Maple Leaf Skewb Tutorial

Posted in Algorithms, Blog, Cubing on January 5, 2025 by slateman

This puzzle is a mostly-straightforward solve, but I got quite stuck at one certain point. It is similar to the Polaris Cube or Skewb Mixup in that you can’t do much without performing half-turns. That plus the fact that it’s a Skewb made the Skewb Mixup one of my lesser-liked puzzles, but this one is a bit more challenging. Here’s how I solved it, addressing the concern when we get to it.

Step One
For me, I got each center individually, but that became an issue with the final two centers. So, next time, I may instead just get the four triangles of each center. This would leave the petals to solve later. Remember, you can always see which side is which due to the colored plastic underneath.

Step Two
Solve those petals. In this case, there’s an algorithm which will do a three-cycle. This maneuver will move the red petal –> green petal –> white petal – so a counter-clockwise of those positioned petals.

  • Move white up adjacent green
  • Swap and return centers
  • Move red down adjacent green
  • Swap and return centers
  • Repeat the same steps again (R/R’/L/L’ (x2))

Of course, this can be done in reverse (L/L’/R/R’ (x2)) to do a counter clockwise swap.

As you get to the very end, you may need commutators to move things around.

Step Three
Solve a Skewb. Have you forgotten how?

  • Solve the white face intuitively
  • Get yellow top corners
  • Try to get headlights on yellow top
  • If so, put them on right and do this:
  • If not, do this once to get headlights and then do this:
  • R’/L/R/L’ (usual down/up/down/up)
  • Then aim to move opposite colors with the same algorithm but…
  • R’/L/R/L’ – then turn 180° and repeat

2025 In Games

Posted in Aliens, Blog, Books, Borderlands, Games, Lists, Metal Gear Solid, Ys on December 30, 2024 by slateman

The older I get, the more I want to live forever. Let’s look towards 2025 and its games.

07 Jan: Ys Memoire: The Oath in Felghana – Loved it on the PSP
TBA: Borderlands 4 – *shrug*
TBA: Capcom Fighting Collection 2 – Obligatory purchase
TBA: Elden Ring: Nightreign – MORE Elden Ring?!
TBA: Ghost of Yōtei – Yes, please!
TBA: Grand Theft Auto VI – It’s gonna be huge
TBA: Mamorukun Curse! – Remaster of a fun game
TBA: Metal Gear Solid Delta: Snake Eater – One of the best games ever!

Wish Games / Announcements

  • Bloodborne 4K60
  • Super Mario Odyssey 2
  • Castlevania anything
  • Resident Evil IX

Mobile Tony Hawk’s Downhill Jam Playable: Thoughts & Overview

Posted in Blog, Games, Tony Hawk Series on December 20, 2024 by slateman

Tony Hawk’s Downhill Jam on mobile phones was a java-based (J2ME) game developed by German developer Fish Labs in 2007. While the ROM has been dumped for years, I could never get it to run. Once the 3D engine started up, the game would hang.

Using a modded version of KEmulator (nnmod, 2.16), I was finally able to get THDJ running. I thought I’d share an overview of the game as this is likely the most in-depth coverage the title has ever had. I won’t share the link to any ROMs, but it’s not difficult to find and running the file is quite simple.

THDJ has two modes: Career & Free Skate. Five skaters are present and all are available at the start.

There are three cities available each with three courses: San Francisco, Chinese Wall and Rio. You unlock courses by completing the prior one and you must do so for each of the five skaters before they become available in Free Skate mode. The first course in each city shows where shortcuts can be and what they look like. This trains you for what to look for on future stages. Courses are similar to one another but have different paths.

Controls were done via a numberpad. You move your skater left and right by using the 4 and 6 buttons respectively. The fire button, the number 5 on the keypad, is used to ollie. In the air, you can press up (2) for a grab, double tapping up performs a second grab maneuver and up then 5 is a complex grab: a 720 Melon. Flip tricks use just the 5 button. 5, 5 is a medium flip trick and 5 then down (8) performs the final version.

Grinds were available on either rails or some ledges of buildings. Pressing down initiates those and you can press 8 again or 5 for more complex tricks. There is a balance meter, but the game is very lenient with it. In all, the game offers 9 basic tricks.

