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The Hound of the Haxx0rvilles and other Ripping Yarns
July 5th 2003, 21:49 CEST by m0nty

What is the most astounding thing you have ever done as a gamer? One of the trends in modern gaming is to allow players to develop their own real-life stories, like the evac shouting story from Everquest linked a few threads back. Parables of gaming life like the story of Bonedewd and Platedewd are legendary across the Internet. We have a wide cross-section of experienced, articulate gamers here on PlanetCrap, so I fully expect some cracking tales of heroic derring-do: Boy's Own stories of epic deeds by bright young men and women armed only with cotton wool and baling twine.

To illustrate, I shall now recount my own experience with a game called Hounded, which was released in 1985 by an Australian programmer called Kelvin King. His only other claim to fame was a rather good cricket sim called World Series Cricket (I think), which is so obscure that doesn't even have it. Hounded was a greyhound racing sim, and the game actually came in two versions. Hounded 1 was a fairly basic affair (all coded in BASIC, natch) where options for managing your kennel-ful of greyhounds were fairly limited, you could only bet on the win in the 7 races per week, and there were no graphics outside the race footage. Hounded 2 was better, or at least so I was told in the message by the cracking team who had warezed it in their intro. However, when I came to run it for the first time the program came up immediately with an error message.


Being a warez monkey of great standing already at the tender young age of 16 or so, I was familiar with games sent to me by my cracker mate in Darwin not working. This error message piqued my interest, however, and at the time I was toying with the idea of becoming a programmer, after having taught myself BASIC. I tried LISTing, and the hundreds of lines of code scrolled past in several different colours. Intrigued, I immersed myself in the byzantine world of GOSUBs and sequential files. I identified some problems, then tried modifying a line, or commenting it out. Eventually, through a trial and error approach, I got the game working without discernible feature deletion. It was indeed a better game, with more betting options, better graphics, and more options to produce the champion dishlicker of your dreams. It became one of my favourite games of all time, not the least because during the self-patching process, I discovered hidden comments in the code written by Kelvin King explaining the history of the development of the game, how he and his little brother had play-tested it in his bedroom in Adelaide and, most importantly, how through this play-testing he had developed an elite band of greyhounds which he boasted could take on all comers. What's more, there were instructions in the comments for how to transport Kelvin's super-dogs into your saved game, thus setting up the ultimate showdown for canine-racing supremacy. After many fruitless months offering up mangy mutts who proved to be so inferior that they were taken away and shot, I eventually produced a arsekicking greyhound which managed to nose out Kelvin's megastar mongrels, and the sense of accomplishment in my teenage soul was immense.

I shall now allow a short pause for you to dab your eyes with a tissue.

Now that you've calmed yourself, I want you to beat that true story for pathos, drama and triumph. Maybe you spent several months searching ancient Mayan ruins for the final missing clue that would allow you to beat the 1000th level of The Sentinel. Perhaps you found out you could only solve Day Of The Tentacle on a Sunday at 5am whilst standing on your head. Maybe you secretly patched Daikatana after finding Romero's instructions on modding it into the best game evar. What is your story?
Home » Topic: The Hound of the Haxx0rvilles and other Ripping Yarns

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#1 by lwf
2003-07-05 21:54:00
500 words or less, for the love of god. I'm balls deep in this guy's ass, and he turns around and asks for a kiss, what a FAG!
#2 by Dark Messiah
2003-07-05 22:28:11
Not *my* story, but I remember going absolute nuts, looking for information on the dude who PK'ed Lord Britain in the Ultima Online beta. I mean, how often does someone being PK'ed show up in a gaming mag?
It's a fucking time machine!
#3 by Matthew Gallant
2003-07-05 22:31:41
#1 lwf
500 words or less, for the love of god.


"Underdog theme sampled in WuTang's WuTang Clan Aint Nuthin To Fuck Wit"
#4 by Huge Wood Farmer
2003-07-06 01:52:49
Up against the wall, the lot o' ya.

Are you fucking stoned?
#5 by Bailey
2003-07-06 02:58:34
I liked Wasteland.

Contrary to popular belief, my inability to contribute anything of value to the discussion is not a recent development.
#6 by Shadarr
2003-07-06 03:41:21
I don't really have any stories of the type described, because I mostly just play single-player games.  Or else co-op RA2 with my friend, but that's not really the sort of thing that makes a good story.  However, I do have a fairly short and lame board-game story.

Many moons ago I bought the game Illuminati.  I was a teenager, and was also buying Crowley books and various SubGenius crap.  Anyway, I had this game for several years but never really got to play it, because I'm not real big on organizing game-parties.  Then my dad and his wife (Dorothy) moved off to a cabin in the woods, and my brother and I went to visit them during the summer, so I took Illuminati along.  With no TV and not a lot else to do, it was easy convincing people to give it a try.  We played a game or two, and were kinda getting the hang of it, so Dorothy and I decided that the next time we played the two of us would conspire to really screw my dad and brother over, because that's the whole point of the game.

As it turned out, we didn't play it again that trip, and my brother stopped going out there in the summer.  The game sucks with less than four people, so we didn't get to make good on our plan until years later when I took my girlfriend out with me for a week.  We didn't really remember how to play, but we decided that we would generally help each other out, and see what we could do.  As the game went along, Dorothy would periodically call for smoke breaks and I would casually end up outside too, and we eventually hatched a plan that would result in joint victory.  By this time, because Dorothy and I had managed to play my dad and girlfriend off against each other, we were the two strongest players.  There was a general understanding that if someone did something that would drastically improve their chances of victory, everyone else would pitch in to hamstring them.  So when I made the move that would give me the victory, my dad and girlfriend both put in all their money (not a lot) and then looked to Dorothy who could, if she wanted, block my play.

I can still remember the looks of confusion and then realization on their faces when Dorothy did nothing, and I captured the card that gave me the win and then gave Dorothy what she needed for her victory condition.  Absolutely priceless.  My girlfriend was severely pissed for a long time afterward.  In fact, I think if someone reminded her about it now she would still give me "the look".
#7 by Euri
2003-07-06 04:57:11
Solving the Magician Epic quest in EQ.

I think I was 2nd or 3rd.  

Then, winning Best of the Best.

