viernes, 29 de marzo de 2019

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Analisis De Shantae

Hola a todos. En esta ocasión hablaré del primer título de una serie de juegos que, si bien tienen merecida reputación actualmente, en sus inicios pasó desapercibido.
El título al que hago referencia es: Shantae

Shantae es un videojuego de plataformas creado en el año 2002 por Matt Bozon para el sistema Game Boy Color. Fue producido por WayForward Technologies y distribuido por la compañía Capcom. A pesar de ser un título sólido, no recibió las ventas que merecía, al haber salido un año después del estreno de la Game Boy Advance.
La historia trata de Shantae, una chica mitad genio, quien un día ve como su aldea es atacada por Risky Boots, una pirata que se autoproclama reina de los 7 mares. Risky está buscando materiales para construir una máquina de destrucción, y será deber de Shantae impedirlo, superando las pruebas de las mazmorras donde dichos materiales se encuentran, antes de que Risky los encuentre primero.


Jugabilidad
Para hacer frente a los peligros en su aventura, Shantae puede atacar a sus enemigos usando su cabello como látigo, y aprovechando distintos objetos que se pueden conseguir en las tiendas, que pueden ser pociones para recuperar corazones, objetos que puedes lanzar para dañar a los enemigos, o equipamiento para desbloquear habilidades nuevas, que si bien no es obligatorio tenerlos para llegar al final, pueden resultar útiles.
shantae-game-boy-color-nintendo-3ds_189457
Otra habilidad de Shantae, que además es una de las características principales del título, es que Shantae puede realizar distintas danzas que, según como la realices, le permite transformarse en animales con habilidades propias, como una monita que puede escalar paredes, un elefante que puede derribar ciertos muros, entre otros efectos que irás descubriendo a medida que avanzas en la aventura.
Un pequeño GIF
Durante la aventura, Shantae puede recorrer libremente la isla, pero algunas zonas son inalcanzables hasta conseguir ciertas habilidades. Durante los viajes, también pasarás por algunas aldeas, en las cuales se puede guardar la partida, recuperar corazones, ir a las tiendas y jugar minijuegos para conseguir dinero mas fácilmente.
El título incentiva a la exploración, ya que a lo largo de los escenarios, hay esparcidos diversos coleccionables esperando ser encontrados, como urnas que aumentan el límite de corazones de Shantae, objetos que otorgan un nuevo movimiento a sus transformaciones, unos calamares en las mazmorras, los cuales por cada cuatro que entregues a la madre calamar que hay en  cada pueblo, te enseñará una danza con la cual teletransportarte al mismo, o luciérnagas que solo podrás conseguir por la noche (Ya explico esto último mas adelante).
shantae-spot2
Gráficos
Como podrás notar a primera vista, Shantae presenta unos gráficos bastante trabajados para ser un título de Gameboy Color. Y es que algo interesante de este título, es que al haber salido en los últimos días de vida de la Gameboy Color, se pudo explotar las capacidades técnicas que ofrecía una consola como la Game Boy Color, mostrando gráficos y animaciones que poco y nada tiene que envidiar a la Gameboy Advance, presentando fondos detallados y coloridos, y animaciones muy fluidas y detalladas, especialmente las de Shantae. Cabe mencionar que el juego presenta un ciclo día/noche, por lo que puede anochecer o amanecer a mitad de la partida, siendo en la noche donde los enemigos son mas peligrosos, pero es el único momento donde las luciérnagas son visibles, y por ende, son recolectables para aprender una nueva danza.
Si bien, a nivel gráfico resalta sobre otros juegos de la Game Boy Color, cabe destacar que dicha potencia es posible al limitar los elementos visibles en pantalla para presentar sprites mas grandes y detallados. Esto, considerando que la pantalla de la portátil es pequeña, dificultad el poder anticipar los peligros de los escenarios, por lo que es mas que probable que tu personaje sufra daño por no haber tenido el suficiente tiempo de reacción para esquivar a ese monstruo que salió de la nada. Es más un problema de diseño de niveles que de los gráficos en si, ya que este inconvenientes es común en los escenarios exteriores, al ser muy grandes, pero rara vez ocurre en las mazmorras, las cuales son la mejor parte del título.
Sonido
En el apartado sonoro, nos encontramos con melodías con un toque que nos recuerda al medio oriente, bastante agradables al oído. Sin embargo, algunas melodías se repiten en algunas zonas, haciendo que lleguen a cansar pasado un tiempo. Los efectos de sonido no resaltan de forma especial, probablemente por priorizar la calidad de las melodías ante la de los efectos sonoros. Y ya que tocamos el tema, un problema al intentar explotar el sonido de la Game Boy Color, es que pueden ocurrir errores de sonido en algunas melodías, debido a una alta acumulación de elementos generadores de sonido al mismo tiempo, lo cual ocurre especialmente en las mazmorras.
Conclusión
Shantae es un juego de plataformas que aprovecha las posibilidades de la Game Boy Color para traernos una aventura divertida, con gráficos de lo mas llamativos para una Game Boy Color, que si bien puede frustrar en varias zonas, sigue siendo un título sólido que presenta las bases que harían grandes los siguientes títulos de la chica mitad genio.
Como dato curioso, el juego presenta algunos extras al jugarlo en una Game Boy Advance, como colores mas brillantes, y la posibilidad de conseguir una danza secreta para la mejor transformación de Shantae, la cual no voy a revelar porque es mejor si la descubren por su cuenta.

July Scrum Rnd2 - Madrak2 Vs. Baldur1


Last night I got my round two of the July Scrum league in vs. Jordan and he was kind enough to allow me to pause the clock between rounds to take a picture to write a detailed report.  I am extremely excited to be writing this match up because it was one of the best kinds of game: it swung wildly back and forth, with the game ending on Turn 7 with me at 40 seconds and Jordan at 30 seconds.  I'm very grateful to Jordan for the match and look forward to other matches in the future.

