--- 
author: 
  email: st@istic.org
  keyid: 828438da885b170d
  name: Daniel Hulme
categories: []

date: 2009-12-02T15:54:02Z
guid: 3c66b99f-1c40-43ef-b2f4-de7c49ec80d6
modified: 2009-12-02T15:55:21Z
raw: "-----BEGIN PGP SIGNED MESSAGE-----\nHash: SHA1\n\nAs it was on special offer on [Steam][1], I took the opportunity to buy the new\nPrince of Persia game. The marketing spiel describes it as a new Prince of\nPersia, \xE2\x80\x9Cfor next-generation consoles,\xE2\x80\x9D and luckily this includes the PC. I've\nnever bought a Prince of Persia game before: my stay-at-home sense of excitement\nhas always been satiated by watching [speedruns][sda] of previous games in the\nseries. So although I'm familiar with the gameplay and the tongue-in-cheek\nstyle, experiencing it for myself is new and exciting. I play the game on the\nXBox 360 controller, and like many cross-platform titles, it's designed to be\nplayed this way.\n\n[1]: http://steampowered.com/\n    \"The Steam game delivery platform\"\n[sda]: http://speeddemosarchive.com/\n    \"The Speed Demos Archive, home of several Prince of Persia speedruns\"\n\nThe new Prince isn't the arrogant, na\xC3\xAFve teenager he was in Sands of Time: he's\ngrown up a bit, but those who appreciate a bit of flesh will be glad to hear he\nhasn't lost his old fondness for showing off his torso in true action-hero\nstyle. My mum always complains that heroines in video games are always\nexaggerated stereotypes of the feminine form, with a tiny waist and prominent \xE2\x80\xA6\npolygons, but the march of technology, with normal mapping, subdivision\nsurfaces, and detailed meshes, means Ubisoft can show how even-handed they are\nwith the Prince's bare chest. Despite this, his new headscarf and swept-back\nhair, along with his slightly pointy chin, make him look like a displaced, and\nvery gay, Pirate of the Caribbean.\n\nA quick note on the graphics. Outlining must be trendy this season - Borderlands\nis doing it, and Prince of Persia is doing it too. The characters have slightly\nflat shading and a black outline that gives them a slightly cel-shaded look. I\nwas suspicious of it at first, but it soon grew on me. Cel-shading is often an\nescape route for poor texturing and lighting - as in the Appleseed film - but\nthat's not the case here. The characters are very detailed, and the environments\nthey play in are likewise lush. The grass is a little weak, but the lighting is\nvery good, and the depth-of-field effect is just nicely subtle.\n\nAs for the gameplay, it's more forgiving than the relative you missed off your\nChristmas shopping list. It gives you a gentle introduction to moving around and\nto combat, like many games these days, and it does well at it, by reinforcing\nwithout becoming repetitive, and by consistently labelling each button with its\ncolour and an icon representing the action it performs. This consistency extends\nto the menus, though it's a little strange to see the OK button labelled with\njumping and the Back button with a gauntlet\xE2\x80\x94especially the first time you start\nit. These buttons are used consistently too. To wall-run, you head towards the\nwall and press \xE2\x80\x98jump\xE2\x80\x99 (A). If there's a something on the wall you can grab onto,\nhitting \xE2\x80\x98gauntlet\xE2\x80\x99 (B) lets you swing on it and extend your run. Even the combos\nwork the same way: gauntlet, sword, sword lets you grab the enemy, throw him\ninto the air, slash him in the air, and then slash him when he lands. Jump,\nmagic, sword makes the dynamic duo perform a flying leap onto the enemy, stun\nhim with a magical blow, and then slash him as you land. As a member of the\n\xE2\x80\x98mash the buttons until it dies\xE2\x80\x99 school of playing beat-em-ups, I find a combo\nsystem even I can understand must be the work of genius.\n\nYou don't have the Sands of Time in this game, but you do have a companion.\nInstead of chasing after the girl all the time when she goes the easy way\nleaving you to show off your athleticism (and talk to yourself the meanwhile),\nshe follows you around, telling you the plot one line at a time (every time you\npress LT to get a tidbit). Not only that, this girl has magical powers, not\nleast of which is, if you fall (or jump) off a cliff, she flies down and saves\nyou, Superman-esque. As for her appearance, she hardly registers on the Lara\nCroft scale: she wears a revealing dress that flutters nicely in the wind, and\nmost impractically walks in bare feet, but she's merely well-proportioned, not\nexaggerated.\n\nThe chick also comes in handy for letting you pull off longer jumps, and to\nperform more intricate combo moves as a duo. The fighting mechanic is similar to\nprevious games, but there's no hitpoints, which again, makes it very forgiving.\nFail to dodge or block when you need to, and there's a quick animation and the\nedges of your screen tint blood-red. Fail a few more times, and there's an\nanimation of the enemy levelling a killing blow. One of the action buttons\nflashes up on screen, and you have to hit it quickly. I don't use the XBox 360\ncontroller enough to know the buttons that well, so despite the friendly\nlabelling mentioned above I often miss this \xE2\x80\x98saving throw\xE2\x80\x99 too, at which your\nheroine casts a spell to save you. It makes the enemy regain some health, but\nthe upshot of all this is that you just can't die. It's great for me\xE2\x80\x94despite\nbeing dire at the combat, I've defeated three end-of-level bosses so far\xE2\x80\x94but it\ndoes make the combat feel a little pointless. In addition, there aren't anywhere\nnear as many random enemies scattered around the map to fight, so it lets you\nfocus much more on brachiating from one platform to the next.\n\nThe character movements are very enjoyable to watch, and my hat comes off to the\nanimators and mocap actors (if mocap was used). The dialogue is also pretty\ngood, if a little less light-hearted than in previous games. There are one or\ntwo nice touches that add some continuity.