Friday, March 29, 2019

10 Best Highest Paying URL Shortener Sites to Make Money Online

  1. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  2. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  3. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  4. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  5. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  6. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  7. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  8. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  9. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  10. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.

Another Year Gone. One More Conspiracy.

2018 is coming to a close. Man, feels like it's been a long one hasn't it?
I know I've been absent for two months, and really that's due to Chris not uploading anything to "Chris Neo". I won't declare the series dead yet. Chris recently posted on Facebook that he's looking for a musician for something coming next year. I don't know if it's for Chris Neo or something else, but it's something. Wonder if he's one of those "For Exposure" jackasses.

So like last year, I'm foregoing the Year End List, I just felt there wasn't enough to talk about. Chris Neo was a big pile of boring, with not very many awful things other than a couple lies, clickbait, and sponsored content.
The majority of Chris' dumb moments came from Facebook, whether it's freaking out over "Illuminati symbols" on Nickelodeon or claiming the reason his sites were down was due to hackers. In fact, Chris started to showcase a lot more paranoia.

And it's only getting worse.
On December 19th, he posted this on Facebook.




Boy there's a lot to parse here.
It's linking to an article from ValueWalk (never heard of them either) about the teacher that criticized PewDiePie, and one of his students recorded it and posted it online causing all of Felix's fans to go after him, even finding pictures of his daughter and spreading them around. Charming people aren't they?

Chris is claiming this is the "fallout" of Felix not wanting to join Disney or "other platforms". That is not remotely close to what happened. Felix posted a video where he talked about Fiverr, and in it he paid a couple guys to hold up a sign that said "DEATH TO ALL JEWS" and laughed about it. Advertisers saw the video and freaked out, pulling their support. Maker Studios, who are owned by Disney and had been supporting Felix for years, proceeded to fire him. All this starting a chain of events leading to the Ad-pocalypse. So no Chris, he didn't reject Disney, they rejected him. I get the feeling that Chris didn't do his research, merely saw a headline that said "Disney fires PewDiePie" and since this happened a while ago, he forgot the details and just remembers two of those keywords.

And then Chris enters liar mode, you can tell because he uses certain phrases that he always uses when he lies like "I didn't want to bring it up before" and "I couldn't understand it" and "I saw the writing on the wall". He is a really bad con artist.

He claims back in 2012, Machinima wanted him to join their network. He said no because "it wasn't for him" and then claims they somehow affected his views and ad revenue. *sniff sniff* I'm smelling horseshit.
So 2012 huh, what happened then? A lot of nothing for one. He did his reviews of Silver Surfer and X-Men, he tried the whole "IG Shorts" concept, some awful IG Neo reviews including that Sonic Generations one where he didn't even play the game and just stole footage, the E-Begging spoof where he attempted to dunk on James Rolfe (and failed), oh and... Skylanders. Well, I don't think deluge started until 2013 so I can't pin it on that. Perhaps the lack of activity had something to do with it? Reading through my past posts, I note that Chris took a long time to do things. It's very likely your lack of views and ad revenue have more to do with you barely putting out content and it's not some "conspiracy" against you.
Also, what do you mean when you say "it wasn't for you"? I'd ask if he saw that Machinima gave out bad contracts, but I doubt Chris is smart enough to read through those.
And another thing, if this happened, why didn't you bring it up in your Opening Up video? Surely you could have used that to keep the crocodile tears flowing instead of blaming James Rolfe for everything. 

"I was forced to retire" In 2012? Nooo you were still making videos. You kept going for a while after that. Who are you trying to fool? Your first known "retirement" was around the end of 2014, then you ended up joining a network after all (hence your uptick in content in 2015), before slowing down and announcing a second retirement in 2017. But now you're back as Chris Neo... sort of.
See this is why telling the truth is so much better, you don't have to keep track of all the stories you made up.

So we can see the moment it happened? Let's see...checking Socialblade... unfortunately I can't seem to view statistics older than January 2016, but I did notice a substantial drop around October and November 2016. What happened here? *checks* Oh that's right, you deleted a ton of your videos! When you delete your videos, the overall view count goes down, and thus your channel loses notability with advertisers. But this happened in 2016, you're talking about something that happened in 2012. Wait, are you getting your dates mixed up again? Even so, Machinima had nothing to do with those views dropping, you did it yourself. You pulled the trigger and that's why there's a bullet in your foot.

