Tag Archives: cage

Petoi: a Pi-powered kitty cat

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/petoi-a-pi-powered-kitty-cat/

A robot pet is the dream of many a child, thanks to creatures such as K9, Doctor Who’s trusted companion, and the Tamagotchi, bleeping nightmare of parents worldwide. But both of these pale in comparison (sorry, K9) to Petoi, the walking, meowing, live-streaming cat from maker Rongzhong Li.

Petoi: OpenCat Demo

Mentioned on IEEE Spectrum: https://spectrum.ieee.org/automaton/robotics/humanoids/video-friday-boston-dynamics-spotmini-opencat-robot-engineered-arts-mesmer-uncanny-valley More reads on Hackster: https://www.hackster.io/petoi/opencat-845129 优酷: http://v.youku.com/v_show/id_XMzQxMzA1NjM0OA==.html?spm=a2h3j.8428770.3416059.1 We are developing programmable and highly maneuverable quadruped robots for STEM education and AI-enhanced services. Its compact and bionic design makes it the only affordable consumer robot that mimics various mammal gaits and reacts to surroundings.


Not only have cats conquered the internet, they also have a paw firmly in the door of many makerspaces and spare rooms — rooms such as the one belonging to Petoi’s owner/maker, Rongzhong Li, who has been working on this feline creation since he bought his first Raspberry Pi.

Petoi Raspberry Pi Robot Cat

Petoi in its current state – apple for scale in lieu of banana

Petoi is just like any other housecat: it walks, it plays, its ribcage doubles as a digital xylophone — but what makes Petoi so special is Li’s use of the project as a platform for study.

I bought my first Raspberry Pi in June 2016 to learn coding hardware. This robot Petoi served as a playground for learning all the components in a regular Raspberry Pi beginner kit. I started with craft sticks, then switched to 3D-printed frames for optimized performance and morphology.

Various iterations of Petoi have housed various bits of tech, 3D-printed parts, and software, so while it’s impossible to list the exact ingredients you’d need to create your own version of Petoi, a few components remain at its core.

Petoi Raspberry Pi Robot Cat — skeleton prototype

An early version of Petoi, housed inside a plastic toy helicopter frame

A Raspberry Pi lives within Petoi and acts as its brain, relaying commands to an Arduino that controls movement. Li explains:

The Pi takes no responsibility for controlling detailed limb movements. It focuses on more serious questions, such as “Who am I? Where do I come from? Where am I going?” It generates mind and sends string commands to the Arduino slave.

Li is currently working on two functional prototypes: a mini version for STEM education, and a larger version for use within the field of AI research.

A cat and a robot cat walking upstairs Petoi Raspberry Pi Robot Cat

You can read more about the project, including details on the various interactions of Petoi, on the hackster.io project page.

Not quite ready to commit to a fully grown robot pet for your home? Why not code your own pixel pet with our free learning resource? And while you’re looking through our projects, check out our other pet-themed tutorials such as the Hamster party cam, the Infrared bird box, and the Cat meme generator.

The post Petoi: a Pi-powered kitty cat appeared first on Raspberry Pi.

Jumping Air Gaps

Post Syndicated from Bruce Schneier original https://www.schneier.com/blog/archives/2018/02/jumping_air_gap_2.html

Nice profile of Mordechai Guri, who researches a variety of clever ways to steal data over air-gapped computers.

Guri and his fellow Ben-Gurion researchers have shown, for instance, that it's possible to trick a fully offline computer into leaking data to another nearby device via the noise its internal fan generates, by changing air temperatures in patterns that the receiving computer can detect with thermal sensors, or even by blinking out a stream of information from a computer hard drive LED to the camera on a quadcopter drone hovering outside a nearby window. In new research published today, the Ben-Gurion team has even shown that they can pull data off a computer protected by not only an air gap, but also a Faraday cage designed to block all radio signals.

Here’s a page with all the research results.

BoingBoing post.

