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The Differences Between Tinkering And Research

Some of us have academic degrees and fancy university jobs, and publish peer-reviewed papers in prestigious journals. Let's call these people researchers. Some (many) others publish bots, hacks, experimental games or apps on blogs, web pages or Twitter while having day jobs that have little to do with their digital creative endeavors. Let's call those people tinkerers.

So what's the difference between researchers and tinkerers?

This is a valid question to ask, given that there are quite a few things that can be - and are - done by both researchers and tinkerers. Like creating deep neural nets for visual style transfer, creating funny Twitter bots, inventing languages for game description and generation, writing interactive fiction or developing Mario-playing AIs. These things have been done by people with PhDs and university affiliations, and they have been done by people who do this for a hobby. Anyone can download the latest deep learning toolkit, game engine or interactive fiction library and get cracking. So why is this called research when the academic does it, and just a curious thing on the Internet when a non-academic does it?

Let me start by outlining some factors that are not defining the difference between tinkering and research.

First of all, it's not about whether you work at a university and have a PhD. People can do excellent research without a PhD, and certainly not everything that a PhD-holder does deserves to called research.

Second, it's not because research always is more principled or has a body of theory supporting it. Nor is there typically a mathematical proof that the software will work or something like that. It's true that there are areas of computer science (and some other disciplines) where research progresses trough painstakingly proving theorems building on other theorems, and I have a lot of respect for such undertakings, but this has little to do with the more applied AI and computer science research I and most of my colleagues do. On a technical level, much of what we do is really not very different from tinkering. Some of it is good code, some of it bad, but typically there is a good (or at least interesting) idea in there.

Third, it's not really the publication venue either. It's true that most of us would trust a peer-reviewed paper in a good conference or journal more than something we find on a blog, and peer review has an important role to fulfill here. But what was once a sharp boundary is now a diffuse continuum, with a myriad of publication venues with different focus and different degrees of stringency. Quite a few papers make it through peer review even though they really shouldn't. Also, the traditional publication process is agonizingly slow, and many of us might just put something online right away instead of waiting until next year when the paper comes out. (I personally think it's prudent to always publish a peer-reviewed paper on substantial projects/artifacts I contribute to, but I sometimes put the thing itself online first.) It is also becoming more common to post preprints of papers on places such as arXiv as soon as they are done, and update them when/if the paper gets accepted into a journal or conference.

So we are back to square one. What, then, is the actual difference between tinkering and research? Let me list four differences, in order of decreasing importance: scholarship, testing, goals and persistence.

Scholarship

Probably the most importance difference between tinkering and research is scholarship. Researchers go out and find out about what other people have done, and then they build on that so they don't have to reinvent the wheel. Or if they do reinvent the wheel, they explain why they have to reinvent the wheel and how and why their wheel is different from all the other wheels out there. In other words, researchers put the thing they have done into context.

For example, almost seven years ago I made some experiments with evolving neural networks to play Super Mario Bros, and published a paper on this. The work (and paper) became fairly well-known in a smallish community, and a bunch of people built on this work in their own research (many of them managed to get better results than I did). Last year, some guy made an experiment with evolving neural networks for Super Mario Bros and made a YouTube video out of it. The video certainly reached more people on the internet than my work did; it makes no mention of any previous work. Seen as tinkering, that work and video is good work; seen as research, it is atrocious because of the complete lack of scholarship. The guy didn't even know he was reinventing the wheel, and didn't care to look it up. Which is fine, as it was probably not meant as research in the first place, and not sold as such.

Good scholarship is hard. It is easy to miss that someone tackled the same problem as you (or had the same idea as you) last year, or 5 years ago, or 50. People use different words to describe the same things, and publish in out-of-the-way places. Once you found the literature you must read it and actually understand it in order to see how it is similar to or differs from the idea you had. Because good scholarship is not just listing a number of previous works that are vaguely related to what you, but rather telling a believable, coherent and true story where all those previous works fits in, and your own work makes a logical conclusion. Therefore good scholarship takes a lot of searching and reading, a lot of time and effort. It's no wonder that lots of people don't want to spend the time and effort, and would rather get on with the tinkering.