\n\nIf Prince of Persia were Mario\xE2\x80\x94and their acrobatic antics and love of rescuing\nprincesses certainly unites them\xE2\x80\x94this game would be Super Mario 64. There's a\nworld map, which shows you the connectivity of each level in the four regions of\nthe game. Not only that, upon defeating the \xE2\x80\x9CCorrupted\xE2\x80\x9D guardian of each level,\nsome <del>stars</del> light seeds appear, mostly in, surprise surprise,\nhard-to-reach parts of the level. When you've collected a certain number, you\ncan take these back to the temple, where you start, to activate some \xE2\x80\x9Cpower\nplates.\xE2\x80\x9D These are scattered throughout the levels and act as springboards once\nactive, which lets you get to the later levels.\n\nIt's so common when making a series (not just of games, but of books and films\ntoo) that they get more and more involved and extreme over time, effectively\nlimiting their audience to people who've already played (or read or watched) all\nthe predecessors. But as a newcomer to Prince of Persia, I can say this game is\na great introduction to the series, and I'll definitely be leaping and swinging\nmy way through the rest of the game.\n-----BEGIN PGP SIGNATURE-----\nVersion: GnuPG v1.4.9 (GNU/Linux)\n\niEYEARECAAYFAksWjeUACgkQgoQ42ohbFw0f6ACfRjMpzSTtx9I7PN54ioK7rUMS\n4sUAnA+ZcKuaEZ/omexGqWq13MkUQSxf\n=cksi\n-----END PGP SIGNATURE-----\n"
signed: 1
summary: " As it was on special offer on Steam [1], …"
tags: 
  - 
    gaming: 0
text: "\nAs it was on special offer on Steam [1], I took the opportunity to buy\nthe new Prince of Persia game. The marketing spiel describes it as a\nnew Prince of Persia, “for next-generation consoles,” and luckily this\nincludes the PC. I've never bought a Prince of Persia game before: my\nstay-at-home sense of excitement has always been satiated by watching\nspeedruns [2] of previous games in the series. So although I'm famil-\niar with the gameplay and the tongue-in-cheek style, experiencing it\nfor myself is new and exciting. I play the game on the XBox 360 con-\ntroller, and like many cross-platform titles, it's designed to be\nplayed this way.\n\nThe new Prince isn't the arrogant, naïve teenager he was in Sands of\nTime: he's grown up a bit, but those who appreciate a bit of flesh will\nbe glad to hear he hasn't lost his old fondness for showing off his tor-\nso in true action-hero style. My mum always complains that heroines in\nvideo games are always exaggerated stereotypes of the feminine form,\nwith a tiny waist and prominent … polygons, but the march of technology,\nwith normal mapping, subdivision surfaces, and detailed meshes, means\nUbisoft can show how even-handed they are with the Prince's bare chest.\nDespite this, his new headscarf and swept-back hair, along with his s-\nlightly pointy chin, make him look like a displaced, and very gay, Pi-\nrate of the Caribbean.\n\nA quick note on the graphics. Outlining must be trendy this season -\nBorderlands is doing it, and Prince of Persia is doing it too. The char-\nacters have slightly flat shading and a black outline that gives them a\nslightly cel-shaded look. I was suspicious of it at first, but it soon\ngrew on me. Cel-shading is often an escape route for poor texturing and\nlighting - as in the Appleseed film - but that's not the case here. The\ncharacters are very detailed, and the environments they play in are\nlikewise lush. The grass is a little weak, but the lighting is very\ngood, and the depth-of-field effect is just nicely subtle.\n\nAs for the gameplay, it's more forgiving than the relative you missed\noff your Christmas shopping list. It gives you a gentle introduction to\nmoving around and to combat, like many games these days, and it does\nwell at it, by reinforcing without becoming repetitive, and by consis-\ntently labelling each button with its colour and an icon representing\nthe action it performs. This consistency extends to the menus, though\nit's a little strange to see the OK button labelled with jumping and the\nBack button with a gauntlet—especially the first time you start it. Th-\nese buttons are used consistently too. To wall-run, you head towards the\nwall and press ‘jump’ (A). If there's a something on the wall you can\ngrab onto, hitting ‘gauntlet’ (B) lets you swing on it and extend your\nrun. Even the combos work the same way: gauntlet, sword, sword lets you\ngrab the enemy, throw him into the air, slash him in the air, and then\nslash him when he lands. Jump, magic, sword makes the dynamic duo per-\nform a flying leap onto the enemy, stun him with a magical blow, and\nthen slash him as you land. As a member of the ‘mash the buttons until\nit dies’ school of playing beat-em-ups, I find a combo system even I can\nunderstand must be the work of genius.\n\nYou don't have the Sands of Time in this game, but you do have a compan-\nion. Instead of chasing after the girl all the time when she goes the\neasy way leaving you to show off your athleticism (and talk to yourself\nthe meanwhile), she follows you around, telling you the plot one line at\na time (every time you press LT to get a tidbit). Not only that, this\ngirl has magical powers, not least of which is, if you fall (or jump)\noff a cliff, she flies down and saves you, Superman-esque. As for her\nappearance, she hardly registers on the Lara Croft scale: she wears a\nrevealing dress that flutters nicely in the wind, and most impractically\nwalks in bare feet, but she's merely well-proportioned, not exaggerated.\n\nThe chick also comes in handy for letting you pull off longer jumps, and\nto perform more intricate combo moves as a duo. The fighting mechanic is\nsimilar to previous games, but there's no hitpoints, which again, makes\nit very forgiving. Fail to dodge or block when you need to, and there's\na quick animation and the edges of your screen tint blood-red. Fail a\nfew more times, and there's an animation of the enemy levelling a\nkilling blow. One of the action buttons flashes up on screen, and you\nhave to hit it quickly. I don't use the XBox 360 controller enough to\nknow the buttons that well, so despite the friendly labelling mentioned\nabove I often miss this ‘saving throw’ too, at which your heroine casts\na spell to save you. It makes the enemy regain some health, but the up-\nshot of all this is that you just can't die. It's great for me—despite\nbeing dire at the combat, I've defeated three end-of-level bosses so\nfar—but it does make the combat feel a little pointless. In addition,\nthere aren't anywhere near as many random enemies scattered around the\nmap to fight, so it lets you focus much more on brachiating from one\nplatform to the next.