Saturday, March 28, 2020

Missed Classic 83: Asylum II (1982) – Introduction

Written by Will Moczarski



Asylum must have been a major success for Med Systems Software, as the team of company president William F. Denman jr. and Frank L. Corr jr. teamed up once more about one year later to program its sequel, simply called Asylum II. The original version of this game seems to have been written – once more – for the TRS-80, and the game marks several forks in the road for Med Systems Software: It was the last game by both Denman and Corr as well as the last adventure game they developed in-house. They published three more games by Jyym Pearson but apart from that, the following years saw only re-releases and re-packagings, mostly of their short-lived Asylum brand. Asylum II, in particular, was confusingly re-released as simply Asylum for the Commodore 64 and the Atari computers in 1986. This was the game that made me first encounter Screenplay, the company formerly known as Med Systems Software, and the desire to go back and play through it gave me the idea for this whole marathon.

Asylum II has the same graphics and the same plot as its predecessor – once again, you are a mental patient who needs to escape from the asylum before he goes "insane." Both the asylum and the game's concept of "insanity" have a b-movie feel and don't even make an effort to come across as realistic. If you haven't read my other three playthroughs of Med Systems' trademark "Continuum" games (Deathmaze 5000, Labyrinth, Asylum), you may be surprised at the wireframe 3D graphics that apparently challenged Sierra's claim to have released the first graphic adventure with Mystery House in 1980. However, these games evolved from a different tradition – that of 3D maze games, a viable mainframe genre that first came into contact with the yet-undeveloped genre of the adventure game in the famous Hunt the Wumpus and its many clones. The "Continuum" games thus progressively qualify more and more as adventure games – while the plot of this latest iteration is not very complex, there are some notable NPC encounters as well as actual puzzles apart from geographical ones. I have very mixed feelings about this game as I kind of enjoyed Asylum but it took me a very, very long time to solve it and I had to resort to a hint sheet in the end. As my memory of the game's Commodore 64 port is more than hazy, I don't really know what to expect. Sometimes that's a good sign, though, innit?





The highest art is no art, the highest form is no form, the biggest surprise is no surprise?

The first two hours of Gameplay

As the other "Continuum" games largely started out as mapping exercises, I figure that this game will be no different, and I'm right. I start out in a small cell and as soon as I make a move, I am told that I should have looked behind me because objects are sometimes hidden in devious places. At least the game acknowledges its own cruelty – I think that may count as a step in the right direction. When I turn around, I find a nut fork which serves as a key for quite a few doors in the starting maze. I open my cell door with it and start my escape.

Two doors down there's an inmate I can free by applying the nut fork to his door, too. He's quite helpful, too, as he tells me that the goal of the game is to escape through the exit marked "doctors only" – but it will be necessary to look like a doctor, "wear a doctor's coat, maybe."


It's Meta Man!

I see where this is headed – hopefully, there will be no cat hair camouflaging involved. Beyond the fellow inmate's cell (who runs away screaming after having provided me with the necessary information) the maze proper begins. I spend about an hour mapping the beast which turns out to be 23 by 18 squares. Along the way, I find several things. For your convenience, I will just spare you a rundown of my painstakingly slow progress and rather tell you about the hotspots:
a. There is a very long corridor (18 squares long) on the western side of the maze. The previous game had one, too, and I vaguely remember being chased by a race car there. I walk its entire length several times but nothing happens – maybe there's no puzzle here this time around.
b. I find two teleporters that spit me out on the diagonally opposite side of the maze, respectively. It's more painful to find and map them this time as you can still see your dropped items from the other side of the maze. Still, they were not too difficult to figure out.
c. Next to the very long corridor there is a succession of doors. I can open all but one of them and find several items there: a bird costume, a bean bag, a stethoscope, and a steel key. The steel key doesn't open any of the doors in this maze – so far it's (seemingly) useless.
d. There is a pay phone in one of the dead ends in the mid-eastern portion of the maze. When I examine it, I am told that it also has a receiver but I can't seem to interact any further with either.
e. I find an axe in the southeastern part of the maze. When I pick it up, someone builds a wall behind me and traps me in a small portion of the labyrinth. This is not too bad, though. I can use the map to find the place where the fresh wall must be located and smash it with my newly-found axe. Also, I stumble upon an electrician with a sign. The sign tells me to "look up" and if I follow suit, I am crushed to death by a cartoonish piano dropping from the ceiling. I can also kill the electrician with the axe and he leaves behind a fuse.
f. The northeastern portion of the maze is entirely made up of a circular structure with twenty doors, ten on each side of a long corridor. I can open each of them but don't find anything behind them. However, I can hear someone running around and slamming doors in the distance. After some experimenting, I find that I can lock the doors with my steel key. This is a rather painful endeavour as you have to lock all twenty doors to achieve anything, and at almost every turn the other inmate (I assume) slams the doors, making me read the message time and again. I have to doubt the reason behind this design choice, as this is neither a puzzle nor a fun obstacle but rather an unnecessary chore. However, after having locked all of the doors, the inmate (I assume) can't run away anymore and I can hear him bang into one of the doors somewhere in the distance. Strangely, I don't encounter him but he leaves behind a candle and some matches.

