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Tea Leaves
United States
Приєднався 11 кві 2016
Tea Leaves is all about programming like it's 1979. Join us as we explore programming languages current and obsolete, and explore the challenges of working with retro hardware and software. We also, of course, occasionally explore games from the early 8-bit era of computing.
The Weirdest Star Trek Terminal Game
You might have played text-based Star Trek games before…but you probably haven’t played this one. (Uploaded to Internet Archive: archive.org/details/aurelius-startrek)
One of the earliest games for computers was a terminal-based strategy game based on Star Trek. It was first created in 1971 by Mike Mayfield and Bob Leedom, written in the BASIC programming language, for mainframe computers, but over time was ported, adapted, and improved by hundreds of other people for hundreds of other platforms. As a lad, I played a lot of them.
Before Tea Leaves was a UA-cam channel, it was a weblog, and in the very first year of that weblog, I published an article with the (I thought) Calvino-like title of "I Giochi Inesistenti" that described the strangest of Star Trek text games: a game which, at seemingly semi-random points, would emit long, wandering quotes from Marcus Aurelius' Meditations. It was such a strange, mismatched thing that I wasn’t entirely sure it existed.
I’ve looked for this game on and off since that time. I posted a bounty on Google Answers (oh, 2004, how innocent you were) with no results. Occasionally I have encountered other people similarly wondering whether or not they imagined the whole thing. I’m not really sure why I’ve felt compelled to Google for this strange little game every few years. It was just such an odd detail for a game that it stuck in my head. You’d be flying through the galaxy, murdering Klingons with phasers and photon torpedos, when all of a sudden the game would interrupt you with something like:
"To the aids which have been mentioned, let
this one still be added: Make for thyself a
definition or description of the thing which
is presented to thee, so as to see distinctly what
kind of thing it is in its substance, in its
nudity, in its complete entirety; and tell thyself
its proper name, and the names of the things of
which it has been compounded, and into which it
will be resolved.
-- Marcus Aurelius, III.11"
It. Was. Strange.
There are many web sites tracking the different versions of these games. Most commentators attribute them to Dave Ahl, who popularized the game in his book BASIC Computer Games, but I’ll call them “Mayfield Trek” games, in honor of the game’s original creator, Mike Mayfield. But none of the most common sources, even the encyclopedic catalogue at Pete Turnbull’s page on the games, have the games with the Aurelius quotes in them. Their existence is mentioned in the “Game History” section of the documentation for the version by Matuszek, Paul Reynolds et al:
"Dave Matuszek, Paul Reynolds et. al. at UT Austin played the Hicks version on a CDC6600, but disliked the long load time and extreme slowness of the BASIC program. (David Matuszek notes that the Hicks version he played had a habit of throwing long quotes from Marcus Aurelius at the users, a feature he found intolerable on a TTY at 110 baud. It must, therefore, have been rather longer than the one we have.)"
You’d think in this age of ubiquitous search it would be something that could be found, but source code tends to not be indexed the same way as text. So I searched without luck, for years.
Finally, this year I stumbled across the source code to one variant of this game on, of all places, a QuickBASIC-focused forum that seems to be hosted only on Tapatalk. The author of the game posted the source into a thread back in 2002. A little cutting and pasting later, and now I have a disk image with the source code on it. I've since uploaded it to archive.org.
The author of this version indicates that he “modularized” it - separating out the Aurelius quotes, which previously were part of the source code, into a separate .DOC file. In that file, the author describes the provenance of the game as he understood it.
In my original post looking for the game, I indicated that I played it on the Apple ][; I still believe this. Why? First, I recall the Aurelius quotes being hard to read: they were in all upper-case. Also, they interrupted the flow of the game, because they appeared on screen very slowly. Neither of these attributes apply to this PC port. And in addition, there’s at least one other person out there who remembers seeing it.
So on the one hand, the search continues, because I’d still like to see the precise version of the game I played back in the day. On the other hand, at least now I can prove I didn’t imagine it.
So the search is over, and the search continues.
Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early.
ua-cam.com/channels/d7i-ppmXgznXLKf-HsB2QQ.htmljoin
One of the earliest games for computers was a terminal-based strategy game based on Star Trek. It was first created in 1971 by Mike Mayfield and Bob Leedom, written in the BASIC programming language, for mainframe computers, but over time was ported, adapted, and improved by hundreds of other people for hundreds of other platforms. As a lad, I played a lot of them.
Before Tea Leaves was a UA-cam channel, it was a weblog, and in the very first year of that weblog, I published an article with the (I thought) Calvino-like title of "I Giochi Inesistenti" that described the strangest of Star Trek text games: a game which, at seemingly semi-random points, would emit long, wandering quotes from Marcus Aurelius' Meditations. It was such a strange, mismatched thing that I wasn’t entirely sure it existed.
I’ve looked for this game on and off since that time. I posted a bounty on Google Answers (oh, 2004, how innocent you were) with no results. Occasionally I have encountered other people similarly wondering whether or not they imagined the whole thing. I’m not really sure why I’ve felt compelled to Google for this strange little game every few years. It was just such an odd detail for a game that it stuck in my head. You’d be flying through the galaxy, murdering Klingons with phasers and photon torpedos, when all of a sudden the game would interrupt you with something like:
"To the aids which have been mentioned, let
this one still be added: Make for thyself a
definition or description of the thing which
is presented to thee, so as to see distinctly what
kind of thing it is in its substance, in its
nudity, in its complete entirety; and tell thyself
its proper name, and the names of the things of
which it has been compounded, and into which it
will be resolved.
-- Marcus Aurelius, III.11"
It. Was. Strange.
There are many web sites tracking the different versions of these games. Most commentators attribute them to Dave Ahl, who popularized the game in his book BASIC Computer Games, but I’ll call them “Mayfield Trek” games, in honor of the game’s original creator, Mike Mayfield. But none of the most common sources, even the encyclopedic catalogue at Pete Turnbull’s page on the games, have the games with the Aurelius quotes in them. Their existence is mentioned in the “Game History” section of the documentation for the version by Matuszek, Paul Reynolds et al:
"Dave Matuszek, Paul Reynolds et. al. at UT Austin played the Hicks version on a CDC6600, but disliked the long load time and extreme slowness of the BASIC program. (David Matuszek notes that the Hicks version he played had a habit of throwing long quotes from Marcus Aurelius at the users, a feature he found intolerable on a TTY at 110 baud. It must, therefore, have been rather longer than the one we have.)"
You’d think in this age of ubiquitous search it would be something that could be found, but source code tends to not be indexed the same way as text. So I searched without luck, for years.
Finally, this year I stumbled across the source code to one variant of this game on, of all places, a QuickBASIC-focused forum that seems to be hosted only on Tapatalk. The author of the game posted the source into a thread back in 2002. A little cutting and pasting later, and now I have a disk image with the source code on it. I've since uploaded it to archive.org.
The author of this version indicates that he “modularized” it - separating out the Aurelius quotes, which previously were part of the source code, into a separate .DOC file. In that file, the author describes the provenance of the game as he understood it.
In my original post looking for the game, I indicated that I played it on the Apple ][; I still believe this. Why? First, I recall the Aurelius quotes being hard to read: they were in all upper-case. Also, they interrupted the flow of the game, because they appeared on screen very slowly. Neither of these attributes apply to this PC port. And in addition, there’s at least one other person out there who remembers seeing it.
So on the one hand, the search continues, because I’d still like to see the precise version of the game I played back in the day. On the other hand, at least now I can prove I didn’t imagine it.
So the search is over, and the search continues.
Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early.
ua-cam.com/channels/d7i-ppmXgznXLKf-HsB2QQ.htmljoin
Переглядів: 596
Відео
Thoughts on Elminage
Переглядів 26714 днів тому
More than one person suggested I try Elminage Original or Elminage Gothic. I tried both and...here are my thoughts. I play through about the first hour or so of Elminage Original on this stream (heavily edited down for brevity), and played both Original and Gothic for 5 hours. I have some things to say about them. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great w...
