Monumental Heartbreak

I made it through Viridian Forest to Pewter City safely. The Pewter Pokémon Gym was open and available, but Lucky was in no condition to train there. Instead we made daily forays into the forest to train against other Caterpie and Weedle. Eventually Lucky evolved into a Metapod which was amazing to watch. At the time, I was so excited to see an evolution first hand. It was the direct result of our diligent training together and it felt great to see Lucky move into his next life stage, growing stronger before my eyes. This physical manifestation of growth and improvement encouraged me to take our training to the next step. It encouraged me to take my team to the Pewter City Pokémon Gym.
I walked in headstrong and confident that my team was ready to face the challenges ahead. I announced myself as a challenger. I waited for the trainers representing the gym to step forward. I expected to face more than one young man before challenging Gym Leader Brock, but apparently this young trainer was the only one representing Brock that day. He only had two Pokéballs at his side, but he assured me I was no match for Brock. He was about to prove it to me firsthand.
He tossed out a Diglett which popped up out of the dirt floor of the gym. Kiwi took to the air. If the Diglett knew any ground attacks they would be wasted on Kiwi while he remained airborne. Kiwi opened with our classic Sand-Attack gambit to kick as much dust and dirt up into the Diglett's eyes as he could. Kiwi took a few scrapes as he wore down the Diglett's accuracy, but eventually the Diglett was completely ineffective. I switched in Nibbles to tackle the Diglett into submission.
The Junior Trainer revealed his final Pokémon to be a Sandshrew. Its defense was formidable so I used Nibble to distract him with a series of disorienting glares before pulling Nibble out of the battle. Rascal jumped in to eagerly sweep through the defenseless Sandshrew, but I miscalculated. After two vicious slashes from the Sandshrews sharp claws, Rascal was down and out. Rascal slumped to the ground unconscious. My heart sank into my stomach and I felt faint. I failed Rascal.
It was in that moment of horrible defeat that it occurred to me that I should have used a potion on Rascal. I shouldn't have let him suffer those two powerful attacks head on. I should have sent in Kiwi to wear down the Sandshrew's accuracy. Lucky didn't stand a chance against this Pokémon if it took out Rascal so easily. Kiwi was my only chance to get out of this mess. I knew that if I didn't keep my head in the game, I might be saying goodbye to more than one Pokémon that afternoon. I tried to shake off my sorrow and focus on the battle ahead.
Kiwi was much faster than the Sandshrew. He kept firmly out of reach and launched a series of quick attacks on the Sandshrew to finish it off. The Junior Trainer conceded defeat, but it was I who felt defeated that day. This young boy had no idea I'd just recently vowed to never fight my Pokémon to the point of unconsciousness. Now, just days after determining the way I wished to train and respect Pokémon, my resolve was going to be tested. Rascal and I would have to part ways.
I explained this to the trainer who didn't quite understand, but he said the gym would be happy to watch after Rascal for me. Rascal was always enthusiastic about training and living here at the gym would be a fitting end to our relationship, so I agreed.
I took Rascal to the Pokémon Center and waited for him to recover from his injuries. I don't really know if he understood, but I explained to him that in order for us to grow stronger I would need to let him go. We had to follow different paths, now. I had chosen a training style where I would not let my Pokémon fall in battle and even though Rascal was my very first Pokémon companion, I could not go back on my conviction. We said our goodbyes. I released Rascal to the care of the Junior Trainer at the Pewter City Pokémon Gym and withdrew my challenge.

It's an understatement to say that I was devastated. In that moment, I certainly regretted making it my personal goal as a trainer to not push my Pokémon too far. As Wolf had said, it's just part of the training to the average trainer. You win some and you lose some. But that just wasn't my way. I wanted to build a place where I could protect Pokémon and people would come from all around to study and understand them better. I had to be better than the average trainer. I had to hold myself to a higher standard. Pokémon would fight. They would fight to protect me in the wild, and they would fight for my dream in competitive matches. But I had to have limits. I had to take responsibilities for my failures and this was the only way I knew how to do that.
Rascal was the first of many such failures, and saying goodbye to my first Pokémon was certainly one of the most painful experiences as a Pokémon Trainer that I have ever faced. Back in those days in Pewter City, I questioned everything about my journey. I spent a long time just wondering if I should return to Professor Oak and give up. These thoughts just stemmed from the profound sadness and disappointment, though. Ultimately, I would move on. I would grow stronger and persevere.
Beyond the tremendous heartbreak of failing to protect my first Pokémon, I was also terrified of Brock. This failure humbled me tremendously. Everything I did going forward would be taken slowly and with greater attention to strategy. This included returning to challenge Brock. Without Rascal, my team had a gaping hole that needed to be filled. The only one who could fill that hole was Lucky and so we left Pewter temporarily to train like our lives depended on it. I would absolutely not lose another Pokémon in this city.

