The Mezunian

Die Positivität ist das Opium des Volkes, aber der Spott ist das Opium der Verrückten

Sim Theme Park

( Or Theme Park World to Europeans ).

Nostalgia has a strange way o’ making games look better than they probably were. For instance, as I’ve mentioned in previous articles, while I have nostalgia for games like Sonic 3D Blast & Sim Tower, I wouldn’t find playing them much fun. What’s stranger, though, is when nostalgia seems to both make a game fun in remembrance & fun in still playing it now, e’en when one can’t figure out why.

Much like Sim Tower, there’s not much to Sim Theme Park. You have 4 levels, 2 unlocked @ the start, 1 unlocked by getting 3 keys, & the last unlocked by getting 5 keys ( unlike many games, these keys don’t magically disappear after unlocking a level, so that’s 2 mo’ after unlocking the 3rd level ). Keys are unlocked by getting 3 Golden Tickets, which are gotten by “DOING GREAT THINGS”, as your personal Navi tells you.

I should talk ’bout your personal Navi. I ne’er knew his name, though Bullfrog Productions Wiki says it’s “Buzzy” in parentheses. All I know is that I always thought he looked like a black ant & that he sounds kind o’ like Dick van Dike. He pops in on the bottom right corner every second you breathe to tell you info that’s either useful or useless, so he’s actually better than Navi. He’s all right. Be prepared to hear a lot ’bout how “she’s ’bout to blow” or how you could get a golden ticket if you could “squeeze just a few mo’ customers in”, though.

European fans apparently have high regard for the European version’s British voice actor, since he’s apparently somewhat well-known, but I have nostalgia for the American version & his hammy “YOU CAN GET GOLDEN TICKETS BY DOING GREAT THINGS”.

Back to the levels, since they’re some o’ the most interesting part o’ the game. In truth, the gameplay changes ’tween levels aren’t that different. There’s just slight changes, like a few types o’ stores & sideshows that appear & don’t appear, which you start out with & how soon others can be unlocked, & how many & how few o’ different types & sizes o’ rides & “features” there are. Most differences are cosmetic.

The 2 you start with are “Lost Kingdom” & “Halloween World”. Though the former is the 1 the game starts you on on the menu, I remember playing the latter 1st, & generally play it 1st, ’cause, ¿who would rather play some dumb green & brown dinosaur land when you could play a spooky night halloween theme park?

The 1st new level you unlock is “Wonderland”, which is also grassy, but with a bit more o’ a focus on nature & with a bit mo’ whimsy. It’s basically a superior version o’ “Lost Kingdom”, & I oft go far as to play it before “Lost Kingdom” as well, since it’s not too hard to get 3 keys in 1 level.

The last level is “Space Zone”, which is the most different, taking place on a purple planet, with an obvious focus on space & technology. This difference makes it mo’ exciting to finally unlock — a’least when you’re still a li’l kid & that feels like an accomplishment.

Most o’ the game is as you’d expect from a sim game: you go round building rides, shops, & other attractions, trying to balance customers’ fun with your funds. You also have staff you need to hire: janitors to keep the place clean; entertainers to be useless; security guards to stop the li’l shits from being li’l shits; mechanics to fix rides that break every second & cause Dick Ant Dike to tell me, “UH O. LOOKS LIKE A RIDE BROKE DOWN. BUT DON’T WORRY: A MECHANIC’S ON THE WAY”. Sometimes the ant guy will give you challenges, usually to sell a certain # o’ products before a certain # o’ days transpire, which usually means building a few more o’ those shops & lowering the price $10 or so.

It’s through researchers that we get the most interesting part o’ the game. Rather than starting out with everything you could buy, the game forces you to research most o’ it. This involves hiring researchers & waiting. You get some choice o’er what to research & what to prioritize, but not much else. Most o’ it is just waiting. Still, it’s quite exciting when you get a new thing to build.

Honestly, building all the stuff’s the only part interesting ’bout this game. They did make the aesthetics interesting in this game. It’s fun to see the different looks o’ the shops in different levels — from Dracula to a bumble bee for the balloon shop — or the different rides they have, such as a ladybug spinner or 1 o’ those bouncy rides that’s a brain or a plate o’ Jello. In fact, the game gives you a ticket for building everything, which is when I’d always consider the level “beaten”, since like most sim games, a level only “ends” when you choose to return to the level select.