\n\nThe character movements are very enjoyable to watch, and my hat comes\noff to the animators and mocap actors (if mocap was used). The dialogue\nis also pretty good, if a little less light-hearted than in previous\ngames. There are one or two nice touches that add some continuity.\n\nIf Prince of Persia were Mario—and their acrobatic antics and love of\nrescuing princesses certainly unites them—this game would be Super Mario\n64. There's a world map, which shows you the connectivity of each level\nin the four regions of the game. Not only that, upon defeating the “Cor-\nrupted” guardian of each level, some stars light seeds appear, mostly\nin, surprise surprise, hard-to-reach parts of the level. When you've\ncollected a certain number, you can take these back to the temple, where\nyou start, to activate some “power plates.” These are scattered through-\nout the levels and act as springboards once active, which lets you get\nto the later levels.\n\nIt's so common when making a series (not just of games, but of books\nand films too) that they get more and more involved and extreme over\ntime, effectively limiting their audience to people who've already\nplayed (or read or watched) all the predecessors. But as a newcomer to\nPrince of Persia, I can say this game is a great introduction to the\nseries, and I'll definitely be leaping and swinging my way through the\nrest of the game.\n\n-- \n [1] http://steampowered.com/\n [2] http://speeddemosarchive.com/\n"
title: Prince of Persia
type: markdown
uri: http://ego.istic.org/articles/Prince%20of%20Persia.markdown
xhtml: "<p>As it was on special offer on <a href=\"http://steampowered.com/\" title=\"The Steam game delivery platform\">Steam</a>, I took the opportunity to buy the new Prince of Persia game. The marketing spiel describes it as a new Prince of Persia, “for next-generation consoles,” and luckily this includes the PC. I&apos;ve never bought a Prince of Persia game before: my stay-at-home sense of excitement has always been satiated by watching <a href=\"http://speeddemosarchive.com/\" title=\"The Speed Demos Archive, home of several Prince of Persia speedruns\">speedruns</a> of previous games in the series. So although I&apos;m familiar with the gameplay and the tongue-in-cheek style, experiencing it for myself is new and exciting. I play the game on the XBox 360 controller, and like many cross-platform titles, it&apos;s designed to be played this way.</p><p>The new Prince isn&apos;t the arrogant, naïve teenager he was in Sands of Time: he&apos;s grown up a bit, but those who appreciate a bit of flesh will be glad to hear he hasn&apos;t lost his old fondness for showing off his torso in true action-hero style. My mum always complains that heroines in video games are always exaggerated stereotypes of the feminine form, with a tiny waist and prominent … polygons, but the march of technology, with normal mapping, subdivision surfaces, and detailed meshes, means Ubisoft can show how even-handed they are with the Prince&apos;s bare chest. Despite this, his new headscarf and swept-back hair, along with his slightly pointy chin, make him look like a displaced, and very gay, Pirate of the Caribbean.</p><p>A quick note on the graphics. Outlining must be trendy this season - Borderlands is doing it, and Prince of Persia is doing it too. The characters have slightly flat shading and a black outline that gives them a slightly cel-shaded look. I was suspicious of it at first, but it soon grew on me. Cel-shading is often an escape route for poor texturing and lighting - as in the Appleseed film - but that&apos;s not the case here. The characters are very detailed, and the environments they play in are likewise lush. The grass is a little weak, but the lighting is very good, and the depth-of-field effect is just nicely subtle.</p><p>As for the gameplay, it&apos;s more forgiving than the relative you missed off your Christmas shopping list. It gives you a gentle introduction to moving around and to combat, like many games these days, and it does well at it, by reinforcing without becoming repetitive, and by consistently labelling each button with its colour and an icon representing the action it performs. This consistency extends to the menus, though it&apos;s a little strange to see the OK button labelled with jumping and the Back button with a gauntlet—especially the first time you start it. These buttons are used consistently too. To wall-run, you head towards the wall and press ‘jump’ (A). If there&apos;s a something on the wall you can grab onto, hitting ‘gauntlet’ (B) lets you swing on it and extend your run. Even the combos work the same way: gauntlet, sword, sword lets you grab the enemy, throw him into the air, slash him in the air, and then slash him when he lands. Jump, magic, sword makes the dynamic duo perform a flying leap onto the enemy, stun him with a magical blow, and then slash him as you land. As a member of the ‘mash the buttons until it dies’ school of playing beat-em-ups, I find a combo system even I can understand must be the work of genius.</p><p>You don&apos;t have the Sands of Time in this game, but you do have a companion. Instead of chasing after the girl all the time when she goes the easy way leaving you to show off your athleticism (and talk to yourself the meanwhile), she follows you around, telling you the plot one line at a time (every time you press LT to get a tidbit). Not only that, this girl has magical powers, not least of which is, if you fall (or jump) off a cliff, she flies down and saves you, Superman-esque. As for her appearance, she hardly registers on the Lara Croft scale: she wears a revealing dress that flutters nicely in the wind, and most impractically walks in bare feet, but she&apos;s merely well-proportioned, not exaggerated.