Current Team:

Need For Speed Heat Free Download


Hustle by day and risk it all at night in Need for Speed Heat, a white-knuckle racer that pits you against a city's rogue police force as you battle your way into street racing's elite. By day compete in the Speedhunter Showdown a sanctioned competition where you earn bank to customize and upgrade your garage of high-performance cars.
When your ride's perfectly styled and hyper-tuned, and you're ready to ramp up the intensity, drive out into the night where you and your crew take on the competition in illicit street races that build your reputation and grant you access to bigger races and better parts. But under the cover of darkness patrols a rogue task force looking to bring you down and swipe all you've earned. Take them on and risk it all for underground glory or head back to your safehouse and begin another thrilling day.

The roads, the risks, and the rides never end in this street racer where your crew rolls deep, your garage is full of hot cars, and the city's your nonstop playground.

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• Graphics card (NVIDIA): GeForce GTX 1060 or Equivalent
• DirectX: 11 Compatible video card or equivalent
• Online Connection Requirements: 512 KBPS or faster Internet connection
• Hard-drive space: 50 GB
Supported Language: English, Italian, Spanish, Polish, Russian, Portuguese-Brazil, Simplified Chinese language are available.
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And The Streak Continues!

What's going on everyone!?


Today for the #2019gameaday challenge I played a solo game of Colt Express and didn't do so well. 

As each round went on I would feel like I got this. 

Then I would worry that I hadnt.

And by the time the game was over I placed 3rd unfortunately.  But the game was still fun!

As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

Going Beyond Video Games


I was recently in Loyola, on a brief pilgrimage to the birthplace of the holy founder of the Society of Jesus, St. Ignatius. While I was there I was able to take in the 'chapel of conversion' where Iñigo famously moved beyond the romantic and chivalrous works of fiction he so loved and found lasting happiness in the lives of the saints and of the saviour himself.

The works of fiction weren't evil, Iñigo wasn't reading trashy novels or pornography magazines, he was reading tales that were essentially about virtue, great human qualities, but ultimately forces solely directed to worldly ends, transient goods that pass and fade with the evening.

The hunger that they instilled in him for adventure, for limit experiences, for romance, these desires weren't bad, but they weren't an end in themselves, they prepared him for something greater, and when he found the thing that was the greatest, the One Who is the greatest, He was able to find the answer to the thirst that God had placed within Him, and which the novels ultimately had helped him appreciate.

So, with this in mind, I turn to computer games and I realise that the best a video game can ever be is a distraction from the mundane of this life which serves to remind me that life is about adventure, only the greatest adventure is the adventure of holiness, of striving for sanctity, of snatching souls from the fire and of desiring to traverse the whole world in order to bring great glory for Almighty God.

Ignatius put down the novels and He started living an adventure greater than anything he had found in them. Switch off the XBox, unplug the Playstation, shut down the Nintendo Switch. We might not be called to the same soaring heights of sanctity as Ignatius of Loyola but we can certainly learn from Him where true heroism lies and how the greatest of human virtues and talents and fantasies that we cultivate must be channeled towards the absolute and fundamental course in life- the Way of the Lord Jesus Christ.

 Fr Mark Higgins

Game 357: The Dungeon Of Danger (1980)

The game efficiently blends its title screen with character creation.
         