No cake is complete without at least one ethnic slur.
#8 by Euri
2003-07-06 05:01:31
Oh, to give the above post uh, meaning to non-EQers:

Each class in EQ had a particle weapon added to the game. These were dubbed "epic" because at the time, each weapon was the best for it's given class. A couple were solved quickly (Rogue, Shaman) but some took FOREVER. The Magician epic took, by far, the longest. It consisted of turning in 4 things to a guy in the Plane of Air. Each of these 4 things was, in and of itself, a quest.  It involved very rare drops from very rare creatures, and quite possibly the rarest drop in the entire game.  A crown on the last island in the Plane of Air took me a long time, because nobody -ever- went there. PoA is a long, horrible zone, and there is hardly anything to keep anyone going all the way. So, I had to drag people up to the plane several times with me. It didn't help that I wasn't in a very good guild at the time.

Anyway, Magician took the longest, and I was very, very proud when I saw the Master of the Elements hand me my scroll.  It was my proudest online moment, the culmination of almost 6 months of effort.

The Best of the Best was anti-Climactic, but I still won.  It turned into a luck fest, as the entire thing was "cast Scars of Sigil over and over"

I just happened to have the most luck!

No cake is complete without at least one ethnic slur.
#9 by Matt Perkins
2003-07-06 05:48:44
Euri = hardcore EQ geek.

The most fun I've had as a gamer online is fucking with PKers...  They are easy to upset lot and sure are fun to poke a stick in their hill and see them get crazy.  Of course, this led to a lot of dying on my part, but it sure as hell was fun.  Though, this was back in the days of old UO when world was a scary place.

"There are two things I've observed about Warhammer during my trips to the comic shop. A) The players send off strong pheremonal signals to mark their territory and warn off rival M:TG alpha males....." - Bailey
#10 by mnemonic
2003-07-06 06:25:04
Game experiences of mine worth telling here:

- Firing off tons of weapons in a Starsiege: Tribes mod into the sky on 12:00AM January first to simulate fireworks.  This sounds pretty lame, but the weapon effects in that mod were particularly extravagant and worked pretty well as fireworks.  Was very lively.

- Hunting down a group of people in Tribes who were building a base (this was a mod that allowed for deployable walls and platforms) somewhere out of the game area, then launching a coordinated, surprise attack against it.  They were building it in a small depression in the terrain, so my friend and I crept up from opposite sides and launched Vortex Missiles (could kill nearly anything instantly in roughly a 15ft radius) simultaneously. We managed to kill everyone working on the base instantly except for one.  Especially satisfying because about 90% of them were real jerks whom I hated a lot.
#11 by EricFate
2003-07-06 07:23:28
Matthew finally managed to beat all of the nostalgia out of me with a large stick.

Though in retrospect, I think if I could have had the source code to any game available to me for dissection, it would have needed to be Below The Root.  I spent months and months trying to duplicate that game before finally realizing that the C-128 would never be used by anyone else but me for much of anything.

The only games I can think of that were written in basic, or had a basic component were The Eternal Dagger, and Crush Crumble and Chomp.  That one was fun to toy with until Epyx blew it out of the water with The Movie Monster Game.
#12 by mike
2003-07-06 07:24:44
I loved Below The Root on the Apple, but could never beat it because of a game-crash bug. Made me awful sad.

A casual stroll through the lunatic asylum shows that
faith does not prove anything.
       -- Friederich Nietzsche
#13 by Caryn
2003-07-06 07:29:39
I was playing EQ with a friend of mine when we went to some dungeon I'd never been to. I was too low a level, really, for this dungeon, but he was helping me get a bit closer to his level so we could fight equally.

This dungeon was filled with undead things, and in the center was a house filled with stronger undead things. We didn't go anywhere near the house, but I kept dying even with his help on the easy stuff. So we decided to try and easier place.

As we left, he said, "hold on. Stay by this wall near the exit...I want to go into the house and just poke around. There's supposed to be some room in the center with this really major creature in it and good loot."

So I waited by the exit and tried to stay away from the baddies. I twiddled my thumbs a bit, standing around with nothing to do. Then suddenly I see him, all alone, run past me at full speed, shouting, "ZONE". In confusion, I wait just a second in the quiet. Then a group of players in one massive, snarling tangle run past me as well. Then there's silence. Then a few seconds later a giant freaking HAND comes running out of the house in the same direction.

You probably had to be there. My friend had -- and still has -- the uncanny luck to get all the worst monsters in a game after him, each new one sticking to his trail like  toilet paper to a heel.

#14 by Caryn
2003-07-06 07:34:06
The only other story I have isn't really heroic or the most amazing story ever, but I like it. I was beta testing Enemy Territory with id and Activision when one of my teammates (the game's producer) went down. I, being a medic, ran over to help him, but in my nervousness of the firefight nearby I didn't hit 5 for the syringe...I hit 4 for the grenade and threw it right onto his helpless, begging body. There was nothing else to do but stand there for a second, realize my mistake, and then take cover as my grenade blew my teammate's body and any chances of reviving him to hell.

Not long after that, I was playing the test with some Crappers when Foodbunny managed to get into the fuel dump and secret herself behind the tanks. I was the engineer, and when I ran into base the first thing I saw was that the gates had been breached. So being the good engineer I was, I fixed them. Completely not checking for the enemy in there.

You should have seen the looks on our faces as Foodbunny ran out to leave after planting the dynamite only to find herself locked in, and I on the other side frantically trying to demolish the gate to kill her and defuse it.

#15 by CheesyPoof
2003-07-06 07:56:45
Hrm, I don't have anything as involved as M0nty's epic there.  The best I think of is something that happened a few weeks ago in GTA3.  I've spend a fuck ton of time playing GTA3, and don't get tired of just popping it in and riding around town listening to Rise FM.  So on this particular sojourn, I had gotten my wanted level up to three stars for a while and decided that I was going to collect bribes to get rid of it (as opposed to going to a paint and spray).  I was driving south in Portland on the main drag that leads to the Callahan Bridge.  Across from the bridge there is a building that has a courtyard with a bribe icon in it.  In order to escape from the courtyard the designers put in a ramp for your speedy getaway to continue.  So I’m driving in my Banshee down the main drag, juke into the courtyard, collect the bridge and climb the ramp to continue the chase.  As soon as I'm airborne I see a roadblock of SWAT trucks set up on the intersection next to the building.  As the cops shot at me, I cleanly clear the SWAT trucks and landed just beyond the roadblock.  It was awesome.  In all my hours of GTA (before or since) I never had the opportunity to jump a roadblock, and to see it set up so perfectly, and not even try to do it, and just have it happen, was a thrill.

