Only one person as of half an hour ago, a toddler, is confirmed dead on Barbuda. Eight people total on various islands. 90% of the buildings on Barbuda were destroyed. It’s terrible, but there haven’t been 1000 plus deaths.
Seeing “liberal” used as a term of criticism by people on the far left always causes my brain to glitch out, due to years of growing up in a part of the country where “liberal” meant “anywhere on or beyond the left-hand side of the local Overton window”.
…Well, kind of. Instead of training a strictly word-level model, I preprocessed the text using the sentencepiece word segmenter. This reduces the vocabulary size by splitting uncommon words into chunks, while leaving more frequent words intact as complete tokens. (This is what’s used to process the training data for Google Translate’s models, which is how they manage to generally remain coherent while still occasionally inventing words like “decearing” or “sombatservation”.)
The results manage to be even more entertaining than what comes out of the character-level model.
Sometimes the neural network seems to take some cues from Paula Deen by throwing in a lot of butter:
½ c Butter
¼ c Butter
1 c Flour
¼ c Sugar
1 ts Cinnamon
2 ts Baking soda
¼ ts Garlic powder
½ ts Dried tarragon
1 ts Baking powder
Heat oven to 350 F oven in 375 F.
Cream butter, butter, butter, and vanilla until light and fluffy. Beat in
flour, baking soda, salt, and cocoa. Add
additional remaining ingredients. Mix well. Beat in egg whites until fluffy,
about 2 minutes. Add sugar and beat until smooth. Stir in remaining
ingredients; mix well. Gently fold in whipped topping.
Bake oil in 350 F oven for 10 minutes. Cool on wire rack.
Other times, it adds enough garlic to drive off every vampire in the vicinity, but can’t make up its mind whether it’s American or British:
Blend the mustard, garlic, garlic, salt and spices together in a
colander until it looks like the vegetables and the second
doub piping large, and flavor colour. In a large, sharp
frying pan and heat the oil. Add the garlic and garlic.
Sometimes, it makes food that only a robot could eat, by substituting an electric mixer for water:
Some never-before-seen video game titles discovered by a word-segment-based neural network trained on a massive list of video games compiled from various gaming databases, some of which include system info and company credits:
Magic Ballers: CloudJam
Minegement
Junk Doge Go 3
Thunder Woods PGA Tour Football (?, ?) (MSX2)
The Lord of the War of the Purious (1996, T.C. Interactive) (Mega Drive / Genesis)
The Game Before Adventure
Block the Hedgehog (Majo-Two vs. Lager) (2003, Square Enix) (PS2)
Top Goose (1992, author) (MS-DOS)
Big Internet Linration (1998, Gremlin Graphics) (PS1)
Dungeons & Dragons: Sports Pack: Game of the Moon
The Last Metal: The Hidden Severdesion (?, ?) (Amstrad CPC)
Dungeondula III: The Star Game
Nancy Drew: The Witching Fighters (2008, Caveis) (Windows)
Tony Hawk’s Creed: Volume 1 – Episode One – The Escape from the World Series: Chaosship (?, ?) (Archimedes)
Les Sotato: The Vampire Game
Bone Race (Back It!) (1987, U.S. Gold) (C64)
Clock Busters: The Return of Destiny (1988, author) (MS-DOS)
Game of the Dead: The Search for the Reign of Death
The Frog Diary: University of the Rings
Medal of Honor: War Hunter (2007, Infogrames) (Wii)
Little Cat: The Adventure of the Fast (The Last Stands: Fujouto: A la Carrot Boxing) (2005, Majesco) (GBA)
The Berenstain-Putt in Space War: Winter Crisis (Lequa’s Stone) (1992, Newsfield Publications) (C64)
NHL Football 2005 Advance + Madden Evil & Chell (2008, F. Games) (iOS)
Ant Tennis 3D 4: The Sersharity
The Lost Player (D42) (2015, author) (Linux/Unix)
I particularly get a kick out of Thunder Woods PGA Tour Football, NHL Football 2005 Advance and The Berenstain-Putt. It’s like the neural network kind of gets that certain words tend to cluster in sports games and edutainment titles, respectively, but doesn’t quite realize that they don’t tend to appear in the same title.
There’s at least one genuinely good name in this output as well: Minegement would be the perfect title for a simulation game where you supervise a team of miners.
And finally, Les Sotato: The Vampire Gameobviously has to be some kind of prequel or sequel to Cacklevania: Ninja Frite.
Watch the first minute and a half of this. Have a laugh! It’s okay to laugh! It’s pretty painful to watch. You’re getting a glimpse into how it feels to be a game designer watching playtesters.
So we all on the same page? Alright. So there has been a lot of discussion about this video online and I’ve been spouting off thoughts on twitter and I feel like I have enough to put them all down in one place. First, the boring one for me.
Don’t Games Journalists need to be Good at Games?
No. Absolutely not. “But if someone was bad at understanding movies or only watched kids movies, would you want them to review stuff?” Not the same thing. It’d be like saying only people who played in the NFL could comment on and critique NFL play. Which some people say, but most people agree is stupid. Knowledge and expertise do not necessarily imply skill. Also the consumer of game reviews are not necessarily great videogame players. For the average gamer, the opinion of an expert is just as far from their perspective as a poor player. Even with levels of play THIS poor, it’s important to remember that Platformer skill is a niche skill these days and nothing I’ve heard indicated that the player wrote a review or anything based off this. A journalist was just bad at a game. If you made me say, play a moba or a console FPS, I’d look like a jackass too, probably. Maybe not as much of one, but still. Maybe you don’t want someone who’s bad at a genre to review a genre (unless that’s the point of the review) but that isn’t the discussion people are having.
