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  Ya Gotta Break Some Eggs 10:57 PM -- Sun January 6, 2008  

Well, I managed to destroy the Supreme score and time databases. I ended up crossing up some scores, so I had to just clear the entire database, since otherwise some unattainable scores would be locked in (I knew something was amiss when 1st place had 250,000 points, and second place had 1000). I'm asking the server guys to restore it from a backup now, something they've done for me before, so it should be no problemo!

The good side of this is that after extensive self-depilation and cranium-to-table interaction, I discovered what the most recent problem with the Supreme scores was, and fixed it. Or at least, I think I fixed it. We'll see! It was amazingly hard to discover. For some reason, the level names now contain a carriage return on the end, and you would be amazed how few methods of viewing data can actually show you a carriage return at the end of a data field. It actually ended up taking a CSV export of the data and then hex-editing the CSV file to see it (couldn't even see it reading the CSV!). And if you don't know what I mean, let's just say it was well hidden.

I'm not sure when that character appeared... it's a recent phenomenon though! Something to do with Vista? Something to do with upgrading my FTP program? Something on the server? Don't axe me, sir. The mysteries of technology.
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  Lazy Day 12:27 AM -- Sun January 6, 2008  

Well, it's a Saturday, and it was pouring rain all day. So my accomplishment list for the day includes: a couple hours of WoW, a little Half-Life 2 (I'm up to Episode 2, which is definitely the best, since it finally has achievements in it. I've been carefully hauling a garden gnome with me for the entire game just to earn one), a trip to the post office (after discovering my car battery had died), and a little Lego building, since the post office contained my new train! I believe I also did some eating and sitting. There were TV shows as well.

Oh, I did do some work-related items! When I went to the post office, I mailed CDs that had been ordered. Also, I did some testing of an absurdly horrifying world that WTG was afraid of (hint: jumping over water in a you-go... but not in the dark!). Not that it was a badly made world, just impossible. I think I came up with a very simple fix that will make this world quite playable. And I answered some emails, read the forum, and chatted in the chat room.

Hey, it's the weekend, that's what happens. I am off-duty on weekends. But it's not usually this ridiculous. We have a houseguest for the next week (and the past one, so be impressed with the things I've gotten done!), so nothing is very organized or professional around here until that's done. You know how that goes!
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  Lego My Legos 08:20 PM -- Fri January 4, 2008  

The "big present" I got this Christmas (I got lots of great stuff, by the way, mostly DVDs) was something perhaps a bit embarrassing for an elderly gent such as myself, but I announce it anyway! It was a Lego train set and a bunch of extra tracks for it, and a train station.

I was supposed to also get Rock Band as my other really big present, but it is unfindable for PS2 these days (except for the version that comes with no instruments, and that doesn't do me much good!). So I spent the relative money involved, and maybe a bit of Christmas money, on more Lego trains! Those are awaiting me in my PO box at this very moment. Too bad it's too late to pick them up.

I've got it all set up in our 'retreat' (a small room that has no real purpose, off of our bedroom). I had tons of legos in my youth, so I am using those to build stuff - houses, stores, cars, etc. It's going to be a whole little tiny wonderland. I've taken pictures of it so far, and I'll get more as it builds up. I want to capture the process as the city slowly expands. I want to get set up to build a nifty timelapse video of it going up.


That's the first shot! It's actually got a building added on to that now, but I haven't taken a picture yet. As you can see, it is constructed on delightful foam jigsaw pieces. We got those years ago, and they are a nice surface for exercising, or as we see here, legos. My second train will add a bunch more tracks, so I'll have to find a way to work those in. Wish I had more space! Also, you can see assorted ground plates scattered around. I just dug them out for future use.

See, I've always wanted lego trains, since I was maybe 12 and they were only available in Europe. I always thought train sets were really cool, something about all the miniature stuff. A Lego train set is ten times as good, because you can rearrange it freely and don't need all kinds of expensive paint and bits from the hobby shop. On top of that life-long interest, I also wanted something simple, creative, yet brainless, so I could just zone out when I am totally tired of work for the day, but my wife still isn't home to entertain me. So this is my new hobby! I'm pretty excited about it, however dorky you want to call me. It really fills a specific need I've had that to date has left me sitting there browsing around the web for hours at a time, not actually doing anything of interest, and ruining my eyes and spine.

