Metalhead. Rocket surgeon.

  • 0 Posts
  • 10 Comments
Joined 2 months ago
cake
Cake day: July 11th, 2026

help-circle
  • I think I figured it out.
    Look where the legs are. The chair started out facing parallel with the floorboards.
    And then the AI turned it to slightly face the fire.
    The AI doesn’t understand continuity and what components are connected, so it all came apart.
    Kinda like if you took a square construction of loose wooden blocks and squished it to a parallelogram.


  • Well in this game, there was the chair (see my other comment) that no human would sit in.
    There are other tells that process that doesn’t understand the continuity of solid objects created the game, not a person.

    • You can walk through most of the walls and half of the scenery. Walls don’t normally work like that.
    • The explorer skeleton in the twisty maze room simply is not there. He should be sitting beside the key that’s nearly fukin impossible to find because there’s no skeleton next to it, despite the room description saying he’s there.
    • The paddle for the inflatable raft is in two pieces, the blade sits about a foot from the shaft it should be attached to.
    • The diamond mill output is … nothing. It’s just a spot on the floor, uncomfortably far away and disconnected from the mill.
    • The area where you have to deal with coal gas is just a complete fail, the AI did not understand and just made some crap.

    .
    There were two other questionable bits where I don’t remember the original game, but it seems the AI flubbed. The 4 button dam controls were wonky: stop, start, bust the pipe, and what? And the cyclops room has a door you never get to open, no info about it.
    All together, these seem like things no human would get wrong. Like, maybe a human would make a shitty chair, but they would almost certainly ensure that all the pieces fit together before they published the game.



  • Hit L to turn out your light.
    If you are holding the ivory torch, it just switches between the lamp and the torch, but if you only have the lamp, the light goes out.
    And then the grue shows up.

    I saved this for last. After I finished the game, I left the light off.
    The grue shows up like three times and finally just eats you.

    Upon further reflection, I think dying to the Grue was my favorite part of this game.


  • I played Zork a lot back in the day. You know, before the dawn of time.
    This adaptation has one thing going for it. It plays a LOT faster than the original text game.
    So far, I’ve not been told I’m likely to be eaten by a Grue. (This happens when you turn out the light.)

    Finished it. About 2 hours of playtime.
    The whole game is absolute shit. I cannot recommend it. But I did have fun.



  • Original DOOM and DOOM II game engines were 2.5 D.
    You could not look up and down or jump.
    That is not to say that there was no z-axis in the maps themselves, but the game engine handled it in a simplified, flattened way.

    Its been a really, really long time since Quake z-axis code was backported to create zDOOM.
    You are a great example of people not realizing this.


  • ZDOOM is the DOOM we’ve all been playing for a really long time now.
    Few even remember that the original release of DOOM was not full 3D. It was 2.5 dimensions. You couldn’t look up and down or jump. In fact, that’s where rocket-jumping came from, as it was the only way to go vertical.

    ZDOOM was a backport of the z-axis code from Quake back into the DOOM engine. It enabled full 3D and dramatically enhanced the game. Carmack open-sourced DOOM code first, and then a couple years later Quake was open-sourced. The community did the rest.

    I’m an old DOOMer. I’m gonna download this UZDOOM and give it a whirl.