Completing all three courses in the first city unlocks a special move and beating all stages unlocks a second. These are performed by pressing L + 5 or R + 5 respectively. None of these were particularly easy to pull off on a cell phone 17 years ago. Special moves can be done at any time and don’t require your super meter to be filled. All skaters have unique moves based on their full-game tricksets.

All moves increase the super meter. This maxes out at four charges and gives a boost by pressing up while skating. Like the main Hawk games, boost earned decreases with repeated uses of the same trick. It’s possible to win a round without performing moves as long as you don’t make any big mistakes. That gives it a bit of a shallow feel, but the source game prioritized flair and this title reproduces that fairly well.

Your skater will automatically “fight” his or her opponent if they get close enough. The only way to bail that I discovered was by losing balance grinding, though I did see opponents get knocked over vying for position. It appears to be rare in either instance. You can crash into walls or pull off tricks at the last second without worrying, though you’ll lose speed. It’s easy to get stuck on some of the shortcuts which will effectively need a restart. All stages can be completed in about a minute, so on those rare occasions, it’s not tremendously frustrating.

The music is expectedly limited and loops throughout. There are just a few basic sound effects while skating which are all taken from the console versions of THDJ.

The stages look quite good actually, particularly when compared to other games of the same era. Most titles at the time were simple 2D side-scrolling affairs and this was impressive indeed. Though textures repeat within each city, not surprising given the racing nature of the game, each stage has some unique identifiers to keep things diverse. Recall that this game was designed to run on a 2007-era cellphone and its 2.5”/6cm screen. Skaters are blocky but again, look good for the time and have several animations unique to each including special moves and win poses.

Overall, it’s a short game, whose length is padded by repeat plays with different skaters. They all have different stats, but you can only feel small differences between them all. Gunnar’s turning is dreadful, so he’s a bit more difficult. Ammon has the highest speed and jump which makes him a fun character to play. It’s not too difficult to win with any skater, though there’s a jump on the second China stage that needs extra speed and that can be tough with a slower character. I’d heard that something would be unlocked after beating the game with every skater. I’m going to save you the arduous task of doing so by revealing: nothing is unlocked.

Unfortunately, very few people actually played this in 2007 as it was hardly promoted at all. Despite covering Hawk games on my site, I didn’t even know of its existence until years later.

I can’t miss an opportunity to mention Tony Hawk’s Gaming Domination: A Definitive History Of The Hawk Gaming Franchise, the book that I wrote on the Hawk series (also available physically in several other Amazon regions as well as digitally on my store), but this is one of very-few titles I couldn’t cover in a hands-on manner when writing. I’m quite happy to have the opportunity to finally dive into this game – which renders the one-page entry somewhat obsolete. The rest of the book is still fantastic, I promise!

I would like to thank JakubMaster for his post which inspired this research and Trekeln for the clarifying details. I’d be glad to answer any additional questions, but of course none asking for a ROM.

PSN: 10,000 Trophies!

Posted in Best / Worst, Blog, Games, High Scores/Accomplishments, Lists on December 1, 2024 by slateman

Through some strategic planning, this morning I achieved my 10,000th trophy on the Playstation Network – and that trophy was the platinum for Vampire Survivors!

It’s a geeky journey which means little to few…any, really. However, I find it interesting. Some quick stats:

  • First Trophy: 2 July, 2008
  • First Game: Super Stardust HD
  • Total Days Since: 5,996
  • Total Platinums: 70
  • Additional 100% Games: 20
  • Most Trophies/Year: 2016 – 1,122
  • Fewest Trophies/Year: 2023 – 315 (excludes 2008)
  • Total Months With 0 Trophies: 7 (4 within the first year of Trophies)
  • Most Trophies/Month: 236 (Thank you, My Name Is Mayo)
  • Most Platinums/Year: 2019 – 16 (Thanks Vita shovelware)
  • % of Bronze: 75%
  • % of Silver: 17%
  • % of Gold: 8%
  • % of Platinum: 0.7%

Platinums By Platform

  • PS5: 10
  • PS4: 24
  • PS3: 10
  • PSV: 26

Perhaps more to come.