I don't expect to be cranking out the city rapidly, but it's nice to have it sitting around whenever I feel like messing with it.
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  Jack's Shack 12:29 AM -- Fri January 4, 2008  

I went to see the setting of Short Fuse live and in person today! A bit late for background research, I suppose. We took a hike way up into the hills with a friend of ours who knew where we were going, and checked out an abandoned mine shaft and a shack that belonged to... well, somebody at some point. A miner? It didn't look that old! It did have creepy clown paintings in it, though. Anyway, we didn't get to go in the mine, given that it was a 20 foot drop straight down with a rickety ladder built a hundred years ago, but we looked in. It was a good hike. There was also a spot we saw, quite a ways away from the mine entrance, where a cave-in had obviously happened. That was kind of cool, just to imagine how much of the area under there was lined with tunnels. It's like ants.

I still need to put out a newsletter, but I did get the latest Supreme Add-on up, unannounced. WW6-LM, feel free to grab it. Newsletter tomorrow though. Hiking is very tiring. Good night!
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  Short Fuse Enhanced Edition! 06:46 PM -- Wed January 2, 2008  

I've finally finished the upgraded version of Short Fuse. It's not a huge overhaul, but the editor is dramatically improved. In addition, there are a bunch of new game elements, and 5 new levels to use those elements:
  • Keys & Doors - As you can imagine, you need the keys to open the doors.
  • Heartbreakers - Don't touch them! If you get one, your multiplier drops to zero, meaning no more points for you for the rest of the level.
  • Rockets & Targets - My personal favorite. When you light them, they launch off and hit the nearest Target, exploding.
  • Teleporters - A little more interesting than in most games, simply due to the rules of this game. See the new level Resumption to understand why it's interesting.
So that's what I spent my day doing! I also have finished testing a late WW6 world at last, and should have that and a newsletter for you tomorrow! Enjoy! And make me some new levels!

P.S. I resubscribed to WoW on New Year's Eve. Goodbye cruel world!
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  2008 Hamumu Planumu 11:56 AM -- Tue January 1, 2008  

Well, looking ahead to the future, things are always a bit hazy. It's all guesswork and hopes. But the very act of writing this will have some hand in determining that future. I'll be sure to bookmark this entry so I can refer to it and see what I was supposed to have accomplished when I'm wandering around doing nothing.

Major Releases
  • Adventures Of Bouapha 3: ??? - Coming soonish.
  • Loonyland: Titan Tunnels - I still want to do this, but we'll really have to see. I left the code in complete disarray when I turned to other, more urgent, projects, so I may be stuck when I go back to it. When something is completely torn to shreds like that, I'm mentally holding up the various pieces in my mind, and taking on other projects lets them drop back into a jumbled mess. I think it's not as bad all that, though. I'll have to see.
  • Another Smallish Game - Like Sleepless Hollow. I don't know what, I don't know when, I just think there really ought to be one! I had huge fun making that, and it only took a couple of months, and it's provided a lot of joy (and frustration) and proved very popular. Maybe this could be a Sol Hunt game. Those always get finished, right?
Minor Releases
  • Another 48-Hour Game in April - The next Ludum Dare contest is in April, so I should hopefully have another little mini game for you then!
  • Another one! - There will likely be another Ludum Dare contest later in the year too, like this one we just had in December, so that makes 2 such gamelets.
  • 3 More Webgames - I like having the webgames. They keep people coming back and provide an automated way for people to have fun and accumulate Yerfbucks. I know exactly what I want to do for the next one (you might be able to guess what it is if you own a Wii), and then there should be 2 more in this coming year. I don't know what they'll be about, but surely they will entertain!
  • Avatar Bits! - Hundreds of them!
  • Custom Title Changes - As was written in the scrolls of eld, someday you'll finally be able to buy title changes in the Yerfshop.
  • Something Else In The Yerfshop - Something other than avatar bits and custom titles should be buyable in the Yerfshop. More stuff to spend your Yerfbucks on is a good thing.
  • T-Shirts - It's really way past about time for there to be Hamumu t-shirts. This is something that just keeps hopping onto that back burner and getting burned up. But in 2008? Maybe! Sorta maybe. Honestly, I'd just like to have some for myself!
Other Stuff To Do
  • Daily Journal - I need to get down to putting something in this Journal every day. We can call that one a New Year's Resolution, but that just makes it sound scary. It won't be too boring, there really is new stuff worth mentioning almost every day. I am just a lazy old man.
  • Finish This Stupid Site! - There are still things on the site that just aren't done. Fan Art page needs integration into Dumb Accounts (and lots of fan art is unposted still), My Downloads is still not running (that's 99% done, I really just have to test it and upload it), and other little issues.
  • Integration - Working on code to allow future games to really tightly integrate with Dumb Accounts. That in-game chat I've talked about, progress stored on the server, achievements on the Dumb Page, and so on. Not much retroactive, though. The older games will just suffer.
Pipe Dreams
  • A Musical - It's still my dream to release a game that's a musical. It's just got to happen someday!
  • The Loonyland Series and Adventures Of Bouapha - The entire mythology of Loonyland is written. It's all worked out, it's got more twists than your large intestine, and it's awesome. Now all I have to do is make the 4 or 5 games that make it happen. Huge games. Sigh. But I mentioned the other one because I have figured out what the last Adventure Of Bouapha will be (the name, by the way, is "Final Exam", so don't say I never tell you anything), and it's going to also fit into the Loonyland series, tying the two together. It should come out just before the last Loonyland game. The last Loonyland game (which also has a title, and I'm not telling you!) will completely wrap up the entire saga of Bouapha, Dr. Lunatic, and Happy Stick in a perfect bow. When you finish that game, you'll be able to look back and see how everything fits together from the very beginning. It will be my crowning achievement!! You will weep! So that'll be coming out in 2044.
  • Ichabod Steamshovel: Mythchaser - Writing comics for this guy got me very interested in his character and what he does. I want to someday make him a series of games. They'd be very different - all about going around and finding clues and taking pictures to, of course, chase myths! There's no fighting, just a lot of photography, sneaking, and using various high-tech devices. The idea is quite compelling, though it is nothing more than an idea at this time.
  • An MMORPG - Hey, who doesn't want to make one of those?
So there you have it. Everything I plan to do, everything I hope to do, and a bunch of things I have no intention of doing this year, but like to think about. We'll see what actually happens, won't we?
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  2007 Hamumu Reviewmu 11:01 AM -- Tue January 1, 2008  