Cabinet of Secret Documents from Australia

Post Syndicated from Bruce Schneier original https://www.schneier.com/blog/archives/2018/02/cabinet_of_secr.html

This story of leaked Australian government secrets is unlike any other I’ve heard:

It begins at a second-hand shop in Canberra, where ex-government furniture is sold off cheaply.

The deals can be even cheaper when the items in question are two heavy filing cabinets to which no-one can find the keys.

They were purchased for small change and sat unopened for some months until the locks were attacked with a drill.

Inside was the trove of documents now known as The Cabinet Files.

The thousands of pages reveal the inner workings of five separate governments and span nearly a decade.

Nearly all the files are classified, some as “top secret” or “AUSTEO”, which means they are to be seen by Australian eyes only.

Yes, that really happened. The person who bought and opened the file cabinets contacted the Australian Broadcasting Corp, who is now publishing a bunch of it.

There’s lots of interesting (and embarassing) stuff in the documents, although most of it is local politics. I am more interested in the government’s reaction to the incident: they’re pushing for a law making it illegal for the press to publish government secrets it received through unofficial channels.

“The one thing I would point out about the legislation that does concern me particularly is that classified information is an element of the offence,” he said.

“That is to say, if you’ve got a filing cabinet that is full of classified information … that means all the Crown has to prove if they’re prosecuting you is that it is classified ­ nothing else.

“They don’t have to prove that you knew it was classified, so knowledge is beside the point.”


Many groups have raised concerns, including media organisations who say they unfairly target journalists trying to do their job.

But really anyone could be prosecuted just for possessing classified information, regardless of whether they know about it.

That might include, for instance, if you stumbled across a folder of secret files in a regular skip bin while walking home and handed it over to a journalist.

This illustrates a fundamental misunderstanding of the threat. The Australian Broadcasting Corp gets their funding from the government, and was very restrained in what they published. They waited months before publishing as they coordinated with the Australian government. They allowed the government to secure the files, and then returned them. From the government’s perspective, they were the best possible media outlet to receive this information. If the government makes it illegal for the Australian press to publish this sort of material, the next time it will be sent to the BBC, the Guardian, the New York Times, or Wikileaks. And since people no longer read their news from newspapers sold in stores but on the Internet, the result will be just as many people reading the stories with far fewer redactions.

The proposed law is older than this leak, but the leak is giving it new life. The Australian opposition party is being cagey on whether they will support the law. They don’t want to appear weak on national security, so I’m not optimistic.

EDITED TO ADD (2/8): The Australian government backed down on that new security law.

EDITED TO ADD (2/13): Excellent political cartoon.

Insider Attack on Lottery Software

Post Syndicated from Bruce Schneier original https://www.schneier.com/blog/archives/2017/08/insider_attack_.html

Eddie Tipton, a programmer for the Multi-State Lottery Association, secretly installed software that allowed him to predict jackpots.

What’s surprising to me is how many lotteries don’t use real random number generators. What happened to picking golf balls out of wind-blown steel cages on television?

Disney Ditching Netflix Keeps Piracy Relevant

Post Syndicated from Ernesto original https://torrentfreak.com/disney-ditching-netflix-keeps-piracy-relevant-170809/

There is little doubt that, in the United States, Netflix has become the standard for watching movies on the Internet.

The subscription service is responsible for a third of all Internet traffic during peak hours, dwarfing that of online piracy and other legal video platforms.

It’s safe to assume that Netflix-type streaming services are among the best and most convenient alternative to piracy at this point. There is a problem though. The whole appeal of the streaming model becomes diluted when there are too many ‘Netflixes.’

Yesterday, Disney announced that it will end its partnership with Netflix in 2019. The company is working on its own Disney-branded movie streaming platforms, where titles such as Frozen 2 and Toy Story 4 will end up in the future.

Disney titles are among the most-watched content on Netflix, and the company’s stock took a hit when the news came out. In a statement late yesterday, Disney CEO Bob noted that the company has a good relationship with Netflix but the companies will part ways at the end of next year.