Kinda still on topic, I was able to let out a laugh and a smile while playing Midnight Club II today.  I was racing in the lead with one or two check points to go.  This particular stretch or the race took you down the off ramp of the highway and over the cross street and on the on ramp.  Seeing the end in sight and the race won, what do I see appear on the cross street but and 18 wheel truck.  There was no way my POS ricer was going to be able to juke around it.  I decided that there was only one thing to do, go full throttle and see if I would be able to go underneath the truck.  Much to my delight and surprise it worked!  I cleared the truck cleanly and won the race.  This jaded gamer hasn't felt wowed like that in a while.
#16 by Bailey
2003-07-06 08:16:35
Alright, fine. Back in the days of CounterStrike beta, maybe 3 or 4, my friend and I used to play every single night. He was the sniper, I was the short-range grunt, and we made for a pretty good team. We were, in fact, some of the first users to figure out how Roger Wilco could be applied to the game to give us an edge.

Anyway, one night, there we were, played against some asshole clain on I think cs_bunker... whichever one has the big-ass sewer and the house where the terr's spawn in a kind of desert terrain. I sat down with a bottle of vodka and a drink box of juicy juice, and after about three hours, passed out. The next day, my friend sent me a demo of his ghost following me as I single-handedly took out a reputable team of ten terrorists using nothing but the combat knife and silenced pistol. To this day, I have no recollection of these events whatsoever.

Possibly the best part of this victory was how I was telling a story about a retarded kid with an anal fixation in public chat while wiping out this hardened cadre of teenagers.

I can hold complex conversations with you in two distinct intonations.
#17 by Warren Marshall
2003-07-06 08:52:46
Thinking back, one gaming moment that stands out in my mind was discovering the Rune of Compassion in the town of Britain in Ultima 4.  I remember just having a gut feeling and decided to search that specific square.  I almost fell out of my chair when it said I had the rune!

#18 by Ergo
2003-07-06 09:03:55
An event I can relate is in Everquest--

I was a relatively n00b paladin, and I'd hooked up with another guy over a couple of nights to do some hunting. He was several levels higher than me, so I felt relatively safe. One night (game time) we wandered off into the forest and got jumped by a giant spider. Fricken' huge!

I laid into it as any newbie should and watched my health bar shrink accordingly. Just seconds before my inevitable demise, a group of more experienced players showed up and proceeded to whomp on the spider. The spider managed to get one more hit on me before turning its attention to the new group. Of course, that hit poisoned me. As I valiantly fled, the perspective for my character shifted to third-person, meaning I was on death's door. I went to one hit point, and after a long pause recovered. My friend was in awe.

#19 by Ryslin
2003-07-06 09:07:15
(waves piece of paper)
Lets see,
The first time I played Unreal Tournement on the work lan(we can't do that anymore). I think it was a holiday as we had very few calls coming in. Noone at work realised that I was pretty good at this kind of game. Getting headshots on fellow "hard core" supposed gamers who are also the asshats that sit next to you at work has to be a wonderful thing.

Next to that was anouther time when we played teams against a dying department(that was eventually merged into what the new dept was) thus it was new dept against old dept CTF.
There is nothing like siting next to your team mates saying "I have the flag , defend such and so." or " I am comming in like a load of hot (enter your fun noun now), cover my ass please." This also goes that it's fun to get up and beat the idiot who let the flag get captured.

"Do you happen to work for the redundant department of redundancy?" -Squeaky 2003-03-03 07:58:40
#20 by Bailey
2003-07-06 09:18:18

I had a funny similar situation in EQ, when I tried being an ogre warrior. After vainly searching the ogre newbie grounds for people to group with, I finally found two guys about five levels too high to group with, so I ended up hunting around them in the hopes I'd gain levels fast enough to join up. After a few miserable battles that resulted either in me sitting on my ass for ten minutes or squealing for help, a snake poisoned me just as they rescued me.

As I slipped beyond death's door in 3rd person while the two valiantly tried to bandage me back to life, I (semi) seriously quipped something about how I was the worst ogre to ever come out of Oggok, and one of the other guys tried to bolster my confidence by saying "No (Bailey character), you are rad! You are a rad ogre! You... are... rad!"

Well, that was the gist of it. Needless to say, after about a minute or two of incoherent laughter, I deleted my ogre character.

I can hold complex conversations with you in two distinct intonations.
#21 by Euri
2003-07-06 10:32:33
#9 Matt Perkins
Euri = hardcore EQ geek.


Well, yes, I guess. All my impressions are coloured by the fact that I put a lot into it, and got a lot out of it.  I was almost always at the very tippy top. I got to see all the best content before it became overcrowded. I got to solve difficult quests and give other people spoilers.  I played the game as if it were a game, and tried my very best to beat it.  There is a certain little thrill from knowing that you are, or nearly are, the -best- at something, out of -everyone else doing it.-

To me, it didn't matter that it was a pointless online victory. All of my victories were my own.  Not to go off on another EQ spiel here, but that is one of the reasons it does so very well. Everyone can be a winner, if you just try hard enough, it doesn't even take a huge amount of time.  I remained at the very top all the way to the end of my playing, even though for months before I quit i'd only log on once or twice in a given week.  I could load up my characters, and find a story behind every single thing I had.

Face it, most of us live our lives collecting trophies.  Whether these trophies are from personal triumph over something meaningfull, or something vacuous and petty. We likes them shinies. We really do.

Everything on that character was a trophy.  I was the best, I did the most, so I got the thing.  That thing was my trophy.   EQs greatest failing is that the "best" trophy, that of completion and perfection, was always missing.

No cake is complete without at least one ethnic slur.
#22 by Eric T. Cheng
2003-07-06 12:02:51
I've only played Battlefield 1942 CTF a few times (mostly because very few servers run it). Although one time I played it was memorable:

The CTF map was El Alamein and I was on the Axis team. One of my teammates managed to grab the Allied flag and was drivable a jeep across the desert, chased by the Allies. I was in a plane and landed in the flat part of the map so he could fly off back to base. However, he was killed so I picked up the flag and flew back to base. Once over the base, I bailed out over the flagpole, not noticing an enemy perched on top of the factory roof lobbing grenades. I was killed a mere ten feet away from the flagpole. :(

Kilt Wearing Pixel Pushing Monkey Boy
IMDB Entry
DVD Collection
#23 by Your Friend
2003-07-06 12:11:08
Planetside (even with all of its frustrating little bugs)  makes all other multiplayer FPS games obsolete and quite sad looking in comparsion.  The first and only game (and yes, that includes SWG) that Verant/SOE has released that is worth playing, but it pretty much single-handedly makes up for all the rest of the crap they've produced.