</p><p>The chick also comes in handy for letting you pull off longer jumps, and to perform more intricate combo moves as a duo. The fighting mechanic is similar to previous games, but there&apos;s no hitpoints, which again, makes it very forgiving. Fail to dodge or block when you need to, and there&apos;s a quick animation and the edges of your screen tint blood-red. Fail a few more times, and there&apos;s an animation of the enemy levelling a killing blow. One of the action buttons flashes up on screen, and you have to hit it quickly. I don&apos;t use the XBox 360 controller enough to know the buttons that well, so despite the friendly labelling mentioned above I often miss this ‘saving throw’ too, at which your heroine casts a spell to save you. It makes the enemy regain some health, but the upshot of all this is that you just can&apos;t die. It&apos;s great for me—despite being dire at the combat, I&apos;ve defeated three end-of-level bosses so far—but it does make the combat feel a little pointless. In addition, there aren&apos;t anywhere near as many random enemies scattered around the map to fight, so it lets you focus much more on brachiating from one platform to the next.</p><p>The character movements are very enjoyable to watch, and my hat comes off to the animators and mocap actors (if mocap was used). The dialogue is also pretty good, if a little less light-hearted than in previous games. There are one or two nice touches that add some continuity.</p><p>If Prince of Persia were Mario—and their acrobatic antics and love of rescuing princesses certainly unites them—this game would be Super Mario 64. There&apos;s a world map, which shows you the connectivity of each level in the four regions of the game. Not only that, upon defeating the “Corrupted” guardian of each level, some stars light seeds appear, mostly in, surprise surprise, hard-to-reach parts of the level. When you&apos;ve collected a certain number, you can take these back to the temple, where you start, to activate some “power plates.” These are scattered throughout the levels and act as springboards once active, which lets you get to the later levels.</p><p>It&apos;s so common when making a series (not just of games, but of books and films too) that they get more and more involved and extreme over time, effectively limiting their audience to people who&apos;ve already played (or read or watched) all the predecessors. But as a newcomer to Prince of Persia, I can say this game is a great introduction to the series, and I&apos;ll definitely be leaping and swinging my way through the rest of the game.</p>"
--- 
author: 
  email: st@istic.org
  keyid: 828438da885b170d
  name: Daniel Hulme
categories: []

comments: []

date: 2009-10-23T23:17:34Z
guid: b997f413-f475-459f-a64d-e00046e27a8e
modified: 2009-10-23T23:17:34Z
raw: "-----BEGIN PGP SIGNED MESSAGE-----\nHash: SHA1\n\nI wish to start this article by saying that I have no intention of inciting\ncriminal behaviour. Drunk in charge of a bicycle [is a serious offence under the\nLicensing Act 1872][1], as Rob Ainsley points out, and I can't possibly\nrecommend that anyone do it. That said, I write under the influence of alcohol,\nhaving just now returned from a formal hall at Fitzwilliam College to which I\ntook a bottle of Malbec and from which I returned without said bottle, but with\nmost of the contents thereof securely inside my stomach.\n\n[1]: http://realcycling.blogspot.com/2009/10/bike-monopoly-22-chance-2-of-3.html\n    \"Chance: Drunk in Charge, on the Real Cycling blog\"\n\nSo after that, I want to defend drunk cycling as compared to drunk driving.\nAccording to [Greater Manchester Police][2], drunk driving results in 3500\ndeaths and serious injuries a year. Cycling, overall, results in less than one\ndeath a year, and a correspondingly small number of serious injuries. The only\nrecent (i.e. last five years) cycling death where alcohol was a factor involved\na drunk pedestrian, who knew the cyclist involved and, the court heard, was\nplaying chicken with him. The primary reason my moral compass tells me it's OK\nto drink-ride and not drink-drive (not that the latter is an opportunity for me,\nas a non-driver), is that the only risk I'm taking is hurting myself. It seems\nno different from sky-diving or climbing a tree, in that respect, whereas\ndrink-driving is indisputably dangerous to other people. Further, my own\nexperience is that I've had several accidents and near-misses while sober, but\nnone while drunk. You can, of course, say that the reason for this is that the\nroads are much quieter at night, when I am most likely to be drunk, and I\nwouldn't hesitate to agree with you, but I don't think it makes a difference.\n\n[2]: http://www.gmp.police.uk/mainsite/pages/roadsafetydrink.htm\n    \"\xE2\x80\x98Drink and Drunk Driving\xE2\x80\x99 on the GMP website\"\n\nHaving, I hope, dealt with the controversy, let's get down to what I wanted to\nsay, which is that drunk cycling is actually an interesting experience. Once or\ntwice, I've been very drunk on my bike. It's completely obvious when you're too\ndrunk to ride in a straight line, because you can see the beam of your headlight\nwobbling all over the road. I've never been drunk enough that I couldn't stay\nupright on my bike, but I hear that that provides a useful upper bound on\ndrunkenness.\n\nBut, the order in which things start failing is most informative. After one or\ntwo drinks, when I'm still within the theoretical limit (theoretical, because\ncyclists don't have to accept a breath or blood test), I find myself riding\nfaster than usual\xE2\x80\x94not recklessly fast, just that I get more out of riding as\nhard as I can than I do when sober.\n\nBut, with increasing numbers of units, more things stop working. If I've had\nmore than two or three drinks, I'll be extra careful because I know my judgement\nis impaired. Tonight after a bottle of wine, I noticed that it took me about a\nsecond to notice a set of traffic lights had gone green, but after they did, I\nwas still able to determine that the car behind me (which I couldn't see) was\ngoing to turn left behind me, just by assessing its approach speed from the\nengine noise and its headlights shining on the tarmac around me. I could ride in\na straight line just as well as I can when sober (I checked twice against the\ndouble-yellows), and certainly better than I could walk in straight line.