At the moment no decision has been made on what happens to Lucasfilm and Marvel films, but these could find a new home as well. Marvel TV shows such as Jessica Jones and Luke Cage will reportedly stay at Netflix

Although Disney’s decision may be good for Disney, a lot of Netflix users are not going to be happy. It likely means that they need another streaming platform subscription to get what they want, which isn’t a very positive prospect.

In piracy discussions, Hollywood insiders often stress that people have no reason to pirate, as pretty much all titles are available online legally. What they don’t mention, however, is that users need access to a few dozen paid services, to access them all.

In a way, this fragmentation is keeping the pirate ecosystems intact. While legal streaming services work just fine, having dozens of subscriptions is expensive, and not very practical. Especially not compared to pirate streaming sites, where everything can be accessed on the same site.

The music business has a better model, or had initially. Services such as Spotify allowed fans to access most popular music in one place, although that’s starting to crumble as well, due to exclusive deals and more fragmentation.

Admittedly, for a no-name observer, it’s easy to criticize and point fingers. The TV and movie business is built on complicated licensing deals, where a single Netflix may not be able to generate enough revenue for an entire industry.

But there has to be a better way than simply adding more streaming platforms, one would think?

Instead of solely trying to stamp down on pirate sites, it might be a good idea to take a careful look at the supply side as well. At the moment, fragmentation is keeping pirate sites relevant.

Source: TF, for the latest info on copyright, file-sharing, torrent sites and ANONYMOUS VPN services.

Some memorable levels

Post Syndicated from Eevee original https://eev.ee/blog/2017/07/01/some-memorable-levels/

Another Patreon request from Nova Dasterin:

Maybe something about level design. In relation to a vertical shmup since I’m working on one of those.

I’ve been thinking about level design a lot lately, seeing as how I’ve started… designing levels. Shmups are probably the genre I’m the worst at, but perhaps some general principles will apply universally.

And speaking of general principles, that’s something I’ve been thinking about too.

I’ve been struggling to create a more expansive tileset for a platformer, due to two general problems: figuring out what I want to show, and figuring out how to show it with a limited size and palette. I’ve been browsing through a lot of pixel art from games I remember fondly in the hopes of finding some inspiration, but so far all I’ve done is very nearly copy a dirt tile someone submitted to my potluck project.

Recently I realized that I might have been going about looking for inspiration all wrong. I’ve been sifting through stuff in the hopes of finding something that would create some flash of enlightenment, but so far that aimless tourism has only found me a thing or two to copy.

I don’t want to copy a small chunk of the final product; I want to understand the underlying ideas that led the artist to create what they did in the first place. Or, no, that’s not quite right either. I don’t want someone else’s ideas; I want to identify what I like, figure out why I like it, and turn that into some kinda of general design idea. Find the underlying themes that appeal to me and figure out some principles that I could apply. You know, examine stuff critically.

I haven’t had time to take a deeper look at pixel art this way, so I’ll try it right now with level design. Here, then, are some levels from various games that stand out to me for whatever reason; the feelings they evoke when I think about them; and my best effort at unearthing some design principles from those feelings.

Doom II: MAP10, Refueling Base

Opening view of Refueling Base, showing a descent down some stairs into a room not yet visible

screenshots mine — map via doom wiki — see also textured perspective map (warning: large!) via ian albertpistol start playthrough

I’m surprising myself by picking Refueling Base. I would’ve expected myself to pick MAP08, Tricks and Traps, for its collection of uniquely bizarre puzzles and mechanisms. Or MAP13, Downtown, the map that had me convinced (erroneously) that Doom levels supported multi-story structures. Or at least MAP08, The Pit, which stands out for the unique way it feels like a plunge into enemy territory.

(Curiously, those other three maps are all Sandy Petersen’s sole work. Refueling Base was started by Tom Hall in the original Doom days, then finished by Sandy for Doom II.)