Haskell for Dilettantes 18: Monads!
Переглядів 46621 день тому
You can never be too rich or, if talking about Haskell, spend too much time talking about Monads. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early. ua-cam.com/channels/d7i-ppmXgznXLKf-HsB2QQ.htmljoin
Haskell For Dilettantes 17: finishing Applicative
Переглядів 356Місяць тому
Pete finishes the "filtering" function in Applicative, and it makes him feel very dumb. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early. ua-cam.com/channels/d7i-ppmXgznXLKf-HsB2QQ.htmljoin
3 in Three Part 4
Переглядів 167Місяць тому
Part 4 of Cliff Johnson's classic puzzle game "3 in Three". We finish the last Mesh puzzle, and do a few small word puzzles, one Dining Philospher's puzzle, and then encounter a new sort of dynamic "match 3" game that we haven't yet seen in the game. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early...
Haskell For Dilettantes 16 - More Applicatives
Переглядів 273Місяць тому
Peter works on trying to use the Applicatives we defined in the previous lesson. He remains very confused by the typeclass. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early. ua-cam.com/channels/d7i-ppmXgznXLKf-HsB2QQ.htmljoin
Haskell For Dilettantes 15: Applicative
Переглядів 613Місяць тому
Applicatives have long been one of my LEAST favorite type classes. In this episode, I try to explain why. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early. ua-cam.com/channels/d7i-ppmXgznXLKf-HsB2QQ.htmljoin
Haskell For Dilettantes 14: Functors
Переглядів 495Місяць тому
Go up to a Haskell expert and say "A functor is a container" to watch them get very upset. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early. ua-cam.com/channels/d7i-ppmXgznXLKf-HsB2QQ.htmljoin
Haskell For Dilettantes 13: seqOptional
Переглядів 1982 місяці тому
Pete suffers through his least favorite exercise in the "List" module, and closes it out. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early. ua-cam.com/channels/d7i-ppmXgznXLKf-HsB2QQ.htmljoin
Haskell for Dilettantes 12: More Lists
Переглядів 2282 місяці тому
Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early. ua-cam.com/channels/d7i-ppmXgznXLKf-HsB2QQ.htmljoin
Haskell for Dilettantes Part 11: Lists
Переглядів 2692 місяці тому
Today we start the Data 61 FP-course chapter on Lists. Unsurprisingly, I have many opinions. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early. ua-cam.com/channels/d7i-ppmXgznXLKf-HsB2QQ.htmljoin
Let's Play 3 in Three - Part 3
Переглядів 1482 місяці тому
How many meshes are there? Infinite meshes. There are an infinite number of meshes and they will never end. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early. ua-cam.com/channels/d7i-ppmXgznXLKf-HsB2QQ.htmljoin
Let's Play 3 in Three, Part 2
Переглядів 972 місяці тому
Pete encounters the dreaded "mesh" puzzles and does a few of them, then context switches to the "Dining Philosophers" puzzle type that he enjoys a lot more. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early. ua-cam.com/channels/d7i...
Haskell for Dilettantes, Part 10 - Optionals
Переглядів 2803 місяці тому
Today we start getting a little bit more abstract, as we use the System F fp-course as an excuse to talk about type-level programming, type classes, and how some of the more common Haskell types (like Maybe) are implemented. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you acc...
Haskell For Dilettantes, Part 9
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We finish Homework 3, which gives us a completely playable Sokoban game including a start screen and win screen. I make many goofy mistakes along the way. Join this channel to get access to perks; the "Thanks, peterb!" tier is a great way to show your support without breaking the bank, and the "Early Access" tier gets you access to most of my videos about a week early. ua-cam.com/channels/d7i-p...