\n\nBut on the rare occasion when I've been really drunk, and couldn't even ride in\na straight line, I could still notice a car behind me from a hundred yards away;\nI could still pick out the sound of a siren from the other side of town and\nreact to it appropriately; I could still stop exactly on the stop line at a red\nlight, and in the right gear.\n\nAll this leads me to the conclusion that habit is everything when your judgement\nis impaired by alcohol, and maybe by other causes too. I can still type better\nthan most people can type sober; I can still control a bicycle effectively and\nrecognise hazards in a timely fashion; I can still do arithmetic and more\ncomplex mathematical manipulations; all this when I can no longer walk in a\nstraight line and when I might say something I will later regret.\n\nBut still, if I'm planning a heavy night out, the sort that nowadays is called,\n\xE2\x80\x9Cbinge drinking,\xE2\x80\x9D but, I'm told, was once only called \xE2\x80\x9Cdrinking,\xE2\x80\x9D I'll be\ncareful to leave my bike behind. Very drunken cycling can be informative once or\ntwice, but it's still very scary and something I'd like to avoid.\n\nTo summarise: don't break the law, but at the same time realise that\ndrink-cycling is not a social problem that needs to be outlawed; also, some\nexperiments in this area give interesting results about what you can do (drunk\nor sober) without really thinking about it.\n-----BEGIN PGP SIGNATURE-----\nVersion: GnuPG v1.4.9 (GNU/Linux)\n\niEYEARECAAYFAkriOZQACgkQgoQ42ohbFw0zgQCgm9o7tuOMMIQAdZpLk4odTFjQ\n3uwAnijkkBXkpIUiwFMVEzbs167eS3xs\n=r0V9\n-----END PGP SIGNATURE-----\n"
signed: 1
summary: " I wish to start this article by saying that …"
tags: 
  - 
    markdown: 0
  - 
    cycling: 0
text: "\nI wish to start this article by saying that I have no intention of\ninciting criminal behaviour. Drunk in charge of a bicycle is a serious\noffence under the Licensing Act 1872 [1], as Rob Ainsley points out, and\nI can't possibly recommend that anyone do it. That said, I write under\nthe influence of alcohol, having just now returned from a formal hall at\nFitzwilliam College to which I took a bottle of Malbec and from which I\nreturned without said bottle, but with most of the contents thereof se-\ncurely inside my stomach.\n\nSo after that, I want to defend drunk cycling as compared to drunk driv-\ning. According to Greater Manchester Police [2], drunk driving results\nin 3500 deaths and serious injuries a year. Cycling, overall, results in\nless than one death a year, and a correspondingly small number of seri-\nous injuries. The only recent (i.e. last five years) cycling death where\nalcohol was a factor involved a drunk pedestrian, who knew the cyclist\ninvolved and, the court heard, was playing chicken with him. The primary\nreason my moral compass tells me it's OK to drink-ride and not drink--\ndrive (not that the latter is an opportunity for me, as a non-driver),\nis that the only risk I'm taking is hurting myself. It seems no differ-\nent from sky-diving or climbing a tree, in that respect, whereas drink--\ndriving is indisputably dangerous to other people. Further, my own expe-\nrience is that I've had several accidents and near-misses while sober,\nbut none while drunk. You can, of course, say that the reason for this\nis that the roads are much quieter at night, when I am most likely to be\ndrunk, and I wouldn't hesitate to agree with you, but I don't think it\nmakes a difference.\n\nHaving, I hope, dealt with the controversy, let's get down to what I\nwanted to say, which is that drunk cycling is actually an interesting\nexperience. Once or twice, I've been very drunk on my bike. It's com-\npletely obvious when you're too drunk to ride in a straight line, be-\ncause you can see the beam of your headlight wobbling all over the road.\nI've never been drunk enough that I couldn't stay upright on my bike,\nbut I hear that that provides a useful upper bound on drunkenness.\n\nBut, the order in which things start failing is most informative. After\none or two drinks, when I'm still within the theoretical limit (theoret-\nical, because cyclists don't have to accept a breath or blood test), I\nfind myself riding faster than usual—not recklessly fast, just that I\nget more out of riding as hard as I can than I do when sober.\n\nBut, with increasing numbers of units, more things stop working. If I've\nhad more than two or three drinks, I'll be extra careful because I know\nmy judgement is impaired. Tonight after a bottle of wine, I noticed that\nit took me about a second to notice a set of traffic lights had gone\ngreen, but after they did, I was still able to determine that the car\nbehind me (which I couldn't see) was going to turn left behind me, just\nby assessing its approach speed from the engine noise and its headlights\nshining on the tarmac around me. I could ride in a straight line just as\nwell as I can when sober (I checked twice against the double-yellows),\nand certainly better than I could walk in straight line.\n\nBut on the rare occasion when I've been really drunk, and couldn't even\nride in a straight line, I could still notice a car behind me from a\nhundred yards away; I could still pick out the sound of a siren from the\nother side of town and react to it appropriately; I could still stop ex-\nactly on the stop line at a red light, and in the right gear.\n\nAll this leads me to the conclusion that habit is everything when your\njudgement is impaired by alcohol, and maybe by other causes too. I can\nstill type better than most people can type sober; I can still control a\nbicycle effectively and recognise hazards in a timely fashion; I can\nstill do arithmetic and more complex mathematical manipulations; all\nthis when I can no longer walk in a straight line and when I might say\nsomething I will later regret.\n\nBut still, if I'm planning a heavy night out, the sort that nowadays is\ncalled, “binge drinking,” but, I'm told, was once only called “drink-\ning,” I'll be careful to leave my bike behind. Very drunken cycling can\nbe informative once or twice, but it's still very scary and something\nI'd like to avoid.\n\nTo summarise: don't break the law, but at the same time realise that\ndrink-cycling is not a social problem that needs to be outlawed; also,\nsome experiments in this area give interesting results about what you\ncan do (drunk or sober) without really thinking about it.\n\n-- \n [1] http://realcycling.blogspot.com/2009/10/bike-monopoly-22-chance-\n     2-of-3.html\n [2] http://www.gmp.police.uk/mainsite/pages/roadsafetydrink.htm\n"