You could say the simplicity is 1 o’ its bonuses. I actually just recently tried Rollercoaster Tycoon 2, since everyone says it’s the best, but it’s just a clusterfuck o’ confusing, terrible UI. Nothing better than starting by building a burger shop & putting a path right up to its front, only for the game to tell me no one can reach it — though on-screen you could see visitors walking under it by some alien magic. I also hated how it tried to force objectives on me.

Anyway, the greater focus on rollercoasters is a loss for me, since I always found them to be the most annoying thing to build in Sim Theme Park, while Rollercoaster Tycoon 2 made building the entrance & exit o’ any ride annoying, much less anything mo’ complicated.

Then ’gain, maybe Sim Theme Park is confusing for new players, too. Plus, I have to admit it seems like Sim Theme Park ripped off Rollercoaster Tycoon heavily. It e’en seemed to have researching new attractions & e’en mo’ customization options than Sim Theme Park’s already hefty customizations. The Rollercoaster Tycoon games also have far mo’ level themes. I can see why someone mo’ experienced with these games would prefer the Rollercoaster Tycoon games & would find Sim Theme Park underwhelming in the same way a SimCity 4 fan may find the original SimCity boring.

Sim Theme Park actually had a game that came out before it, just Theme Park, which I’ve ne’er played, & the only thing I know ’bout it is its creepy game o’er screen. It also had a sequel, Sim Coaster ( Theme Park Inc. in Europe, Theme Park Manager in Australia ), which I did play, but don’t remember too much. All I remember was that it had a snow level, & only had 3 levels.

O yeah, & it has some pretty good music, though damn long. I’d recommend Halloween World’s & Wonderland’s.

Posted in Video Games

Questionably Relevant Content Is a Great Way to Cover a Lack o’ Updates

If anyone remembers those Nasrin stories I published here almost a year ago, they now have their own website… sort of. That also has some new stories that I wrote o’er the last year but ne’er bothered to publish like many other things.

& since I’m talking ’bout other stuff I’ve been doing ( ¿isn’t that all this blog is, anyway? ), there’s this short story series I’ve been doing for 5 years whose website I recently ( read: 4 months ago ) overhauled & a microstory series based on random prompts that I started doing daily ‘gain this month.

In my defense, I have been doing things, it’s just that I haven’t been finishing them, which is the trick. For instance, I’ve finished 2 levels for Boskeopolis Land, but am still trying to record “The Minus Touch”, but am failing, ’cause Ubuntu likes randomly making programs stop working, or maybe it’s just linux video-editing programs. I may have to resort to using screenshots, since, to be honest, I hate video-editing, anyway; but this bugs me, since ’twas a pain beating “The Minus Touch” so that I could record a successful run in the 1st place.

Expect 2 editorials ’bout video games before the end o’ the month. I thought last October would be my worst, but 2017 nadirs as always.

Posted in My Crimes Gainst Art, Nasrin

October Friday 13 Sonnet

Accompanying music:

Lemon drops on milky clouds

bound this wistful field above

pewter lakes — ¡but wait! ¡Look now!

¿How’d this specter enter such

verdant film now ill, when it

wasn’t there before. Before I

eat my harvest, fix on this

ray of sunlight staged for sore eyes.

Superstitions won’t sway trees;

what a day to buy tea leaves —

October Friday 13.

Posted in Metered, Mezunian Sonnet, Poetry

Royal Purple Sky Sonnet

Saw outside a lonely time

shadow firs are teasing me

breezily. Their scents make pine

every time all kinds, seasoning.

Under skies as pure as opal,

bright night dimmed by grim surroundings,

worse by wind, won’t hush, but yodels.

Houses still for nature’s crowning.

For my birthday, I would like

tons of air a year for life —

swear to heart won’t waste this time.