I don't recall ever hating an NPC I never even saw this much!
g. There are two doors on the north and south walls of the maze. I cannot open the one to the north but the one to the south leads me to another part of the asylum which offers a bit more content.
In my second session, I explore the second part of the asylum which seems to be made up of a hexagonal structure. Once again, my knowledge of Asylum is helpful as that game had a pentagonal structure. I don't know how to properly map it in Excel, so I translate it into a flat layout. Neither the nut fork nor the steel key is of any use here but I can enter three of the many, many rooms without a key.

First up is the psychiatry from which I can hear "psychiatric mumblings." If I enter, the psychiatrist literally talks me to death – I die of boredom and have to start over. As control is taken away from me as soon as I enter the room, I assume that there is nothing else to be done here. Behind another door, there is the electro-shock room. This doesn't sound good, and indeed I get strapped down immediately when I enter (I assume) and after the "therapy" I am returned to my cell. As I can't do anything here, either, this may just be a handy shortcut. The third door is marked "surgery", and I meet a rather friendly surgeon there. He regretfully tells me that he can't help me, though, as he doesn't have any drugs for the anasthesia. A bit further down the corridor, I find a door marked "doctors only" and get excited just reading that. Unsurprisingly, I cannot unlock it yet.

Now this is where I'm stuck for a while and I tend to blame the game for it. Having run out of things to do, I return to some points of interest like the pay phone or the very long corridor but nothing happens. Then, suddenly, I find a gold key just lying there in the middle of the first maze. Did I overlook it on my first mapping excursion? Truth is, I didn't. I restore back to verify this, and after some experimentation I discover that the key only appears after I have entered the hexagonal structure and returned to the first maze, and this even only if I have freed the inmate. What a cruel move! Ninety minutes into the game, my trust is already gone.

The gold key brings about some progress: I can unlock another door to the west of the maze and find some circuits behind it. Maybe this has something to do with the electroshock therapy? I try to fumble with the circuits but to no avail. At this point, I have actually solved this problem (in my next play session) but I will keep the solution to myself until next time. Let's make this another parser game, then: What did I have to do to manipulate the circuits?

I can also enter the room next to my cell now – I find a rocket belt there and immediately guess what this is for: the very long corridor. This seems to be right but once again, I'll tell you all about it next time. Thirdly, I can unlock three more doors in the hexagonal structure: a film set where I get chased out by a "mad movie producer"; the scientist's room where I encounter someone who needs "a battery, magnet and some copper" (my first quest!); and the room marked "doctors only" – but of course I don't look like a doctor (yet) and one of the guards spots me right away: "an escapee! Take him to electro-shock!" This also confirms that I play as a "he", quite unnecessarily (for a game with a first-person perspective) determining my gender.


My Excel map so far.

Stay tuned for more (mis)adventures in the wacky asylum and don't forget to guess the score! The first part got a healthy 32 points.



Session time: 2.5 hours
Total time: 2.5 hours

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that I won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 20 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.