title: Drunk in charge of a bicycle
type: markdown
uri: http://ego.istic.org/articles/Drunk%20in%20charge%20of%20a%20bicycle.markdown
xhtml: "<p>I wish to start this article by saying that I have no intention of inciting criminal behaviour. Drunk in charge of a bicycle <a href=\"http://realcycling.blogspot.com/2009/10/bike-monopoly-22-chance-2-of-3.html\" title=\"Chance: Drunk in Charge, on the Real Cycling blog\">is a serious offence under the Licensing Act 1872</a>, as Rob Ainsley points out, and I can&apos;t possibly recommend that anyone do it. That said, I write under the influence of alcohol, having just now returned from a formal hall at Fitzwilliam College to which I took a bottle of Malbec and from which I returned without said bottle, but with most of the contents thereof securely inside my stomach.</p><p>So after that, I want to defend drunk cycling as compared to drunk driving. According to <a href=\"http://www.gmp.police.uk/mainsite/pages/roadsafetydrink.htm\" title=\"‘Drink and Drunk Driving’ on the GMP website\">Greater Manchester Police</a>, drunk driving results in 3500 deaths and serious injuries a year. Cycling, overall, results in less than one death a year, and a correspondingly small number of serious injuries. The only recent (i.e. last five years) cycling death where alcohol was a factor involved a drunk pedestrian, who knew the cyclist involved and, the court heard, was playing chicken with him. The primary reason my moral compass tells me it&apos;s OK to drink-ride and not drink-drive (not that the latter is an opportunity for me, as a non-driver), is that the only risk I&apos;m taking is hurting myself. It seems no different from sky-diving or climbing a tree, in that respect, whereas drink-driving is indisputably dangerous to other people. Further, my own experience is that I&apos;ve had several accidents and near-misses while sober, but none while drunk. You can, of course, say that the reason for this is that the roads are much quieter at night, when I am most likely to be drunk, and I wouldn&apos;t hesitate to agree with you, but I don&apos;t think it makes a difference.</p><p>Having, I hope, dealt with the controversy, let&apos;s get down to what I wanted to say, which is that drunk cycling is actually an interesting experience. Once or twice, I&apos;ve been very drunk on my bike. It&apos;s completely obvious when you&apos;re too drunk to ride in a straight line, because you can see the beam of your headlight wobbling all over the road. I&apos;ve never been drunk enough that I couldn&apos;t stay upright on my bike, but I hear that that provides a useful upper bound on drunkenness.</p><p>But, the order in which things start failing is most informative. After one or two drinks, when I&apos;m still within the theoretical limit (theoretical, because cyclists don&apos;t have to accept a breath or blood test), I find myself riding faster than usual—not recklessly fast, just that I get more out of riding as hard as I can than I do when sober.</p><p>But, with increasing numbers of units, more things stop working. If I&apos;ve had more than two or three drinks, I&apos;ll be extra careful because I know my judgement is impaired. Tonight after a bottle of wine, I noticed that it took me about a second to notice a set of traffic lights had gone green, but after they did, I was still able to determine that the car behind me (which I couldn&apos;t see) was going to turn left behind me, just by assessing its approach speed from the engine noise and its headlights shining on the tarmac around me. I could ride in a straight line just as well as I can when sober (I checked twice against the double-yellows), and certainly better than I could walk in straight line.</p><p>But on the rare occasion when I&apos;ve been really drunk, and couldn&apos;t even ride in a straight line, I could still notice a car behind me from a hundred yards away; I could still pick out the sound of a siren from the other side of town and react to it appropriately; I could still stop exactly on the stop line at a red light, and in the right gear.</p><p>All this leads me to the conclusion that habit is everything when your judgement is impaired by alcohol, and maybe by other causes too. I can still type better than most people can type sober; I can still control a bicycle effectively and recognise hazards in a timely fashion; I can still do arithmetic and more complex mathematical manipulations; all this when I can no longer walk in a straight line and when I might say something I will later regret.</p><p>But still, if I&apos;m planning a heavy night out, the sort that nowadays is called, “binge drinking,” but, I&apos;m told, was once only called “drinking,” I&apos;ll be careful to leave my bike behind. Very drunken cycling can be informative once or twice, but it&apos;s still very scary and something I&apos;d like to avoid.</p><p>To summarise: don&apos;t break the law, but at the same time realise that drink-cycling is not a social problem that needs to be outlawed; also, some experiments in this area give interesting results about what you can do (drunk or sober) without really thinking about it.</p>"
--- 
author: 
  email: st@istic.org
  keyid: 828438da885b170d
  name: Daniel Hulme
categories: []

date: 2009-09-02T19:26:08Z
guid: c6132f4b-17ad-4a9c-b317-258f61bf6889
modified: 2009-09-02T19:26:08Z