Like everybody, I think it's a good idea to do a wrap-up now, and after this, I'll post a look to the year ahead. So let's see what happened this year...

A lot, actually! Much more than usual. The year began with the official release of Loonyland 2 in February, though many many people were already playing the beta version which released in December 2006. That was my first foray into allowing people to buy a beta game. I think it works well for both sides - I get paid sooner, you get a game sooner, I get free testing and lots of it (thanks!), you get input into the finished product. That seemed to be a big hit, so I guess I'll be doing that more in the future!

A couple of months later (in May) saw the release of the Loonyland 2: Collector's Edition, my first experience doing commentary. That was a lot of fun all around, and people do seem to like it!

Then the middle of the year was very quiet. I spent almost all of it working on the new website and Dumb Accounts. I was also clicking away at Loonyland: Titan Tunnels, but not a lot of progress actually occurred.

Then, blammo! The end of the year came! In rapid succession, we had the new website arrive, the release of Sleepless Hollow (I began working on that at the end of August in secret, deciding that for once, I needed to successfully create a Halloween surprise), the release of DumbWords, and the release of T.A.G., and the release of Short Fuse (well, not entirely released yet, but you can play it). We also had The Best Halloween Ever, which indeed was pretty best.

Other highlights of the year:
  • Loonyland 2 and NPC Quest both mentioned in Games For Windows magazine
  • many glowing LL2 reviews around the web
  • Summer Silliness, Halloween Horror, and Winter Wackiness as usual (still count as highlights!)
  • Switching to 'glorious' satellite internet here at the Hamumu HQ... well, it's vastly superior to dialup as long as I'm not gaming on it, anyway.
  • The scary California wildfires which we got to find an alternate backwoods way to drive around when we returned from a trip. Within hours after we got home, we learned that the roads we took were no longer open!
  • Netflix's new Watch Instantly online feature... it may not mean anything to you, but it's been awesome for me!
  • A trip to the emergency room for a fainting spell brought on by the most intense back pain ever, followed by a month of physical therapy and another month of just plain recovering. Maybe we'll say this is highlights & lowlights. Memorable moments.
  • My wife's launch of her own business, Escuela Del Sol (after-school tutoring - I helped on the website!). I absolutely love that she is also doing her own thing. I believe everybody should run their own business, and we can all buy indie things from each other! Down with big corporations!
That's really all there is to 2007. More releases than I can recall of any previous year, and some of our best games ever. A whole new website paradigm, and as you can see with Sleepless Hollow, gradually more website integration going on. Future games will do even better with that. And now that I've played Steam games, I've got more ideas on how to swing that (without being as annoying and intrusive as Steam is...). Now I just need to get an XBox 360 to see what Live achievements are like too! It's research, people!