Jordan's Lists

Baldur1 Bones of Orboros
-Megalith
-Wold Guardian
-Woldwarden
-Woldwatcher
-Woldwyrd
-Woldwyrd

Stoneshaper
Stoneshaper
Stoneshaper
Blackclad Wayfarer
Sentry Stone & Mannikin
Shifting Stones
Celestial Fulcrum

Kaya2 - No Theme
-Laris
-Feral
-Gnarlhorn
-Warpwolf Stalker
-Argus
-Druid Wilder
Feralgeist
Lord fo the Feast
Reeves of Orboros (min)
Shifting Stones + Stone Keeper
Tharn Ravagers (min) + Chieftain

Matchup Analysis

So it's a Bones list and Kaya2 out of theme, my initial thoughts are "look at the stones on this guy!".  Trolls have always been a bit of a bad matchup for Circle in the game and it seems immediately obvious my drop is going to be Madrak2 and Jordan will be forced into Baldur1.  Simply put both of my lists can run over Kaya's list without breaking a sweat, particularly Grim2.  Conversely out of the two I'm probably better off with Madrak into Baldur.  This is exactly what happened, Jordan didn't even bring his Kaya list with him when he arrived to play our game.

For reference my Madrak2 list is:

Trollblood - Madrak2 Toughallo

Theme: Band of Heroes
3 / 3 Free Cards     74 / 75 Army

Madrak Ironhide, World Ender - WB: +28
-    Trollkin Runebearer - PC: 0
-    Dire Troll Mauler - PC: 15 (Battlegroup Points Used: 15)
-    Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 13)

Fell Caller Hero - PC: 0
Fell Caller Hero - PC: 0
Eilish Garrity, the Occultist - PC: 5

Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9
-    Stone Scribe Elder - PC: 3
Trollkin Long Riders - Leader & 4 Grunts: 20
Trollkin Long Riders - Leader & 4 Grunts: 20
Kriel Warriors - Leader & 9 Grunts: 11

Our Scenario was The Pit 2.

Deployment


I wont the roll off to go first and Jordan picked his table side. Since we both had an extra 2" of deployment we were starting off really close to each other.

My Turn 1


I respected the output of the Woldwyrds to murder Longriders with Blood Fury on them, so I simply dump all my Fury onto the stone and run forward, keeping everything except one Long Rider under the aura and sing for no continuous effects.

Jordan Turn 1



Since I had zero chill, Jordan was forced to feat turn 1.  This sees him kill a Longrider from my left flank with a Woldwyrd, Fulcrum, and Woldwatcher finally finishing it off and creating a forest out of its corpse. On the right flank Jordan takes some Geomancy shots at my Longriders doing minimal damage, but he makes a mistake by running the Manikins to jam before taking his shots with the Woldwyrd.  He misses my Longrider and kills his Manikin furthest to my right.

Of note - I forgot to deploy Eilish and Jordan was kind enough to allow me to put him at the back of my lines, so I had him hide in a trench.

My Turn 2


After some careful measurements, I am able to get one Longrider over the wall and into the Woldwyrd on my right flank and one Longrider can engage it over the wall - all without entering Baldur's control area.  Madrak puts Bloodfury on the right most Longriders and then fills the stone, sitting on 1 after a Harmonious Exaltation. I was careful to stay more than 2" from the forest, respecting Baldur's assassination.

The Fellcaller gets puppet master from Eilish and then activates (after the stone!) and sprays off one of the Manikins to clear my charge lane, and then sings Pathfinder on the Longriders (they were out of Baldurs feat). Luckily I do no damage to my Longrider.

I'm able to kill the right Woldwyrd with the Long Riders and while I am able to get a single rider to the Sentry stone, it leaves it on one box.

On the left flank I call pathfinder to allow the Longriders to shift left and I'm able to just toe my Bomber into Baldur's forest to see through to the other side to kill a Shifting stone. Jordan shield guards the first shot, but the second shot is able to kill a stone and take teleportation off the table.

Jordan's Turn 2


Jordan decided that murdering Trolls was his fucking job and it was time to go to work. The left Woldwyrd shifts right and shoots two Longriders off the table thanks to them having an upkeep on them. The Blackclad gets hunters mark on the unit and then Megalith and a Woldwarden decide to kill the other riders, with more than enough fury to Earth Spikes and knock down the right Fell Caller, then kill my Runbearer, with his crit knocking down Madrak, my left Fell Caller, and a Kriel Warrior.

Jordan uses his still alive Sentry Stone to make a Manikin who then sprays down part of my Krielstone. He then runs and Jams up my stuff with shifting stones and the Woldguardian has the +2STR/ARM spell on it (which I forget about).

To top it off he's also able to kill two more Longriders from my left flank with his Fulcrum and the Watcher, scoring 1 point.

Overall, I'm astonished I'm still able to sit comfortably as I write this after the ass beating Jordan laid down here. Suffice it to say I didn't at all expect to lose nearly that much. On the plus side, Jordan was not able to kill my objective and score more than 1 VP.

My Turn 3


My initial plan was to have the Longriders and Fell Caller kill the Woldwarden, the Mauler kills Megalith, and then the Bomber kills the Woldguardian. Simple, right? Turns out this was less simple and more of a "I'll try to do too much and as a result accomplish nothing for $500, Alex."

Since my Runebearer was dead, I should have noticed my plan was utterly doomed to failure since I couldn't upkeep Blood Fury and so would need to cast it and then two Rage's to properly achieve my goals. I similarly couldn't actually charge the Woldguardian and so would need Madrak's feat to et into him, burning 1 attack off the Bomber. I also forgot the Guardian had the +2 ARM spell.

Madrak stupidly goes first, sacrificed movement to stand, feats, then throws his axe to kill the Manikin in the Longriders way.  I put Bloodfury on the riders, and then Rage on the Bomber.

My left Fell Caller sacrificed action to stand and then walks 5" and calls to stand up the other Fell Caller.  Eilish gives that Fell Caller puppet master (another mistake, it should have gone on the Mauler). The Stone activates for +1 STR, and then the right Fell Caller charges into the Warden, doing decent damage and not even needing the Puppet Master.

The Longriders charge and impact attack and I kill it between two impact attacks and one charge attack, they Reposition out of the Maulers way.