raw: "-----BEGIN PGP SIGNED MESSAGE-----\nHash: SHA1\n\nSo, I ordered a new phone recently, the T-Mobile G2 Touch (AKA HTC Hero). One\nof its phone 2.0 features is Twitter integration. I've never really had a\n*need* for Twitter, but I've seen it increasingly used as a lightweight blog\ncommenting tool.\n\nAnd then one day last week, one of my colleagues pointed me to a video. I don't\nusually follow such links, because they are invariably time-wasters, but this\nwas an early promotional video by the inventors of Erlang promoting their\nlanguage. If you enjoyed the BBC's \xE2\x80\x98Look Around You\xE2\x80\x99, you'll find it hilarious.\nWhat can I do with such a link?, I thought. It's too trivial for a blog post.\nAnd in fact, this kind of thing happens quite often: I see an interesting\ntidbit, like a bizarre anniversary, that's too short to make a reasonable blog\npost, but that I'll tell my friends when I see them. It's one of the reasons\nI've been quiet here, the other being that when I do have a big enough idea, I\nfind I don't have the time to do it justice like I used to.\n\nYou have probably already guessed where this is heading, and my new Twitter\naccount is [nasaldemons][1], named for the [creatures of lore][2] that your C or\nC++ program might invoke if you write some code whose effect is described in the\nstandard as \xE2\x80\x9Cundefined\xE2\x80\x9D. I posted (umm, tweeted) [a link to the Erlang video][3]\nand a few things since then. Don't worry, I'm not planning to report every trip\nto the shops, and I'm not planning to become one of those people who just\nrepeat, \xE2\x80\x9CI'm posting this from such-and-such airport on the way to Whatevercon,\xE2\x80\x9D\nbut I hope to keep putting interesting stuff there, and I hope that some of you\nwill find it interesting too.\n\n[1]: https://twitter.com/nasaldemons\n    \"Daniel Hulme's Twitter account\"\n[2]: http://www.catb.org/~esr/jargon/html/N/nasal-demons.html\n    \"\xE2\x80\x98Nasal demons\xE2\x80\x99 in the Jargon File\"\n[3]: https://twitter.com/nasaldemons/status/3516436573\n    \"My first tweet\"\n\nWhile I'm on the line, I'd like to encourage people to come to the [Brass in the\nPark][4] event in Royston this Sunday, where I'll be playing. Bring a picnic and\nbe ready to have fun.\n\n[4]: http://www.themouthpiece.com/vb/showthread.php?t=38729\n    \"Brass in the Park 2009 at Royston, on The Mouth Piece\"\n-----BEGIN PGP SIGNATURE-----\nVersion: GnuPG v1.4.9 (GNU/Linux)\n\niEYEARECAAYFAkqexsEACgkQgoQ42ohbFw2A6gCgiW+XOwYuI4Cly9/AxDr5hykZ\noY0An2KEA/BOaSRcufVBhI+Ufvjdk+Ja\n=mahV\n-----END PGP SIGNATURE-----\n"
signed: 1
summary: " So, I ordered a new phone recently, the T-Mobile …"
tags: 
  - 
    markdown: 0
  - 
    music: 0
  - 
    phone: 0
  - 
    c++: 0
text: "\nSo, I ordered a new phone recently, the T-Mobile G2 Touch (AKA HTC\nHero). One of its phone 2.0 features is Twitter integration. I've never\nreally had a need for Twitter, but I've seen it increasingly used as a\nlightweight blog commenting tool.\n\nAnd then one day last week, one of my colleagues pointed me to a video.\nI don't usually follow such links, because they are invariably\ntime-wasters, but this was an early promotional video by the inventors\nof Erlang promoting their language. If you enjoyed the BBC's ‘Look\nAround You’, you'll find it hilarious. What can I do with such a link?,\nI thought. It's too trivial for a blog post. And in fact, this kind of\nthing happens quite often: I see an interesting tidbit, like a bizarre\nanniversary, that's too short to make a reasonable blog post, but that\nI'll tell my friends when I see them. It's one of the reasons I've been\nquiet here, the other being that when I do have a big enough idea, I\nfind I don't have the time to do it justice like I used to.\n\nYou have probably already guessed where this is heading, and my new\nTwitter account is nasaldemons [1], named for the creatures of lore [2]\nthat your C or C++ program might invoke if you write some code whose ef-\nfect is described in the standard as “undefined”. I posted (umm, tweet-\ned) a link to the Erlang video [3] and a few things since then. Don't\nworry, I'm not planning to report every trip to the shops, and I'm not\nplanning to become one of those people who just repeat, “I'm posting\nthis from such-and-such airport on the way to Whatevercon,” but I hope\nto keep putting interesting stuff there, and I hope that some of you\nwill find it interesting too.\n\nWhile I'm on the line, I'd like to encourage people to come to the Brass\nin the Park [4] event in Royston this Sunday, where I'll be playing.\nBring a picnic and be ready to have fun.\n\n-- \n [1] https://twitter.com/nasaldemons\n [2] http://www.catb.org/~esr/jargon/html/N/nasal-demons.html\n [3] https://twitter.com/nasaldemons/status/3516436573\n [4] http://www.themouthpiece.com/vb/showthread.php?t=38729\n"
title: Tweet tweet
type: markdown
uri: http://ego.istic.org/articles/Tweet%20tweet.markdown
xhtml: "<p>So, I ordered a new phone recently, the T-Mobile G2 Touch (AKA HTC Hero). One of its phone 2.0 features is Twitter integration. I&apos;ve never really had a <em>need</em> for Twitter, but I&apos;ve seen it increasingly used as a lightweight blog commenting tool.</p><p>And then one day last week, one of my colleagues pointed me to a video. I don&apos;t usually follow such links, because they are invariably time-wasters, but this was an early promotional video by the inventors of Erlang promoting their language. If you enjoyed the BBC&apos;s ‘Look Around You’, you&apos;ll find it hilarious. What can I do with such a link?, I thought. It&apos;s too trivial for a blog post. And in fact, this kind of thing happens quite often: I see an interesting tidbit, like a bizarre anniversary, that&apos;s too short to make a reasonable blog post, but that I&apos;ll tell my friends when I see them. It&apos;s one of the reasons I&apos;ve been quiet here, the other being that when I do have a big enough idea, I find I don&apos;t have the time to do it justice like I used to.</p><p>You have probably already guessed where this is heading, and my new Twitter account is nasaldemons, named for the <a href=\"http://www.catb.org/~esr/jargon/html/N/nasal-demons.html\" title=\"‘Nasal demons’ in the Jargon File\">creatures of lore</a> that your C or C++ program might invoke if you write some code whose effect is described in the standard as “undefined”. I posted (umm, tweeted) a link to the Erlang video and a few things since then. Don&apos;t worry, I&apos;m not planning to report every trip to the shops, and I&apos;m not planning to become one of those people who just repeat, “I&apos;m posting this from such-and-such airport on the way to Whatevercon,” but I hope to keep putting interesting stuff there, and I hope that some of you will find it interesting too.</p><p>While I&apos;m on the line, I&apos;d like to encourage people to come to the <a href=\"http://www.themouthpiece.com/vb/showthread.php?t=38729\" title=\"Brass in the Park 2009 at Royston, on The Mouth Piece\">Brass in the Park</a> event in Royston this Sunday, where I&apos;ll be playing. Bring a picnic and be ready to have fun.</p>"