Then he acts all shocked that... Machinima is a part of YouTube! DUN DUN DUUUUUUUUN! Oh wait, anyone with a brain could figure that out.
"It was very eye opening" Another one of his usual liar phrases.
Then he tries to warn us that there's some secret YouTube cabals that are keeping the gamer down and unable to "flurish". Keeping gamers down? I know what must be done! We must post pictures of the Joker and yell "GAMERS RISE UP!" No wait that's fucking stupid.
Also, it's spelled "flourish".
I just realized, what does any of this have to do with the teacher that criticized PewDiePie? Chris is such a narcissist, somehow making it all about himself.

Oh wait, but there's more. An old friend of Chris decided to contribute to the conversation.


For those that don't remember, Nick Huggett is SWAGshow. One of the only YouTube producers willing to work with Chris. How's his YouTube career? *looks* ... Yeah I think it's just a hobby for him now.
You're surprised that Machinma can monetize trailers? You realize they're essentially a corporation and thus they have a little more leeway when it comes to that. They're not the only ones that do it either. IGN, GameXplain, GameSpot, official Nintendo, Playstation, Xbox channels, they can all monetize trailers. The "little guy" can't because they don't own the content. They're just reposting a trailer. Now if they were to, say, do a trailer analysis or (god forbid) a reaction, then they could attempt to monetize. That puts it in the realm of transformative work, which really needs an overhaul in the age of the internet.
EDIT: Yes I know those channels don't own the trailers either but there's a difference between companies and the little guy. 

What really gets me are Chris' next two comments.
"I could write a book about this" Please do! I want to see this shit, to see how badly you explain and mishandle everything. If it's anything like Ghost Hunting 2.0, it's going to be a glorious disaster.
Now this I don't get. He claims people were using E3 as a "cashcow" in 2010 and 11. ... What? Pretty sure people have been using E3 as a "cashcow" since *checks notes* 1995. You know, when it began. What are you talking about?
Exclusives? Pretty sure E3 was quite open then, and it's more open now.

Below that, he states he could do a mini-series about all of this, but he would be "burning bridges". You still have bridges? Fuck off with this Chris, if anything you sound more and more like Alex Jones, at least you have still have YouTube.
Really though, it's clear you still need it. Minecraft Puppet Steve now has over 450k subscribers, though the views aren't doing too hot lately. Still better than the views on Chris Neo. After two months, your latest video hasn't reached 15k views.

It sounds like Chris is just getting more and more paranoid. Like he's adopting the idea that his lack of success on YouTube isn't his fault, but someone else. We've seen this before too.

I'm sorry to end the year with a post like this. Hopefully 2019 brings us better material to work with. Maybe Chris will realize the Neo content is boring and go back to being terrible as opposed to dull. Happy New Year everyone.

VIP Mods Access

Some of my mods are for VIP users only, you can become a VIP user if you join my Patreon, or, if you can't support via Patreon, you can obtain the access with GawkBox (Free), PayPal balance, MercadoLivre or PagSeguro (last two is for Brazilians).


The payment grants unlimited access to all released mods.


Choose the payment method:

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When supporting with Patreon, you will be able to make your Patreon login from game and activate the mods, it's basically instantaneous, check the guide:
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When supporting with GawkBox, PayPal, MercadoLivre or PagSeguro you need to send a email to gtaivscripting@gmail.com to receive your activation code, i commonly answer in the moment i receive and see the e-mail, less than 1 hour in big part of time.


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Upgrading My Plex Media Server (2018)

In this post I'm going to outline my Plex Media Server build that I put together recently, why I chose the things I did, and how it turned out.  First, though, I need to tell you what system I came from and what I'm upgrading from.

A long, long time ago, in a rent house in Dallas, I purchased an HP Pavilion desktop, for home computing and to edit and manage the Twisted Gamer Radio podcast that I was starting.  It didn't need to be fast, I just needed it to do one thing, and occasionally browse the internet.  I'm using this PC right now in my office, to surf the web, check Facebook, etc. and write this post.  It's not a workhorse, and occasionally has hiccups, but for the most part has been rock solid.  It stays on 24/7 and is my go to for general stuff.

Here's the specs of my current setup:
- 2.60Ghz AMD Athlon II X4 620 Processor - 2,938 PassMark CPU Rating (I'll talk about this number later)
- 8GB RAM 667Mhz Memory
- Windows 10 64-bit (It came with Windows 7, and I did the free upgrade to Win10)

Hard Drives:
- 640GB Western Digital Blue (original unit)
- 2TB Western Digital Black
- 2TB Western Digital Black
- 5TB Seagate Backup External USB Drive
- 5TB Seagate Backup+ External USB Drive

A few years after getting this PC and using it to edit the podcast, I also began to store our high-def home movies, family pictures, and my music collection that I had ripped from CD's. 

The PC has been fine for a few years, doing it's thing, but recently we have had streaming issues in the house when watching movies. Lots of buffering, lag, and stops and starts when view movies.  This is where the PassMark score I mentioned comes in.