Just sayin'.

"Take Two needs to STFU imo." - G30rg3 Br0uzz4rd
#24 by Neale
2003-07-06 12:58:01
I've had a few memorable moments in C&C:Renegade (yes, I still play it).

Running out of a tunnel towards the Nod refinery, taking a hit from the obelisk (the top-end classes have enough armour to take one hit), planting an Ion Cannon beacon and defending it against hordes of engineers trying to disarm it, with my remaining 20 health.

Buying one of the Nod stealth soldiers, and walking behind the GDI harvester into their base to avoid being hit by their defences, then blowing up their Weapons Factory

Using another stealth soldier and a picked-up rocket launcher to repeatedly kill annoying snipers with long-range rocket headshots.

'tis fun.

You can't derail this train of idiocy, Shadarr. Not even with a big fat cow of logic on the tracks. - Bailey
#25 by Gunp01nt
2003-07-06 14:08:23
a couple of weeks ago I was at a small living room LAN-party (15 people or so) and besides me and two friends, most of the attendants were relative noobs, so we decided to introduce them to the world of BF1942. After a few rounds they were getting the hang of it, and we decided to have a serious go at it on El Alamein.

I was on the Axis team, and since the Brits get that big bomber in their base, I took on the task of making sure they didn't get to it. I hopped into a german fighter and flew to the british airfield, where I was just in time to drop a bomb onto the already starting B-17. After that I parachuted out of the fighter and landed on the roof of the hangar, and waited for the bomber to respawn.

Two or three people on the british side were actually waiting near the guard towers for the B-17 to respawn. Now the fun thing about LANs is that you can instantly see the response of the people you're playing against. The two/three guys were waiting for the bomber to respawn, and when it did I heard them say: "There it is, let's hop in."

I jumped off the roof of the hangar, quickly got into the bomber and took off with it. Their response was priceless: "Hey... it's taking off already... what the... OH SHIT, THEY STOLE OUR BOMBER!".

Of course, one of them was cunning enough to hop into a fighter and shoot me down so I crash-landed right into that lake. Respawning in the german base, I quickly made my way back to the british airfield, and was able to steal the B-17 right from under their noses 2 more times, and managed to blow it up 3 times. It was really great.

"What kind of hopelessly superficial society do we live in where a guy can't have a little explosive diarrhea in public without losing the love of his life?"
#26 by m0nty
2003-07-06 14:38:30
I have a bunch of SoF2 stories. One time I was playing on a public server with about 16 players and I got chatting with someone whom I remember being called Warren. Something like that, anyway he was using his real name as his nick. He told me he was 12 years old, and he asked me whether I was in a clan or not. I have never been in a clan, but I started telling him about this secret clan I was in which was the best and most exclusive clan in the world. He asked me why I didn't have a clan tag, and I told him our clan had a silent tag. He asked what benefits you get from being in the clan, and I told him that every new member gets $500 sent to their bank account within 14 days of being approved by the existing members. He got all excited and asked to join, pleading with me for about ten minutes while sacrificing himself in front of me in the SoF2 game like some deathwishing bodyguard. Finally I relented and said I would nominate him, although I wasn't so cruel as to demand his account details. I said that our clan had connections in high places, so we could figure out his account ourselves, and he should be ready and waiting for his $500 entry bonus.

I saw him a week or two later on the same server, and he complained that he hadn't gotten his $500 yet. I told him to be patient and got off the server quickly before he started twigging. I never heard from him again.
#27 by ProStyle
2003-07-06 15:05:59
#16 - Beta 3 or 4? I think you took them all out with the p90 - seeing as how you could have been equally as intoxicated as well as being doped out on any suicide cocktail of painkillers and designer drugs and still pulled it off with that gun. That map was insanely huge and insanely shitty and I can absolutely relate to someone getting drunk while running around the terrorist spawn area - I actually recall people who had never played the map before being unable to find their way out of that insanely designed compound.

I wouldn't say my greatest gaming moment involved a quest or a strategic engagement with any clear beginning or end. The most fun I ever had was playing TF with regulars of about 5 different clans daily. I can barely comment on how fun the actual games were when most of the time we were laughing so hard from all of the trash talk it was a blur of nades and sniper fire. In all of my reflections I think the main reason it was so great for me was because I was relatively young (12) and everyone I played with was at least 18, most in their mid 20's and most working at an ISP in California so it was a very mature atmosphere but I was still highly respected as one of the better players - which was invaluable at the time seeing as how I was very overweight and very socially inept. Imagine that!

These days everything just seems so different, everybody is spread so thin and the only thing that matters is headshots and kill/death ratios... meh.

I'm like a quote out of context...
#28 by Mank
2003-07-06 15:09:09
Back in 1983 I was in the military, right out of basic and attending the Advanced First Term Avionics course in Memphis Tenn. It was there that I met Jeff Dabs, a tall lanky fella who wouldnt strike you as being too bright due to how he projected himself. Most of us just attributed his weirdness to the fact that he was from California...heh, but our perceptions of him soon changed after he introduced us to this thing called Dungeons and Dragons.

There were 10 of us in the little clique that formed around our interest in the game, and being that we were all in the same school and on the same schedule, we were able to make serious headway in picking up the finer points of the game. Most of us spent a lot of our free time at the local fantasy shop talking with other players and sharing our experiences in the licensed Modules of the day, so we were able to tell that we had something special going on where our little group was concerned.

Jeff knew the game inside and out already, and spent most of his spare time on this "Top Secret" Module that he had been working on for close to 6 months before we had even met him. He had played the game extensively before meeting any of us, and his desire to DM was fueled by the effort he was pouring into this personal module of his. He was a natural as a DM, not just because he knew the ruleset inside and out, but due primarily to his demeanor, and the eerie look he had as he peered over the top of the DM screen with his shaved head and thick black unibrow.

After playing most of the modules that were available at the local fantasy shop, we found that the concessions we were having to make to suit a group of 10 people was watering down the intended experience of the modules themselves, so Jeff decided to let the entire group have a hand in developing this top secret module he was working on. He allowed each one of us to incoporate one location, one monster, and one special item or spell that we liked from any of the previous retail modules we had played together. Each of us took turns scribbling down on paper what we would like to see in the module, and left the notes in a metal suggestion box in the hallway. Each suggestion was sealed in anonymous envelopes, and no one was allowed to discuss their submissions with other members of the group.

