Ads's New Writeupshttp://everything2.com/?node=New%20Writeups%20Atom%20Feed&foruser=Ads2003-04-06T11:05:52ZX-COM: UFO Defense (thing)http://m.everything2.com/user/Ads/writeups/X-COM%253A+UFO+DefenseAdshttp://m.everything2.com/user/Ads2003-04-06T11:05:52Z2003-04-06T11:05:52ZX-COM: UFO Defense - <a href="/title/US">US</a> Title<br>
UFO: Enemy Unknown - <a href="/title/European">European</a> and <a href="/title/Asia-Pacific">Asia-Pacific</a> Title.<p>
In terms of popularity and longevity, UFO: Enemy Unknown (commonly refered to as <a href="/title/X-COM">X-COM</a> or <a href="/title/UFO">UFO</a>, in context) is one of the most successful <a href="/title/computer+game">computer game</a>s ever. Any list of top computer games of all time worth its salt will have UFO down somewhere. Today it is still remembered by <a href="/title/rabid">rabid</a> fans, <a href="/title/oldschool+gamer">oldschool gamer</a>s and <a href="/title/retrogamer">retrogamer</a>s alike (I use the term oldschool loosely because the game industry was <i>already</i> old at the time of UFO, but at the time of writing it has evolved even further). Today, nearly a decade since its release in <a href="/title/1994">1994</a>, it continues to distinguish itself against the thousands of games produced since - a considerable feat given the significantly increased funding and experience that now backs the fickle art of game creation.<p>
One of the <a href="/title/classics">classics</a> of <a href="/title/computer+gaming">computer gaming</a>.<p>
It is important to note that UFO was <a href="/title/produced">produced</a> by <a href="/title/Mythos+Games">Mythos Games</a> and <a href="/title/published">published</a> by <a href="/title/Microprose">Microprose</a>. Many<!-- close unclosed tag --></p><!-- close unclosed tag --></p><!-- close unclosed tag --></p>…Microsoft IntelliMouse Explorer (thing)http://m.everything2.com/user/Ads/writeups/Microsoft+IntelliMouse+ExplorerAdshttp://m.everything2.com/user/Ads2002-02-20T16:26:51Z2002-02-20T16:26:51Z<b>Genesis</b><br>
In late <a href="/title/2001">2001</a> Microsoft released the IntelliMouse Explorer 3.0, a mouse that built on the previous two versions to produce one of the two (other being the <a href="/title/Logitech+MouseMan+Dual+Optical">Logitech MouseMan Dual Optical</a>) best <a href="/title/optical">optical</a> (or arguably any) mice currently available as of January <a href="/title/2002">2002</a>.<p>
Generic info applicable to all versions: the IntelliMouse Explorer is an optical, corded mouse that utilises Microsoft's proprietary <a href="/title/IntelliEye">IntelliEye</a> Technology. Smooth, right-handed <a href="/title/ergonomic">ergonomic</a> design, it is equipped with 2 top buttons, a wheel (and button), and 2 side buttons for use with thumb (on the left, sorry lefties*) - all 5 configurable via the Microsoft <a href="/title/IntelliPoint">IntelliPoint</a> mouse software. It interfaces via <a href="/title/USB">USB</a>, and includes a USB-to-<a href="/title/ps%252F2">ps/2</a> <a href="/title/adapter">adapter</a>. It has a resolution of 400 dpi.<p>
<b>Evolution</b><br>
Previous versions of the IntelliMouse Explorer differed only by the rate at which they sampled. The original 1.0 released in early <a href="/title/1999">1999</a> ran at 1500 times per second, which caused some noticeable tracking<!-- close unclosed tag --></p><!-- close unclosed tag --></p>…Antitrust (thing)http://m.everything2.com/user/Ads/writeups/AntitrustAdshttp://m.everything2.com/user/Ads2001-08-21T08:16:06Z2001-08-21T08:16:06ZAntitrust<p>
Tagline - <i>Truth Can Be Dangerous... Trust Can Be Deadly.</i><p>
Starring: Ryan Phillippe, Rachael Leigh Cook, Claire Forlani, Tim Robbins.<br>
Directed by Peter Howitt (II), Writing credits by Howard Franklin.<br>
Rated: PG-13 (some violence and brief language).<br>
Released 2001.<br>
Genre: <a href="/title/sci-fi">sci-fi</a> / <a href="/title/thriller">thriller</a> (/ <a href="/title/cyberpunk">cyberpunk</a>?)<p>
end blatant <a href="/title/data+theft">data theft</a> from <a href="/title/imdb">imdb</a><p>
This <a href="/title/node">node</a> shouldn't really be considered a <a href="/title/node+unto+itself">node unto itself</a> but more a differing perspective about the <a href="/title/movie">movie</a> from other <a href="/title/wu">wu</a>s here. As an <a href="/title/aspiring+hacker">aspiring hacker</a> / <a href="/title/geek+wannabe">geek wannabe</a> I feel its something of a <a href="/title/moral+duty">moral duty</a> to point out <a href="/title/otherwise">otherwise</a>. Please note that <a href="/title/spoilers">spoilers</a> follow. In a nutshell - Antitrust did have one good point which was I felt myself challenged to explore new limits of my vocabulary to attempt to describe how downright <i><b><a href="/title/goofy">goofy</a></b></i> this movie was - you may have realised by now that I failed, but it was a pleasant <a href="/title/learning+experience">learning experience</a> nonetheless.<p>