Depending on how you store your media, Plex might need to transcode the video to a format that is viewable for the device you are watching it on.  Tablets, phones, etc. all need the Plex server to transcode the video files into a format that the phone and tablet can view.  If you do a lot of this, you need a pretty beefy CPU/GPU.  The standard is 2,000 PassMark score per 1080p transcoded stream.

If you'll remember, my PC up above is almost at 3,000.  So that's essentially one stream and nothing else.  But, with browsers being open, e-mail clients, and other tasks running on the PC, that number comes down and occasionally it can't handle the one stream. Very frustrating, but it's a really old PC. 

Time to build a new one.

I had started looking into just buying another desktop and going from there, or building a tower PC with a lot of drive bays that I could put a beefy CPU in to get what I wanted.  Easy peasy right? Well, I started to slowly learn that you can buy enterprise grade hardware for super cheap on eBay.  I used to work in a data-center, and worked with blade and rack mounted servers. Once those servers are decommissioned from use, they can be re-purposed and sold on the used market for super cheap.  Think of them like a car.  It's super expensive in the car lot, but as soon as you drive it off there, the price goes down dramatically.

I found a Reddit group that was all about Plex, and began to see people were posting their server builds and what they had used.  If you wanted to, you can put in over $2K into your own Plex server. Uh, no way. My wife would slaughter me and cut my head off with a RAM stick.  I eventually saw a build that was much more budget friendly, and included a lot of hard drive bays and was cheaper than buying PC off the shelf.

If you want to see the full parts list click on this link:  https://www.reddit.com/r/JDM_WAAAT/comments/8udj3e/plex_server_build_recommendation_entrylevel_375/

I mostly followed the build, but upgraded the processors for a little bit more money, and had to get a different motherboard because the one listed was super expensive.

Here's the specs of my current build:

















- Rosewill RSV-L4500 4U Rackmount Server with 15 drive bays and 8 Fans
- EVGA 850 Watt Power Supply

- 3 x Arctic 120mm Case Fans (fan wall) - I removed the stock fans the case comes with at the front of the hard drive enclosures.  I've seen videos of them on and they create a negative pressure being right up against the metal grate and are way loud.
- 2 x Arctic 80mm Case Fans (rear fans)
- SuperMicro X8DTE Dual Socket 1366 E-ATX Motherboard
- 2 x SuperMicro SNK-P0038P Heatsinks
- Arctic MX-4 Thermal Compound Paste
- 2 x 2.93GHz Intel X5670 6-Core Processors - 7,931 per CPU x 2 =  15,862 PassMark CPU Rating
- 24GB RAM DDR3 ECC REG
- LSI 6Gbps SAS 9201-8i Card in IT Mode
- 2 x Mini SAS to 4 SATA breakout cable (gives me 8 drives per card - motherboard has 6 onboard SATA)
- 16GB Kingston DataTraveler USB

Server OS:
- UNRAID - Headless Linux based OS run off of the USB stick

Storage:
- ICY Dock 2.5" SSD / SATA 3.5" drive bay converter - Will be used to correctly mount the SSD in one of the drive bays
- 500GB Samsung 860 EVO SSD - Will be used as a cache drive and to store the Plex Media Server database and album artwork, etc. for faster loading

The Arctic rear fans here are installed.  Now installing the RAM and motherboard.  Using three slots per CPU allows me to open up all three RAM channels.  Don't mind the Paw Patrol place mat. We're building on our kitchen table. 















Installing the CPUs, heatsinks, and 850 Watt power supply















Starting to figure out the cable/wire management for the power supply.  This is something I take pride in.  I also used to be a network cabling technician, so zipties are my friend and also fun to chew on while you work.















Another shot of the cable management. The pins for the front power/reset/USB was a pain in the ass to figure out.  I had to search online for the diagram and figure out what was needed to match the case capabilities to the motherboard capabilities.  Got it tested and everything works!















Installing the updated Arctic fan wall.  All of the fan wires are bundled and fit nicely under the wall out of the way, leaving the case looking nice and neat.















All buttoned up.  This is the core build.  I don't have the SAS card in at the moment, but once I start adding hard drives I'll need to connect the SAS breakout cables and run power to the drives from the power supply.  I might make another post about that later.















For drives, I'm going to wait and see what happens on Black Friday this year, and see if I can find a good deal on Western Digital Red 4TB drives.  They usually have those on sale at Frys or Best Buy, so I'll also see if I can find a "shuckable" hard drive (a drive inside an external drive enclosure that can be removed and used without the drive enclosure).  I've done a little calculation on my current setup and probably need 4 4TB drives.  This will give me 3 storage drives and one parity drive, with the ability to expand later.