The Dungeon of Danger
United States
Written and published as code in the Mostly BASIC series by Howard Berenbon
Versions released in 1980 for the Atari 800, 1981 for the Apple II and TRS-80, 1983 for the Commodore PET, 1984 for the Commodore 64
Date Started: 7 February 2020
Date Ended: 7 February 2020
Total Hours: 1
Difficulty: Very Easy-Easy (1.5/5)
Final Rating: (To come later)
Ranking at Time of Posting: (To come later)
           
And here's a final (for now) quick entry to clear up another "game" that made its way onto MobyGames recently. We already had a discussion, relative to The Devil's Dungeon (1978) as to whether a book of type-it-yourself code constitutes a "game." Having not reached a satisfactory conclusion, even in my own mind, I decided I might as well play this one.
                     
Yep, another one of these.
          
Dungeon of Danger is a lot simpler than even The Devil's Dungeon, and to be honest I think I could argue that this lacks enough elements to be considered an RPG. The problem is that to investigate a game this simple is the same thing as playing it, so I figured I might as well toss up an entry. Putting a "rejection" in the status column isn't satisfying to anyone.
             
A random encounter with a good wizard offers the only graphic in the game.
          
You start the game. You enter a difficulty level. You enter your name. You get dumped into a two-level dungeon with 64 rooms per level arranged in an 8 x 8 grid. Your goal is to collect as much gold as possible and get out. You do that by finding your way to one of the stairway squares on Level 1. The rooms are randomized between north-south passages, east-west passages, caverns, and chambers. Any one of them might contain one of a couple dozen monster types and a couple hundred pieces of gold. You can fight or flee them.
          
Killing a dragon and getting its gold.
         
When combat comes, you and your enemy exchange blows until one of you is dead. The rolls are all randomized (roughly 1d8). You start with more hit points than any enemy in the dungeon and you can replenish them with healing potions and encounters with a friendly wizard, so you have the edge. You need to find enchanted keys to climb levels and a map on each level to actually see the 8 x 8 grid, which reminds me a bit of The Wizard's Castle from the same year.
         
A map of the level. The fuzzy bit in the seventh column is my current position.
         
There are some special encounters in the dungeon:
            
  • Rooms with pools of water that might freeze you, do nothing, or burn you
  • Thieves who may steal your gold or drop theirs
           
That could have been worse.
          
  • Vapors that might knock you out, causing you to awaken in a random part of the dungeon
  • Trap doors that might dump you to the next level (or into a pit if already on Level 2)
             
All of these events are delivered with maddening pauses between short bursts of text, as if the entire game were narrated by William Shatner. 
           
Every one of those sets of ellipses is accompanied by a pause as the text loads.
       
If you make it to the exit, the game gives you a score based on your gold, how many enemies you killed, and how long it took you. It took me less than an hour to get the highest level (Dungeon Master) on "expert" difficulty. 
            
I won. I hope someone, somewhere, is happy.
          
The Dungeon of Danger appeared as 12 pages of code in a book series called Mostly BASIC by Michigan hobbyist Howard Berenbon. It specifically appeared in the "Book 2" volume for each platform. The earliest seems to be for the Atari 800 in 1980; editions for the Apple II, TRS-80, Commodore PET, and Commodore 64 followed over the next four years. 
            
The initial lines of code for The Dungeon of Danger.
        
There's no character development, combat is based on random rolls and not any intrinsic attributes, and there's no inventory, meaning that the game fails all my criteria for an RPG. (Frankly, it fails MobyGames's definitions, too, but it's easier to write an entry than to get them to change incorrect information.) It thus earns only a 5 on my GIMLET.
         
That catches us up to where we were before someone with too much time on his hands decided that The Devil's Dungeon, Knight's Quest, and The Dungeon of Danger needed to be preserved in our memory. Back to Ragnarok and the final entry on Blade of Destiny.

****

Note: An earlier version of this entry, accidentally published before I was ready, was a lot angrier. I was trying to make a joke by which my entries got progressively more ranting and incoherent over the last three games, culminating in my basically frothing at the mouth on this one. I had scheduled all three games a few days in advance. I later decided that people wouldn't get the meta-joke, which was only a little funny in the first place, and removed the setups from the first two entries but neglected to edit the third before it automatically published yesterday. I quickly took it offline to edit out the more irate language. Sorry if you got the premature edition; it would have been confusing.
        

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Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

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Privacy and blockchain are the strongest forces in tech right now

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