The Mauler is dice off 2 from Megalith since he didn't have Rage and I decide the extra attacks are better.  I charge in, missing my second initial and losing the chain attack. I proceed to roll a bunch of 5's for damage and leave all of Megaliths systems up.  The Bomber similarly fails to do too much to the Woldguardian, though he kills two Stones for my trouble due to Feat.

On the bright side my Kriel Warriors with near zero buffs on them decide to charge in and utterly annihilate the Woldwatcher.

If I wasn't hell bent on making mistakes I would have Jammed up the Woldguardian with 2-3 Kriel Warriors and used the Bomber to possibly kill the objective and if I had enough Kriel Warriors left maybe I score a point by killing the Woldwatcher anyway.  Rage and Puppet Master goes on the Mauler who would then murder Megalith and then I'm way ahead on the piece trade and at least tying scenario.

Jordan Turn 3


If you remember Turn 2, you'll know that Fucking Murdering Trolls is Jordan's job description.  Megalith gets +2 STR from a Stonekeeper and walks to be able to kill the Mauler and hopefully kill the Objective.  Luckily for me he has to focus everything on killing the Mauler and isn't able to kill the Objective.  I pulled the 5 Fury off the Mauler when it dies.

The Sentry Stone spawns a new Manikin who then kills my right Fell Caller. The Woldguardian gets an additional +2 STR from another Stonekeeper and trivially murders my Bomber.

The Woldwyrd starts gunning down Longriders, but isn't able to kill them all. In fact he's only able to force a Tough on one rider, who gets charged and killed by a Blackclad who then Battle Wizards to kill some more of my Kriel Stone.

The only area where Jordan didn't completely meet his Troll Murder Quota was with the Fulcrum who only killed a few Kriel Warriors.  The other bit of good news is that no one scores anything on Scenario this turn, so I'm only down 0-1.

My Turn 4


This turn I finally decided that Sticks and Stones have broken enough of my bones and the best way to make them never hurt me again is to annihilate them.

Madrak upkeeps Bloodfury on the single Longrider.  The Fell Caller activates and puts +2 MAT on the Krielstone unit.  The Stone spends a fury for +1 STR and then declares a Charge/Run to kill the goddamn Blackclad who sprayed them down.

The Longrider has similarly had enough of the shit out of the Woldwyrd and Sentry Stone. I charge the Woldwyrd and am able to get impact attacks on both the Woldwyrd and the Sentry Stone. The Sentry Stone dies and I miss the Woldwyrd with my impact.  I roll like goddamn FIRE on the charge attack and leave it on like two boxes. Madrak activates, casts Blood Fury on the Kriel Warriors.

The Kriel Warriors decide to continue to be bosses, two charge the Stonkeeper and CMA to get a hit and kill him.  The others charge into the Woldguardian, and then rip it to shreds. I'm able to redirect a charge attack into the Woldwyrd, I hit, and then take the last points off.  As such I score the center zone.  Score is now tied, 1-1.

Jordan's Turn 4


Here is where things start going bad for Jordan.  He's only able to kill a few of the Kriel Warriors, notably failing to clear the left zone and score due to dice keeping one contesting Warrior alive.

He is able to kill my objective and clear the right zone, scoring two VP's here. He also sacrifices a Stonekeeper to prevent me from scoring the center.  Score is now 3-1 for Jordan.

My Turn 5


Madrak gets his two free Fury from the dead beasts and upkeeps Blood Fury on the Kriel Warriors.  The Stone activates and sings for +1 STR and I move the one model to contest the left zone. He misses the Stone Shaper.

Eilish gives Madrak Puppet Master.  Madrak activates, aims, and boosts to hit the Shaper, killing him and clearing the center zone.  The Kriel Warriors charge into the Fulcrum and carve off damage. The Fell Caller charges in, and fails to kill. The Long Rider has to charge in and is finally able to kill the Fulcrum.  I made a mistake in forgetting to reposition the Long Rider and turn him to face Jordan's models coming into the center zone.

Clock is getting low. Score is now 3-2, sill in favor of Jordan.

Jordan Turn 5

I forgot to take a picture here, though what occurred should be apparent in the next picture.

Megalith moves up and kills the contesting Stone model in melee, then Geomancies and kills my Stone Scribe Elder and the last grunt in the Stone unit, leaving only the Bearer itself. Jordan puts a forest up to block LOS to Megalith who is now contesting the center zone.  Jordan scores my left zone and the score is now 4-2 in favor of Jordan.

My Turn 6


Madrak gets his two fury and upkeeps Blood Fury on the Kriel Warriors.  The Warriors and Fell Caller charge the objective and kill it, with the two Kriel Warriors who couldn't get in taking position to contest the center zone. Madrak and the Stone run to the right zone and I make a critical error, I leave Madrak within 2" of the forest, forgetting about Baldur's threat.

I position the Fell Caller just outside of Megalith's 9" threat.

Eilish decides to sacrifice himself for the cause and contests the left zone. 

I score two points, tying the game 4-4.

Jordan's Turn 6


Jordan decides to go for the assassination I dutifully gave him.  Megalith moves up and then misses Madrak with his Geomancy.  Baldur doesn't upkeep the forest, casts it on himself, then teleports to within 2" of Madrak.  He's got 4 Fury.

He boosts to hit Madrak (3 Fury left) and hits, but I sacrifice it to the Stone, who suffers the Weight of Stone effect, and then decides to pass his Tough check. Baldur buy's the attack on the stone and kills it (2 Fury left).  He buys on Madrak again (1 Fury left), misses, and then he decides to camp his last Fury.

I score on Jordan's turn, bringing the game 5-4 in favor of me.

My Turn 7


Given that I'm under two minutes on clock, I decided to avoid the assassination and just play it safe. Fell Caller gives +2 MAT to the Kriel Warriors who charge into Baldur, one hits doing 8 damage. More importantly they get within 3" of Madrak who runs away from Baldur, taking the free strike and then killing the Kriel Warrior because Grim Salvation lets you sacrifice even free strikes.  I run to the other corner of the zone thinking there's no way Baldur can get to me and that's game.