The way Unraid works is it allows you to expand the drive array on the fly as you go.  You don't need to build the full array from the start.  It allows you to change/update the array as you need to expand your storage needs.  Very cool.  You can use it with or without a parity drive (which can be expanded to dual parity drives), a cache drive (to make writes to the array faster).

During this process Clementine was helping me with the fans and getting everything laid out on the table to put in.  I was cleaning the old thermal past off the heatsinks and putting them on the table to be put in, and I guess she nicked her finger on one of the fins.

She didn't realize she had done it and began to play and spin the rear case fans.  Now, the Arctic fans are white plastic blades, so when she did so she left a little DNA on there.  She literally put her sweat and blood into that case.  I haven't seen any droplets of blood anywhere else, and after we put a My Little Pony bandaid on it she was ready to go back to work.

That's all I got for now.   Will try and provide updates once I get more parts in (mainly the drives).

Thursday, March 28, 2019

ARENA OF VALOR 5V5 (ENGLISH AND CHINESE VERSION)











About Game:

Experience Arena of Valor, an epic new 5v5 multiplayer online battle arena (MOBA) designed by Tencent Games!

Call on your teammates to join you in the jungle! Crush your enemies in classic 5v5 combat in real time! Draw first blood, carry your team, and become legendary in the arena!

Features:

- Classic 5v5 MOBA, Perfected for Mobile -
Traverse a classic three-lane arena filled with nooks and crannies between towers. Watch out for enemies lurking in the brush and uncover secrets that wait in the jungle. Intuitive controls specifically designed for mobile will have you racking up kills with ease and make you an MVP in no time!

- Growing Number of Legendary Heroes -
Explore and command a roster of over 40 fearless heroes and counting, including a variety of Tanks, Assassins, Mages, Support, Warriors, and Marksmen. Build the perfect team to crush your opponents in battle!

- The Ultimate MOBA Experience -
First Blood, Double Kill, Triple Kill… all the features that you know and love right at your fingertips. Discover and dominate all the gameplay modes, including 5v5, 3v3, 1v1, and a unique "Hook Wars" mode that will challenge your skills and make you a true champion!

- Fast Matchmaking & 10-Minute Matches -
Team up with players all around the world in an instant. Carve your way through jungles, lanes, and towers, draw first blood and destroy the enemy Core. Carry your team to victory in less than 10 minutes!

- Join Your Friends in Fierce Team Battles -
Enjoy fast-paced combat and forge alliances with players around the world. Interact with friends and guild buddies every day using real-time voice chat. Share the load, work together, and fight strategically. Team up with your friends in Tourney Mode and soon you'll be able to create your own league. Arena of Valor is the new eSport for your mobile devices.

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In Arena of Valor, it's all about skill. We strive to create the most riveting and balanced gameplay, so you can turn the tide of battle and vie for glory no matter the odds. Win or lose, every action counts!


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Wolfenstein: Youngblood Out This Summer - Eurogamer

Wolfenstein: Youngblood out this summer

LAN-Party Optimized House

I live in a LAN-party-optimized house. That is, my house is specifically designed to be ideal for PC gaming parties. It's also designed for living, of course, but all houses have that.

Here, let me illustrate:

The house has twelve of these fold-out computer stations, six in each of two rooms (ideal for team vs. team games). The actual computers are not next to the monitors, but are all in a rack in a back room. The stations were built by a cabinet maker based on specs I created. The rest of the house was designed by my dad, Richard Varda, who happens to be an architect.

I also have two big TVs, one 59-inch and one 55-inch, each of which has a selection of game consoles attached. In practice we usually end up streaming pro starcraft matches to these instead of playing games on them.

For the 0.001% of you who read my blog before this post: Sorry for the long lack of posts. In March I moved into a new house. I have been working on a number of projects since then, but they have all been related to the house, and I wasn't prepared to talk publicly about it until certain security measures were in place. That is now done, so let's get started!

More details in later posts

I've written more blog posts about this with tons more details. Check out the backstory and the technical design and FAQ.

Hardware

The twelve game stations all contain identical hardware:

  • CPU: Intel Core i5-2500
  • GPU: MSI N560GTX (nVidia GeForce 560)
  • Motherboard: MSI P67A-C43 (Intel P67 chipset)
  • RAM: 8GB (2x4GB DDR3-1333)
  • Monitor: ASUS VE278Q (27" 1080p)

At the time I bought the hardware (March 2011), I felt this selection provided the best trade-off between price and performance for gaming machines that need to last at least a few years.