I'm calling 2007 our best year yet, so we'll have to figure out how to top that. I've got ideas. See the next journal entry!
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  I CAN HAS PELLIES! 11:48 AM -- Mon December 31, 2007  

Editor's note: I am embarrassed to be writing this, since this journal is syndicated at the Ludum Dare contest site, but hey, I gotta share it with you! So if you are reading this at LD, ignore it.

I won first place overall in LD48 #10! I actually did much better than I expected (and I question whether my entry was better overall than several others). Here are all the pellies I earned (for complex and forgotten historical reasons, the awards in LD are called Pellies):

1st Place - Overall
1st Place - Fun
1st Place - Polish
1st Place - Food (photos of the food you ate during contest)
2nd Place - Effort
2nd Place - Journal (how well you documented the development)
3rd Place - Theme (how well you used the theme, "Chain Reaction")
(and no pellies for these categories)
4th Place - Humor
6th Place - Graphics
10th Place - Audio (aww, after everybody said they loved the death scream?)
11th Place - Innovation (okay, it was pretty unoriginal)
13th Place - Technical (not exactly rocket science)

I'm surprised I did so well in Theme. I did the basic and obvious chain explosions. Other people did interesting things with the theme! My low placement in audio despite obviously wondrous sounds was DrPetter's fault. His program SFXr made everybody have equally great sound, so to try to do well there, I really needed to do something unique rather than just use a bunch of sounds from SFXr. The best ones were people who played their own background music on guitar or perhaps tuba. Then again, maybe just having background music would've helped...

All in all, it's probably my best showing ever in an LD contest, and I didn't expect that at all. But I'll take it! If you want to see the journal and food pictures that got me there, witness this link. Having a food contest made it a lot of fun, and not so intensely focused on the work, which is nice. Another cool thing was (as you can see at that link) the ability to award random trophies of any type you wish to any participant. Lots of those got handed out all around. I even got cake, twice. And if you consider a picture of cake as opposed to actual cake to be untruthful, then it was a lie both times.

To see the full contest results, click here. Congratulations to all the winners, including my personal favorites which should've beaten me in Overall: Lexaloffle's "Mr. Splode", GirlFlash's game I don't remember the name of but I can't stop seeing the award she got in my head: "I has power cables nom nom", and XMunkki's amazing "super advanced tech that actually includes really good/original gameplay". There were several others that really amazed me, but those three stick out in my mind immediately. Check out the full list, a lot of great stuff there. Profanity warning: several of the great ones have a lot of it. I find that very amusing, but I need to warn you, since it's not appropriate here (if you want to see entries without it, avoid Mrfun and Girlflash!). I can't recall there being any particular gore this time around, though, which is rare.

And no, I still haven't gotten Short Fuse ready to go up on the site officially... there are some tweaks I'd like to do, but it's so vacationy around here, I'm not doing much. I really should just pack it up as originally done, since I just don't have the inclination to make any really interesting changes. Guess we'll see... sometime! In the meantime, it is still available in a zip file via my journal/food link above. Happy New Year!
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  Short Fuse Post-Mortem 02:30 PM -- Fri December 21, 2007  

Let's dig this corpse up! Short Fuse turned out alright. It's definitely not among my favorites that I've done, but I think it's got solid (if limited) gameplay, and decent polish, since I actually got levels and level selection and instructions in there. So let's see how we do this postmortem thing...

Summary

I followed my usual 48-hour plan. Friday night, as soon as the theme was announced, I walked away from the computer and watched TV and that sort of thing, mulling over chain-reactive possibilities. My main concept right off the bat was a shooter where you fly around and blow guys up, and those explosions blow more guys up. That's guaranteed fun. There's just no way it couldn't be exciting and intense. Would've been a no-brainer and easy to code. I youtubed up some footage of Bangaio, because that seemed easier than setting up my Dreamcast to see it in person. I remembered Bangaio had something like that to it, but it turns out it doesn't - you get rewarded for # of explosions at once, but explosions don't cause chain reactions. Still, Bangaio's style would've been my model - side-view, free-scrolling, massive firepower.