Posted in Metered, Mezunian Sonnet, Poetry

Smoky Sonnet

Accompanying music

Sweet or spicy, ¿who can scent

brimstone watercolor flooding

buckets brimmed of pavement meant

bent below the toes of bloody

skullcap shrooms in dusty noon —

{ guess I best bring out the broom } —

tombs so late & all so soon,

cheering chilly autumn gloom?

Colored gray won’t keep me sober;

drink before the season’s over —

To you ghosts, let’s toast October.

Posted in Mezunian Sonnet, Poetry

Belaboring the Point

The controversy surrounding “labor theory of value” is interesting to me in that I agree that it’s not a particularly useful theory, but almost every criticism I hear against it is stupid. Probably ’cause almost all criticism is by people who believe in the Orwellian “subjective theory of value”, which is e’en stupider.1

Part o’ the problem is that people obsess o’er the binary o’ whether it’s “right” or “wrong”, & not the mo’ logical basis for judging a theory, such as “¿is it useful for understanding economics?”. It’s like that cliché issue on internet forums o’ whether god exists: either yes or no, it doesn’t help one understand any phenomena mo’ since god’s existence or nonexistence has no implications for anything.

To simplify, I’d say that there is logic to the “labor theory”, but that it doesn’t prove much o’ anything — &, indeed, I’d say if you pay close attention to pretty much all pro-market people, they all believe in the importance o’ labor to creating value, too.

I’ll freely admit that the logic I came up with may have nothing to do with whatever the many contradicting interpretations o’ Marx’s incomprehensible works & that I don’t care. I’m going to stand by the logic I present here whether it’s called “Marxist”, “bourgeoisie”, or “shitheadist”.

The Logic o’ the Labor Theory

Value is such a vague word that it’s hard to e’en define, much less quantify or evaluate. Basic logic states that you need a formal definition for something before you can make any objective theories ’bout it. Economics’ utter lack o’ formal definitions is why it’s ne’er rose beyond the scientific rigor o’ political pundits with charts & academic diction.

The kind o’ value most economic studies look @ is money. The fact that there exist plenty o’ societies that exist without money should throw this out as a definition for any kind o’ universal economics, but to be fair, I’m not e’en sure any economist e’er pretended to believe in such a thing. In any case, money does hold huge importance for modern society, & thus is worth looking @. Whether one loves or hates money-based economies doesn’t change the fact that they are the most prominent economies, & thus definitely worth studying.

I’ve mentioned before that I think the ultimate question o’ these money-based economies is, “Who gets what”. Some may balk & say that growth is mo’ important, to which I would reply that growth is only important in terms o’ how it lets people get mo’ stuff”. I’d e’en add that it’s ironic that such pro-capitalist economists would focus so much on such a communistic thing as this imaginary “collective success”, as if I care what anyone else has.

& if we should study this mysterious thing called “growth”, we should ask how to measure what causes it & what hurts it. Moreo’er, we should ask what we as humans can do to cause or hurt it, since knowing that solar eclipses cause stock markets to rise isn’t useful when humans can’t yet force solar eclipses to happen.

Moreo’er, I’m focusing on income distribution ’cause, ultimately, that’s the subject that’s up for debate, whether we admit it or not. Toss ’way all spineless etiquette o’ “objectivity” & being “apolitical”; ¿why do we contrast the “labor theory” & “subjective theory”? ¿Why do people who believe in either choose to believe in either? It’s ’cause people want to defend the idea that workers are being “exploited” in support o’ massive income distribution or ’cause they want to defend the current massive inequality as having a logical basis, & thus only support some or no income distribution. Don’t fall for economists’ coyness: most people just care ’bout economics for figure out what to vote for or gainst ( or support or oppose by other political means ).

With those qualms out o’ the way, I want to focus on humans, ’cause they’re the center o’ economics. I have yet to see evidence that anyone other than humans can e’en understand the study o’ economics ( & e’en then, it’s only an unlucky few ). Money, too, is something that revolves round humans. While you could, in theory, give your money to horses or plots o’ dirt, no matter how tirelessly they worked to give us nice things, they can’t use money — a’least I’ve ne’er heard o’ a horse or plot o’ dirt walking into a store to buy milk2. Maybe they’re all lactose intolerant.