Although I own the machines, I do not own twelve copies of every game. Instead, I ask guests to log into their own Steam / Battle.net / whatever accounts, to play their own licensed copies.

Of course, maintaining 12 PCs would be an enormous pain in the ass. Before each LAN party, I would have to go to each machine one by one, update the operating system, update the games, etc. Everything would have to be downloaded 12 times. I do not do that.

Instead, the machines boot off the network. A server machine hosts a master disk which is shared by all the game machines. Machines can boot up in two modes:

  • Master mode: The machine reads from and writes to the master image directly.
  • Replica mode: The machine uses its local storage (60GB SSD) as a copy-on-write overlay. So, initially, the machine sees the disk image as being exactly the same as the master, but when changes are written, they go to the local drive instead. Thus, twelve machines can operate simultaneously without interfering with each other. The local overlay can be wiped trivially at any time, returning the machine to the master image's state.

So, before each LAN party, I boot one machine in master mode and update it. Then, I boot all the machines in replica mode, wiping their local COW overlays (because they are now out-of-sync with the master).

I'll talk more about this, and the software configuration of the game stations in general, in a future post.

Security

I have several security cameras around the house. When I'm not home and motion is detected, pictures are immediately sent to my e-mail and phone. I can also log in and view a real-time video feed remotely. I wrote some custom software for this which I'll talk about in a future post.

That said, despite all the electronics, my house is probably not a very attractive target for burglary. Much of the electronics are bolted down, the custom-built computers are funny-looking and poorly-configured for most users, and there is really nothing else of value in the house (no jewelry, no artwork, etc.).

Future Projects

There are all kinds of things I hope to do in the future!

  • Remote-controlled door lock. I have a magnetic lock installed on one of my doors, just need to wire it up to my server and some sort of Android app.
  • Whole-house audio. I have speakers in the ceiling and walls all over the place, wired to the server room. Need to hook them up to something.
  • DDR on Google TV. As you can see in one of the photos, I have some Cobalt Flux DDR pads. I'd like to see if I can port Stepmania to Google TV so that I don't have to hook up my laptop to the TV all the time.
  • Solar panels. My roof is ideal for them. It's a big flat rectangle that leans south-west.

More details in later posts!

If you want to know more, check out these later posts about my house:

Wednesday, March 27, 2019

Lord Of The Rings, Vol. II: The Two Towers: Summary And Rating

             
Lord of the Rings, Vol. II: The Two Towers
United States
Interplay (developer and publisher)
Released in 1992 for DOS, 1993 for FM Towns and PC-98
Date Started: 5 February 2019
Date Ended: 15 March 2019
Total Hours: 18
Difficulty: Easy (2/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)

Summary:

A shallower, smaller, shorter sequel to a superior predecessor, The Two Towers tells the second of Tolkien's three books from the perspective of three adventuring parties. While the top-down perspective and interface (recalling Ultima VI but with a bigger window) are both adequate, and the game follows its predecessor in offering a number of non-canonical NPCs and side-quests, it remains under-developed in RPG mechanics like combat, character development, and equipment. The switching between parties, over which the player has no control, is jarring, and by the end it feels like no party ever got any serious screen time.

*****

I'm not sure that it's possible to make a truly excellent RPG based on an existing plot with existing characters, particularly ones who live as largely in the imagination as the canonical members of the Fellowship of the Ring. This is different, you understand, than setting a new adventure in a familiar universe. If I had made a Lord of the Rings game, I would have told a story of a group of rangers, or Rohirrim, or even a motley group like the Fellowship, engaged in a struggle ancillary to the main plot, perhaps featuring Frodo, Aragorn, et. al. as NPCs. Games based on Dungeons & Dragons' Forgotten Realms largely seem to take this approach, although with much less well-known source material.
           
Offering an option to execute Gollum took some guts.
        
The problem with using existing plots is that either the player is on a railroad towards a predetermined destination, or he's jarred by the detours. Perhaps the only way to do it well is to allow such detours (as Interplay did here) and then give it to a player who doesn't care much about the original (e.g., me). In that sense, the game world worked out very well. Before we get into a litany of complaints, we have to at least admire the flexibility of the plot, plus the game's ability to introduce side quests that work thematically with the main plot points. It was a strength of Vol. I as well.

The game fails, on the other hand, in just about every possible way as an RPG. There is no experience or leveling. Character development occurs through the occasional increase in attributes and the occasional acquisition of skills as a reward for exploration or quest-solving. None of these improvements mean anything because, first, combat is so easy that your characters don't need to improve to beat the game, and second, every party starts with all the skills they need spread out among the characters. Inventory upgrades are scarce and essentially unnecessary for the same reasons. Combat couldn't be more boring, and there's essentially no magic system: "spells" are keywords that solve puzzles, more like inventory items.
             