What I should have realized was that he could teleport to me again and that to cement the game I could just surround Madrak with Kriel Warriors to really make sure I can't die, but I just try to put them in the way.

Still, I score yet another VP for the left zone and bring the score to 6-4, thinking I've won the game. I clock back to Jordan with only 40 seconds left on my clock. I didn't even activate the Longrider.

Jordan's Turn 7


Jordan decides to pull yet another Surprise Motherfucker! He teleports Baldur to Madrak and I think I've lost the game. Baldur is down to 4 Fury for this assassination run.

He boosts to hit Madrak and hits (3 Fury left). He rolls a 5 for damage, Madrak takes 2.  Jordan proceeds to buy his next three attacks and after everything is said and done his damage rolls are so poor that Madrak is left with 10 health when Baldur is out of fury and only 30 seconds left on his clock.  Jordan does run to contest, leaving the score 6-4 and I win by scenario at the end of turn 7.

Conclusions

This game was insane! I managed to survive two assassination runs, and while that's normally not very surprising with Madrak2, in these situations it is very surprising.  Dice saved my ass when I made two mistakes that gave Jordan two assassination runs I didn't have to give him.  I also was able to recover from a critical set of mistakes on Turn 3 on my part and the late game idea of weapon master Kriel Warriors really came through.


Clock was extremely tight and was definitely forcing us to move very quickly so that's definitely a factor towards the end of the game where possibly better decisions could have been made. Still, I won this game through a series of critical dice rolls: Jordan failing to kill a contesting Kriel Warrior on Turn 4 was massive, and then my passing the tough check on my Stonebearer on  his Turn 6 assassination run ate through enough of his fury to keep me alive.

Overall it was an incredible game, the kind that really makes you appreciate Warmachine.  I look forward to playing Jordan again.

My conclusions going forward is to take notice of exactly how fucking good higher model count lists are in scenario. I remember that from the last Scrum in 2017 and it seems just as true today.  Looking forward and knowing that I want to play Convergence, primarily in Destruction Initiative, I'm going to start having the kinds of large attrition swings in my games if I can't mitigate my opponents.  The model count and unit buff on the late game Kriel Warriors really saved me here.  I'm going to need to keep that in mind as I move forward.

Review - DRAGON QUEST XI: Echoes Of An Elusive Age - The Best JRPG Ever Made Is Here.

Dragon Quest XI - Echoes of an Elusive Age - Eleven running in Heliodor - Daytime
Dragon Quest XI - Echoes of an Elusive Age - Logo


 Eternal rival of Final Fantasy, which tries to renew itself every year, Dragon Quest has always made the safe and intelligent choice to remain true to itself over three decades, culminating in this new release called "Dragon Quest XI: Echoes of an Elusive Age", improving on the perfectly refined old-school open-world turn-based RPG gameplay, which we already enjoyed immensely in Dragon Quest VIII.

 Get ready to play Square Enix's latest masterpiece, Dragon Quest XI, like a fine aging wine in a bottle made of gold with a diamond cork.

jueves, 28 de marzo de 2019

Like A Book Made To Play: The Immersive Experience Of “Here They Lie”

Here They Lie is a Playstation 4 game signed by Tangentlemen and Santa Monica Studio. The game transports you to a terrifying parallel world from which you cannot escape. Inside this bizarre place, it's necessary to explore a nightmarish city inhabited by malevolent creatures. In this experience, the point of view is first-person and you can only use an old flashlight as a weapon.



In the whole gaming narrative you must wrestle with life or death moral choices to uncover the mystery of the woman in yellow (a kind of Ariadne that guides you through the city maze and corridors inside buildings). There are two ways to play Here They Lie: classic version or using VR glasses (which enhances the immersion in the story). Check the mysterious trailer below:



Despite the beautiful graphics and soundtrack, Here They Lie caught my attention through the perfect balance between narrative and gameplay. You only run from the monsters; inside this dark dimension, you are only a voyeur, observing a scenario of pain and blasphemous acts. The only thing you really do is walking around the huge city capturing hints to discover what is happening. Where's the fun in it? I think Here They Lie is the kind of experience that brings literature features to play.

For me, having played Here They Lie from the beginning to the end was like reading a book written with a Kafkanian and Lovecraftian touch. The situation is too absurd but, with the suspension of disbelief, you can accept that this strange world makes sense. The story grabs your attention and curiosity leads you to find the answer for some questions like: How did I get here? Who is the woman in the golden dress? What are the creatures with animal heads? Why did it happen to me?



Games like this one lead us to the multiple possibilities that we can experience today in the gaming market. We still have "triple A" first-person shooters with zombies but on the other hand, a huge universe to explore fantasy in a different way. We are leaving a privileged ambient of ludic possibilities. To play different games like this one is to create a richer repertoire for classes, gaming projects or gaming discussions.

Let's play!

#GoGamers

LAN-party House: Technical Design And FAQ

After I posted about my LAN-party optimized house, lots of people have asked for more details about the computer configuration that allows me to maintain all the machines as if they were only one. I also posted the back story to how I ended up with this house, but people don't really care about me, they want to know how it works! Well, here you go!

Let's start with some pictures...

Sorry that there are no "overview" shots, but the room is pretty small and without a fish-eye lens it is hard to capture.

Hardware

In the pictures above, Protoman is a 2U rackmount server machine with the following specs:

  • CPU: Intel Xeon E3-1230
  • Motherboard: Intel S1200BTL
  • RAM: 4GB (2x2GB DDR3-1333 ECC)
  • OS hard drive: 60GB SSD
  • Master image storage: 2x1TB HDD (RAID-1)
  • Snapshot storage: 240GB SATA-3 SSD

I'll get into the meaning of all the storage in a bit.