This is 1 o’ the common idiocies that critics o’ the labor theory make. I read someone who clearly hadn’t thought much claim that it’s “disproven” ’cause land makes value, with the obvious implications that inanimate land should be paid, too. E’en Steve Keen, that messiah o’ modern hip Keynesians, made this argument in that book o’ his, Debunking Economics, that millions o’ hip liberals read, but hardly any understood, which is deeply embarrassing.

So we have a total sum o’ all money in the world held, in some proportion, by the sum o’ all humans. ¿But how do we decide the proportion? We could do the lazy laissez-faire method o’ just accepting ( or rather, through the threat o’ state violence & incarceration, enforce ) whatever the current proportions. That, indeed, sounds fun if you happen to currently have a high proportion, but doesn’t if you actually enjoy thinking critically. Sadly, I do, so this choice won’t work.

Let’s go back to the idea o’ equal distribution. This actually makes mo’ sense as a default than whatever history randomly threw on our plate today — ’specially from a mathematical perspective. But I know exactly what you’re saying as you shake your fist @ me through the screen: “If we do that, then nobody will do any work & we’ll have nothing”. I bolded the word “work” to highlight the irony. I don’t know if everyone whose bashed the obvious stupidity o’ the labor theory has said something like this, since I obviously don’t know every obscure argument some laissez-faire libertarian nobody on Reddit has made that’ll surely be sent to me; but I do know that far too many people have made this contradiction — & many o’ them are not so much “nobodies on Reddit” as “high-paid politicians who have way mo’ power o’er economics than you”3.

So then we know the obvious logical answer: OK, if we truly care ’bout rewarding productive work, we should divide all money in proportions matching the proportions o’ productive work. Thus, the people who do the most productive labor deserve the most money.

¡Awesome! ¡Then let’s do it! OK, ¿now how do we determine who does how much proportion o’ productive labor?

¡Oops!

& therein lies my 1st problem with the labor theory: it’s right, but useless. Yes, it’s obvious that people who do the most useful things deserve the most things — it’s so obvious that every procapitalist believes it, whether they acknowledge it or not. But that’s not useful if we don’t know who creates how much o’ that mysterious thing we called “value”.

That is the core question o’ economics that nobody has e’er been able to solve. Look @ the debates we have: ¿are poor people hard workers who are exploited by lazy, o’erfed rich or are poor people lazy idiots scheming to steal the industrious rich’s hard-earned money?

’Course, if you have no independent thought, there’s a fairy-tale ’bout a s’posedly “competitive” market that does it all so elegantly you can buy — & while you’re @ it, ¿why not buy my books on how to cure depression by saying to yourself in the mirror every day, “I’m fuzzy”4. ’Course, once one actually looks mo’ deeply into said market they’ll see that it’s suspiciously as messy, contradictory, & narrow-minded as any other societal construct — almost as if ’twere made by mere humans, & not formed by some “natural law” that grows out o’ the dirt ( see, land e’en deserves money for producing the American Constitution ). One will see that this idea that the market’s incentives are anywhere close to logical is based on a bunch o’ requirements that aren’t real, & many o’ which are logically contradictory. For instance, they require equal opportunity, e’en though money itself is an opportunity in the form o’ buying any kind o’ capital or investing in any opportunity, thus meaning that only equal distribution could lead to a competitive economy. The fact that our own economy is full o’ monopolies & that economists have done jack shit to try changing that — & in fact, most o’ the time enable monopolies — certainly doesn’t help that theory.

Well, ¿what does Marx say? What he doesn’t say is that any kind o’ work no matter what it does creates value5, as many critics who in addition to being unable to think can’t e’en read say. ’Stead, ironically, he spews the same stupid shit that so-called neoclassicals spew: the s’posedly perfect market that Marx surely knew didn’t exist apparently forces workers to fit some imaginary “marginal labor time” or else they’ll get fired. ’Course, anyone who’s every worked @ a convenience store & saw a slacker who chats with their friend hilariously get paid just as much as some young fool who actually thinks working hard will get them ’head in life knows that this is that Marx-trademarked “horse-piss”. Also, since this measurement requires a libertarian market utopia under it, it falls apart if we start redistributing money or anything mo’ radical — the very goal this measurement’s s’posed to serve.

