agency instead of being a shop owner/real estate agent. He also has house customizations for your door, mail box, roof, etc… for sale. Lyle, the Happy Room Academy rep, also puts up shop there. The Nook kids now run the actual shop.

Labelle, working for Gracie in Animal Crossing: City Folk, is now part of the Able Sister’s shop, selling you accessories.

– YOU CAN SIT ON TREE STUMPS

– YOU CAN SWIM! And there’s over 30 new deep sea fish you can only obtain via diving. Unfortunately, to swim you have to have a diving suit on.

– The animals wave when you leave, and they very frequently ask to come over to your house or have you come over to theirs. It’s cool because they actually go to every room in your house.

– You can hang stuff on the wall. It may not seem like much, but it’s cool to finally put clocks on the wall.

– The island is back, and while you don’t have a cool island cabana anymore, you DO have the ability to play cool mini games with friends and make $$$$$$ thanks to the rare bugs that come out after 7PM.

– There are now 6 island-specific fruit instead of 1. It’s nice to see lemons and bananas.

– CLUB LOL!!! Yes, there’s now a night life in your town where you can actually dance to what DJ K.K. is dropping’ down. Unfortunately, it takes quite a while to get Club LOL, and until then you have no access to K.K. Slider. It’s my only real gripe with the game.

There’s so much more to it, but I haven’t unlocked everything, so I couldn’t tell you. So far, the game has been fantastic. If you’re a fan of the Animal Crossing series, do yourself a favor and go pick this up. You won’t regret it!

Gameplay: 10/10

Atmosphere: 8/10

Final Score: 9/10

Just Sayin’

2 week hiatus

My dearest readers,

I apologize for my two weeks of not posting, but I was working for internal Drive‘s programming academy, a two-week program where kids go to learn how to program while also experiencing a camp atmosphere. I have to say, being an instructor was challenging, but very fun. I now have a lot more respect for my professors in terms of physical endurance and patience. I walk to DePaul and back every day during the school year and I dance; I think it’s safe to say my legs have pretty high endurance. That’s not the case when I taught. The first day of teaching, I was giving lecture and after 3 hours my legs were killing me. It was painful to walk and they hurt the rest of the day. After a couple days I had to sit down and let one of my co-instructors give lecture because my legs just couldn’t take it. Professors have to have the legs of gods. It’s the only reasonable explanation! I don’t know how they do it.

I worked at Lake Forest College the past two weeks, and I can’t wait to work again in two weeks when I go to Princeton University! As a forewarning, I will not be posting entries for that two-week session, as well. I work almost 15-hour days, so there’s just no time for me to be writing. That window of free time is used for sleeping and sleeping only!

But let’s move on to something a little more relaxing… VACATION!!! It’s that time of year where I take a trip down to Florida with my family, and I couldn’t be more excited. To celebrate, I’ll be reblogging my Vacationing 101 entries from last year in the next couple of days.

Expect a review of Animal Crossing: New Leaf next Monday!

Just sayin’.