The other machines on the rack are the gaming machines, each in a 3U case. The specs are:

  • CPU: Intel Core i5-2500
  • GPU: MSI N560GTX (nVidia GeForce 560)
  • Motherboard: MSI P67A-C43 (Intel P67 chipset)
  • RAM: 8GB (2x4GB DDR3-1333)
  • Local storage: 60GB SSD

Megaman and Roll are the desktop machines used day-to-day by myself and Christina Kelly. These machines predate the house and aren't very interesting. (If you aren't intimately familiar with the story of Megaman, you are probably wondering about the name "Roll". Rock and Roll were robots created by Dr. Light to help him with lab work and housekeeping. When danger struck, Dr. Light converted Rock into a fighting machine, and renamed him "Megaman", thus ruining the pun before the first Megaman game even started. Roll was never converted, but she nevertheless holds the serial number 002.)

The gaming machines are connected to the fold-out gaming stations via 35-foot-long HDMI and USB cables that run through cable tubes built into the house's foundation. Megaman and Roll are connected to our desks via long USB and dual-link DVI cables. I purchased all cables from Monoprice, and I highly recommend them.

Network boot

Originally, I had the gaming machines running Ubuntu Linux, using WINE to support Windows games. More recently, I have switched to Windows 7. The two configurations are fairly different, but let me start by describing the parts that are the same. In both cases, the server runs Ubuntu Linux Server, and all server-side software that I used is free, open source software available from the standard Ubuntu package repository.

As described in the original post, the gaming machines do not actually store their operating system or games locally. Indeed, their tiny 60GB hard drives couldn't even store all the games. Instead, the machines boot directly over the network. All modern network adapters support a standard for this called PXE. You simply have to enable it in the bios, and configure your DHCP server to send back the necessary information to get the boot process started.

I have set things up so that the client machines can boot in one of two modes. The server decides what mode to use, and I have to log into the server and edit the configs to switch -- this ensures that guests don't "accidentally" end up in the wrong mode.

  • Master mode: The machine reads from and writes to the master image directly.
  • Replica mode: The machine uses a copy-on-write overlay on top of the master image. So, the machine starts out booting from a disk image that seems to be exactly the same as the master, but when it writes to that image, a copy is made of the modified blocks, and only the copy is modified. Thus, the writes are visible only to that one machine. Each machine gets its own overlay. I can trivially wipe any of the overlays at any time to revert the machine back to the master image.

The disk image is exported using a block-level protocol rather than a filesystem-level protocol. That is, the client sends requests to the server to read and write the raw disk image directly, rather than requests for particular files. Block protocols are massively simpler and more efficient, since they allow the client to treat the remote disk exactly like a local disk, employing all the same caching and performance tricks. The main down side is that most filesystems are not designed to allow multiple machines to manipulate them simultaneously, but this is not a problem due to the copy-on-write overlays -- the master image is read-only. Another down side is that access permissions can only be enforced on the image as a whole, not individual files, but this also doesn't matter for my use case since there is no private data on the machines and all modifications affect only that machine. In fact, I give all guests admin rights to their machines, because I will just wipe all their changes later anyway.

Amazingly, with twelve machines booting and loading games simultaneously off the same master over a gigabit network, there is no significant performance difference compared to using a local disk. Before setting everything up, I had been excessively worried about this. I was even working on a custom UDP-based network protocol where the server would broadcast all responses, so that when all clients were reading the same data (the common case when everyone is in the same game), each block would only need to be transmitted once. However, this proved entirely unnecessary.

Original Setup: Linux

Originally, all of the machines ran Ubuntu Linux. I felt far more comfortable setting up network boot under Linux since it makes it easy to reach into the guts of the operating system to customize it however I need to. It was very unclear to me how one might convince Windows to boot over the network, and web searches on the topic tended to come up with proprietary solutions demanding money.

Since almost all games are Windows-based, I ran them under WINE. WINE is an implementation of the Windows API on Linux, which can run Windows software. Since it directly implements the Windows API rather than setting up a virtual machine under which Windows itself runs, programs execute at native speeds. The down side is that the Windows API is enormous and WINE does not implement it completely or perfectly, leading to bugs. Amazingly, a majority of games worked fine, although many had minor bugs (e.g. flickering mouse cursor, minor rendering artifacts, etc.). Some games, however, did not work, or had bad bugs that made them annoying to play. (Check out the Wine apps DB to see what works and what doesn't.)

I exported the master image using NBD, a Linux-specific protocol that is dead simple. The client and server together are only a couple thousand lines of code, and the protocol itself is just "read block, write block" and that's it.

Here's an outline of the boot process:

  1. BIOS boots to the ethernet adaptor's PXE "option ROM" -- a little bit of code that lives on the Ethernet adapter itself.
  2. The Ethernet adaptor makes DHCP request. The DHCP response includes instructions on how to boot.
  3. Based on the instructions, the Ethernet adaptor downloads and runs a pxelinux (a variant of syslinux) boot image from TFTP server identified by DHCP.
  4. pxelinux downloads and runs the real Linux kernel and initrd image, then starts them.
  5. initrd script loads necessary drivers, connects to NBD server, and mounts the root filesystem, setting up the COW overlay if desired.
  6. Ubuntu init scripts run from root filesystem, bringing up the OS.

Crazy, huh? It's like some sort of Russian doll. "initrd", for those that don't know, refers to a small, packed, read-only filesystem image which is loaded as part of the boot process and is responsible for mounting the real root filesystem. This allows dynamic kernel modules and userland programs to be involved in this process. I had to edit Ubuntu's initrd in order to support NBD (it only supports local disk and NFS by default) and set up the COW overlay, which was interesting. Luckily it's very easy to understand -- it's just an archive in CPIO format containing a bunch of command-line programs and bash scripts. I basically just had to get the NBD kernel module and nbd-client binary in there, and edit the scripts to invoke them. The down side is that I have to re-apply my changes whenever Ubuntu updated the standard initrd or kernel. In practice I often didn't bother, so my kernel version fell behind.

Copy-on-write block devices are supported natively in Linux via "device-mapper", which is the technology underlying LVM. My custom initrd included the device-mapper command-line utility and invoked it in order to set up the local 60GB hard drive as the COW overlay. I had to use device-mapper directly, rather than use LVM's "snapshot" support, because the master image was a read-only remote disk, and LVM wants to operate on volumes that it owns.

The script decides whether it is in master or replica mode based on boot parameters passed via the pxelinux config, which is obtained via TFTP form the server. To change configurations, I simply swap out this config.