The entire film<!-- close unclosed tag --></p><!-- close unclosed tag --></p><!-- close unclosed tag --></p><!-- close unclosed tag --></p><!-- close unclosed tag --></p>…bunny hop (thing)http://m.everything2.com/user/Ads/writeups/bunny+hopAdshttp://m.everything2.com/user/Ads2001-07-04T15:46:19Z2001-07-04T15:46:19ZIn <a href="/title/first+person+shooter">first person shooter</a> computer games, bunnyhopping is a technique directly derived from <a href="/title/strafe+jumping">strafe jumping</a>, which allowed for movement that is much faster than normally possible. The impact of the ability to attain increased speed within the game is naturally very significant .<p>
In essence, bunnyhopping involves performing a series of continuous <a href="/title/strafe+jumps">strafe jumping</a> (I recommend you read the <a href="/title/strafe+jumping">strafe jumping</a> node). It gains its distinction from <a href="/title/strafe+jumping">strafe jumping</a> because it is mostly used to travel long distances faster than normal, not to jump across large bridges. However, as the maximum bunnyhopping speed is usually faster than the maximum strafe jumping speed (bunnyhopping is made up of a sequence of strafe jumps, after all), it is still used to make larger jumps that are even inaccessible by a single strafe jump in what is a jumping form of a <a href="/title/run-up.">run-up.</a><p>
It exists in most forms of <a href="/title/first+person+shooter">first person shooter</a> games, <a href="/title/Quake">Quake</a> included, but to a much lesser extent. In <a href="/title/QuakeWorld">QuakeWorld</a>, it was a<!-- close unclosed tag --></p><!-- close unclosed tag --></p>…strafe jumping (thing)http://m.everything2.com/user/Ads/writeups/strafe+jumpingAdshttp://m.everything2.com/user/Ads2001-07-04T15:28:30Z2001-07-04T15:28:30ZStrafe jumping is one of the many physics <a href="/title/bug">bug</a>s come <a href="/title/exploit">exploit</a>s in <a href="/title/Quake">Quake</a> (and other <a href="/title/first+person+shooter">first person shooter</a> games) that was one of the crucial components to both the game's success and longevity. Like the (in)famous <a href="/title/rocket+jump">rocket jump</a>, strafe jumping was unto itself a <a href="/title/fine+art">fine art</a> that allowed for tremendous mobi6lity and rapidly altered all forms of play. It was a technique developed from <a href="/title/zigzagging">zigzagging</a> and eventually spawned <a href="/title/bunnyhopping">bunnyhopping</a>.<p>
The basic premise was that by simultaneously <a href="/title/jump">jump</a>ing, <a href="/title/turn">turn</a>ing, and <a href="/title/strafe">strafing</a> one could gain a higher than normally attainable speed while in the air. While travelling in the air, ground friction is inapplicable, so the speed was maintained until landing. This allowed for both faster movement and larger jumps to be made. The former, unless executed <a href="/title/bunny+hopping">bunny hopping</a> style, was mostly ineffectual, but the impact of the ability to perform larger jumps was significant, allowing players to jump previously uncrossable chasms and perform incredible maneuvres.<p>
As<!-- close unclosed tag --></p><!-- close unclosed tag --></p>…The Oracles of Thook (thing)http://m.everything2.com/user/Ads/writeups/The+Oracles+of+ThookAdshttp://m.everything2.com/user/Ads2000-11-10T12:33:37Z2000-11-10T12:33:37Z<big><big><b>The ORACLES OF THOOK</b></big></big><p>
<b>Chapter 1</b><p>
Perhaps you have asked yourself, "Who or what is TRAN?"<p>
<b><a href="/title/BLASPHEMOR">BLASPHEMOR</a>!!!!!</b> Even to ask such a question is <a href="/title/punishable+by+death">punishable by death</a>!! To pretend to <a href="/title/visualize+the+infinite">visualize the
infinite</a> is <a href="/title/self+deception">self deception</a> and <a href="/title/hallucination">hallucination</a> worthy of <a href="/title/shock+therapy">shock therapy</a>. For though the flux bends,
and discontinuities hint towards that which we know as <a href="/title/TRAN">TRAN</a>, even a <a href="/title/vortex">vortex</a> of <a href="/title/thook">thook</a>full
<a href="/title/dimensions">dimensions</a> cannot <a href="/title/invert+this+singular+matrix">invert this singular matrix</a>. As the 2 dimensional <a href="/title/One">One</a> said "And yet what of
<a href="/title/TRAN">TRAN</a>?". Submit to <a href="/title/TRAN">TRAN</a>, you defiler of all that is <a href="/title/NG">NG</a> in the multi-<a href="/title/LaPlacian">LaPlacian</a> thook space!!
Mezmorisms of TRAN began at <a href="/title/%25280%252C0%252C0%2529">(0,0,0)</a>, <a href="/title/t%253D0">t=0</a>: the <a href="/title/umblezi">umblezi</a> time. At this time, the great <a href="/title/Hutu">Hutu</a>
<a href="/title/machete">machete</a>man known as Umblezi TRANfully decided that all <a href="/title/Tutsis">Tutsis</a> were anti-TRAN and worthy of having
their skulls cleaved by crude instruments. Praying to TRAN from his <a href="/title/monkeyland">monkeyland</a> banana tree
pyramid, known by all peoples as the "<a href="/title/Temple+of+Genetrash">Temple of Genetrash</a>", Umblezi<!-- close unclosed tag --></p><!-- close unclosed tag --></p><!-- close unclosed tag --></p>…