It's common for incoming PhD students and other students to question the need for the scholarship when they could spend their time writing code. So let me go through some reasons for doing good scholarship, in order increasing importance. (Beyond wanting to get a PhD, of course.)

The perhaps most immediately important reason is common civility and courtesy. If you do a thing and tell the world about it, but "forget" to tell the world that person X did something very similar before you did it, then you are being rude to person X. You are insulting person X by not acknowledging the work she or he did. Academics are very sensitive to this, as proper attribution is their bread and butter. In fact, they will generally get offended even if you fail to cite other people than themselves. Therefore, the easiest way to get your papers rejected is to not do your related works section.

What about someone who doesn't care what academics think, or about getting published in peer-reviewed journals and conferences? Any point in spending all that time in front of Google Scholar and reading all that technical text written by academics with widely varying writing skills? Yes, obviously. Knowing what others have done, you can build on their work. Stand on the shoulders of giants, or at least atop a gang of midgets who have painstakingly crawled up on the shoulders of taller-than-average people. The more you know, the better your tinkering.

But to see the primary reason to do our scholarship before (or during, or after) tinkering we must lift our eyes beyond our own little fragile egos (yours and mine). It is about the accumulation of knowledge and progress on the scale of the human species. If we learn from each other, we can ultimately push the boundaries of what we collectively know forward and outward; if we don't learn from each other, we are bound to do the same things over and over. And it's way more likely that others will learn from you if you make it clear how what you are doing is different from (and maybe better than) what was done before.

So if you want your little hack or bot or whatnot to contribute to science, in other words to the evolution of humanity, you should do your scholarship.

Testing

Here's another big thing. A tinkerer makes a thing and puts it out there. A researcher also tests the thing in some way, and writes up what happens. Tests can take many shapes, as there are many things that can be tested - it depends on what you want to test. Generally the test is about characterizing the thing you made in some way. It could be performance on some sort of benchmark. Or a quantitative characterization with statistics from running your thing multiple times. Or maybe a user study. Or why not a qualitative study, where you really take your time to interact with your software and describe it in detail. The point is that if something is worth making, it's also worth studying and describing. If you don't study it when you're done, you're not learning as much as you could. And if you don't describe it well, nobody else will learn from it.

Interestingly, the tinkering and testing can sometimes be done by different people. There are quite a few academic papers out there that systematically study software that other people built but did not care to study in detail. This ranges from performance analysis of someone else's sorting algorithm, to large parts of the academic field of game studies.

Goals

Why do you tinker? Because of the thrill of trying something new? To hone your skills with some tool or programming language? To build useful tools for yourself or others? To get attention? To annoy people? Because you had an idea one night when you couldn't sleep? All of these are perfectly valid reasons, and I must confess to having had all those motivations at point or another.

However, if you read a scientific paper those are usually not the stated reasons for embarking on the research work presented in the paper. Usually, the work is said to be motivated by some scientific problem (e.g. optimizing real-value vectors in high-dimensional spaces, identifying faces in a crowd, generating fun game levels for Super Mario Bros). And that is often the truth, or at least part of the truth, from a certain angle.

While tinkering can be (and often is) done for the hell of it, research is meant to have some kind of goal. Now, it is not always the case that the goal was to get the result that was eventually reported. A key characteristic of research is that we don't really know what the results will be (which is why most grant applications are lies). Sometimes the result comes first, and the goal afterwards. Fleming did not set out to discover Penicillin, but once he did it was very easy to describe his research as solving an urgent problem. Also, he had been working on antibacterial compounds for a long time following different leads, so he recognized the importance of his discovery quickly.

Usually, goals in research are not just goals, but ambitious goals. The reason we don't know what the results of a research project will be is that the project is ambitious; no-one (as far we know) has attempted what we do before so our best guesses at what will happen are just that: guesses. If we understand the system so well that we can predict the results with high accuracy, chances are we are tinkering. Or maybe doing engineering.