Haskell For Dilettantes, Part 7 - Polymorphism and Recursion
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Haskell For Dilettantes, Part 7 - Polymorphism and Recursion
Winning Wizardry (Character Transfer How-To)
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Winning Wizardry (Character Transfer How-To)
Haskell For Dilettantes, Part 6b: Homework 2, Exercise 2
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Haskell For Dilettantes, Part 6b: Homework 2, Exercise 2
Haskell For Dilettantes 6a: Homework 2, Exercise 1
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Haskell For Dilettantes 6a: Homework 2, Exercise 1
Haskell For Dilettantes 6c: Homework 2, Exercise 3
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Haskell For Dilettantes 6c: Homework 2, Exercise 3
Haskell for Dilettantes, Part 5: A Taste Of Abstraction
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Haskell for Dilettantes, Part 5: A Taste Of Abstraction
Haskell for Dilettantes, Part 4: More About Functions
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Haskell for Dilettantes, Part 4: More About Functions
Haskell For Dilettantes, Part 3c: Homework 1, Exercise 3
Переглядів 5535 місяців тому
Haskell For Dilettantes, Part 3c: Homework 1, Exercise 3
I remember playing a version of this on MS-DOS, but I don't think that version included the Marcus Aurelius quotes.
Stock market making dividends toxic to invest in(from the tax perspective) is one of the reasons our stock market is a big ole ponzi scheme, companies don't need to be liquid to grow to giant market caps. It means that large publicly traded businesses can not even be solvent and out compete smaller businesses to claim more market share. Publicly traded business has devolved into elaborate ponzi schemes at this point. They will somehow magically outgrow the rate of inflation and never pay a dividend and that will be the best investment mechanism... this is like giving your retirement account to a really successful gambler... all those entities eventually falter leading to them being aquired by the next big thing, its a whole human centepede fraud that is made possible through imprudent tax policy created by people who want to conceal the fact they are driving inflation through the roof and that they are pushing the federal government towards insolvancy.
Hey this is fascinating. Might you add a link to the Internet Archive file please?
Nice catch - I thought I had uploaded it, but I forgot! archive.org/details/aurelius-startrek
@@TeaLeavesProgramming Excellent. Thank you so much!
I got out of my university language requirement by taking programming in basic. It was so much fun! Mydad was av biology professor. He made a simple dungeon crawl/fantasy fighter type game in basic. He also made games to teach his students about genetics. Back in the day the real graphics lived in our minds.
I bet your dad's games were pretty awesome!
@TeaLeavesProgramming They were! He also made his own strategy games for my brothers and I by drawing out maps on big pieces of ply wood. Those were the good old days when we could craft entertained out of almost nothing.
I def need an automapper program for this game before I get heavy into it lol
Manually mapping is half the fun!
@@TeaLeavesProgramming Not if you have MY terrible handwriting/penmanship :P Mostly because having to walk every step manually + square measurement too :X Mind you there are actual manual maps you can find in Lost Souls if you fight enough though in the others there probably aren't. Though I usually rock 2x Priest, 1x Thief, 1x Mage, 1x Samurai 1x Fighter (I guess that's balanced)? Or a bishop at all times in Lost Souls (because identify is MUCH more useful and the acquisition of spells isn't AS bad if you have healing potions earlier)
I played it on Apple ii
If you still have a copy, I'd love to see it!
@@TeaLeavesProgramming I take that back I'm pretty sure I played this game but not the version with the extra text you are talking about.
So it's not nettrek. I never understood why text based Star Trek games are always about combat, when the series only had two ship battles, and they were never about clearing a sector of enemy ships.
RPG maker made games are getting a bit ridiculous - and Eminage is legit just... a Wizardry Gaiden with a different name?
Why is he fully alive though? lol I need a mapper program because goddamn do I NOT feel like drawing on graph paper again lol....
The first computer game I ever played was the Sigma 7 version in mid-70s, when my Honeywell engineer dad took me to work one day. It was incomprehensible to me but I got on well with Hunt the Wumpus.