Very late in the game, Aragorn can learn skills he won't need for the rest of the game.
          
Even worse is the way that it undercuts nonlinear exploration and optional encounters, essentially its only strength. While many of the side-quests and chance encounters are interesting, hardly any of them offer anything material to the characters. In fact, every time you stop to check out an unexplored area or building, you run the risk of some extra combats that leave the party weakened for the required encounters. This is related to the game's absurd healing system, by which characters are only fully healed at a few plot intervals, with meals and Athelas curing just a few hit points in between.

Now, it turns out that I missed a lot of side quests, mostly towards the end. The open world is nice, but the game only gives you any directions along the main quest path. I never returned to Dunland, and thus missed the side adventures there. Ithilien had at least three side quests that Frodo and his party didn't do, including a crypt, a Haradrim deserter who will join the party, and recovering the eye of the statue. If I'd gone another way in the Morgul Vale, I would have met Radagast. Aragorn missed the entire "Glittering Caves" sub-area, which culminated in a fight with a dragon and would have given him some powerful gloves. I still don't know what I did wrong here. I did find the way to the Glittering Caves, but I somehow missed the transition to the multiple levels that the hint guide says exist. I guess I was supposed to return after the Battle of Helm's Deep, but that would have meant embarking on a lengthy side-quest while on the threshold of victory for the game at large.
             
I'm not sure how I was supposed to get past this.
            
It's also possible that I missed some of these side quests because of another problem: the interface. There are parts that aren't so bad. The top-down perspective, the commands, and the auto-map all basically work, and I like the way you can make the interface go away and use the full screen for just exploration. What sucks is the approach to triggering encounters. You don't see an NPC or group of enemies in the corner of your exploration window. No, they just suddenly pop up because you've happened to walk on the right set of pixels or brushed up against the right object. There's very little correspondence between visual cues on screen and the appearance of encounter options. Sometimes, you see chests but walking up to them and bumping into them does nothing. Other times, you're in a blank room, and you're told about items and people that aren't on the screen at all.
            
Note that there are no orcs anywhere on this screen.
          
Finally, we have the matter of pacing. It's like the game itself has no idea what's going to come next. The battle of Helm's Deep involves six combats in a row, in two sets of three, with only a little bit of healing offered between the sets. After this epic battle, the party can rest and get fully healed, then (apparently) go off and find some magic gauntlets, when there's only one more (easy) combat remaining in the game. On Frodo and Sam's side, late in the game they have to figure out how to cut through Shelob's web. The option I chose (use the Star Ruby) causes the hobbits to get burned a little bit, which would suck--except that the endgame happens five seconds later. Why bother to attach a penalty to the choice?

And while we're talking about pacing, it's important to remember how all the erratic cutting between parties makes it hard to keep track of what any one party is doing. I completely missed an opportunity to recover Anduril because the game lurched to a different party when I was on that quest, and by the time it took me back to Aragorn, it was shouting that Helm's Deep was nigh.
           
Making the least-optimal choice hardly matters when the game is over at the next intersection.
        
Lord of the Rings, Vol. I had a lot of these problems (except the last one), and it ended up with a relatively-high 49 on the GIMLET. Before we rate this one, it's worth thinking about some of the differences. One is size. Vol. I is quite a bit bigger. Although Vol. II is good in this regard, Vol. I offered more opportunities for side quests, inventory acquisition, character development, healing, and general exploration. Pacing issues were caused as much by the player as by the plot.

Vol. I gave you a lot less direction on what to do next. There was a general sense that you had to keep moving east, but you weren't constantly getting title cards explicitly explaining the next step of the quest. For that reason, NPCs and the dialogue system took on a much greater importance. Here, although you can feed NPCs a variety of keywords, they mostly just tell you what the game has already told you in long paragraphs. You never really need them for any clues.

NPCs themselves were more memorable. They had personalities, agendas, side quests, and even a couple of betrayals. Vol. II only marginally developed any of that. There was a poor economy in Vol. I, but Vol. II had no place to spend money at all despite showing that the characters had it. Also keenly felt is the loss of nice graphical (or animated, in the remake) cut scenes between major areas.

Both games do reasonably well in the area of encounters. I've always liked the way Interplay games (including Wasteland and Dragon Wars) require you to read clues and then figure out the right skills to directly employ. Sometimes, items can substitute for skills. But Vol. I's encounters of this nature were less obvious and a little less generous in the variety of things that would work. You couldn't ignore options to improve skills or acquire quest objects. In Vol. II, you can pretty much just walk from beginning to end, knowing that your starting characters have whatever they need.