New setup: Windows 7

Linux worked well enough to get us through seven or so LAN parties, but the WINE bugs were pretty annoying. Eventually I decided to give in and install Windows 7 on all the machines.

I am in the process of setting this up now. Last weekend I started a new master disk image and installed Windows 7 to it. It turns out that the Windows 7 installer supports installing directly to a remote block device via the iSCSI protocol, which is similar to NBD but apparently more featureful. Weirdly, though, Windows 7 apparently expects your network hardware to have boot-from-iSCSI built directly into its ROM, which most standard network cards don't. Luckily, there is an open source project called gPXE which fills this gap. You can actually flash gPXE over your network adaptor's ROM, or just bootstrap it over the network via regular PXE boot. Full instructions for setting up Windows 7 to netboot are here.

Overall, setting up Windows 7 to netboot was remarkably easy. Unlike Ubuntu, I didn't need to hack any boot scripts -- which is good, because I wouldn't have any clue how to hack Windows boot scripts. I did ran into one major snag in the process, though: The Windows 7 installer couldn't see the iSCSI drive because it did not have the proper network drivers for my hardware. This turned out to be relatively easy to fix once I figured out how:

  • Download the driver from the web and unzip it.
  • Find the directory containing the .inf file and copy it (the whole directory) to a USB stick.
  • Plug the USB stick into the target machine and start the Windows 7 installer.
  • In the installer, press shift+F10 to open the command prompt.
  • Type: drvload C:\path\to\driver.inf

With the network card operational, the iSCSI target appeared as expected. The installer even managed to install the network driver along with the rest of the system. Yay!

Once Windows was installed to the iSCSI target, gPXE could then boot directly into it, without any need for a local disk at all. Yes, this means you can PXE-boot Windows 7 itself, not just the installer.

Unfortunatley, Windows has no built-in copy-on-write overlay support (that I know of). Some proprietary solutions exist, at a steep price. For now, I am instead applying the COW overlay server-side, meaning that writes will actually go back to the server, but each game station will have a separate COW overlay allocated for it on the server. This should be mostly fine since guests don't usually install new games or otherwise write much to the disk. However, I'm also talking to the author of WinVBlock, an open source Windows virtual block device driver, about adding copy-on-write overlay support, so that the local hard drives in all these machines don't go to waste.

Now that the COW overlays are being done entirely server-side, I am able to take full advantage of LVM. For each machine, I am allocating a 20GB LVM snapshot of the master image. The snapshots all live on the 240GB SATA-3 SSD, since the server will need fast access to the tables it uses to manage the COW overlays. (For now, the snapshots are allocated per-machine, but I am toying with the idea of allocating them per-player, so that a player can switch machines more easily (e.g. to balance teams). However, with the Steam Cloud synchronizing most game settings, this may not be worth the effort.)

Normally, LVM snapshots are thought of as a backup mechanism. You allocate a snapshot of a volume, and then you go on modifying the main volume. You can use the snapshot to "go back in time" to the old state of the volume. But LVM also lets you modify the snapshot directly, with the changes only affecting the snapshot and not the main volume. In my case, this latter feature is the critical functionality, as I need all my machines to be able to modify their private snapshots. The fact that I can also modify the master without affecting any of the clones is just a convenience, in case I ever want to install a new game or change configuration mid-party.

I have not yet stress-tested this new setup in an actual LAN party, so I'm not sure yet how well it will perform. However, I did try booting all 12 machines at once, and starting Starcraft 2 on five machines at once. Load times seem fine so far.

Frequently Asked Questions

How do you handle Windows product activation?

I purchased 12 copies of Windows 7 Ultimate OEM System Builder edition, in 3-packs. However, it turns out that because the hardware is identical, Windows does not even realize that it is moving between machines. Windows is tolerant of a certain number of components changing, and apparently this tolerance is just enough that it doesn't care that the MAC address and component serial numbers are different.

Had Windows not been this tolerant, I would have used Microsoft's VAMT tool to manage keys. This tool lets you manage activation for a fleet of machines all at once over the network. Most importantly, it can operate in "proxy activation" mode, in which it talks to Microsoft's activation servers on the machines' behalf. When it does so, it captures the resulting activation certificates. You can save these certificates to a file and re-apply them later, whenever the machines are wiped.

Now that I know about VAMT, I intend to use it for all future Windows activations on any machine. Being able to back up the certificate and re-apply it later is much nicer than having to call Microsoft and explain myself whenever I re-install Windows.

I highly recommend that anyone emulating my setup actually purchase the proper Windows licenses even if your machines are identical. The more machines you have, the more it's actually worth Microsoft's time to track you down if they suspect piracy. You don't want to be caught without licenses.

You might be able to get away with Windows Home Premium, though. I was not able to determine via web searching whether Home Premium supports iSCSI. I decided not to risk it.

UPDATE: At the first actual LAN party on the new Windows 7 setup, some of the machines reported that they needed to be activated. However, Windows provides a 3-day grace period, and my LAN party was only 12 hours. So, I didn't bother activating. Presumably once I wipe these snapshots and re-clone from the master image for the next party, another 3-day grace period will start, and I'll never have to actually activate all 12 machines. But if they do ever demand immediate activation, I have VAMT and 12 keys ready to go.

Do guests have to download their own games from Steam?

No. Steam keeps a single game cache shared among all users of the machine. When someone logs into their account, all of the games that they own and which are installed on the machine are immediately available to play, regardless of who installed them. Games which are installed but not owned by the user will show up in the list with a convenient "buy now" button. Some games will even operate in demo mode.

This has always been one of my favorite things about Steam. The entire "steamapps" folder, where all game data lives, is just a big cache. If you copy a file from one system's "steamapps" to another, Steam will automatically find it, verify its integrity, and use it. If one file out of a game's data is missing, Steam will re-download just that file, not the whole game. It's fault-tolerant software engineering at its finest.

On a similar note, although Starcraft 2 is not available via Steam, an SC2 installation is not user-specific. When you star the game, you log in with your Battle.net account. Party guests thus log in with their own accounts, without needing to install the game for themselves.