Med Systems Marathon Overview:

(a) 1980 Summary [P1]
(b) Reality Ends (1980) [P1] [P2]
(c) Rat's Revenge [P1] / Deathmaze 5000 (1980) [P1] [P2] [P3] [P4]
(d) Labyrinth (1980) [P1] [P2] [P3]
(e) Asylum (1981) [P1] [P2] [P3] [P4]
(f) Microworld (1981) [P1] [P2]
(g) The Institute (1981) [P1] [P2]

Jyym & Robyn Pearson Mini-Marathon Overview:

(a) Curse of Crowley Manor (1981) [P1] [P2]
(b) Escape from Traam (1981) [P1] [P2]
(c) Earthquake – San Francisco 1906 (1981) [P1] [P2]
(d) Saigon: The Final Days (1981) [P1] [P2]

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We were expecting some sort of Hitman 2 game ever since IO started referring to the last game as 'The Complete First Season', which rather suggested that there was going to be a Season 2. (Though, as you'll know by now, those expectations have turned out to be not entirely accurate.)
Before a Hitman 2 release date could even be a thing, we needed a Hitman reboot that would be a return to form for the series. After the leaden and muddled Absolution, it's clear IO intends to build on the same sandbox formula they've perfected over the past few years.
After some stealthy – but decidedly non-violent – deduction work, we know loads of Hitman 2 trailer and gameplay details. We know the location of the first two missions, the ways in which the design of the initial game is being expanded, and a few of the silly/excellent costumes you'll be donning. Here's everything we know about Hitman 2.

HITMAN 2 RELEASE DATE

IO Interactive was not shy about revealing this one. The Hitman 2 release date is November 13, 2018. Hitch-free assassinations require patience, but that's barely a wait at all.

HITMAN 2 LOCATIONS

All of Hitman 2 locations have been revealed it looks like Agent 47 is going to acquire lot of air miles. The six locations are Miami, Colombia, New Zealand, India, USA, and the North Atlantic with Austria being the setting for the Sniper Assassin Game Mode. We've seen plenty of Miami and Columbia and in IO's most recent trailer we can feast our eyes on Hawke's Bay, Mumbai, Vermont and the Isle of Sgàil.

MIAMI, USA

Miami was the first Hitman 2 location that we got to feast our eyes on. We've played through Hitman's 2 Miami mission where Agent 47 attended the final hours of the Global Innovation Race a spectacle for the fastest cars in modern racing. In Miami you are tasked with killing a motorsport driver.

SANTA FORTUNA, COLOMBIA

We've also played the game's second mission, and know that Agent 47's work will take him to the thick Colombian jungle. In this level, foliage is your ally as Agent 47 will be slinking through the underbrush to make his kills. There are three targets: Rico Delgado, Jorge Franco, and Andrea Martinez. There are hippos, heavy-chandeliers, drug-filled souvenirs, a precariously rickety gold statue, and the opportunity to stab someone with a tattoo pen. Clearly creatively bumping people off will remain at the forefront of this sequel. IO also said in a press release that guards won't be the only threat this time, so prepare for wild animals and poisonous plants.

HAWKE'S BAY, NEW ZEALAND

Hawke's Bay, New Zealand looks to be an interesting location. The location trailer shows Agent 47 on a beach at night time perusing his target, sand being kicked up everywhere. With just the sand dunes and the sea for as far as you can see, its going to put your stealth skills to the test.

MUMBAI, INDIA

Mumbai is on the complete opposite end of the spectrum, its loud, crowded, and there are plenty of opportunities for a sneaky and stealthy kill.









 https://www.sendspace.com/file/06b8qh

Far Cry 5






Minimum System Requirements


CPU: Intel Core i5-2400 | AMD FX-6300 @ 3.5 GHz or better
RAM: 8 GB
OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-bit versions only)
Video Card: NVIDIA GeForce GTX 670 | AMD R9 270 (2GB VRAM with Shader Model 5.0 or better)

Recommended System Requirements


CPU: Intel Core i7-4770 @ 3.4 GHz | AMD Ryzen 5 1600 @ 3.2 GHz or equivalent
RAM: 8 GB
OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-bit versions only)
Video Card: NVIDIA GeForce GTX 970 or AMD R9 290X (4GB VRAM with Shader Model 5.0 or better)

Download The Game Here


Friday, March 20, 2020

HOTT 52 - Battle 6 - Send In The Trolls!