The rest might just be a matter of bad memory. Recalling the first game, I feel like the graphics offered a little more detail, that encounters didn't depend on hitting quite such a small set of pixels, that there was a little more character development, a slightly better inventory system, and so forth.
            
The game tries to evoke the majesty of Middle Earth without showing much.
         
Let's see how they compare:

1. Game world. The Two Towers definitely makes good use of the Middle Earth setting. The backstory and lore section of the manual are thorough and interesting. It wasn't until I read it that I finally understood some allusions from the films and the previous game, such as what "Numenor" refers to and what Gandalf actually is. While the game doesn't do a lot to build on this setting, it certainly is in keeping with it. Score: 6.

2. Character creation and development. There's no creation at all and only the slightest, near-invisible development. You mostly forget that the attributes even exist. Aragorn started with 70 dexterity, 28 strength, 33 endurance 75 luck, and 75 willpower, and he ended with 74, 28, 38, 79, and 77. Clearly, some development occurred, but never was I notified of any of these increases, and I really have no idea what caused them. The skills system would get more points if the game was a bit more balanced in how you acquire and use them. Score: 2.

3. NPC interaction. I always enjoy keyword-based dialogue systems, but here it's mostly purposeless. When a title card has just told you that "Orcs have ravaged this village and its people are forlorn," you don't need six different NPCs saying, "Orcs destroyed us!" and "We have lost hope!" I did like the few NPCs who could join the parties. Without them, the game would have been forced to either avoid combat with the hobbit parties or make the hobbits uncharacteristically effective. Score: 5.
          
I'm sorry we didn't see more of Eowen.
        
4. Encounters and foes. Despite Tolkien featuring a large bestiary, you only really ever fight orcs and men in this game (aside from a few one-off battles). The only points I give here are for the non-combat encounters, which are frequent, require some puzzle-solving skill, and offer some role-playing opportunities. As mentioned, I don't like the way that they appear, but that's more of an interface issue. Score: 5.

5. Magic and combat. Combat features no tactics, no magic, no items to use. Just "attack" and select your preferred foe from a menu. The "magic system," as such, is just the acquisition of some spell keywords that occasionally solve puzzles, but I only had to use one of these words once. (This is in contrast to the first game, where they were constantly required.) Score: 1.
           
The easy, boring combat system.
         
6. Equipment. I found a few upgrades throughout the game: leather to chain, chain to magic armor, sword to magic sword, and so forth. It just didn't feel like any of it did anything. Most of the items that burdened my inventory were quest items, and I found no use for a lot of them. Score: 2.

7. Economy. In contrast to the first game, there is none. The game keeps track of a "silver" statistic for each character for no reason. Score: 0.

8. Quests. Perhaps the strongest point. Each party has a clear set of main quests, an equal number of side quests, and even a few options about how to complete them. I enjoyed the side quests most because with them, I was exploring Middle Earth rather than just hitting a series of determined locations and plot points in a row. Score: 5.
          
9. Graphics, sound, and interface. The graphics aren't objectively bad, but I do think they fail to live up to the player's imagination of storied places like Helm's Deep and Minas Morgul. The failure to show so many things that the game tells you is also pretty stark. Sounds are mostly beeps and the occasional "oof" in combat.
             
The staircase to Cirith Ungol hardly seems hidden, tight, steep, or foreboding, especially with the silly "mountains" on either side.
           
There are aspects of the interface that work well. The size of the game window seems practically luxurious, and you have to wonder if Ultima VII took a lesson from this game or its precursor. The automap works pretty well. There are some nice touches like the star that appears next to the most recently-saved game when you go to load a game. I definitely appreciated the use of keyboard commands for most major actions, in addition to the buttons. Overall, the game would earn a high score in this category except for the encounter-triggering issue, which is both a graphical problem and an interface problem, and comes close to ruining the game on its own. Score: 4.

10. Gameplay. Vol. II is a bit more linear than Vol. I, but not compared to other games. I suspect that Frodo and Sam could have turned around in the last chapter, left the Morgul Vale, and walked all the way back to the Dead Marshes, cleaning up side quests along the way. The nonlinearity coupled with the side quests lend a certain replayability--in fact, I think the game would probably improve on a replay, with a better understanding of the pacing and terrain.
        
I found it far easier than its predecessor, as exemplified by the battle in which Frodo killed the vampire. I was supposed to solve that with a quest item. The game should have made combats harder and the healing system less erratic. Finally, it's also a bit too short, particularly with the action split among three parties. I suspect you could win in a speed run of just an hour or so. Maybe I'll try when I get some more free time. Score: 4.
        