But Refueling Base is the level I have the most visceral reaction to: it terrifies me.

See, I got into Doom II through my dad, who played it on and off sometimes. My dad wasn’t an expert gamer or anything, but as a ten-year-old, I assumed he was. I watched him play Refueling Base one night. He died. Again, and again, over and over. I don’t even have very strong memories of his particular attempts, but watching my parent be swiftly and repeatedly defeated — at a time when I still somewhat revered parents — left enough of an impression that hearing the level music still makes my skin crawl.

This may seem strange to bring up as a first example in a post about level design, but I don’t think it would have impressed on me quite so much if the level weren’t designed the way it is. (It’s just a video game, of course, and since then I’ve successfully beaten it from a pistol start myself. But wow, little kid fears sure do linger.)

Map of Refueling Base, showing multiple large rooms and numerous connections between them

The one thing that most defines the map has to be its interconnected layout. Almost every major area (of which there are at least half a dozen) has at least three exits. Not only are you rarely faced with a dead end, but you’ll almost always have a choice of where to go next, and that choice will lead into more choices.

This hugely informs the early combat. Many areas near the beginning are simply adjacent with no doors between them, so it’s easy for monsters to start swarming in from all directions. It’s very easy to feel overwhelmed by an endless horde; no matter where you run, they just seem to keep coming. (In fact, Refueling Base has the most monsters of any map in the game by far: 279. The runner up is the preceding map at 238.) Compounding this effect is the relatively scant ammo and health in the early parts of the map; getting very far from a pistol start is an uphill battle.

The connections between rooms also yield numerous possible routes through the map, as well as several possible ways to approach any given room. Some of the connections are secrets, which usually connect the “backs” of two rooms. Clearing out one room thus rewards you with a sneaky way into another room that puts you behind all the monsters.

Outdoor area shown from the back; a large number of monsters are lying in wait

In fact, the map rewards you for exploring it in general.

Well, okay. It might be more accurate to say that that map punishes you for not exploring it. From a pistol start, the map is surprisingly difficult — the early areas offer rather little health and ammo, and your best chance of success is a very specific route that collects weapons as quickly as possible. Many of the most precious items are squirrelled away in (numerous!) secrets, and you’ll have an especially tough time if you don’t find any of them — though they tend to be telegraphed.

One particularly nasty surprise is in the area shown above, which has three small exits at the back. Entering or leaving via any of those exits will open one of the capsule-shaped pillars, revealing even more monsters. A couple of those are pain elementals, monsters which attack by spawning another monster and shooting it at you — not something you want to be facing with the starting pistol.

But nothing about the level indicates this, so you have to make the association the hard way, probably after making several mad dashes looking for cover. My successful attempt avoided this whole area entirely until I’d found some more impressive firepower. It’s fascinating to me, because it’s a fairly unique effect that doesn’t make any kind of realistic sense, yet it’s still built out of familiar level mechanics: walk through an area and something opens up. Almost like 2D sidescroller design logic applied to a 3D space. I really like it, and wish I saw more of it. So maybe that’s a more interesting design idea: don’t be afraid to do something weird only once, as long as it’s built out of familiar pieces so the player has a chance to make sense of it.

A similarly oddball effect is hidden in a “barracks” area, visible on the far right of the map. A secret door leads to a short U-shaped hallway to a marble skull door, which is themed nothing like the rest of the room. Opening it seems to lead back into the room you were just in, but walking through the doorway teleports you to a back entrance to the boss fight at the end of the level.

It sounds so bizarre, but the telegraphing makes it seem very natural; if anything, the “oh, I get it!” moment overrides the weirdness. It stops being something random and becomes something consciously designed. I believe that this might have been built by someone, even if there’s no sensible reason to have built it.