For the next 2 months Jeff made some major changes to accommodate not only our group size, but also the submissions we had previously made about what we'd like to see in the module. With finals in school quickly approaching, it was decided it would be best if we all took a break so we could study for the upcoming exams. Jeff knew that our interest might wane during this time, so he took it upon himself to put a glass display case in the lounge as a center piece. It was a brilliant idea. He gathered up all of the little pewter figurines that everyone had bought to represent their characters, and recreated some of the possible battle scenes from his module. Every few days the scene in the display case would change, and all we could do was speculate about what was actually going on. It kept our appetite whetted to the extreme, and we could hardly wait to play this module.

Finals were to be held on a wednesday, with thursday being the last day of this particular school. So we all made plans to have a 4 day, 3 night, nonstop blowout gaming event. Jeff indicated that we'd need at least this much time to complete the module as he had prepared it...the wait was almost unbearable.

At 4pm that thursday in feb of 1984, it started.

3 inches of snow had fallen that day, and we all knew there would be no test flights going on across the street at the Naval Air Station, so we knew that we would have no disruptions of any kind, it was getting good....almost as if some unseen force was preparing everything around us for the game that was about to ensue.

We spent the rest of that thursday, and the following 3 days and nights in a non-stop frenzy of roleplaying madness. The only breaks we took were 15 minute timeouts to get something to eat and drink whenever someone from the group would stumble upon something that resulted in triggering a major battle. The neat thing was, that upon returning from these breaks, we would see where Jeff had taken our pewter figurines and prearranged them in the center of the table along with his monster figures with a single light shining on them overhead. Many of these battle scenes we had seen in the display case that Jeff had setup in the lounge, and we were left racking our brains trying to remember what the next battle scene would be based on our collective memories.....needless to say, we failed miserably..heh.

There must have been 50 different people who came into the room over the course of those 3-4 days after hearing about the marathon we were having, and with the way Jeff was DM'ing, the lighting and mood in the room, everyone who came in would hang around till our next break to find out about what it was that we were doing. We finished the module sometime around 6pm that sunday. It was the longest any of us had ever went without sleep, but we didnt was worth it.

I know there are probably some of you here who considers this to be the epitome of geekdom, but until you experience something like this firsthand, I doubt anyone could appreciate it. This is one experience that I will never forget. Not only because of how it all came together, but because we all had a small hand in how the module was developed.

"A great deal of intelligence can be invested in ignorance when the need for illusion is deep."
#29 by Matt Perkins
2003-07-06 15:57:51
I wasn't trying to say anything bad about being a EQ geek, just that you were hardcore, take it how you will.


I would say something bad about the level of geekness you possess, but I envy your exquisite geekness so...

"There are two things I've observed about Warhammer during my trips to the comic shop. A) The players send off strong pheremonal signals to mark their territory and warn off rival M:TG alpha males....." - Bailey
#30 by Sgt Hulka
2003-07-06 16:48:30
One time, back in 1979, I put this killer spin on my pong ball, and it zipped right by my dads paddle.  He lost the big game.  My teammates proped me up on their shoulders and I was heralded a hero by the press. It was a glorious five minutes that I'll never forgot.  Nor will my defeated father.

Doomed! the Movie - Videogames Turn Deadly...
#31 by mgns
2003-07-06 17:49:42
Mank, great story.

A couple of years ago, when me and my friends were still in school - we used to play ICE's MERP. The Rolemaster-like game set in Middle Earth. Excellent game by the way. One night I was GM and I had no idea on what was going to happen, we seldom used commercial modules and prefered to roll our own, so to speak. I decided not to let on that I was completely out of inspiration and just dimmed the lights and jumped right in. To this day I don't know how we managed to find our way into the creepiest session I've ever experienced. I had the Quake 1 disc in my backpack, and once inspiration came along and I knew what was going to happen, I popped it into the stereo and set up the most disturbing tracks on repeat.

To make a long story short, when we were done for the night and I turned on my reading-lamp, everyone of my friends sat with their legs pulled up from the floor and refused to put them back down before I had turned on the ceiling-lamp and turned off the music.

Blah blah, I guess you had to be there...

At night on them banks I'd lie awake
And pull her close just to feel each breath she'd take
#32 by RaTzo
2003-07-06 17:52:20
Best gaming moment - crying "Death to m0nty" as I push all the logs ontop of him in Half Life 2.

I enjoy looking forward to things.
2003-07-06 18:35:49
My first notable exposure to the topic of effects of elevated CO2 on plant respiration occurred in early 1985 when I was a Ph.D. student at Yale University. Plant, Cell and Environment asked me to review a manuscript by Jossef Reuveni and Joe Gale. The key point of their paper, published later that year [1], was that alfalfa nighttime respiration was slowed when nighttime CO2 level was increased, presumably as a direct response to CO2 concentration in the dark. But why should CO2 directly affect respiration? After all, CO2 is a respiratory by-product, so respiration increases CO2 levels in respiring cells. If CO2 inhibits respiration, then respiration would in effect be inhibiting itself, and that inhibition would be strongest when respiration was most needed and therefore most rapid. What would be the adaptive or evolutionary benefit of such an effect? Certainly not to regulate respiration rate since other elegant respiratory control mechanisms tied to demand for the products of respiration (those products being ATP, NAD[P]H, and carbon skeleton intermediates) are well known [e.g., 2]. But there it was—experimental data showing that small increases in CO2 (a few hundred ppm) slowed respiration. And other papers reported the same effect. The most important question raised by such results was, Is some fraction of respiration unnecessary for plant health and growth? While I realized that experimental artifacts could result in an apparent (i.e., fictitious) inhibition of respiration by elevated CO2 (e.g., Hole [3] had shown that the inhibition of respiration by CO2 reported by Harvey et al. [4] was due to an instrument error rather than a change in actual respiration rate), I accepted the idea that an increase in CO2 "may directly suppress respiration rate" [5].