Any game that asks for ownership information at install time (or first play) rather than run time simply cannot be played at our parties. Not legally, at least.

Is your electricity bill enormous?

I typically have one LAN party per month. I use about 500-600 kWh per month, for a bill of $70-$80. Doesn't seem so bad to me.

Why didn't you get better chairs!?!

The chairs are great! They are actually pretty well-padded and comfortable. Best of all, they stack, so they don't take much space when not in use.

You can afford all these computers but you have cheap Ikea furniture?

I can afford all these computers because I have cheap Ikea furniture. :)

I had no money left for new furniture after buying the computers, so I brought in the couches and tables from my old apartment.

How can you play modern games when most of them don't support LAN mode?

I have an internet connection. If a game has an online multiplayer mode, it can be used at a LAN party just fine.

While we're on the subject, I'd like to gush about my internet connection. My download bandwidth is a consistent 32Mbit. Doesn't matter what time of day. Doesn't matter how much bandwidth I've used this month. 32Mbit. Period.

My ISP is Sonic.net, an independent ISP in northern California. When I have trouble with Sonic -- which is unusual -- I call them up and immediately get a live person who treats me with respect. They don't use scripts, they use emulators -- the support person is running an emulator mimicking my particular router model so that they can go through the settings with me.

Best of all, I do not pay a cent to the local phone monopoly (AT&T) nor the local cable monopoly (Comcast). Sonic.net provides my phone lines, over which they provide DSL internet service.

Oh yeah. And when I posted about my house the other day, the very first person to +1 it on G+, before the post had hit any news sites, was Dane Jasper, CEO of Sonic.net. Yeah, the CEO of my ISP followed me on G+, before I was internet-famous. He also personally checked whether or not my house could get service, before it was built. If you e-mail him, he'll probably reply. How cool is that?

His take on bandwidth caps / traffic shaping? "Bandwidth management is not used in our network. We upgrade links before congestion occurs."

UPDATE: If you live outside the US, you might be thinking, "Only 32Mbit?". Yes, here in the United States, this is considered very fast. Sad, isn't it?

What's your network infrastructure? Cisco? Juniper?

Sorry, just plain old gigabit Ethernet. I have three 24-port D-Link gigabit switches and a DSL modem provided by my ISP. That's it.

Why didn't you get the i5-2500k? It is ridiculously overclockable.

I'm scared of overclocking. The thought of messing with voltages or running stability tests gives me the shivers. I bow to you and your superior geek cred, oh mighty overclocker.

What do you do for cooling?

I have a 14000 BTU/hr portable air conditioner that is more than able to keep up with the load. I asked my contractor to install an exhaust vent in the wall of the server room leading outside (like you'd use for a clothes dryer), allowing the A/C to exhaust hot air.

My house does not actually have any central air conditioning. Only the server room is cooled. We only get a couple of uncomfortably-hot days a year around here.

Dragging over your own computers is part of the fun of LAN parties. Why build them in?

I know what you mean, having hosted and attended dozens of LAN parties in the past. I intentionally designed the stations such that guests could bring their own system and hook it up to my monitor and peripherals if they'd like. In practice, no one does this. The only time it ever happened is when two of the stations weren't yet wired up to their respective computers, and thus it made sense for a couple people to bust out their laptops. Ever since then, while people commonly bring laptops, they never take them out of their bags. It's just so much more convenient to use my machines.

This is even despite the fact that up until now, my machines have been running Linux, with a host of annoying bugs.

How did you make the cabinetry? Can you provide blueprints?

I designed the game stations in Google Sketchup and then asked a cabinet maker to build them. I just gave him a screenshot and rough dimensions. He built a mock first, and we iterated on it to try to get the measurements right.

I do not have any blueprints, but there's really not much to these beyond what you see in the images. They're just some wood panels with hinges. The desk is 28" high and 21" deep, and each station is 30" wide, but you may prefer different dimensions based on your preferences, the space you have available, and the dimensions of the monitor you intend to use.

The only tricky part is the track mounts for the monitors, which came from ErgoMart. The mount was called "EGT LT V-Slide MPI" on the invoice, and the track was called "EGT LT TRACK-39-104-STD". I'm not sure if I'd necessarily recommend the mount, as it is kind of difficult to reach the knob that you must turn in order to be able to loosen the monitor so that it can be raised or lowered. They are not convenient by any means, and my friends often make me move the monitors because they can't figure it out. But my contractor and I couldn't find anything else that did the job. ErgoMart has some deeper mounts that would probably be easier to manipulate, at the expense of making the cabinets deeper (taking more space), which I didn't want to do.

Note that the vertical separators between the game stations snap out in order to access wiring behind them.

Here is Christina demonstrating how the stations fold out!

What games do you play?

Off the top of my head, recent LAN parties have involved Starcraft 2, Left 4 Dead 2, Team Fortress 2, UT2k4, Altitude, Hoard, GTA2, Alien Swarm, Duke Nukem 3D (yes, the old one), Quake (yes, the original), and Soldat. We like to try new things, so I try to have a few new games available at each party.

What about League of Legends?

We haven't played that because it doesn't work under WINE (unless you manually compile it with a certain patch). I didn't mind this so much as I personally really don't like this game or most DotA-like games. Yes, I've given it a chance (at other people's LAN parties), but it didn't work for me. To each their own, and all that. But now that the machines are running Windows, I expect this game will start getting some play-time, as many of my friends are big fans.

Do you display anything on the monitors when they're not in use?

I'd like to, but haven't worked out how yet. The systems are only on during LAN parties, since I don't want to be burning the electricity or running the A/C 24/7. When a system is not in use during a LAN party, it will be displaying Electric Sheep, a beautiful screensaver. But outside of LAN parties, no.

UPDATE: When I say I "haven't worked out how yet," I mean "I haven't thought about it yet," not "I can't figure out a way to do it." It seems like everyone wants to tell me how to do this. Thanks for the suggestions, guys, but I can figure it out! :)

The style is way too sterile. It looks like a commercial environment. You should have used darker wood / more decoration.

I happen to very much like the style, especially the light-colored wood. To each their own.