Of the papers I've written, I think most of them started with some kind of problem I wanted to solve, so in other words a goal. But many others have been more opportunistic; we had a technology and an idea, and wanted to see what happened because... well, it sounded like a cool thing to do. Interestingly, I have never found it a problem to describe the research as if we had a particular goal in mind when we did it. This is probably because I always keep a number of high-level goals in mind, which implicitly or explicitly help me shape my research ides. This brings us to the next difference between research and tinkering.

Persistence

You know Einstein's paper that established the special theory of relativity? A guy in his twenties, having published one a few papers before, publishing a single paper that revolutionized physics? Most papers are not like that.

Most papers report tiny steps towards grand goals. Results that are not in themselves very exciting, but hopefully will help us sometime in the future solve some problem which would be very exciting to solve. Like generating good video games from scratch, curing cancer or algorithms that understand natural language. The vast majority of such breakthroughs don't just happen - they are the results of sustained efforts over years or decades.  Recent progress we have seen in Go-playing builds on decades of research, even though it is sometimes reported as a sudden move by DeepMind.

Tinkerers are content to release something and then forget about it. Researchers carry out sustained efforts over a long time, where individual experiments and papers are part of the puzzle.

Doing research therefore requires having goals on different time scales in mind at any given time, and being able to extract high-level goals from level-goals, and seeing where new results fit into the bigger scheme of things. That is why I consider my attempts (together with colleagues) to chart out the research field and establish grand challenges as some of my most important. See, for example, our paper on challenges for procedural content generation, or on challenges for neuroevolution in games, or our attempt to structure all of research on AI in games.

Interestingly, when I started doing research I did not think I had much persistence at all. I also did not understand how much it was needed. Both of these realizations came later.

Acknowledgements

This post was inspired by my recent reading of Matti Tedre's "The Science of Computing", a history of the debates about what computer science actually is. He argues that computer science has variously been seen as mathematics, engineering and science, and that this debate has gone back and forth for as long as there has been computing researchers, with no clear end in sight. Reading the book, I felt that most of my research is not science, barely engineering and absolutely not mathematics. But I still think I do valuable and interesting research, so I set out to explain what I am doing.

The post was also inspired by discussions and arguments with a number of my colleagues, some of which have rather exclusionary ideas of what Science is and how Truth should be attained; and others who don't seem to think there's much difference between a blog post and a journal paper and who question the need to do all of the boring parts of research. I hope I have been able to make a good case for doing good research.

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Dead Space 3 is developed by EA Red Wood and presented by EA Games. Dead Space 3 is the game based on the perfect story line and plot. This game is getting a lot more better and better. It is the third version of the game and the story still continues. The best feature of this game is that in this game there is another team member. Who has a lot of skills and weapon expertise. The game is all about killing the aliens. This time the game has a whole new level. This time its not much easy to just kill the alien but the aliens themselves have evolved into some different creatures with power and strength. The game is a true addiction and is a lot better than the previous versions. With the new entry of your friend that aliens have been powerful too. So this war wont be easy. It will be a tough one and you have to do the missions with strategies and team work. There are other games similar like it that you may love to play are called Dead Space 2.

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Panzer Elite Ostpak Version II By Daskal

Possibly one of the best tank warfare simulators ever to be created, Steel Fury is also a candidate, though, for me Panzer Elite is my first choice. The huge variety of theatres, missions and machines alone is reason enough. You are able to fight the war from 1939 through to 1945, if you and crew survive.




Ostpak is my favourite to play, especially the early years, I think it was originally called the blitz pack. There are such great collection of models created by the rivet counters that made up Panzer Elites community.




I have changed very little with regards to their models, I have, where possible added new 3d wheels to all of the vehicles also some model additions, luggage and other subtle improvements for those vehicles involved in the early war years in the battle for the East.




It was my love of this early war version of Panzer Elite that I recall as one of my earlier encounters with PE in the late 90's and with the help of Brit44 and Slomo I was able to modernise the panzer's on both sides to give me a more enjoyable experience.