While that idea was constantly bubbling around my head, I actively sought other ideas for two reasons. One, I thought other people would be making exactly that (with only 5 games left to review, it appears that nobody has, though some are definitely in the same vein). And two, it was just too obvious and not a stretch in any way. I knew it would be fun, and it wouldn't be anything new. If I'm going to waste my weekend, I want to do it experimenting. So I needed something more inventive. Another idea I had was to make a side-scrolling fighter type thing, where you swing a chain around to bash guys, and when they get hit, they fly into other guys to hurt them (badguys reacting to a chain, along with actual chain reactions). I liked that idea, and I probably should've bravely tackled it. Some experience with chain physics would've been nice, but the chain physics also scared me off.

I had a really hard time thinking of anything that wasn't The Incredible Machine, or the aforementioned two. Then, inspired by something I can't recall, possibly IRC comments, I decided a miner hauling a leaky powderkeg around would be good. The idea completely fell into place from there, and I drifted off to dreamland. Oh, in a twist, I did implement my traditional "black screen that responds to the ESC key" on Friday night, not waiting until Saturday.

Saturday, I moved on to make a tile system, then a level editor. The game couldn't work without that, so I did it right up front. I didn't even have fonts at this point, so I had it displaying which level you were editing with little hash marks. Once I did that, I made a level, and developed the play control that runs you around (I find that super important - I always work on that until it feels good to move, not just "if press left, go left"). From there, the particles and stuff came along really fast (I kind of combined particles and game objects into one - the gunpowder was a particle, and the particles of the fire were the actual thing that caused explosions). Then I threw in sound early on, thanks to SFXr, and pretty much had the gameplay in at that point. I did the artwork, so I could see what kind of font I needed, then implemented fonts and chose one (I don't actually remember what it's called... some basic font that's nice and chunky. Chanson?), then got the scoring in, living and dying, and an end-level score tally. So I went to bed on Saturday with a finished game that had, I think, 2 levels (and to choose one to play, you had to change a constant in the code).

That all made Sunday really easy - I spent it developing the menu system, high score storage, and making the 10 levels. I also spent a while tweaking the zooming feature, and adding a bunch of features to the editor to make those 10 levels a whole lot easier to make. I also spent a while trying to make some music in Musagi, and that went so badly I didn't even bother to inflict it on anyone. I was done with about four hours to spare, and I walked on out of there feeling pretty good and very tired of looking at the computer.

What Went Right
  • Graphics - I had fun pixeling! I decided at the beginning to do 16x16 tiles, and so I really had to get down and dirty with those pixels to make something recognizable. I ended up making multiple floor and wall tiles, which randomly get scrambled when the level loads. That ended up making the floor really nice, I think. With the walls, you can't really tell.

  • Sound - Not my doing, but thanks to DrPetter, awesome sound that complements the pixels very well (and it was one reason I decided to do 16x16 tiles). The one sound that gets lots of positive press is the dying scream. That actually popped out of the Randomize button almost exactly as you hear it. I tweaked it a tiny bit, but it was very nice right off the bat, and I knew I had to use it.

  • Simplicity - I came up with a really simple idea and implemented it. That made things go very quickly and easily.

  • "Simulation" - Nothing is 'cheated' in this game. The fuse lights at the spot you start, and then burns any powder within a small radius, starting another fuse. Even though the powder falls a little randomly, this worked out, without being overzealous, almost immediately. It took a few tweaks, but it works. Similarly, when a barrel explodes, it chains to other barrels entirely based on where the particles randomly happen to fall. That, too, just works. There are very rare instances where a barrel you might expect to explode doesn't, or where more than you expect do (or where YOU do, when you think you're far enough away), but it's all well within the realm of realism and predictability. It just plain worked! And the fuse never goes dead on its own, which is a surprise. I thought I'd be fighting that for hours.

    Happy Accidents - The simulation stuff above may be described as this. I'm really glad I didn't have to figure out how to do that stuff by force if it didn't just fall into place. But there are other more specific ones: like the barrel explosion that shoots so vertically. I knew the explosions needed to be small, so one barrel didn't set off others halfway across the screen, but making it a vertical blast was an accident. It looked so cool, I kept it. If I hadn't, the explosions would look puny and insignificant, since they can't spread very wide. Also, when you get exploded, there was a bug where it continued to constantly re-explode you every frame. It is a bug, but it is awesome, and I left it. If you don't know what I mean, stand still when you get exploded. It's a great sight. The moving when you get exploded is also an oversight that I kept because it was fun - after being exploded, you can keep playing for a second or two, running around as a pillar of flame. And in relation to that, of course, I've already mentioned that the dying scream was a happy accident of the randomize button. So, in an abrupt turnaround, fate conspired to help me this time, instead of stomping on me.
What Went Wrong
  • Simplicity - Unfortunately, the idea was so simple, that I didn't have that much fun with it. While it's not a game like any I've ever done before, 95% of the work was everything I've done before - running around a tilemap with particles. Not a real exciting weekend. The only notable challenge (which I pretty much failed) was...