It’s simply impossible to measure humans’ proportional productivity. For 1, it’s impossible to determine what it is that any individual human actually did. Marx was right ’bout 1 thing ( & quite a lot o’ procapitalist economists agree ): capitalism is already collectivist, a’least in production, so that it’s impossible to tell who was responsible for what. ¿Who was most responsible for the quality o’ The Beatles’ music? ¿Whose idea was responsible for that rise in profits last quarter? Or maybe ’twas just that some unknown worker happened to become mo’ skilled. ¿Who knows? Looks like we need this omniscient god to exist & tell us who did what for this meritocratic economy to work.

& then we have to control out environmental influences. ¿Is that programmer brilliant ’cause they did all the right things to become brilliant or ’cause they had better access to educational materials & computers on which to test? ( Hint: look @ the biographies o’ most successful programmers & you’ll usually see someone who had computers when they were young & usually had access to particularly powerful computers in expensive colleges ). ¿Should handicapped be given disincentives for choosing to be born by a mother who drank while pregnant, & should non-handicapped people, in comparison, be rewarded for their hard choice to not have done so? Capitalism reasonably gives a resounding, “¡Yes!”

But the most obvious reason why this could ne’er happen is a point I made @ the beginning: value is subjective. Not only can we not agree on who was how productive, we can’t e’en agree on what is productive6. For instance, I’m sure economists have been told by their mommies that they’re very productive, don’t listen to those bullies on the internet, whereas I’m smart ’nough to know that no westerner has done anything productive since the 1950s.

’Course, this is all a silly argument: everybody who isn’t brainwashed finds the idea that capitalism could e’er be meritocratic or fair laughable — just look @ it. The only intelligent defenders o’ capitalism simply think that all real-world examples o’ communism were worse, which is a fair point ( well, if “communist” doesn’t include social democracies — ’cause, seriously, they have consistently kicked laissez-faire’s ass for o’er a century; it’s not e’en a competition ). Turns out that rightwingers who obsess o’er calling their opponents filthy commies are smarter than the average economist. Tip: if you want to prove capitalism as, in the words o’ Krugman, “the worst economic system, ’cept for all those other things we tried7”, which is the best you could hope for, you should probably spend mo’ time studying the Soviet Union & less time looking @ the US’s dirty laundry & trying to make it look clean. ’Sides, ¿wouldn’t a detailed study o’ all the fuckery ’hind the Soviet economy be far mo’ entertaining than the usual trite empty platitudes that economists spew out. If economics is going to be complete horseshit, it ought to be entertaining while they’re @ it.

& no, Freakonomics doesn’t count, ’cause no matter how funny it is to imagine drunk people stumbling round, comparing irrelevant statistics to trollishly “prove” that drunk walking is mo’ harmful than drunk driving or that climate change isn’t a problem ’cause some random guy they found in a bar ranted @ them for hours ’bout planes farting the O-zone back into the sky is just fucking stupid.

Addendum: Be this Labor ’Live or Be He Dead

I got so strewn up in jokes ’bout horse-piss that I forgot a complication o’ Marx’s specific brand o’ labor theory & how it complicates the subject o’ making money off capital.

Marx defined 2 types o’ labor: dead & ’live, also ( quite inaccurately ) describes as “constant” & “variable”, ’cause s’posedly selling off or buying tools is harder than hiring or firing workers. Clearly Marx’s was a time before labor contracts existed.

Better descriptions would be “past labor” & “present labor”: the former being labor in the past used to create things that are used to create value in the present, while “present labor” is the creation o’ value through a mix o’ current labor & capital — including past labor. Yes, since past labor now exists in the form o’ inanimate objects ( that’s why it’s “dead”: it’s ossified into inanimate objects ), that past labor is now capital.

For example, say one builds a computer & then uses that computer to create things in less time than it would’ve taken without it. In this case, that computer is being used as a form o’ capital. Though this type o’ capital need not be a physical object: education8 is just as much past labor, now ossified into better knowledge & credentials which, s’posedly, would help one become mo’ capable @ creating value. I say s’posedly ’cause, as we mentioned before, there’s a lot o’ subjectivity in how valuable any type o’ labor is, & past labor is no different.