When Daskal asked for the models to add to Ostpak I was happy for them to see the light of day, as my many attempts to get Slomo to help me revamp Ostpak where put on the back burner while he finished Normandy44 and the desert missions.

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Panzer Elite continues with a refreshed instalment of Ostpak, thanks to Daskal.

Brit44Aldo for keeping the game alive and working on modern machines and countless other tasks, without him there is no Panzer Elite today.

Also the many contributors that went into making Ostpak, some of whom are no longer with us, rest in peace dear brothers in arms.

Alas my very dear friend Chris Slomo Williams has now passed away, rest in peace.








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Come Play Suzy Cube At PAX East!

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Are you attending PAX East 2019? If so, come by the Indie MEGABOOTH and say hi! Suzy will be showcased as part of the MINIBOOTH on Thursday and Friday. 
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Game 321: Star Control II: The Ur-Quan Masters (1992)

Let's not judge this one by its title screen . . .
               
Star Control II: The Ur-Quan Masters
United States
Toys for Bob (developer); Accolade (publisher)
Released in 1992 for DOS, 1994 for the 3DO console; later fan ports to other platforms
Date Started: 23 March 2019

When I started this blog in 2010, I had already played, at least in adolescence--most of the RPGs that everyone else knows. I may not have remembered all of the details, but I at least could remember the basic outlines of The Bard's Tale, Might and Magic, Wizardry, Questron, Pool of Radiance, and all of the Ultimas. There were lots of games I had never played--never even heard of--of course, but those were games that most other people my age had never encountered either. It wasn't until about a year into my blog, with Dungeon Master, that I truly felt I was blogging about a game that I should be ashamed for never having played previously.

For the first time since then, I am in that position again with Star Control II, a game that frequently makes "top X" lists of the best games of all time. My commenters have mentioned it so many times that my usual pre-game search of previous comments turned up too many results to analyze. This one, in other words, is really going to fill a gap.
       
. . . even though the first game had an awesome title screen.
        
There has been some debate about whether Star Control II is an RPG, but at least almost everyone agrees that its predecessor was not. That predecessor went by the grandiose name Star Control: Famous Battles of the Ur-Quan Conflict, Volume IV (1990), in an obvious homage to Star Wars. It's an ambitious undertaking--part simulator, part strategy game, part action game. The player has to manage ships and other resources and plan conquests of battle maps, but in the end the conflict always comes down to a shooting match between two ships using Newtonian physics and relying almost entirely on the player's own dexterity. This combat system goes back to Spacewar! (1962) and would be familiar to anyone who's played Asteroids (1979).

The setup has an Earth united under one government by 2025. In 2612, Earth is contacted by a crystalline race called the Chenjesu and warned that the Ur-Quan Hierarchy, a race of slavers, is taking over the galaxy. (Star Control II retcons this date to 2112.) Earth is soon enlisted into the Alliance of Free Stars and agrees to pool resources in a mutual defense pact. The Alliance includes Earth, the philosophic Chenjesu, the arboreal Yehat, the robotic Mmrnmhrm, the elfin Ariloulaleelay, and a race of all-female nymphomaniacs called the Syreen who fly phallic ships with ribbed shafts.

On the other side are the Ur-Quan, an ancient tentacled species with a strict caste system. They make slaves out of "lesser races" and only communicate with them via frog-like "talking pets." Their allies include Mycons, a fungus species; Ilwraths, a spider-like race that never takes prisoners; and Androsynths, disgruntled clones who fled captivity and experimentation on Earth. Each race (on both sides) has unique ship designs with various strengths and weaknesses, some of which nullify other ships. There's a kind-of rock-paper-scissors element to strategically choosing what ships you want to employ against what enemies.
          
No "bumpy forehead" aliens in this setting.
         
The occasionally-goofy backstory and description of races seems to owe a lot (in tone, if not specifics) to Starflight (1986), on which Star Control author Paul Reiche III had a minor credit. There are probably more references than I'm picking up (being not much of a sci-fi fan) in the ships themselves. "Earthling Cruisers" (at least the front halves) look like they would raise no eyebrows on Star Trek, and both Ilwrath Avengers (in the back) and Vux Intruders (in the front) look like Klingon warbirds. The Ur-Quan dreadnought looks passably like the Battlestar Galactica.