I did not devote much additional thought to plant respiratory responses to elevated CO2 until I attended a workshop on elevated-CO2 research at San Diego State University in May 1989 (research on effects of rising atmospheric CO2 on plants and ecosystems was ‘taking off’ in the late 1980s). Several effects of growing plants in elevated CO2 on plant respiration were mentioned at the workshop, but no explanations for those effects were articulated. I thought I saw relationships in the data being discussed, and asked for a few minutes of speaking time to present them. The workshop participants were obliging, and I outlined my main idea that two types of respiratory responses to elevated CO2 were apparent. The first was a "direct effect" of CO2 on respiration, which I first learned about reading the Reuveni and Gale paper in 1985. There was no biochemical or physiological explanation available for a direct effect. The second, separate effect was a normal response of respiration to other changes in plants brought about by growth in elevated CO2. For example, elevated CO2 increases photosynthesis, translocation, and growth in C3 plants (the largest and most studied group of terrestrial plants), and this should be accompanied by increased respiration to supply ATP, NAD[P]H, and carbon skeletons used in growth, transport, and maintenance activities. At the same time, elevated CO2 often results in a lower tissue protein (or nitrogen) concentration, and a lower protein concentration might lead to slower respiration per unit dry mass because of smaller growth and maintenance requirements per unit biomass [5,6]. I called these "indirect effects" of CO2 on respiration. An important distinction was that direct effects resulted from instantaneous CO2 levels (i.e., CO2 level during a respiration measurement) whereas indirect effects resulted from longer-term CO2 levels (e.g., the CO2 level a plant had been growing in for hours, days, weeks, months, or years). On my way home from the workshop, I decided to write an article (the subject of this essay), before someone else did, reviewing direct and indirect effects of elevated CO2 on respiration. I thought the topic had room to grow, and I wanted to be part of that growth. I also decided to conduct research on the direct effect of CO2 on respiration.

I worked on a manuscript in my spare time during the months following the San Diego workshop, but there was little to go on; the literature was sparse and I had no data of my own. Nonetheless, I produced a paper that expanded on my ideas developed at the workshop that I thought was worth publishing. I submitted it to Plant, Cell and Environment in late 1989, choosing that journal for three reasons: (1) it was publishing many of the better papers about plant responses to elevated CO2, (2) it had a good readership, and (3) I published a paper on maintenance respiration in it in 1984 [7] and had had good experiences during the review and publication processes. In hindsight, the manuscript was simplistic. One of the reviews was no more than lukewarm (rightly) and the journal recommended that I revise the manuscript and resubmit it. I took the reviews to heart and began a significant rewrite. During this period I also decided to get going on experimental studies of the direct effect of CO2 on respiration.

One thing was clear to me about the direct effect of CO2 on respiration seen in experiments. If it was not due to gas exchange measurement errors (and most people reporting a direct effect knew their way around plant physiological gas exchange measurement systems), the next obvious thing to eliminate as a possible artifact causing the response was accelerated dark fixation of CO2 (catalyzed by phosphoenolpyruvate carboxylase) caused by experimentally raising nighttime CO2 levels. That is, because most measurements of respiration were based on CO2 efflux, stimulated dark CO2 fixation (occurring simultaneously with respiratory CO2 release) would be interpreted as a slowing of respiration (i.e., net CO2 efflux would decline). The simplest way in principal to distinguish changes in respiration from changes in dark CO2 fixation would be to simultaneously measure CO2 efflux and O2 uptake because O2 uptake is not immediately affected by dark CO2 fixation. In practice, such measurements are difficult. I did not have appropriate instrumentation, but I learned that Arnold Bloom at the University of California, Davis, had developed a laboratory system to measure both gas fluxes [8] and I contacted him about doing some experiments with his system. He agreed, and on January 22, 1990, George Koch (who was a postdoc in Arnold’s lab at the time) and I began measuring the direct effect of short-term changes in CO2 level in the dark on Rumex crispus (the ubiquitous weed curly dock) leaf respiration. Unfortunately, we experienced technical difficulties with the O2 measuring part of the system, and were unable to address our objective. On the CO2 side of things, though, we observed consistent, dramatic effects of instantaneous CO2 level in the dark (in the range 50–950 ppm) on CO2 efflux from leaves. Arnold’s system was built and operated to avoid CO2 flux measurement errors, so we were confident that background CO2 level was affecting CO2 efflux from the leaves. One of the best aspects of my delving into this fresh area of research was meeting new people. Before this, I didn’t know Arnold or George, and 12 years later we are still good friends.

While we were conducting our experiments at Davis, and I was rewriting the Plant, Cell and Environment paper, Jim Bunce published [9] what I thought was the most comprehensive study of effects of elevated CO2 on respiration conducted to that time. His experiments quantified both short-term (direct) and long-term (indirect) effects of elevated CO2 on respiration in three species. In most cases, respiration was slowed by growth for several weeks in elevated CO2. It was also slowed by short-term increases in CO2 during measurements. I incorporated Bunce’s results and our Rumex experiments in the rewrite, and submitted the revised paper in March 1990. The main themes of the paper were that indirect effects should be distinguished from a direct effect of CO2 on respiration. Indirect effects could (perhaps) be explained by basic knowledge of nonrespiratory plant responses to CO2 and the links between respiration and those other responses. On the other hand, a direct effect could not be explained with available data; the effect was only an empirical observation. I proposed some biochemical mechanisms for a direct effect, but there was little to link them to experimental results. Following one more round of revisions, the paper was published (in January 1991). I think it provided a good mix of data, theory, and speculation for the immature subspecialty of effects of CO2 concentration on plant respiration.

A few months after the 1991 paper was published, I attended a CO2-effects workshop at the Smithsonian Environmental Research Center near Edgewater, Maryland, and reported on our 1990 experiments with Rumex crispus and a few key points from the 1991 paper. Based on our Rumex crispus experiments, available literature, and conversations with others making respiration measurements, I stated publicly at the workshop that elevated CO2 "always, always, always" inhibits respiration in the short term. There is no written record of that statement, which is fortunate because published results I uncovered after the workshop, other results published shortly after the workshop, and our own soon-to-be-conducted experiments, revealed that respiration was often independent of short-term changes in CO2 concentration. Nonetheless, we submitted our Rumex crispus results for publication later in 1991. They were published in 1992 [10] and impacted, we think, later research, though not necessarily for the better since we now know they were in error.

In February 1993, George and I measured O2 exchange by Rumex crispus leaves while changing CO2 level in the dark with equipment in Olle Björkman’s lab at the Carnegie Institution of Washington, in Stanford, California. We determined two things during those experiments. Oxygen uptake was not slowed by elevated CO2 in the dark, and leaks in gas exchange measurement systems mimicked a direct effect of CO2 on respiration measured as CO2 efflux. Later that year, Reuveni et al. published a report [11] stating that CO2 did inhibit O2 uptake in the dark (their measurement system was similar to what we had used). Still, we trusted our results.