A fun battle of Humans vs Orcs that suddenly and convincingly ended, this time with all elements filled in! I finished my Saxons that would become my human warband elements. All painted with colors and shield designs from my Etinerra campaign world.

That's something that I've done with all of my HOTT 15mm figures - is to paint them in colors and styles from the campaign. It makes it fun for me, although I'm finding that what I have is duplicate 25mm and 15mm armies. Oh darn. Lots of figures on my table...

Battlefield Terrain was randomly determined with a different method this time. I (re)discovered a set of DBA 2 Solo rules that I'm going through to see how I like them and can adapt them to HOTT. Here's the link:  https://solowargamer.wordpress.com/2019/11/05/solo-dba-rulz/

Forces randomly determined from my Etinerra army lists.

Humans (Militia/Regular)       
Spear-General x1
Spear x3
Warband x2 
Riders x2
Knights x2
Shooters x2
Orcs (Regular/Militia) - defending
Blade-General x1
Blade x3
Spear x4
Warband x2
Riders x2
Behemoth x1


I diced to see whom could substitute regular elements with fantasy elements and the Orcs were given the option. So, I took the riders and traded them for Troll Behemoths! These buggers are really a hoot, styled after old irreverent Warhammer-esque figures. That one on the right is definitely digging for gold in that big schnozz there!

On with the battle!

 

Orc Warchief Al-Lozburg lined up his troops at dawn to face the wretched humans that were approaching his fort. He put his trolls on his left flank with hopes they could do some damage that way.

Confident in his troops abilities, and wanting to ensure good battle matchups, Major Osmond put his knights at the center of his line and his riders to oppose the trolls, perhaps to flank or rear attack them even. He assigned his rowdy militia men, hardy mountaineers and hillsmen who were quick with the axe, spear and spirit bottle, to the left, spying a band of wood goblins opposite. The armies marched quickly towards each other with little maneuver, "quick to blood" as they say.

 

"Oo'er, fancy a bit of horse-flesh, Bob?"

"Shaddup, Bob, there's tasty, sweet manflesh atop those horses, we et them fust an' then we et the horsies!"



The army lines crashed together and the orcs pushed the attacking humans back. Dismayed at seeing his lines so fragmented, Major Osmond pulled his forces back to regroup.

 

The aggressive Bestials pressed the attack, with the trolls racing forward to smash the militia riders, but the hardy horsemen held on against the fierce attack! Seeing an opportunity, Major Osmond sent his riders to flank and he caught the trolls in a deadly cross attack! The trolls, reeling from fire and swords, lost their interest in man/horse flesh and fled the field!



Undeterred, the orcs pushed back and a long battle ensued. Back and forth, the lines went. Orc casualties mounted, but they continued to press the attack.



Suddenly, when it seemed this blood-letting would drag on till the end of day, the humans struck decisive blows! Two of the feared Orc Blade units fell to the militia Riders and Spearmen, while the other Spear troops drove off a unit of Orc Spear! (In one bound! The most losses I've seen by one side in a bound in quite awhile!) 

Seeing two-thirds of his forces gone, Al-Lozburg was forced to abandon his earthworks, giving the humans the victory!

Humans win decisively versus Bestials (Orcs/Goblins) 4 - 16G.



As for my new Human Warband elements? They spent the entire game fighting back and forth across the battlefield with no resolution! I'm pretty sure both sides were happy that the battle was over! (Or they were pissed because they didn't get a chance to finish the job!)

THINGS I (RE)LEARNED
A mounted unit can pass through a friendly unit if going in same or opposite direction. Makes sense. Gives me some ideas for future positioning and using mounted.

THINGS I'M PLANNING
I've gone ahead and made a mega-order to Alternative Armies for their 15mm Imperial Elf and High Elf HOTT Armies, enough figures for several stands of Chaos Men as well as some PC-like figures for Heroes/Clerics. That will give me roughly the equivalent armies/combinations for both 15 and 25mm conflicts with various rules. And monsters!

I'm also looking at the campaign rules from HOTT and my existing wargames campaign. I'm considering a "mini-campaign" using an adaptation of the HOTT campaign system. It might provide a fun afternoon with friends and lead to some interesting resolutions in my game world!