The original Star Control offers the ability to fight player vs. player or set one of the two sides to computer control (at three difficulty levels). In playing, you can simply practice ship vs. ship combat with any two ships, play a "melee" game between fleets of ships, or play a full campaign, which proceeds through a variety of strategic and tactical scenarios involving ships from different species in different predicaments.  The full game gives player the ability to build colonies and fortifications, mine planets, and destroy enemy installations in between ship-to-ship combats.
         
The various campaign scenarios in the original game.
      
The "campaign map" in the original game is an innovative "rotating starfield" that attempts to offer a 3-D environment on a 2-D screen. It takes some getting used to. Until they reach each other for close-quarters combat, ships can only move by progressing through a series of jump points between stars, and it was a long time before I could interpret the starfield properly and understand how to plot a route to the enemy.
         
Strategic gameplay takes place on a rotating starmap meant to simulate a 3-D universe.
             
I have not, in contrast, managed to get any good at ship combat despite several hours of practice. I'm simply not any good at action games. At the same time, I admire the physics and logistics of it. You maintain speed in the last direction you thrust even if you turn. You have limited fuel, so you can't go crazy with thrusting in different directions. You can get hit by asteroids, or fouled in the gravity wells of planets. And you have to be conservative in the deployment of your ships' special abilities, because they use a lot of fuel. Still, no game in which action is the primary determiner of success is going to last long on my play list. For such players, the game and its sequel offer "cyborg" mode, where technically you're the player but the computer fights your battles, but I'd rather lose than stoop to that.
             
One of my lame attempts at space combat.
          
Star Control II opens with a more personal backstory. In the midst of the original Ur-Quan conflicts, the Earth cruiser Tobermoon, skippered by Captain Burton, was damaged in an ambush and managed to make it to a planet orbiting the dwarf star Vela. As they tried to repair the ship, crewmembers found a vast, abandoned underground city, populated with advanced technology, built by an extinct race known as the Precursors.
        
The backstory is reasonably well-told with title cards.
      
Burton reported the find when she returned to Earth, and she was ordered to return with a scientific team led by Jules Farnsworth. Shortly after they arrived, they received word from Earth that the Ur-Quan had learned about the Precursor city and were on their way. Burton balked at Earth's orders to abandon and destroy the base with nuclear weapons. Instead, she sent her ship back to Earth under the command of her first officer and remained behind with the scientific team, planning to detonate nuclear weapons should the Ur-Quan ever arrive.
         
        
The team ended up spending 20 years on the planet, which they named Unzervalt, with no contact from Earth. During that time, the scientists discovered that the city had been created to build ships, and eventually they were able to activate the machines, which put together a starship. The machines shut down just as the ship was completed, reporting that there were insufficient raw materials to continue. About this time, Farnsworth admitted that he was a fraud, and all the success he'd experienced getting the machines up and running was due to a young prodigy born on Unzervalt--the player character.
         
They're not kidding about the "skeleton" part.
         
Burton assembled a skeleton crew for the new starship, with the PC manning the computer station, and blasted off. Three days out, they discovered the derelict Tobermoon, damaged and bereft of any (living or dead) crewmembers. Burton took command of the Tobermoon while the PC was promoted to captain of the new ship. Tobermoon was soon attacked and destroyed by an unknown alien craft, leaving the new ship to escape to Earth. Here the game begins.
         
What "plight"? You live on a technologically-advanced Eden where your enemies seem to have forgotten about you.
         
The player can name himself and his ship, and that's it for "character creation." He begins in the middle of the solar system, in a relatively empty ship with 50 crew and 10 fuel. I intuited that I needed to fly towards Earth, so I headed for the inner cluster of planets.  
            
"Character creation."
             