As a result of my 1991 and 1992 papers—and our related research—I was invited to give a presentation on respiration in the elevated-CO2 symposium at the November 1993 American Society of Agronomy annual meeting in Cincinnati, Ohio. The presentation allowed me to consider the papers published since I wrote the 1991 paper (e.g., the papers of Ryle et al. [12,13] indicating the absence of a direct effect of CO2 on respiration). The issue of the direct effect was becoming cloudy in my mind, and I placed some emphasis in the presentation on measurement errors. On the other hand, the slowly developing literature about indirect effects of CO2 on respiration [e.g., 14] tended to support, at least in part, ideas expressed in the 1991 paper.

Following the 1993 symposium, I took advantage of the fact that the papers presented there were not published until 1997 (my manuscript was not one of those delaying publication) to update the presentation. Thus, my published paper resulting from the symposium [15] was current through 1995. With respect to the direct effect, George and I had conducted other CO2 and O2 exchange measurement experiments, and in all cases found respiration to be independent of CO2 level in the dark. I mentioned this in the paper, and also noted other recent cases of a lack of a direct effect of CO2 on respiration [e.g., 16]. Because I thought the direct effect might be artifactual, but also that CO2 exchange measurements were generally being made correctly, I devoted considerable space in the 1997 paper to dark CO2 fixations. With respect to indirect effects, the symposium paper was largely an expansion of my 1991 paper, and for the first time I carefully spelled out that indirect effects of CO2 on respiration should be called "indirect effects of CO2 on respiration because any environmental change that altered photosynthesis, growth, or plant composition in the same way as an increase in [CO2 concentration] might affect respiration in the same way as does CO2 enrichment." It was my view then (and remains so now) that much of the experimental literature on the subject could be properly interpreted in terms of the indirect effect approach/philosophy outlined in my 1991 and 1997 reviews. As an example, I showed by calculation [15] that the report of Thomas et al. [17] that daytime elevated CO2 increased leaf respiration could be explained in terms of an indirect effect on the metabolic cost of translocation of sugars out of leaves. In the end, to the extent that rising daytime CO2 increases plant growth, whole-plant respiration will increase about proportionally. Thus, rising atmospheric CO2 will probably bring with it rising plant respiration.

Later, while making the "elevated-CO2 workshop" rounds during the middle 1990s, George and I (together and independently) made a case for a lack of a direct effect of CO2 on respiration. We presented several methodological problems that can result in apparent changes in respiration when no changes actually occur. As far as we could tell, our arguments were often dismissed by a significant fraction of the audience. I think that dismissal arose because it can be difficult to admit that measurement errors are the basis of published results (we freely admitted that our 1992 paper was probably in error), and many people working in this area were convinced that their methods were sound. On the other hand, several papers published during the middle 1990s indicated that the direct effect was small or did not exist.

Where do things stand now with respect to a direct effect of CO2 on respiration? Several measurements of O2 exchange and studies assessing potential artifacts of CO2 exchange measurements indicate that respiration rate is independent of short-term changes in CO2 level in the dark. Because all causes of CO2 exchange measurement errors (e.g., gas analyzer sensitivity to background CO2 level, leaks in gas handling systems, lateral transfer of gases through leaves partially enclosed in cuvettes, dilution of CO2 caused by transpiration, adsorption/desorption of CO2 on surfaces in a gas exchange measurement system, uptake and release of CO2 by liquid "traps" used to control dew point in gas exchange systems) mimic a direct inhibition of respiration by an increase in CO2, the onus is on the investigator to show that all artifacts are eliminated before concluding that a direct inhibition of respiration by CO2 is being observed. Although reports of a direct effect of CO2 on respiration continue to appear [e.g., 18], the weight of recent evidence [e.g., 19–27] indicates to me that respiration is not directly affected by CO2 in the concentration range of 0 to at least 1,000 ppm. This means that a negative feedback on rising atmospheric CO2 level from a direct inhibition of plant respiration by CO2 is unlikely. In defense of those making plant respiration measurements, such measurements are technically difficult (usually much more difficult than standard measurements of leaf photosynthesis even though similar, or identical, equipment is used). Respiratory CO2 fluxes are often small compared to typical high-light photosynthesis rates, so small errors that can be tolerated with photosynthesis measurements may have dire consequences for the accuracy of respiration measurements. An under-appreciation of the difficulties of respiration measurements when background CO2 level was changed during an experiment probably resulted in some of the reports of a direct inhibition of respiration by elevated CO2 (whereas an actual inhibition of respiration may not have existed). This was true of our 1992 paper [10].

In summary, our own work since 1990 (much of it supported by the U.S. Department of Energy’s Office of Biological and Environmental Research [BER]) has gone full circle, from indicating a strong and consistent direct effect of CO2 on respiration to indicating a complete independence of respiration from short-term changes in CO2. Other literature, though not all of it, indicates a similar shift in thinking within a larger community of scientists. My regret with respect to the considerable attention paid to a presumably artifactual direct effect of CO2 on plant respiration is that the effort expended to characterize that nonexistent phenomenon could have been directed at more important topics, such as quantifying and explaining indirect effects of CO2 on respiration. Thus, in part because of a distraction caused by several early reports of direct effects of CO2 on respiration, work on indirect effects of rising CO2 on respiration was slow. With the rapidly mounting evidence that direct effects are measurement artifacts, I hope that more work will be directed at other aspects of CO2-respiration interactions. In particular, more research on whole-plant (not just individual leaf) respiration in response to long-term elevated CO2 is needed. But if future research is to answer important questions about CO2-respiration interactions, it will be "essential that measurements of respiratory fluxes [of CO2 and/or O2] are accompanied by measurements of other processes [that use the metabolic products of respiration], and of the status of the tissue being investigated (e.g. nutrient status, sugar concentration, N content and categories)" [28]. Only when respiration is placed in the context of overall metabolism will respiratory responses to environmental changes be amenable to explanation [29].

In closing, although I am now a government bureaucrat, I remain first and foremost a plant physiologist (my present position is temporary and I plan to return to research in a year). While fate did not dictate my chosen field (as far as I know), I discovered an interesting coincidence around the time I first read the Reuveni and Gale manuscript in 1985. I came across a 1957 paper by Herb Bormann in Plant Physiology [30]. It was published in the January issue. I was born in January 1957. And Herb was my dissertation advisor. So my eventual advisor (and good friend) had published a paper the month I was born in the journal bearing the name of my vocation. What is more, the article immediately before Herb’s in that issue (both articles shared page 48) was about plant respiration. Although these coincidences probably have no mystical significance, I find them intriguing
2003-07-06 18:36:16
/me high-fives barry white
#35 by LPMiller
2003-07-06 18:45:16
1) I was in a dungeon in UO, and had just discovered this statue that cast reflect on you when you clicked on it. Suddenly, a PK'er attacks me, casting fireball. Bounces off and hits him. I use the statue, he casts again. Again and again this happened until he falls over dead, having killed himself upon my unlimited supply of reflects. He had phat loot on him too.