--- 
author: 
  email: st@istic.org
  keyid: 828438da885b170d
  name: Daniel Hulme
categories: []

date: 2009-05-06T23:10:34Z
guid: 9b9775ae-a954-4ca6-8cbd-d02bdcb0bae3
modified: 2009-05-06T23:10:34Z
raw: "-----BEGIN PGP SIGNED MESSAGE-----\nHash: SHA1\n\nOn the way home tonight I noticed that our John Lewis has posters in the window\nwith a picture of a huge gazebo and the legend \xE2\x80\x9CLiving Outdoors,\xE2\x80\x9D presumably as\npart of their summer advertising campaign.\n\nIn front of one of the posters, a homeless man was reclining on the pavement\nwith his dog. If I'd had my camera with me I would have stopped to record the\nsad juxtaposition.\n-----BEGIN PGP SIGNATURE-----\nVersion: GnuPG v1.4.9 (GNU/Linux)\n\niEYEARECAAYFAkoCGOMACgkQgoQ42ohbFw3pmwCfV9XDGJjdRuH1tF3Quxhpn49h\nCLAAnRGtmJbCLh4FV2+Bfv11Ro//XJ7c\n=Mb2X\n-----END PGP SIGNATURE-----\n"
signed: 1
summary: " On the way home tonight I noticed that our …"
tags: 
  - 
    markdown: 0
  - 
    johnlewis: 0
text: "\nOn the way home tonight I noticed that our John Lewis has posters in the window with a picture of a huge gazebo and the legend “Living Outdoors,” presumably as part of their summer advertising campaign.\n\nIn front of one of the posters, a homeless man was reclining on the pavement with his dog. If I'd had my camera with me I would have stopped to record the sad juxtaposition.\n"
title: Outdoors
type: markdown
uri: http://ego.istic.org/articles/Outdoors.markdown
xhtml: <p>On the way home tonight I noticed that our John Lewis has posters in the window with a picture of a huge gazebo and the legend “Living Outdoors,” presumably as part of their summer advertising campaign.</p><p>In front of one of the posters, a homeless man was reclining on the pavement with his dog. If I&apos;d had my camera with me I would have stopped to record the sad juxtaposition.</p>
--- 
author: 
  email: st@istic.org
  keyid: 828438da885b170d
  name: Daniel Hulme
categories: []

date: 2009-04-08T19:18:15Z
guid: 07a6a706-680d-4e37-8de4-326373b35a1c
modified: 2009-04-08T19:18:15Z
raw: "-----BEGIN PGP SIGNED MESSAGE-----\nHash: SHA1\n\nWhen switching from a high-end compact camera, on which I usually composed\nshots using the screen, to an SLR, on which it's mandatory to compose shots\nthrough the viewfinder, I often found myself making one particular kind of\nerror.\n\nLooking at a screen is looking at a picture. Looking through a viewfinder is\nlike looking through a telescope or binoculars: it's closer to looking at the\nreal world. On a picture, it's easy to spot if the picture is crooked: the\nhorizon doesn't line up with the top and bottom of the screen. If you hold a\nprinted photo wonky, your sense of balance tells you the horizon doesn't agree\nwith which way is up, and you turn it so it's right. It's easy to take non-wonky\nphotos using the screen.\n\nBut if you are looking through a viewfinder, the horizon *can't* be wonky. The\nhorizon's always in the same place: only the camera can be wonky. When I started\nusing an SLR, I kept taking photos with wonky horizons for this reason. It took\nme some time to train myself to check whether the camera was straight, not the\nhorizon.\n-----BEGIN PGP SIGNATURE-----\nVersion: GnuPG v1.4.9 (GNU/Linux)\n\niEYEARECAAYFAknc+HIACgkQgoQ42ohbFw37QACgiSj2ZevT8VPtPs7TiceNm3qX\n/RQAn2OGsVdW7khvAHg9fXuZFhkmo/6s\n=Z8fP\n-----END PGP SIGNATURE-----\n"
signed: 1
summary: " When switching from a high-end compact camera, on which …"
tags: 
  - 
    markdown: 0
  - 
    photography: 0
text: "\nWhen switching from a high-end compact camera, on which I usually composed shots using the screen, to an SLR, on which it's mandatory to compose shots through the viewfinder, I often found myself making one particular kind of error.\n\nLooking at a screen is looking at a picture. Looking through a viewfinder is like looking through a telescope or binoculars: it's closer to looking at the real world. On a picture, it's easy to spot if the picture is crooked: the horizon doesn't line up with the top and bottom of the screen. If you hold a printed photo wonky, your sense of balance tells you the horizon doesn't agree with which way is up, and you turn it so it's right. It's easy to take non-wonky photos using the screen.\n\nBut if you are looking through a viewfinder, the horizon can't be wonky. The horizon's always in the same place: only the camera can be wonky. When I started using an SLR, I kept taking photos with wonky horizons for this reason. It took me some time to train myself to check whether the camera was straight, not the horizon.\n"
title: The horizon problem
type: markdown
uri: http://ego.istic.org/articles/The%20horizon%20problem.markdown
xhtml: "<p>When switching from a high-end compact camera, on which I usually composed shots using the screen, to an SLR, on which it&apos;s mandatory to compose shots through the viewfinder, I often found myself making one particular kind of error.</p><p>Looking at a screen is looking at a picture. Looking through a viewfinder is like looking through a telescope or binoculars: it&apos;s closer to looking at the real world. On a picture, it&apos;s easy to spot if the picture is crooked: the horizon doesn&apos;t line up with the top and bottom of the screen. If you hold a printed photo wonky, your sense of balance tells you the horizon doesn&apos;t agree with which way is up, and you turn it so it&apos;s right. It&apos;s easy to take non-wonky photos using the screen.</p><p>But if you are looking through a viewfinder, the horizon <em>can&apos;t</em> be wonky. The horizon&apos;s always in the same place: only the camera can be wonky. When I started using an SLR, I kept taking photos with wonky horizons for this reason. It took me some time to train myself to check whether the camera was straight, not the horizon.</p>"