As the screen changed to show Mercury, Venus, Earth, and Mars, a probe zoomed out and attached itself to our ship. It played a recording from an Ur-Quan (with the "talking pet" doing the talking), informing me that approaching Earth was forbidden, as was my status as an "independent" vessel. The probe then zoomed off to inform the Ur-Quan of my "transgressions," leaving me to explore the planetary area at will. I guess the war didn't go so well for the Alliance.
            
Well, we now know how the first game ended, canonically.
        
As I approached Earth, the screen changed to show Earth, the moon, and a space station orbiting Earth. Earth itself seemed to have some kind of red force field around it, so I approached the space station.

As I neared, I was contacted by a "Starbase Commander Hayes of the slave planet Earth." He indicated that his energy cores were almost depleted and asked if we were the "Hierarchy resupply ship." At this point, I had a few dialogue options. One allowed me to lie and say I was the resupply ship. Another had me introduce myself. A third--more reflective of what I was actually thinking--said "'Slave planet?!' 'Hierarchy resupply vessel?!' What is going on here?'" The commander said he'd answer my questions if we'd bring back some radioactive elements to re-power the station. He suggested that we look on Mercury.
        
I like dialogue options, but so far they've broken down into: 1) the straight, obvious option; 2) the kind-of dumb lie; and 3) the emotional option that still basically recapitulates #1.
          
I flew off the Earth screen and back to the main solar system screen. At some point during this process, I had to delete the version of the game that I'd downloaded and get a new one. None of the controls worked right on the first one I tried. I particularly couldn't seem to escape out of sub-menus, which was supposed to happen with the SPACE bar. The second version I downloaded had controls that worked right plus someone had removed the copy protection (which has you identifying planets by coordinates). The controls overall are okay. They're much like Starflight, where you arrow through commands and then hit ENTER to select one. I'd rather be able to just hit a keyboard option for each menu command, but there aren't so many commands that it bothers me. Flying the ship is easy enough with the numberpad: 4 and 6 to turn, 8 to thrust, 5 to fire, ENTER to use a special weapon. There's a utility you can use to remap the combat commands, but using it seems to run the risk of breaking the main interface, which I guess is what happened with the first version I downloaded.
            
Running around Mercury and picking up minerals. The large-scale rover window (lower right) is quite small.
           
When orbiting a planet, you get a set of options much like Starflight. You can scan it for minerals, energy, or lifeforms, and then send down a rover (with its own weapons and fuel supply) to pick things up. Minerals are color-coded by type, and at first I was a little annoyed because I can't distinguish a lot of the colors. But it turns out that the explorable area of planets is quite small, and you can easily zoom around and pick up all minerals in just a few minutes. In that, it's quite a bit less satisfying than Starflight, where the planets were enormous and you'd never explore or strip them all, and you got excited with every little collection of mineral symbols. 

The rover doesn't hold much, but returning to the ship and then landing again is an easy process, so before long my hold was full of not just uranium and other "radioactives," but iron, nickel, and other metals. In mining them, the rover was periodically damaged by gouts of flame from the volatile planet, but it gets repaired when you return to the main ship.
        
Returning to base with a near-full cargo manifest.
         
We returned to the starbase and transferred the needed elements. With the station's life support, communications, and sensors working again, the captain was able to scan my vessel, and he expressed shock at its configuration. Rather than give him the story right away, I chose dialogue options that interrogated him first.
              
This seems to be everybody's reaction.
          
Commander Hayes explained that the Ur-Quan had defeated the Alliance 20 years ago. They offered humanity a choice between active serve as "battle thralls" or imprisonment on their own planet. Humanity chose the second option, so the Hierarchy put a force field around the planet, trapping the human race on a single world and preventing assistance from reaching them. But they also put a station in orbit so their own ships could find rest and resupply if they happened to pass through the system. The station is maintained by humans conscripted from the planet for several years at a time.
          
Humanity's fate didn't seem so bad until he got to this part.
          
When he was done, I (having no other choice, really) gave him our background and history and asked for his help. Pointing out that starting a rebellion and failing would result in "gruesome retribution," he asked me to prove my efficacy by at least destroying the Ur-Quan installation on the moon, warning me that I would have to defeat numerous warships.