Is it me or dose he have just the softest spoken voice lol. You should have you explain to people why a game costs what it dose. In the end games are hobbies, hobbies require money. I've dumped so much into mounts and pets in WOW. Anyways I recently got back into wizard (since snes days) and bought this one. I made the mistake of exploring too far too soon and wiped lol. And most rolls were 28's so I had good stats. Back to the drawing board lol
I'd swear I've played it too on my old Win98 PC, but it's in storage and the website I used to download QBasic programs from has been dead for like 15 years. I'll have to check the Internet Archive to see if I can find it there. Might be fun to port it to a modern computer too.
Man. You're bringing me back. My little brother and I lost a whole weekend coding all 10,000 lines of Super Star Trek, only to realize we had the wrong version of David H Ahl's BASIC Computer Games. Not compatible with grandpa's computer. My favorite iteration of the various "Star Trek" games was the one by Nels Adersen, who also created Mahjong for DOS. Andersen deserves a place in the gaming hall of fame for his efforts.
I will have to find and play Nels's game!
Hello. I'm a huge fan of Elminage Gothic and, after calming myself down, I would like to say a few things. The Elminage games are Wizardry, but more. More classes, more equipment, more spells, more enemies. The old UI and menus are kept for the sake of nostalgia. If you've played Wizardry, the UI and menus of Elminage should be familiar and comfortable, as I think was the developers' intent. It's meant to be as "pick up and go" as possible, hence the premade characters. However, once the player has gotten into the game they can start experimenting with the new classes. I don't want to spoil too much, but some examples of things you can do are: 1) The servant class can auto-use items like potions and antidotes at the end of a turn, but they need to keep their medicine bag stocked. Thieves, upon reaching mastery, can steal herbs and potions from enemies to keep the servant stocked up. Additionally, servants make for decent melee attackers. 2) The hunter class retains alchemist spells known and number of uses when an alchemist class changes into a hunter. At mastery, hunters can attack all enemies with an ailment once each at the end of a turn. Alchemist spells are largely focused on inflicting ailments, so your alchemist -> hunter can afflict a row of enemies with an ailment then use their mastery skill to get an extra attack on those enemies at the end of the turn. 3) The summoner class can form a contract with a monster and turn it into a seventh party member. The contracted monster retains all their unique traits. You can contract a ghost type enemy, which can't be harmed by normal attacks, and then your alchemist can cast a taunt spell on the ghost to force enemies to attack it. This makes a great tank against enemies that can behead or level drain on a normal attack. At level 13 mages can learn the teleport spell which lets you teleport to any previously visited normal tile in the dungeon. Once you have 2 or more casts of teleport, you never need shortcuts ever again because you can teleport anywhere any time you want. This opens up Elminage to creating far more complicated maps and puzzles. As you progress through Elminage Gothic, the map design gets so much more complex. The navigation puzzles are so much beyond what other dungeon crawlers have to offer, including Etrian odyssey. Elminage Gothic really isn't as much of a slog as people make it out to be. People only think that because they don't understand it. Once you know what you're doing, you can start a new game of Elminage Gothic and get through all of the first dungeon with the premade characters in about an hour. Besides, isn't the long journey and experimentation why people play these games? The slow and steady progress is satisfying. It can't be any worse than farming B3F of Wizardry 1 for hours trying to get a damn shortsword+1 to drop, can it? Elminage also has a lot of quality of life that Wizardry doesn't have, like being able to manually save and the bone slippers item which automatically transports your party to the temple in the event of a party wipe. You don't have to play with your fingers on the proverbial latch anymore! Please reconsider your take on these games. Elminage Gothic in particular is such a masterpiece that you're going to miss out on because you, and I hate to risk being rude, didn't fully understand it or take the time to appreciate it. These games were made for people like you; older folks who played Wizardry as a kid. You're primed to be able to understand and recognize its beauty. PLEASE for the love of God reconsider. :(
Ahhhh!! The Father of Tradewinds and Sea Trader: Rise of Taipan!! Tradewinds was always a comfort game to me, might need to try the OG sometime.