2025 In Music

Posted in Blog, Lists, Music on October 5, 2024 by slateman

Building off of my 2024 In Music post, and referring to Metal Storm’s release list, here’s what I’m looking forward to in 2025.

10 Jan: The Halo Effect – March Of The Uheard
24 Jan: Wardruna – Birna
07 Feb: Dream Theater – Parasomnia
07 Feb: Saor – Amidst The Ruins
28 Feb: Havukruunu – Tavastland
21 Mar: Drudkkh – Shadow Play
25 Mar: Arch Enemy – Blood Dynasty
TBA: Blackbraid – Blackbraid III
TBA: Krigsgrav – TBA
TBA: The Haunted – TBA
Spring: Vintersorg – Vattenkrafternas Spel

Elden Ring: Where It Ranks & Why?

Posted in Best / Worst, Bloodborne, Games, Lists, Metal Gear Solid on September 7, 2024 by slateman

Despite getting into FromSoftware’s titles late: 2018 with the landmark Bloodborne, I’ve completed surprisingly-few of their titles. This spring I started Elden Ring anew and with it being my GOTY 2022, knew precisely what to expect.

Except, this playthrough was just as good, if not better than the first. And during this new descent into The Lands Between, its long-awaited and massive, sprawling DLC, Shadow Of The Erdtree was anounced. Thus, dozens of hours were added to my second playthrough.

And here, at the end of it all, I feel much as I did back in April of 2022 upon completion of the base game originally. Succinctly, Empty is the only word to detail this sensation.

After my first run through this game, I was confident placing it in my top-20 list of all-time best games. Halfway amidst my second playthrough, it was firmly entrenched in the top 10. It was here where my passion for this game expanded. Looking up item locations, reading Reddit threads on build suggestions, watching lore videos – my fascination deepened. Seeking out every grace, every item, talisman, boss, hidden area…it all became addictive. And THEN….the DLC hit.

The expansion itself, in my humble opinion, places it in contention for the best game of the year, but the Best DLC award is a shoe-in, not only for 2024, but forever. It never felt tacked on or half-baked. The lore was embedded in the story and revelations cleared up concepts from the main story. NPCs had purpose. Bosses were both impressive and impactful. My sense of wonder and exploration and awe never ceased. It assisted in completing what was already a perfect package.

It was then that the game crept up in my list. Leapfrogging God Of War (2018), Uncharted 2, DoDoPachi: Dai-Ou-Jou, it was now facing Metal Gear Solid 3 and Portal 2. Surely it’s not superior to them!? Top 5 ever???

Stuck on the final boss, I went up into clean-up mode before seeking out a method to defeat the Mighty, BS Radahn. “Oh, I missed that talisman and I should equip that shield.” Almost every part of this game is utterly fun and joyous. To be clear, its vague story is best digested in video form. Granted, some bosses were frustration machines. Losing a quarter-of-a-million echoes is a challenge. But after completing the DLC 100%, I went back to visit some main-game missed items. I exhausted NPC dialogues. And after all that…I started NG+. At this point, I raced through, slaying everything and hitting upon all NPC interactions. The draw of the adventure was intoxicating. The familiarity gave me a foundation from which to start, but I kept encountering things I hadn’t yet done in almost 300 hours of playtime. I knew the boss patterns. I was overpowered enough to blaze through much of it which kept the entire experience moving along swiftly. I devoured story videos, wiki entries again and find that’s part of the draw of the whole Soulsborne experience.

Much like my initial playthroughs, I just don’t want this to end. Dwelling in the Lands Between, exploring all of its corners and poring over each breadcrumb of lore makes me truly wonder how high on my favorite games list this title is. Ultimately, something will supplant this on my current-gaming agenda, and it’s likely that title will be Astro Bot in mere days. However, as an experience, I can only claim Bloodborne, the fellow FromSoftware title, to be a legitimate adversary and competitor to the crown of greatest ever. Today I feel confident bestowing upon Elden Ring #2 on my all-time list. I’m all-but-certain a new playthrough awaits me at some later date – starting from scratch with years of walkthroughs and guides and videos to aid me on the adventure. I’m in no rush for time to pass, but I look forward to this future date knowing what a delight such a day will be.