Marx seemed to argue that dead labor doesn’t truly create value, & this doesn’t make sense to me in any sense. If we’re talking ’bout “dead labor” o’ dead people, then this makes sense, as they’re no longer part o’ the human population. ’Gain, their proportion o’ created value must go somewhere, & it makes no sense to bury it with them, nor to give it to anyone else in particular simply ’cause they shared blood with them or were particularly liked by them ( though giving it to someone who was, say, 2nd place in terms o’ involvement in the creation o’ that value would be an interesting, but unbearably complex to figure out, solution ).

But Marx’s definition o’ “dead labor” seems to include capital created by humans still ’live. In this case, they clearly still make up part o’ the human populace, & thus it would make perfect sense to give them a proportion o’ the total value that matches the proportion added by the thing they made ( or, technically, a proportion o’ that that matches the proportion o’ their labor to that thing’s creation in comparison to natural resources or other people’s labor ).

Surely we would not go beyond the question o’ whether someone deserves money for work they did far in the past & ask whether work done in the past could possibly create value in itself nowadays. To argue such would be to argue that technology has no influence on value, which is absurd: that’d be to say that a primitive society can create just as much value for the same amount o’ labor as an advanced society. I s’posed someone could argue such, but it wouldn’t be a strong — & probably not popular — sentiment. Whatever devaluation technology creates, the better health standards, education, & recreational opportunities it creates surely outstrips them.

To put us in a micro level, in an actually immensely realistic situation, if I were to create a computer program that allows someone to do math in 1000 times less time & with much less effort than before, ¿would one honestly argue that computer program didn’t contribute to value creation — that we have no reason to reward the creation o’ such things? Admittedly, my time example is based on the assumption that saving scarce time is beneficial & that a worker would much rather spend their time doing something mo’ valuable than doing basic math ( for instance, making their own tools for helping people make value mo’ easily ). ’Course, part o’ that is less rosy than reality, & the ability for workers to have the opportunity to make tools rather than simply use them, much less profit off them themselves, is not a sure thing; but then, so is reality without technology, so we can’t complain that this is a case wherein capital is the cause o’ exploitation. After all, e’en if we had a society that just had natural resources & labor, if a select few individuals owned all natural resources, they could still exploit workers in the same way. Indeed, if anything, it should be control o’er stuff they had no involvement in, whether their involvement is “dead” or “’live”, that should be the focus.

&, indeed, to be fair to Marxists, this also means that there exists a form o’ exploitation that reached far further than just present labor — there can be just as much exploitation o’ capital. Take, as a common example, creators o’ famous comic book characters like Superman or Spider-Man, but who got a tiny few o’ the profits in comparison to big companies that had li’l to do with their creation. You also have gray areas, such as companies that use free software to create propriety software & make much mo’ money than the makers o’ the free software could hope to get.

But all o’ this is meaningless, anyway, since we’ve already established that we can’t determine exactly what labor creates what value & by whom, & thus the same applies for capital. We could just as much question how much o’ that program I made was truly my doing or how much came from a million different environmental variables — the material I used, my better access to computer technology & learning material, my better free time to learn what I need & to do what I needed to do.

Money falls into the same subject, & it’s here where we can nicely synthesize a variety o’ views, from Austrian-school to Keynesian. Austrian-schoolers, ’course, coined the term “time preference”, which, if you dig down into the logic, is basically the idea that money, being s’posedly ossified labor ( money gotten for labor ), rather than being used for my own benefit, is saved so it can be used to fund the creation o’ capital or material ( as a source o’ value, essentially ). Keynesians would be quick to question the assumption that saving creates value ( that question o’ what use o’ labor is valueable ’gain ); I would question whether that money saved truly came from one’s own labor ( & whether they truly deserved it — we’re defending the current distribution o’ income by already assuming the current distribution is right ) o’or through other means & to what extent that saving is their own doing. The logic seems to be that saving is a sacrifice in consumption; but this seems to assume that any amount o’ lost consumption for 1 person is equal to any lost consumption for another, which violates diminishing returns & also ignores that simply not having @ all is technically a “sacrifice”, too — ’gain, since we haven’t proven that the money came from one’s own hardship.