I love Tradewinds.
its unfortunate people made these games to go unnoticed
I always loved RPGs, from the tabletops to video games, and when it comes to video games i never really played anything older than Super Nintendo RPGs, Final Fantasy 4 might the oldest i ever played. But i always heard about the classics, the pioneers of the RPG video games, things like FF1 (witch i did play on the GBA port), Rogue, Ultima, and of course Wizardry. Those first generation of video game RPG always had a Mysterious and Aluring vibe to me, like some ancient dungeon, old and merciless, where one wrong step or unlucky break could kill you, But also, the reward of beating them being way more satisfying because of their difficulty and limited hardware making it a more frustrating experience. What made me finally get the courage to give these old RPGs a chance was completing a 3 year old campaign of ADnD (AKA D&D 2e) with my group. The whole vibe of old, classic fantasy with its gritty setting and brutal gameplay was a thing i learned to love with this campaign. Ever loss was heavy, but every victory was something to celebrate over, because of the brutality of the TTRPG we played not only way more cautiously, but also, roleplayed our characters with much more love and attention. to this day, my main character from that campaign, a ex-slave Fighter named Teryal, is still my favorite character i ever created for a TTRPG. I learned to love the old RPG culture because of this campaign, and thats why i began to research on how to get into Wizardry, being the RPG video game that (to my understanding) pioneered the whole genre, and without it a bunch of the RPGs and JRPGs i love would have not existed. Thank you a lot for this video to help me get started on the first trilogy. I was pretty lost on how should i start since i discovered that the first few wizardry had a bunch of different ports, and i wanted to make sure to play the "definitive" edition of it. By what you explained i will see to play the ps1 version since i was intersted on the whole trilogy.
You're right, the feeling of overcoming those old RPGs is unmatched.
Hello! I'm a very young person, who is in love with anything RPG/JRPG. So i recently found out about this series and been struggling on how to start. So this video was amazing, thank you so much! For allowing people like me who never had the chance to grow up with these old masterpieces, to be able to find the necessary information to play them. Surprisingly hard to find info on things you never grew up on And i must say this video is incredibly charming. Your voice is quite soothing. Its clear how passionate you are ^^
Thanks! It's so fun to see new people experience these games. I appreciate your kind comments about my narration.
Agreed brother. Fantastic font.
It is the best font!
Thanks for giving these a try! I basically agree with your takeaways -- and Gothic is certainly be a slog, but as you know, for some of us that's part of the charm. Great video as always!
It really is a slog, but I think that's kind of the point. In another world, or when I had more time, I would enjoy it more. Coming right after playing five ordeals it is a harder sale for me.
There are much better videos out there that explain the concepts of logic gates and computers. This one is just plain sh*t. Don't waste your time on this garbage video.
The most impressive to me, is that you recognized the map from the game. GG
It’s a sickness.
Great video, thank you! One question, though, is that a title bar with included toolbar in Emacs, like modern Gnome applications?
thank you, excited to dig into this!
Another great video I suspect in the <**> section, the intent was probably that you were meant to (re-)implement <*> in terms of =<< , rather than just reusing the implementation from the Applicative instance; this demonstrates that bind is "more powerful" than apply (because you can implement one with the other (given <$>), but not vice versa) Also, if you're open to some unsolicited advice, I think (while you're learning) you might benefit from turning the ligature font off
This is a great explanation - thank you. You're no doubt right about the ligatures, but I am hamstrung by being distracted by shiny things.
Since nobody commented on this I think the intuition behind the `Reader` being actually a function from t -> a is that you just consider that `t` as a dependency to your computation. You can see that a parameter to a function is a dependency itself, that's why they are the same in the end. The difference IMO is that the `t` is shared with all the computations and by using type classes you don't have to carry it over manually, but it's done for you under the hood.
This is great thank you! picking this up in the Steam Sale. and now i have to read about stats, races, and classes! Hoping you or someone else has an introduction for my old man brain. been a very long time!
Para quem não consegue encontrar a tecla para ver as conexões entre os teleportadores no teclado, aperte a tecla com " ~ " e " ^ "
I have absolutely no idea how you got such good RNG in the SNES version. When I played the SNES version, I lost 4 thieves to poison needles because they kept failing to disarm. One of those thieves had 19 bonus points. lol
I was convinced the game was just easier because I wasn't getting poisoned! But I've since watched other people's Let's Plays and I have reached the conclusion that I was just INCREDIBLY lucky.
