SpaceWar

equalskiersten  asked:

Pairing Shidge fic title "Hard to Love"

“Hard to Love“

Pidge was practically livid when Shiro said he loves her back. Her confession was unwarranted and makeshift and honestly, she only did so because she thought they were going to die. But here they were, alive and well, well actually not well, but alive still and dating. Katie Holt is actually dating the Takashi Shirogane. It was almost out of a fairytale but it wasn’t. There was no happily ever after for them. Pidge never really felt like they were dating. Yeah, sure they were in an intergalactic spacewar. There wasn’t much time to do things but Shiro never opens up to her. He never tells her anything and she started feeling that maybe, he doesn’t trust her and maybe, he doesn’t really love her. Everything becomes too difficult and overbearing. It becomes suffocating and it becomes too hard to love him.

Takashi Shirogane honestly never expected to find himself in a relationship, with Pidge no less. It honestly felt like a dream to him, a dream he never wanted to be over. So he’s decided to let it stay that way, to let things stay happy, pure and innocent, to not let Pidge into the darkness in his heart and the cruelties he’s endured and those he’s executed. It was something he’s decided for the betterment of them both, or so he believes. But Pidge kept pressing, kept trying to pry open the door he’s locked, kept trying to get him to talk. And he begins to feel scared, that maybe if he begins talking, he’ll ruin everything, he’ll ruin her.  Everything becomes too difficult and overbearing. It becomes suffocating and it becomes too hard to love her

5

SNK gives us a vision of the future with Super Baseball 2020, a 1991 Neo Geo release that features not only women and men (both adorned with power armor) playing in the same sport, but robots as well. If you discount the almost cheatingly accurate fielding abilities of the computer, the only superhuman elements to the game are fast pitches, powerful swings and, most notably, the ability for players to jump over 20 feet in the air in an effort to catch home runs.

Although these scenes seem farfetched now, when this was released, it didn’t seem all that outrageous a sports evolution for the year 2020. Consider the differences between 1991 and 1962, which is 29 years in the other direction. In that now distant year, the first video game, Spacewar! was released as well as the introduction of pagers and the CRAM magnetic card storage technology that could hold a mind-boggling 5.5 megabytes. In contrast, by 1991, there were personal computers in millions of homes, many of which had hundreds of times more processing power and storage than the most powerful supercomputers of 1962. We had the start of the World Wide Web and cybercafes.

Now that we’re almost there, though, much like in Back to the Future it’s clear that technology hasn’t quite gone as far as the past humanity expected it to. While great strides have been made in recent years regarding robotics and Tokyo has the Summer Olympics in 2020, I doubt we’ll soon be seeing any cybernetically enhanced baseball there or anyplace else.

4

Kyle Owen had not just one but TWO PDP-8′s on display!

His PDP-8/E was hooked into a Teleray terminal, and a very powerfully fast paper tape reader.  Sadly, I don’t remember what it was that he was running on here.  But I do know that he had a small transistor radio that he was attempting to play tunes on via some hacking on the PDP-8/E.

His PDP-8/M was hooked into an oscilloscope and a pair of controllers so that he could demonstrate Spacewar! but when I stopped by it was showing off some pretty graphics.  I believe that this machine was to be booted off of a Raspberry Pi standing in for a proper hard drive or paper tape source.

However, his whole setup wasn’t hooked up for very long, and had to be powered off due to electrical grid concerns.  And I really wanted to play Spacewar!

  • Spacewar as a parable is almost too pat. It was the illegitimate child of the marrying of computers and graphic displays. It was part of no one's grand scheme. It served no grand theory. It was the enthusiasm of irresponsible youngsters. It was disreputably competitive ("You killed me, Tovar!"). It was an administrative headache. It was merely delightful. Yet Spacewar, if anyone cared to notice, was a flawless crystal ball of things to come in computer science and computer use:
  • It was intensely interactive in real time with the computer.
  • It encouraged new programming by the user.
  • It bonded human and machine through a responsive broadband interface of live graphics display.
  • It served primarily as a communication device between humans.
  • It was a game.
  • It functioned best on, stand-alone equipment (and diarupted multiple-user equipment).
  • It served human interest, not machine. (Spacewar is trivial to a computer.)
  • It was delightful.
  • In those days of batch processing and passive consumerism (data was something you sent to the manufacturer, like color film), Spaccwar was heresy, uninvited and unwelcome. The hackers made Spacewar, not the planners. When computers become available to everybody, the hackers take over. We are all Computer Bums, all more empowered as individuals and as co-operators. That might enhance things ... like the richness and rigor of spontaneous creation and of human interaction ... of sentient interaction.

Genesis

The PDP-1, the computer upon which Spacewar (the first real video game) was made - all the way back in 1962. The game program was stored on 40 slips of punched paper, which were fed through the machine. 17 years later, Asteroids was based upon Spacewar.

anonymous asked:

How would you write fight scenes that have more than just one character fighting another? Say like for example having five main characters fighting in different parts of an area? How would you know when it's the right time to transition to other characters in a fighting scene? I was wondering if you could give us some tips on writing those type of scenes out?

This is one of those things that I feel is best learned by example. Get your hands on as many fight scenes as you can, especially from film or TV, because fight scenes are super visual. Watch them and take notes on how the camera (or “camera” as the case may be with written examples) tracks through the scene. Where does it cut? Where does it linger? Which characters get the most screen time throughout the fight, and why do you think that is? Etcetera.

Other than that, for the actual writing part, remember SVIPS - Short, Verb Intensive, and Punchy Sentences. Big long lagging descriptive sentences don’t really have a place in intense fight scenes, since the focus is the action. Good examples of this can be found, of all places, in books based on video games. Especially the science fiction, spacewars-type ones. Seriously. Since video games are primarily action-focused, their book forms are naturally predisposed to writing a lot of fight scenes.

Hope that helps!

- Allie