Posted in Politics

It Is an Oppression Olympics

“It’s not an Oppression Olympics” is interesting in that it’s ne’er backed by any logic or evidence; it’s just asserted as pure faith. It also violates natural reality.

Despite what people like Paul Krugman say, so long as you don’t arbitrarily reject people with ideologies you don’t think are “serious” as “not real economists”, economists do have wide differences. But the 1 thing I think all economists agree on is that we live in a world with limited resources: limited time, limited attention, limited money, limited goods.

Thus, we do have to pick & choose what problems to solve. Every $ that goes to 1 charity is a $ that can’t go to all the others. Therefore, as grim as it may be, it’s an objective mathematical fact that charities compete gainst each other. This shouldn’t be that surprising: charities work in the same competitive market system as everything else.

( Truly, everything does: it’s just that some market systems are aware o’ the vital role politics plays in it, some that call themselves “free market” are in denial & make up arbitrary rules ’bout what competition is “free”, & others that call themselves “communist” deny the existence o’ market competition while using worker population advantages to better compete in the economy or use the power that political ideologies have o’er people to compete for economic control. Whether you believe in equality or some imagined meritocracy or don’t care ’bout distribution @ all, the fact that a cake eaten by 1 person can’t simultaneously be eaten by ’nother is irrefutable ).

Posted in Politics

Let’s Code a Crappy 2D Platformer Like Millions o’ Other People on the Internet & Lose Interest & Give Up Only a Few Months In, Part XXVIII

Curse o’ th’Ladder-Splayed Caves

Not much to say ’bout this level — other than maybe apologize for a sad pun. Like I said with “Milky Mountains”, not every level should be some wild, unique gimmick; e’en Donkey Kong Country 2 had straightforward levels like “Mudhole Marsh” & “Chain Link Chamber”. Technically, this level does have a gimmick, — maneuvering on ladders — but not 1 as big as “Value Valhalla” or “The Playing Railroad”’s, nor does it devour the entire level, as there’s also some weird train-dodging mechanic that blatantly just reuses assets from “The Playing Railroad”.

E’en then, I fiddled with the details quite a while & can still think o’ things that may warrant changing. ¿Is it the right difficulty? On 1 side, e’en the 1st spike dodging parts are somewhat tight; but this level also gives 2 hearts for such a short level. Also, the time requirement isn’t as tight as it could be: the video shows me beating it in 19 seconds out o’ the expected 25, without e’en damage boosting through the train. I’m still not sure ’bout the background: it seems to have too much distracting detail, & yet, ironically, also looks a bit plain. ( I thought ’bout adding wooden lines on it, like mines usually have, but could ne’er get them to look right ).

If anything, the most notable thing is something not directly related to this level: the fact that I increased the resolution. I did this ’cause I was sick o’ how much relative vertical space Autumn took up, making vertical movement, such as climbing up tall hills with falling dangers, such as in “Milky Mountains” & “Sleet Streets”. Now the screen’s vertical size is as much as an SNES game, which means Autumn shouldn’t take up any mo’ relative space than, say, Mario in Super Mario World ( actually, less, since she’s 8 pixels shorter than big Mario ), just much wider. I’m not sure why it took me so long to come up with this idea: I can’t imagine being ’fraid o’ some computer not being able to handle a humungous 400 x 224 resolution ( s’pecially since I already assume one’s computer has a 16:9 aspect ratio ).

Though most o’ the game automatically adjusted itself to the changed resolution simply ’cause everything referenced the same constants, some maps are jankily smaller than the screen, since many maps were made to fill up the smaller-resolution screen & no mo’, making them now have empty space with the background showing through under the ground & past a wall.

For instance, here’s how the small sewer room in the 1st level looks now:

In the main map o’ the same level, the starry background shows from ’hind the bottom o’ the skyline BG, since the skyline BG’s now too short to cover the rest o’ the screen:

Who knows when I’ll get to fixing these.

Source code is still messy & inefficient

Posted in Boskeopolis Land, Programming