The luck stat is crucial for thieves.
Actually, I was surprised I got to the optimal solution straight away. I can try to explain what my seasoning behind that by points: 1. I need to transform a list into something else, so FoldRight. 1a. The type of something else must be the same as the accumulator and the base case for input "Nil". So it must be "Full Empty" as per example of type "Optional (List a)". so we got already to "foldRight (_helpmeobiwan) (Full Nil)" 2. The function will get as input an "Optional a" (from the input list) and an "Optional (List a)" (from the accumulator). We need an "Optional (List a)" as a result. What I want is to take that "a" and put it into the accumulator "List a". So ":." comes into play. 3. Do I have something to step inside the "Optional"s, get the two values, combine them, and rewrap everything?? (If not I guess I can do a flatMap/map chain) Search in the Optional file... 4. Found twice optional that require a function (a -> b -> c). In the case of ":.": - "a" is "a" 😅 - "b" is "List a" - "c" is "List a" I hope this makes it clear. I'm terrible at explaining/teaching 😄
_helpmeobiwan
Bro I don't think AI image generators were a thing 6 years ago when this video was published
They were not! I updated the thumbnail recently because I like it.
can u share me the website link so i can play and learn accounting from them too
I seem to remember I started on Sherlock on Windows 3 and played it rather a lot. What I found very amusing at the time was that I also got my best friend's father hooked and he played it even more. Strangely, I never got into any of the other Kaser games back then, but I am happy to report that I finally gave Honeycomb another go, ended up buying it and am now officially hooked - more than 30 years after my Sherlock glory days! Praise be to the creator of these excellent, invigorating games that somehow do not give you the feeling that you should have done something better with your time, like so many modern games do. Am also very happy I found that interview in the process, thanks for that!
Hi, thanks for the video, it's extremely useful! Can I ask you by the way what would you use the 'Journal Entries' tab for, then? Since apparently one can manage everything between the Payments, Receipts and Transfers, the Journal Entries option confuses me. Thanks in advance.
It's been a while since I've looked at manager.io, but in most systems journal entries are for allowing you to adjust the books for issues that don't fit into any of the other categories. A good rule of thumb is: if you can avoid using a journal entry, don't.
@@TeaLeavesProgramming Thanks very much!
TIS-100 was much better
I certainly think about TIS-100 more, in part because it's much more of a brain-burner. But Comet 64 has a lot to recommend it too. I'm a sucker for these sorts of games!
I enjoyed this review in 2022 and again yesterday. Thanks! A little late, but.. to understand better, I made a formatted transcript and tried to summarise the essential points - see my 2024-11-14 post "Review of Plain Text Accounting: An Opinionated View (2022)" on the PTA forum. I also added a few questions/comments, any replies welcome there or here.
I didn't understannd the last zr function can anyone explain???
"zr" is basically a flag that is set to 1 when the output of the ALU is 0, and 0 when the output of the ALU is anything else. Or did you mean you don't understand the implementation?
hi, can we find your pixel art somewhere?
I wish I could create art like that, but I did not! All of the pixel art is AI-generated, using various tools.
Obrigada!
Consider expression >>> (+) <$> [1, 2] <*> [3, 4] [4,5,5,6] The application (<*>) for lists is declared in terms of the list comrehension, this is why the result is a left-biased combination of the two lists. Now, replace the addition (+) with a binary function that must ignore the rightt argument and merely yield the left one. What this function could be? Of course, this is const: >>> const <$> [1, 2] <*> [3, 4] [1,1,2,2] What if we want to flip arguments (i.e. return rights)? Use flip const (which happens to be same as const id): >>> flip const <$> [1, 2] <*> [3, 4] [3,4,3,4] So, fmap const (aka (const <$>) aka (<$>) const) is what is needed for (<*) (btw, remember parse errors you got with expressions like const <$>: you could put parentheses around such expressions to make compiler parse them, these parentheses-surrounded expressions are called sections of an infix function). Symmetrically, fmap (flip const) is what is needed for (*>). To make them useful without the applicative operator (<*>), we must lift them over it instead of fmap-ing. >>> leftAp = liftA2 const >>> [1, 2] `leftAp` [3, 4] [1,1,2,2] >>> rightAp = liftA2 (flip const) >>> [1, 2] `rightAp` [3, 4] [3,4,3,4]
Thanks for the wonderful and detailed explanation!