Not only is it okay, it’s BENEFICIAL. If every reviewer was good at games, whole areas of concern and accessibility would go completely unaddressed. More voices give more variety and more insight. You can argue about how those voices are used or w/e but they should absolutely exist. It’d be like saying ‘only great players should test games’ which is obviously absurd.
On Testing, and on the Game Design Perspective
So while everyone on twitter was burying this guy for being awful, pretty much every game designer I knew who was talking about it was like “okay but how do we make the TUTORIAL better???”. A lot of non-devs were like “WTH???” because to them it was like “Look this guy is CLEARLY bad and clueless it’s not the game’s fault.”
First things first. Even a complete knucklehead can teach you about your game. Bad players can teach you TONS of stuff. You might be like “Well why fix something to help people through who won’t be good at the game anyways?” because yeah, perhaps this guy wouldn’t be able to get far. But improving things like how the tutorial works improves things in little nice ways for everyone.
So what’s wrong with this tutorial?
It’s mixing elements really quickly. You have a dash you haven’t been asked to use yet and you have to jump, dash, and do so off a rock that isn’t a part of this section but is an obstacle for the last. Also you gotta do this pretty strictly at the peak of your jump. Some people made fun of him dashing into the pillar over and over again but in tons of games that’s actually WHAT YOU DO. Dash into things to break them!
Now most experienced players can figure this out, but if you can make things nice and clean… if it doesn’t take that much more effort, why -wouldn’t- you do it? Some people protested like “Well, it’s not fair to make devs compromise their creative vision for bad players!” Lets ignore the fact that, like I said, most devs were already all about how to make this better, who’s CREATIVE VISION involves a really quick tutorial segment? “JUMPING OFF THE ROCK IS FOUNDATIONAL TO THE MESSAGE OF THE GAME!” I’ll just tell you right now, I don’t know the Cuphead guys and I don’t know if it’ll be different in the final version, but I can tell you it’s not an important part of their vision. But what if it was?
Working on BEP I used to have real old school castlevania jumps. No air control at all. But then I had some friends test it who aren’t that great a platformers. One of them I saw struggling to jump up on things. They’d neutral jump and then try and press forward to get on platforms. And they’d do this over and over again. Pressing forward and jump at the same time from a stand still didn’t come naturally to some players. Walking to and jumping over a pit, sure no problem, but it screwed up their vertical platforming.
Obviously I didn’t want to compromise my vision for my own game but sometimes you gotta ask yourself “What IS your vision?” Was my vision “No jump control?” No. but I definitely wanted a jump that had weight and commitment behind it. I didn’t want the player to be nimble in the air. I wanted a slow, deliberate game. So I built up a jump to fit my needs. I gave the player a strong neutral jump – one where they could change to a forward or a backward jump arc at any time. Which was fun for dealing with projectiles. Then then for the normal jumps, I gave the ability to slow down or speed up a little. Jumps felt like braking while driving a heavy truck. The jump had character, but also fit my goals and ALSO fixed a lot of problems players had. So did I compromise my vision? No, I got a clearer understanding of my vision and executed it. Those changes also allowed for more challenging gameplay in later parts of the game so changing things for accessibility strengthened my vision and benefitted hardcore players in the end.
To add a data point to this, from someone who’s been playing platformers since the NES days: I would have initially misinterpreted the jump/dash hints in the Cuphead tutorial precisely because of games that I’ve played in the past. Specifically, the way that the hints were shown, I was expecting that the dash mechanic would work like the one in Tiny Toon Adventures: Buster Busts Loose for SNES. In that game, if Buster Bunny dashes toward a wall—but only if he’s dashing, not if he’s walking normally—he will run up the wall.
(Apparently I was expected to intuitively realize that the dash in Cuphead actually works more like another Konami platformer from my childhood, Rocket Knight Adventures.)
I went back to check a playthrough of the Tiny Toons game to see how it signals this to the player, and noticed something that the Cuphead tutorial could have benefited from. There’s a point early on in the game where the player has to dash, and then jump while dashing, in order to cross a wide gap. The game shows signs indicating both actions, similar to Cuphead—but additionally, at the exact time that the player needs to make the jump, it displays another "jump” sign. It then continues with the “jump” pop-ups to indicate the timing for other tricky jumps. (And after this stage, it dispenses with these pop-ups entirely.) I’ve linked the longplay below; the part I’m referring to starts at 2:35, if the video doesn’t automatically start there:
[Edited to add: Oh, yeah, and the “dashing up the wall” mechanic? It’s basically revealed to the player when there’s no other choice: once you’ve jumped over the gaps, you run into a wall, and so there’s no place to run but upward.]
“The records being broken year after year — whether for drought, storm surges, wildfires or just heat — are happening because the planet is markedly warmer than it has been since record-keeping began. Covering events like Harvey while ignoring those facts, failing to provide a platform to climate scientists who can make them plain, all while never mentioning Donald Trump’s decision to withdraw from the Paris climate accords, fails in the most basic duty of journalism: to provide important facts and relevant context. It leaves the public with the false impression that these are disasters without root causes, which also means that nothing could have been done to prevent them (and that nothing can be done now to prevent them from getting much worse in the future).”
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