  • Zooming - The feature where it zoomed in on the level if the level was smaller than the whole play area. I could never wrap my brain around the different elements of that and get a proper zoom (it was the panning that was a problem). Any solution that worked would break with a different level. In the end, I just added a display to the editor showing where the center of the screen was, and a feature to let you scroll your level around in the editor. With that, I just manually centered every map, so that the zoom-in doesn't have to pan! Horrible solution, but it got it done.

  • Music - I tried, and failed miserably. I think it's for the best that the game remains musicless.
Conclusion

It went well! I got a good solid game. It's not my favorite, but I found it fun to play, and the sounds really spice it up. And I think the old miner is really cute, no matter what you think. I mean, come on, I got flannel working in 16x16 pixels!

In the future, I still hope to come up with more inventive and original LD48 ideas, though. I tried hard this time (should've made that chain fighter thing), but ended up making something that just isn't too surprising or new.
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  Portal 12:53 PM -- Fri December 21, 2007  

If you own a PC, and you don't own Portal, you should remedy this.

Portal is going to get a lot of Game Of The Year awards. I just read one right now, at Gamasutra. And it's going to deserve them! Even if you're not much of a gamer, it will rock you. Although it could make you physically ill. I know it got me very dizzy more than once. It is a very easy game to finish. Nothing in it is really tough. It's also very short. It has no fighting (though you do get shot!), and it's a puzzle game. But it's a first person view.

If you don't know, you play a test subject who is given a gun that shoots portals. You shoot one wall with a blue portal, and another wall (or floor or ceiling perhaps) with an orange portal, and you can walk through one and come out the other. That's the entire game. Well, you can also pick up boxes to set on things and use as a step up. And I suppose you can walk, jump, and duck too. That's the entire game. So using those capabilities, you need to get to the exit of each testing area, and it's an absolute blast. You'll make a hole in the wall and drop yourself through the floor to fling yourself across the room, you'll drop a turret out of the ceiling to knock out another turret, and so much more.

That's the gameplay, and it makes for a lot of visceral fun, just in flinging yourself around, as well as a lot of puzzling fun, in figuring out how to achieve your goals. But the gameplay is only half of it. The other half is the constant chatter of GLaDOS, the story, the humor, and the serious fun of it all (including Jonathan Coulton's amazing wonderful song at the end). It's not just funny, it's sort of oddly moving, and it's definitely among the best writing you've seen in a video game.

So far, I've played the game through once (with the wife watching the whole time, because it's that entertaining) just to finish, a second time to hear all the developer commentary, and I'm at the very end of my third run-through, hoping to knock out all the security cameras (a bonus achievement). I've also finished all 6 advanced maps, which are really cleverly done - they're regular test chambers, with one small change. But the one small change completely changes how you have to solve it. For example, in one level where you previously completed it by dropping out of the ceiling all over the place, the ceiling is now no longer a surface you can make portals in. So you need to come up with entirely new ways of getting places. Those are great. Then there are the challenge maps. I have not done much there. They are normal levels, but they give you a goal - do it with as few portals as possible, as few footsteps as possible, or in as little time as possible. The fewest portals one is really fun, because it's a tricky puzzle to come up with the least you can do. The fewest footsteps one is AWFUL and I hate it. Footsteps are very iffy. If you tap forward, you might get one, two, or three. If you jump, you might take 2 when you land, or one. And the required number is so insanely low that I can't even get bronze medals on those. So I hate that. I have not accomplished a lot on the challenge maps, and I don't think I ever will. But I don't mind, because the rest is awesome.

If you are not yet convinced to buy, consider this: you buy The Orange Box for the same price as any retail game (maybe $40 or so), and it contains Portal, Team Fortress 2 (the best multiplayer online experience ever), Half-Life 2 (I've been having fun with it, but whatever, it's just a regular FPS game), and Half-Life 2 Episode One and Episode Two (sequels to Half-Life 2, despite the name). That's 5 games! And I'm getting a lot of fun out of them. Portal is worth the price, Team Fortress 2 would be worth the price if I had decent broadband, and the other games are a nice little bonus.

This is one game where it truly has lived up to the hype, a completely unfamiliar experience to me. I try to hate everything, all the time, but I can only love Portal. "Where are you? Are you still there?"
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