Thursday, March 19, 2020

(22MB) Download Subway Surfers For Free

(22MB) Download Subway Surfers for Free


SCREENSHOT




System Requirements Of Subway Surfers Download For Free

  • Tested on Window 7 64 Bit
  • Operating System: Window XP/ Vista/ Window 7/ Window 8 and 8.1/10
  • CPU: 2.0 GHz Intel Pentium 4 or later
  • RAM: 512 MB
  • Setup size: 22 MB
  • Hard Disk Space: 200 MB









(22MB) Download Subway Surfers For Free

(22MB) Download Subway Surfers for Free


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  • Tested on Window 7 64 Bit
  • Operating System: Window XP/ Vista/ Window 7/ Window 8 and 8.1/10
  • CPU: 2.0 GHz Intel Pentium 4 or later
  • RAM: 512 MB
  • Setup size: 22 MB
  • Hard Disk Space: 200 MB









Logo

When a company changes their logo, it's generally a group exercise in self pleasuring. It's rarely necessary. If you look at the Starbucks logo, the 1987 or 1992 logo is in color, a big transformation, but I personally wouldn't change my coffee drinking decisions based on any of their logos. As for 1971, I'm not sure what's more offensive nowadays, bare mermaid breasts or a black and white logo. And what in the hell is she holding? Are those her mermaid legs? What exactly does this imply?  Is this a coffee shop or a brothel? Sick bastards. Logos are ridiculous and nobody cares.


When I was told we needed to change our logo, my first concern was the circle jerk of pointless design and then cost. Clearly there's no financial benefit to the exercise. We've had the same logo for 15 years. Is it a good logo? It looks good. I like the colors. I like the knight. As for the design itself, I have to admit, it's a giant pain in the ass. Our original logo is terrible, practically speaking. It's an impediment to its very purpose.

The use of black means it looks great on screen with a white background, but it's problematic with other forms of media, which require a very light background. It's so difficult to use, we tend either not to use it at all, making the brand identity somewhat weak, or we reverse the colors to put it on a black background with the logo in white. We mutilate the logo to make it work. It's a problem. But is it worth fixing? Enter the business case.

When it came to staff shirts, we resorted to white embroidery on black shirts. originally I had white shirts with a full color logo, but those were loathed by everyone, and they were hard to keep clean. You may not know this but everything we sell sits in a dirty warehouse before getting to us and gets even dirtier as it sits on our shelves. Keeping a retail store clean is a major feat, as it starts dirty and only gets worse. White shirts were always getting stained and looking bad.

The black, embroidered shirts we currently use, with a boring plain white stitched logo, turned out to be incredibly expensive. Each shirt costs $70 with embroidery. They also need to be made in batches in various sizes, so we're almost always buying more than we need, in sizes we hope will be useful. Invariably, those sizes don't match our diverse staff. So over time, we've been stuck with a box of very expensive shirts in the wrong sizes. The cost of bad design turns out to be very high.




Our new shirt design features a full color patch that can be sewn onto a variety of shirts. We choose the shirt from the Work Wear store next door, grab a patch, and sew it on. No big batches of variable sized, expensive, embroidered, logo perverting shirts. Also, if I want one of my robust, tactical shirts from 5.11, I buy it in the right color and sew on the patch, something not available before. Total cost per shirt for employees will be $25 or so, with no waste.

Then there's the increased merchandising we tend to avoid with the old logo. We've already ordered new patches, pins, stickers, and more. We'll have hats and t-shirts eventually. These were difficult to design with the old logo requirements and they sold poorly.

Now let's get onto the minor controversy of our design choices. We spent about a month defining the needs of the new logo with half a dozen designers. We identified core requirements. It should maintain the design elements of the old logo: the knight, the horse, the lance, the direction it's all headed (very symbolic) and of course, a diamond. The logo needed to remain fairly simple. The name needed an updated font that was compact with the design. The previous font used long, horizontal text and has been nothing but trouble for 15 years. The color black is problematic. It goes with nothing but white. Those who use black in their logos hamstring themselves design wise, so we omitted that. In fact, I would probably pick a different store name without a color in the title if I were to do it over. I have few regrets, but "black" is one. Let's take a look at the new design:




I think it pops. Rather than black, we have a dark blue, which works much better and represents one of our colors. It's a darker blue than our original logo (which some say was purple, a color I love). The diamond color, away from black, represents a shift in store colors that came about with our big construction project, three years ago.