We left the station and sailed over to the moon. An energy scan showed one blaze of power, so I sent the rover down to it. The report from the rover crew said that the alien base was abandoned and broadcasting some kind of mayday signal, "but great care has been taken to make it appear active." My crew shut the place down and looted it for parts.
           
My crew files a "report from the surface."
         
Lifeform scans showed all kinds of dots roaming around the moon, most looking like little tanks. I don't know if I was supposed to do this or not, but I ran around in the rover blasting them away in case they were enemies. I also gathered up all the minerals that I could.

I returned to the starbase, and the commander accepted my report. Just then, an Ilwrath Avenger, having found the probe, entered the system. The arachnid commander threatened us. There were some dialogue options with him, all of which I'm sure resulted in the same outcome: ship-to-ship combat.
           
They're not just "spider-like"; they actually spin webs on their bridges.
        
This part was much like the original game, although with the ship icons larger and against a smaller backdrop. I (predictably) lost the battle the first two times that I tried, but won the third time. In my defense, the game's backstory specifically said that I had minimal weapons. It was also a bit lumbering--slow to turn, slow to thrust.
         
The alien ship destroys me in our first encounter.
       
When I returned to starbase after the battle, Commander Hayes said he would join my rebellion, and the starbase would be my home base. He asked what we would call our movement, and there were some amusing options.
           
The last option tempted me, but I was boring and went with the first one.
           
Through a long series of dialogues, I learned that as I brought back minerals and salvage, the base could convert them into "resource units" (RU) which I could then use to build my crew, purchase upgrades for the Prydwen (improved thrusters, more crew pods, more storage bays, more fuel), get refueled, and build a fleet of starships. I can even build alien ships if I can find alien allies to pilot them.
         
My own starbase. Why can't I name it?
         
Hayes had a lot more dialogue options related to history and alien species, but I'll save those for later. It appears that the introduction is over and I now have a large, open universe to explore, where I'm sure I'll do a lot of mining, fighting, and diplomacy. In this sense, Star Control II feels like more of a sequel to Starflight than the original Star Control.
            
One part of a nine-page starmap that came with the game. I'm tempted to print it out and assemble it on the wall in front of my desk. I suppose it depends on how long the game lasts.
         
I appreciate how the game eased me into its various mechanics. I'm enjoying it so far, and I really look forward to plotting my next moves. I suspect I'll be conservative and mine the rest of the resources in the solar system and buy some modest ship upgrades before heading out into the greater universe.

Time so far: 2 hours



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LMH Mixtape #21: Jeff Van Dyck

Jeff van Dyck's music is some of the most instantly recognizable in 16-bit gaming, and for Episode 21, the boizz invited him on the air to explain why.  Jeff graciously accepted and dropped some...

The Legacy Music Hour was created by Brent Weinbach and Rob F. specifically for the purpose of talking about video game music from the golden age of gaming (16-bit and earlier).

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Call To Arms PC Game Free Download

Call to Arms PC Game Free Download




Call to Arms PC Game Overview:

Call to Arms is developed by Digitalmindsoft and published by Digitalmindsoft. It was released in 30 Jul, 2015.

Call to Arms offers an innovative new look into modern era combat. Initially offering two playable factions with realistically modeled vehicles and heavy weaponry, as well as dozens of firearms and customizations. Command your troops to victory or fight by yourself in the 3rd person action mode.

The base game offers two factions: the United States Army and the Global Revolutionary Movement. Fight in rural areas, factories, railway stations or in towns and use the environment to your advantage. Cover is everywhere, and almost everything can be destroyed.

The game allows you to command your units in the classic real-time strategy mode or to fight directly by taking control over an individual vehicle in the 3rd person action mode.



System Requirement for Call to Arms Download Free Game:


Minimum:

Graphics: DirectX 10/11 compatible
Sound Card: DirectX 10/11 compatible
DirectX: Version 10
OS: 64bit – Windows Vista, 7, 8
Hard Drive: 6 GB available space








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