How much did all this cost?

I'd rather not get into the cost of the house as a whole, because it's entirely a function of the location. Palo Alto is expensive, whether you are buying or building. I will say that my 1426-square-foot house is relatively small for the area and hence my house is not very expensive relative to the rest of Palo Alto (if it looks big, it's because it is well-designed). The house across the street recently sold for a lot more than I paid to build mine. Despite the "below average" cost, though, I was just barely able to afford it. (See the backstory.)

I will say that the LAN-party-specific modifications cost a total of about $40,000. This includes parts for 12 game machines and one server (including annoyingly-expensive rack-mount cases), 12 keyboards, 12 mice, 12 monitors, 12 35' HDMI cables, 12 32' USB cables, rack-mount hardware, network equipment, network cables, and the custom cabinetry housing the fold-out stations. The last bit was the biggest single chunk: the cabinetry cost about $18,000.

This could all be made a lot cheaper in a number of ways. The cabinetry could be made with lower-grade materials -- particle board instead of solid wood. Or maybe a simpler design could have used less material in the first place. Using generic tower cases on a generic shelf could have saved a good $4k over rack-mounting. I could have had 8 stations instead of 12 -- this would still be great for most games, especially Left 4 Dead. I could have had some of the stations be bring-your-own-computer while others had back-room machines, to reduce the number of machines I needed to buy. I could have used cheaper server hardware -- it really doesn't need to be a Xeon with ECC RAM.

Is that Gabe Newell sitting on the couch?

No, that's my friend Nick. But if Gabe Newell wants to come to a LAN party, he is totally invited!

UPDATE: More questions

Do the 35-foot HDMI and 32-foot USB cables add any latency to the setup?

I suppose, given that electricity propagates through typical wires at about 2/3 the speed of light, that my 67 feet of cabling (round trip) add about 100ns of latency. This is several orders of magnitude away from anything that any human could perceive.

A much larger potential source of latency (that wouldn't be present in a normal setup) is the two hubs between the peripherals and the computer -- the powered 4-port to which the peripherals connect, and the repeater in the extension cable that is effectively a 1-port hub. According to the USB spec (if I understand it correctly), these hubs cannot be adding more than a microsecond of latency, still many orders of magnitude less than what could be perceived by a human.

Both of these are dwarfed the video latency. The monitors have a 2ms response time (in other words, 2000x the latency of the USB hubs). 2ms is considered extremely fast response time for a monitor, though. In fact, it's so fast it doesn't even make sense -- at 60fps, the monitor is only displaying a new frame every 17ms anyway.

Do you use high-end gaming peripherals? SteelSeries? Razer?

Oh god no. Those things are placebos -- the performance differences they advertise are far too small for any human to perceive. I use the cheapest-ass keyboards I could find ($12 Logitech) and the Logitech MX518 mouse. Of course, guests are welcome to bring their own keyboard and mouse and just plug them into the hub.

Why not use thin clients and one beefy server / blades / hypervisor VMs / [insert your favorite datacenter-oriented technology]?

Err. We're trying to run games here. These are extremely resource-hungry pieces of software that require direct access to dedicated graphics hardware. They don't make VM solutions for this sort of scenario, and if they did, you wouldn't be able to find hardware powerful enough to run multiple instances of a modern game on one system. Each player really does need a dedicated, well-equipped machine.

I'll keep adding more questions here as they come up.

New Computer

I used my last computer from 2006 until last week. It was serviceable, given that it was a slapdash affair when I put it together - a barebones system with cannibalized parts from my previous computer, which suddenly stopped working (in retrospect, it was likely the power supply, the one thing I didn't check at the time). Anyway, the last computer got me through Bioshock, Fallout 3, Left 4 Dead 2, and more, surprisingly given that it was probably something like 2004's finest. But it wouldn't run Dragon Age: Origins, or Fallout: New Vegas, and in the straw that broke the camel's back when I was offered a review copy, Shogun 2: Total War. My hard drive was also filled to the brim, and my wireless flaky as hell. With my tax return showing a decent amount of numbers, it was time to treat myself.

I had a few things to consider, and they didn't all work together well. At all. First, I wanted something energy efficient, in order to soothe my bleeding heart, and hopefully not destroy my electricity bill either. I'd also have preferred to have parts not made from blood cadmium or whichever, but that's unfortunately far too difficult to research. On the other hand, I wanted power - enough to play new games for three years or so. Happily, the rate of technology has slowed down over the last decade, so this is actually pretty possible to do. More good news - newer technology in chips and in video cards indicates that they're actually better than previous models at lower power usage, even when they're more powerful overall, because they do a better job of lowering energy using when not being used at full force.

Of course, the bigger issue is money. I didn't get that big of a tax return. Unfortunately, since the newest of those more-efficient pieces of hardware had the best efficiency, I'd have to figure out how much money to spend on bleeding-edge stuff now, which is "not very much." I also wanted to avoid doing too much computer-building, since that can be a pain in the ass, but I left it as an option.

I'm happy that I did keep that option open, because I cut probably 20% of the cost out, and was able to research my parts directly. Here are my specs:

Operating System: Windows 7 Home Premium 64-bit
Motherboard: MSI MS-7642
Processor: AMD Phenom(tm) II X4 955 Processor (4 CPUs), ~3.2GHz
Memory: 4096MB RAM
Video Card: ATI Radeon HD 5670
Video Card Display Memory: 2295 MB
Video Card Dedicated Memory: 503 MB
Sound Card: Creative SB Audigy 2 ZS*
Total Space: 476.8 GB
Hard Drive Model: WDC WD5002AALX-00J37A0 ATA Device
CD-ROM Model: _NEC DVD_RW ND-3550A ATA Device*
*cannibalized from older computer

All this was roughly $600. (though I also picked up Windows 7 and some accessories). No new monitor, though, and my current one maxes out at 1240x1040, so I'm not getting the very best resolution. But everything seems to be running well, Shogun 2 is a blast (my AV Club review is coming soon). I hope that this allows me to get more directly into reviews and discussions of current-generation PC games - and lets me play the best mods for the ones which have been out for a while.