Guest appearances

Two guest shows in a row

It seems like I’ve nearly forgotten about this page by now, and, truthfully, I nearly have. With everything that’s going on over in the land of YouTube and Twitch, blogging seems like a past-time that borders on self-indulgence more than anything.

But I do want to keep a record of my past accomplishments, however small they may be in the grand scheme of things, and to that end, I am now (very belatedly) archiving these appearances I did on two other shows. I did these almost back-to-back on the same day, so by the time I was done, it felt like I had run a live-stream marathon. I hadn’t, of course, but I did get to bed very, very late in the morning.

First, I went on Human Interact’s live-stream to watch Alexander play Phantasmagoria. Having recently completed my own playthrough of the game (featuring Richard Cobbett and Natalie Juhasz as co-commentators), I relished the opportunity to share the pain of playing that awful, awful FMV travesty with yet another person.

Then, a few hours later, I went on Indie Game Riot’s live podcast to chat about Snail Trek, the game that made parser games fun to play again. The host and I — never met him before, incidentally — quickly hit it off and started going off on long tangents about adventure game design in general, so it was a very fun experience. I thought it was going to be me in a crowd of people, so I didn’t really expect to be on camera, nor did I expect to be practically the only other guy on the show beside the host and a couple of commenters in the Twitch chat.

I had a blast with both appearances, and a big ol’ thank you to both Alexander and the IGR guys for having me on their shows.

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Life as a YouTuber, Rants and raves

Adventures in sound: My ongoing struggle with audio fidelity

Steady on, because this post is not really about adventure games per se. It’s about audio, specifically the challenges of recording clean audio, and it gets a bit technical. So if you don’t give a shit about microphones, audio devices, gating, compression, and whatever else goes into that stuff, you’re best off reading something else. I’ll get back to talking about adventure games next time (probably).

Not an insignificant amount of people who are watching my Let’s Plays on YouTube have noticed that my audio setup is not the greatest in the world.

Me mix good audio.

Specifically, there is an omnipresent hiss in my commentary audio, which — although barely noticeable when you’re listening to it on speakers — becomes very irritating when listening to it with headphones.

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Rants and raves

Make your own Sierra death memes

You know it, I know it. Sierra games were so unfair, man! Well, now you can have a bit of fun at their expense.

A little while back, I made a couple of Photoshop templates for the Sierra death screens — both AGI (Space Quest I & II era) and SCI0 (Space Quest III era).

We’ve had some fun with these on Twitter for a while now, and I think it’s time to unleash them unto the world. Feel free to download these and create your own Sierra deaths — use them as memes, as reaction gifs, or just for shit and giggles.

AGI death screen.

SCI death screen.

Simply put your choice of graphics in the transparent “holes” in the template (just put any image you want on the bottom layer, and resize it to taste). Then edit the text to suit your needs.

» Download the AGI template (PSD)
» Download the SCI template (PSD)

With the AGI template, you can edit the main textbox, as well as the command prompt at the bottom (perhaps to display the command that got the player killed).

With the SCI template, you can edit the main textbox, as well as the “header” of the text box, and the text in the three “restore/restart/quit” boxes.

You’ll need this font pack to be able to edit the text. It includes Sierra AGI and SCI fonts.

P.S. I don’t have anything against Australia. I’ve been there twice and had a lovely time. I just made these examples to annoy my friend, DarthHelmet86.

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Life as a YouTuber, Rants and raves

Playing Space Quest III with digitized sound effects

Maybe you’ve noticed: I’ve started playing Space Quest III on my YouTube channel.

In the first episode, I talk about how Space Quest fans playing on an MS-DOS PC were jealous of those playing on an Amiga, because the Amiga people got to enjoy the game with digital sound effects.

Most famously, being able to actually hear Roger actually speak the words, “Where am I?” in the intro (even though the line is actually in a thought bubble, but never mind that).

Turns out that the MS-DOS version actually did ship with all the digital sound effects in the game code. They were in the game files when the game was released in 1989, and they are still in the game files if you buy the game on GOG or Steam today.

What it didn’t ship with was a working SoundBlaster driver.

UPDATE: Well, actually, it did … sort of.

Since writing this post, I’ve had a few people tweet me to tell me they did hear the digital sound effects when they played the game back in the day. That was quite surprising, as I was under the impression that the SoundBlaster driver for the game was just faulty regardless of circumstances.

Turns out, the SoundBlaster driver does work, but only on specific cards, and only with specific settings. Here’s one chap who got it working on an official Creative Labs brand SoundBlaster 8-bit card with IRQ 7:

But let’s continue, anyway, because for most people, it didn’t work.

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