2)Mistmoore dungeon in EQ. Getting lost, an causing the largest train ever, and thus being responsible for killing off at least 15 other players. Boy they were pissed.

3)playing I think Shadow Warrior, some mod with all these sky scrappers. Going to the top, finding a spawn of stick bombs, filling the entire city with sticky bombs from the skyscrapper, laughing as every one of my friends repeatedly cursed me because you could not go anywhere in that map without blowing up.

I believe I can fly......urk.
#36 by Charles
2003-07-06 18:51:48
I have a lot of fun gaming stories.  

A few from BF1942:  Once on el alamein, I was doing some wacky flying to escape someone who was on my tail (and a better pilot than me).  I was axis, so I had one of those horribly unresponsive german planes.  I also fly with the mouse.  Anyway, I ended up flying upside down, but REALLY close to the ground.  Normally, this isn't a problem, cause with zeros or mustangs you can just pitch down and you will actually gain altitude.  Not with the german plane.  The best I could do was keep it level;  I was too close to the ground to flip back over.  And I'd keep losing a bit of altitude when I'd have to lift the mouse and drop it to the bottom of my desk.  When my cockpit started scraping the ground, the only thing I could think was OH SHIT, BAIL.  So I hit my exit key... and jumped out of the plane, standing up, alive, as my plane skittered and blew up just beyond me. The enemy plane flew off, probably thinking I'd died.  

Another time, getting creative with bombs, on wake, I filled a jeep up with 10 detpacks (the most you can have at one time), and parked it in the middle of the runway.  As an enemy plane came swooping down to bomb our planes, I hit the detonator.  The resulting explosion took out the plane.  "WTF" were the next words in the chat channel.  I love doing that.  Jeep bombs are the shit.  

In UO one time, a friend and I were running around a high level dungeon killing poison elementals.  Which was fun.  But there was this group of players who were sitting around this poison pit.  They'd baited the pit with some expensive stuff, and then they'd lure random other players in to get the stuff, saying they could have it if they could get it.  But the pit was instant death...  so they'd wait for a player to set foot in it, die, and then they'd loot his corpse, and take all his shit.  Well, my friend and I thought that while entertaining, it would be more entertaining to see these guys get their share of pain.  So we went deeper in to the dungeon and found two blood elementals (which if anyone played UO, they'd know that these were monsters not to be messed with).  So we lured these blood elementals up to the poison pit... but when we got there, we both cast invisibility, and disappeared.  Not having us as a target anymore, the elementals latched on to the griefers at the poison pit, and promptly killed them all.  It was funny to see them shouting shit... they were so focused on griefing at the pit that they didn't notice the elementals until too late.  

(Here is a site he'd done a while back, too bad he didn't keep it running.  He had some entertaining stories in the Adventures section)

Whating the what?
#37 by Warren Marshall
2003-07-06 19:09:37


#38 by Matthew Gallant
2003-07-06 19:20:07
You might think LPMiller is misspelling skyscraper, but his exploits in SoF2 have shown just how scrappy these buildings can be. They'll push you right off of them.

"Underdog theme sampled in WuTang's WuTang Clan Aint Nuthin To Fuck Wit"
#39 by Bailey
2003-07-06 19:34:52

Eh, Imanewbie is better.

I can hold complex conversations with you in two distinct intonations.
#40 by VeeSPIKE
2003-07-06 19:36:13
#33 A bunch of crap was posted.

Now, how much do we want to bet that the 'tard really isn't the author of that passage?

The media doesn't educate, it sensationalizes. That's why there's no learning curve, just repeated bouts of gross stupidity. Bailey
#41 by zimbardo_ugly
2003-07-06 20:41:44
Yes, but more importantly, do you think he really high-fived Barry White?

" 6 of the bad consequences from a wrong guess function references Seth|Violet when it should be Warren Spector in a dress (I think)." - G-Man
#42 by Warren Marshall
2003-07-06 20:57:49
Now, how much do we want to bet that the 'tard really isn't the author of that passage?

Look at his nick and his posting track record.  It's not a very tough call.

#43 by LPMiller
2003-07-06 21:09:58
You might think LPMiller is misspelling skyscraper, but his exploits in SoF2 have shown just how scrappy these buildings can be. They'll push you right off of them.

'Zactly. It's truth, is what it is.

I believe I can fly......urk.
#44 by Sgt Hulka
2003-07-06 23:18:39
Arnold Rocks

Doomed! the Movie - Videogames Turn Deadly...
#45 by Your Friend
2003-07-07 00:05:07
Arnold Rocks

This is what that nicely framed publicity photo for a guy who is pimping a big movie and also considering a run for California governer is intended to make you think.

I'm not saying Arnold doesn't rock, maybe he is the nicest guy in the world, I have no idea as I've never met him.   However, lots of real assholes do nice things in public for suspect reasons.  Arnold visiting wounded soldiers really says nothing either way on its own.

"Take Two needs to STFU imo." - G30rg3 Br0uzz4rd
#46 by Warren Marshall
2003-07-07 00:54:21
The link makes it very clear why he's there.

#47 by Darkseid-D
2003-07-07 01:33:26

impressive for 64k of code.... or just for the ftp.


bright shiney things that need fast systems/video cards -

Do not go gently into that good night.
Old age should burn and rage at the close of day.
Rage, rage against the dying of the light.
#48 by yotsuya
2003-07-07 01:44:41
You're gonna laugh, but my first "Wow!" accomplishment was going from 9999 back to 0000 in Space Invaders on the Atari 2600. For me, at age 9, that was a very big accomplishment,.

"YES!!  You see people, THAT'S why he's the Vice-President of A/V Services here at Respawn Games.  Yotsuya ALWAYS unleashes the fucking fury!" - Warren Marshall
#49 by Warren Marshall
2003-07-07 02:12:36
impressive for 64k of code....

Was even more impressive when it was released.  Sometime just after the dinosaurs were wiped out, I believe.

#50 by Bailey
2003-07-07 02:36:15
64k links are so 1995.

I can hold complex conversations with you in two distinct intonations.
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