This orangish yellow is called Curry in Sherwin Williams colors, which is the color we painted our staircase. It's a color that matches our birch fixtures. It provides a pleasing blue and gold ambience, the colors of the local university, UC Berkeley. 



This shift in store colors came in a moment of crisis. The Curry color came from a decision I made with the architects when it was clear our paint color choices weren't working in practice. I was distracting myself at the time with another project, a used Jeep I was about to buy in Utah, because Utah was the closest location of a Jeep in this exact color I was smitten with. I had to have not only the features I was looking for, but it had to be in that color. It was clearly on my mind. Originally the Curry color was white, but when we painted it on on the staircase, it looked terrible.



So the color of the staircase and thus the logo got their color from a Jeep. The Jeep is in a Chrysler color called Amp'd. And thus our staircase became Amp'd, and our logo became Amp'd. And for the foreseeable future, we shall be Amp'd. Most people like the new logo, once they've accepted (or more often overlooked) the diamond isn't black. It's a tough ask, but if people can accept the Starbucks mermaid isn't holding up her legs suggestively any longer, I think this can be overlooked. Personally I love the direction of the logo. I especially love I won't be paying $70 each for a box of useless shirts. 




Sunday, March 15, 2020

UCLan Alumni Selected As Part Of BAFTA Games Crew.

Super excited to announce that two of our Alumni, Steph McStea @TeaAndMonsters of Team 17
and Scott Swarbrick @Scott_Swarbrick of MilkyTea have been selected as part of the BAFTA Games Crew for 2019! 



















Big Congratulations Scott and Steph!






Thursday, March 5, 2020

Kanto Underground

During my visit with Poké Maniac Bill, he mentioned a Pokémon tournament that was being hosted in Vermilion City. He had been invited to attend, but his illness was currently preventing him from traveling. He'd given his tickets to some other trainers, but assured me that if I made it in time they would consider me a contender with two gym badges. So after acquiring the Cascade Badge from Misty, I decided my next destination in Kanto would be Vermilion City. The tournament was held aboard a luxury cruise ship named the S.S. Anne where it was being hosted to entertain passengers with displays of Kanto Pokémon and its trainers. Local trainers were organized into tiers and allowed to battle the crew, interested passengers, and each other for various prizes. Key among the prizes was a Hidden Machine, a secret technical machine, that allowed certain Pokémon the ability to learn useful skills that they wouldn't otherwise have access to. This one in particular was owned by the captain of the S.S. Anne and was able to teach lucky Pokémon how to adeptly cut through overgrowth. I was interested to say the least.
Just south of Cerulean City lived a kind old man in a secluded homestead offering a Pokémon Daycare service. This kind of small business is a lot more widespread nowadays, but back then it was a bit of a novelty. He allowed any trainer registered within the Indigo League of Kanto to leave one Pokémon in his care for a nominal fee. I had never heard of anything like this at the time, but after our brief conversation, I used Bill's transfer system to bring Charlie out of storage and into the old man's care. At the daycare, he would get lots of exercise and activity and be allowed to play and train with other Pokémon instead of just waiting in storage. It seemed like a really good way to get him some extra training in case anything unspeakable ever happened to Kiwi. The old man assured me that he'd been doing this for a long time now and Charlie was in good hands.
I was attacked by some wild Pidgey on Route 5, but I decided to save my Pokéballs for better options since I had Kiwi and Charlie as members of Team Fox. It didn't seem prudent to waste the resources on a third fighting Pidgey. It was during this time between Cerulean and Vermilion that I was starting to think about the future battles. I had to be careful with upcoming Gym Leaders and at the Indigo Plateau and I had to plan accordingly. After passing on acquiring a new Pidgey on Route 5, I made an effort to avoid more wild encounters in the future unless I was ready to add a potential candidate to my team. The way I was training my Pokémon meant that every new capture had to be strategic going forward. An army of Pidgey weren't going to win me the rest of my battles.