Upcoming Games: 2024/2025

Posted in Games, Lists, Metal Gear Solid, Street Fighter, Ys on July 6, 2024 by slateman

Just a list of upcoming titles worth keeping an eye on:

27 Aug: Castlevania Dominus Collection
06 Sep: Astro Bot
12 Sep: Marvel Vs. Capcom Fighting Collection
25 Oct: Ys X: Nordics

2024: Metal Gear Solid Delta: Snake Eater
2025: Ys Memoire: The Oath In Felghana
2025: Capcom Fighting Collection 2

Shengshou Pentahedron Guide

Posted in Algorithms, Blog, Cubing on June 9, 2024 by slateman

EDIT: I had a far-too-complex solution here, but it turns out that for the two and three-layered versions, things are quite simple. I solved the four-layered and haven’t tried the five yet. For now, a quick refresher – which works just like a 3x3x2. (Tutorial help if you need it) Also, here’s the link to the Four-layered tutorial

  1. Get White corners
  2. Insert centers (3x3x3 alg: R, U, R, U’, R)
  3. Swap centers or corners
    • R, U, R, U’, R (rotate cube CCW), R, U’, R, U, R
  4. Depending on what you start with (corner or edge), it’ll cycle accordingly.

Helicopter Dodecahedron Algorithms

Posted in Algorithms, Blog, Cubing on May 27, 2024 by slateman

At this stage of the game, more than 10 years into cubing, I collect based on looks and solves together. Some puzzles look great but I just know that a solve is a lot of work or that it’s not particularly fun. While helicopter puzzles look great, they aren’t often too difficult and so I figured I’d take the plunge with this one as part of a very-large purchase. The solve isn’t too bad, but I did need help on the later steps. Enter Twisty Puzzling’s tutorial. And here are the steps to solve this guy!

WIP: More To Come!

Step One: Solve the bottom face

This was intuitive and I got my white face situated pretty easily. Moving things around isn’t hard when you have plenty of free space to deposit things temporarily. This step situates the white face and the entire ‘layer’ above it all the way up to the long, edge pieces of each helicopter wing.

Step Two: Start building the bottom middle layer

This isn’t much of a layer, but here you’re going to want to maneuver these numbered pieces into place. I’ve numbered them in this photo in order of sequence. Some of these are intuitive, but keep moving around to the right of the puzzle. If you need to rotate one of the three-colored centers, just see the orientation on the top layer. If it needs to rotate clockwise, then spin it around the top layer counter-clockwise and vice versa. Move things out of the way as necessary here and as you get to the very end, use intuition to figure out the final pieces.

Step Three: Build the top middle layer

Now that you have the second layer done, your focus is the top-middle layer. This will include the higher three-colored pieces and the two petals to the left and right of them. You can do the centers (those three-colored pieces) first or build these all on the top layer and bring them down. So far, nothing too difficult.

Step Four: Position Petals

After orienting the lengthy center slices, now you move the petals around in a convenient three-cycle. In this photo, the pink on the right will swap with the off-white on top which will swap with the grey to the far left. The standard up, up, down, down here is intuitive and can be used to align all these nicely and swiftly.

Step Five: Position Corners

This three-cycle will move corners counter-clockwise from left to center to right. You will begin by moving the top-left piece to the left section, performing the algorithm and then undoing.

So, if we go left, front, left, front – then swap the right piece down – then front, left, front, left and fix the right.

I assume there’s a mirror version of this, but for now, that’ll do it. L / F / L / F / R / F / L / F / L / R is your three-cycle.

Step Six: Orient Corners

Minishoot’ Adventures: Fun!

Posted in Best / Worst, Blog, Games on April 27, 2024 by slateman

I’ve been quite enjoying Steam’s indie offerings as of late. Not that fantastic entries weren’t available in recent times, but for some reason, my patience for PC gaming has increased and after being simply obsessed with Balatro (after my second 100+ hour Elden Ring run), I’m now firmly entrenched in Minishoot’ Adventures! It’s simple and light and precisely what I need. Looking forward to continuing this adventure and the prospect of more in the future!!!