Currently on SNES emulator, pick it up for the battery consumption on my ipad vs ps1. I also understand the font, can’t explain why; if you know you know.
Purchased and played the 5 ordeals today for about 4 hours. Ended up losing my entire party in the first level of the first castle. How on earth do I get my party back? Please dont tell me I have to start again? Also, why can't I save? I played and completed wizardry 6/7/8 back in the day, and they were nowhere near this brutal/unhelpful. I may have to request a refund. I dont like the idea of losing a party outright that i've invested my time into. Also, having to draw your own maps is just too much. The others at least had a map that was always on and just worked. I think I may be a bit out of touch with retro gaming. Really struggled with this.
Creating new characters is free; you can walk to (near) where you lost your party (with empty slots) and search for dead bodies and cart them back to the castle. Which scenario were you playing? The 'built in' scenarios are indeed brutal. I suggest starting with the user created scenario "Halfhearted R.P.G." as it's a good introduction.
@TeaLeavesProgramming Hey, thanks very much for the response it's appreciated. I'm playing the very first (and only) option available to me in the very first scenario. Travelers something or other. After I created my party, the option to go into a maze was replaced by going into a castle (not sure if it's one in the same) but it was literally the only option available to me. When you mention having free slots available for bodies, is that the slots 1-6 that the party would ordinarily be in? If I went back in with 1 new character (say a thief) would they only be able to cart back 5 players, meaning I'd have to do 2 trips? Also, with regard to agility and running, is it best to have a minimum value for this as I found that sometimes I could run from battle and sometimes I couldn't. I mean, how does it work? If one character fights and the other runs, does the whole party flee or just that one character? I wish there were more information readily available as I've been trying to learn, but the steam guides are terrible with little to no detailed info.
@@Malachor01 Traveler's Property is amazingly unfair, and your experience with it matches mine - lots of insta-kill monsters and a difficulty ramp that goes up super-fast in the early levels. This is why I think the real secret of Five Ordeals is to look at the user-created scenarios first (each scenario you create unique characters for, they don't carry over, so its no big loss if you don't have your Traveler's Property party.) To create more characters, go to the E)due of town, and then to the T)raining grounds.
@@Malachor01 And yes, you need free slots to carry people back, so 1 character would have to make multiple trips. It's a hardcore game, that's for sure! I'm not completely sure what the math is for fleeing from combat.
This channel really deserves more recognition. It’s just so amazing! Why aren’t more people seeing this?
Awww thanks for your kind words! If you'd like to help the channel, please share the link widely!
I played the crap out of this game. The Atari 800 version didn't scroll up like the Apple version. So as your playing the map was always visible. I remember when i would launch an attack, i could visualize the planes taking off just like in the movies! One of my all time favorites!
It's a classic! Also, yet another reason to be jealous of the Atari 800.
Thanks for this video, I will buy this game next time it goes on sale
Man you have the perfect voice. Like if you did audiobooks, chef kiss
Thank you so much for the compliment! Maybe some day if I need a second career…
What a lovely game, all the diverse puzzles, different characters, and interesting stories! Even the sound effects and graphics were unique and strangely personal. I played the shareware when I was around 8, and it got me closer with my dad who helped me with the puzzles. I have never forgotten the experience of the game. Thank you for the interview!
I can't remember if this made the interview, but the sound effects are all processed versions of Zarf making sounds.
Ahh, book of Softkeys that originated from (Hardcore) Computist. Loved those mags!
It seemed like black magic to me when I was a kid.