I was pretty oblivious to this at the time, but the region of Kanto was in a bit of upheaval the first time I was there. As I mentioned, I wasn't really aware of Team Rocket much before my unfortunate encounter with them at Mount Moon. I didn't realize what a hold they had on the region. I also didn't realize that things were changing rapidly since their operation at Mount Moon crumbled. For a long time the organization moved in the shadows, acquiring Pokémon and using them for illegal activities without drawing much attention to themselves, but things were now changing since two local trainers had them riled up. I mention it now because typically moving south from Cerulean, you would end up in Saffron City before heading to Vermilion City, but Saffron was under a bit of a lock-down thanks to Team Rocket activities. Police sentries were posted on all sides of the city and were not allowing anyone in or out of the city. They tried to explain the situation to me the best they could, but I really didn't understand the gravity of it and they got impatient trying to explain to me why I needed to get to Vermilion another way.
This other way was an underground passage originally intended to be developed into a subway system to and from Saffron City. It's development had been abandoned due to escalating economic tension between the local government and Team Rocket. It now served as a convenient, although shady, underpass between Cerulean and Vermilion, as well as Lavender Town and Celadon City. You could bypass Saffron City entirely this way. The path was reasonably lit and maintained by local volunteers. Pokémon battles were prohibited and efforts were made to repel Pokémon from infiltrating the path as long as it was needed. Apparently Saffron had been cut off from the world for some time in order for this to have been as well established as it was, but again I was ignorant of the state of affairs in Kanto at that time. I merely enjoyed an uninterupted stroll underground, picking up various shiny objects I happened upon.

I arrived in Vermilion City sometime in the evening. I managed to secure a place to sleep for a few nights and then set out to learn what I could about the local Pokémon scene. I could see the S.S. Anne to the south all lit up like an angry Electrode. Tomorrow I would have to find a way to get into the tournament aboard and hopefully earn my access to that Hidden Machine, but I did have a few other concerns. The gym leader in Vermilion was not a push-over and he favored electric attacks above all else. It earned him his nickname as Lt. Surge. As it stood, my team consisted mostly of flying Pokémon who would easily be burst out of the sky by a well placed thunderbolt. Kiwi, Lucky, Vesper and Shakespear were all going to be huge liabilities in the Vermilion Gym. Arnold had recently evolved on his way south through Route 5 and 6, but I wasn't sure that my powerful Gloom could stand up to the kind of voltage Lt. Surge was known to put out. It seemed clear that Arnold and Rascal Jr. Simply weren't going to be enough to ensure a victory here in Vermilion. If I were going to get a new Pokémon, then the battles aboard the S.S. Anne would be a great training ground for them, so I set out that evening to add one more friend to my roster.
Vermilion City is the busiest port in the Kanto region and naturally surrounded mostly by water. Water-based Pokémon weren't going to stand a chance against Lt. Surge when I went to face him, so I had to look somewhere else. I had overheard that just beyond the city limits was a small rock tunnel the locals called Diglett's Cave, because it had been dug out by a large colony of Diglett and Dugtrio. Though it was a bit unsettling to crawl into their nest, I knew a Diglett or a Dugtrio would be the perfect addition to the team and the perfect counter to Lt. Surge. Their ground affinity would make them immune to any electric attacks Lt. Surge could throw at them. So despite my apprehension and the apparent dangers of crawling into a Diglett tunnel at night, I felt I had no choice.

Almost instantly I was assaulted by a Diglett who did not like me mucking around in his home. He was a quick! It was tricky to pin him down with my team. Lucky was able to put him to sleep with the powder off his wings, and it took a few balls to snag him without causing him to faint. Fortunately, we captured Douglas before any reinforcements could arrive and we made a hastey retreat from Diglett's Cave. Douglas replaced Shakespear on my team since official Pokémon League rules only allowed a trainer to carry a maximum of 6 Pokémon. Shakespear would rest comfortably in Bill's Storage System while Douglas stayed with me to train up for the Vermilion Gym. I slept easy that night knowing that Douglas would secure my victory against Lt. Surge and all I had to do now was get aboard the S.S. Anne to do some intensive training - and get my hands on that Hidden Machine.

Current Team:
Attacks in Blue are recently learned.



Bill's Storage: Shakespear (Spearow)

Old Man Daycare: Charlie (Pidgey)