That gives us a final score of 34, as I suspected quite a bit below Vol. I and even below my "recommended" threshold, though just barely. The engine was a bit better than the game itself, and was used in a superior way in the first title. This one seemed a bit rushed and perfunctory.
              
I did like some of the "instant deaths."
               
Computer Gaming World disagreed with me on the first game by largely hating it: reviewer Charles Ardai obsessed about divergences from the books and didn't even seem to notice the more revolutionary elements of the interface. He dismissed it as "not special enough to carry the Tolkien name." But in the October 1992 issue, reviewer Allen Greenberg gave a much more positive review of the sequel. In particular, he addressed the carping of people like Ardai by pointing out that Middle Earth had taken on a certain life of its own, and if we can forgive Tolkien himself for his many appendices and allusions, why complain about a few side-quests and side-characters in a game that's otherwise relatively faithful to the material?
        
Greenberg also offers a relatively nuanced discussion of the party-switching system, pointing out (correctly) that the very approach is revolutionary, and while Interplay might have refined the approach ("Interplay may wish to consider allowing the player at least a vote in the decision making process as to whether it is time to switch locations"), the innovative system offered a "depth of narrative which would not otherwise have been possible." Greenberg's comments led me to avoid subtracting points for this element despite complaining about it several times.

MobyGames catalog of reviews for the game has them averaging in the high 50s, which is pretty miserable. On the other hand, the lack of any seriously rabid fan base must have softened the blow when Vol. III was never released. A couple of years ago, Jimmy Maher published an excellent entry on what was happening with Interplay during this period. The summary is that the company was struggling as a developer/publisher, with Dragon Wars not having sold well in a crowded RPG market. Founder Brian Fargo managed to secure the rights the trilogy from Tolkien Enterprises, figuring that the Lord of the Rings name would make the games stand out among their competitors. 

Interplay was already in the midst of a new RPG called Secrets of the Magi that would feature a free-scrolling interface. Fargo pulled the team off that project and put them to work on Lord of the Rings. By the time the game was released, the company had been badly hurt by the collapse of Mediagenic, publisher of Interplay's Nintendo titles. Interplay rushed production to make the Christmas 1990 buying season. They ended up releasing the game with a lot of bugs and cut features (including an automap), missed the Christmas season anyway, and got lukewarm reviews.

The company was saved by the unexpected success of a strategy game called Castles. Now understanding that the Tolkien name alone didn't ensure success in sales, Vol. II was produced with a smaller staff. When it, too, got poor reviews, and when repackaging Vol. I on CD-ROM also failed to generate significant sales, there was no impetus to move on to Vol. III. Some sites claim that before it gave up on III, there had been plays to turn it into more of a strategy game. 

". . . no one."
        
Maher memorably concludes:
         
Unlike Dragon Wars, which despite its initial disappointing commercial performance has gone on to attain a cult-classic status among hardcore CRPG fans, the reputations of the two Interplay Lord of the Rings games have never been rehabilitated. Indeed, to a large extent the games have simply been forgotten, bizarre though that situation reads given their lineage in terms of both license and developer. Being neither truly, comprehensively bad games nor truly good ones, they fall into a middle ground of unmemorable mediocrity. In response to their poor reception by a changing marketplace, Interplay would all but abandon CRPGs for the next several years.
             
Indeed, the next RPG we'll see from Interplay isn't until 1995 (Stonekeep), followed by two in 1997: Fallout and Descent to Undermountain. It's hard not to see a little of the Lord of the Rings interface in Fallout's: axonometric graphics, continuous movement, a large main game window, and commands hosted in a set of unobtrusive icons with keyboard backup. (Vol. II and Fallout even share at least one designer, Scott Bennie.) Fallout shares these characteristics with the Infinity Engine, which was developed by Bioware but with a close relationship with (and financing from) Interplay. I'm probably grasping at straws, but I look forward to exploring the engines' history more when we get to those games.

The Two Towers was the last attempt to make an official Middle Earth game until after the Peter Jackson film series, which spawned a host of new games that, like the films themselves, are controversial among fans. (We won't see another one until 2002's The Lord of the Rings: The Fellowship of the Ring.) The 1990s were the only era in which Tolkien fans were likely to get an RPG that was technologically and graphically advanced enough to be fun, but not yet influenced ("tainted," as I'm sure some would have it) by the films. While the two Interplay titles have some promise and fun moments, it's too bad that they were the only attempts.

****

While we're wrapping things up, I think I might be ready to throw in the towel on The Seventh Link. I hate to do it, particularly when I know the developer is reading, but I can't seem to force myself to map and explore all the large dungeon levels. I'll chew on it for another couple days while I get started with Star Control II.