In fact, that single weird teleporter is exactly the kind of thing I’d like to be better at building. It could’ve been just a plain teleporter pad, but instead it’s a strange thing that adds a lot of texture to the level and makes it much more memorable. I don’t know how to even begin to have ideas like that. Maybe it’s as simple as looking at mundane parts of a level and wondering: what could I do with this instead?

I think a big problem I have is limiting myself to the expected and sensible, to the point that I don’t even consider more outlandish ideas. I can’t shake that habit simply by bolding some text in a blog post, but maybe it would help to keep this in mind: you can probably get away with anything, as long as you justify it somehow. Even “justify” here is too strong a word; it takes only the slightest nod to make an arbitrary behavior feel like part of a world. Why does picking up a tiny glowing knight helmet give you 1% armor in Doom? Does anyone care? Have you even thought about it before? It’s green and looks like armor; the bigger armor pickup is also green; yep, checks out.

A dark and dingy concrete room full of monsters; a couple are standing under light fixtures

On the other hand, the map as a whole ends up feeling very disorienting. There’s no shortage of landmarks, but every space is distinct in both texture and shape, so everything feels like a landmark. No one part of the map feels particularly central; there are a few candidates, but they neighbor other equally grand areas with just as many exits. It’s hard to get truly lost, but it’s also hard to feel like you have a solid grasp of where everything is. The space itself doesn’t make much sense, even though small chunks of it do. Of course, given that the Hellish parts of Doom were all just very weird overall, this is pretty fitting.

This sort of design fascinates me, because the way it feels to play is so different from the way it looks as a mapper with God Vision. Looking at the overhead map, I can identify all the familiar places easily enough, but I don’t know how to feel the way the map feels to play; it just looks like some rooms with doors between them. Yet I can see screenshots and have a sense of how “deep” in the level they are, how difficult they are to reach, whether I want to visit or avoid them. The lesson here might be that most of the interesting flavor of the map isn’t actually contained within the overhead view; it’s in the use of height and texture and interaction.

Dark room with numerous alcoves in the walls, all of them containing a hitscan monster

I realize as I describe all of this that I’m really just describing different kinds of contrast. If I know one thing about creative work (and I do, I only know one thing), it’s that effectively managing contrast is super duper important.

And it appears here in spades! A brightly-lit, outdoor, wide-open round room is only a short jog away from a dark, cramped room full of right angles and alcoves. A wide straight hallway near the beginning is directly across from a short, curvy, organic hallway. Most of the monsters in the map are small fry, but a couple stronger critters are sprinkled here and there, and then the exit is guarded by the toughest monster in the game. Some of the connections between rooms are simple doors; others are bizarre secret corridors or unnatural twisty passages.

You could even argue that the map has too much contrast, that it starts to lose cohesion. But if anything, I think this is one of the more cohesive maps in the first third of the game; many of the earlier maps aren’t so much places as they are concepts. This one feels distinctly like it could be something. The theming is all over the place, but enough of the parts seem deliberate.

I hadn’t even thought about it until I sat down to write this post, but since this is a “refueling base”, I suppose those outdoor capsules (which contain green slime, inset into the floor) could be the fuel tanks! I already referred to that dark techy area as “barracks”. Elsewhere is a rather large barren room, which might be where the vehicles in need of refueling are parked? Or is this just my imagination, and none of it was intended this way?

It doesn’t really matter either way, because even in this abstract world of ambiguity and vague hints, all of those rooms still feel like a place. I don’t have to know what the place is for it to look internally consistent.

I’m hesitant to say every game should have the loose design sense of Doom II, but it might be worth keeping in mind that anything can be a believable world as long as it looks consciously designed. And I’d say this applies even for natural spaces — we frequently treat real-world nature as though it were “designed”, just with a different aesthetic sense.

Okay, okay. I’m sure I could clumsily ramble about Doom forever, but I do that enough as it is. Other people have plenty to say if you’re interested.

I do want to stick in one final comment about MAP13, Downtown, while I’m talking about theming. I’ve seen a few people rag on it for being “just a box” with a lot of ideas sprinkled around — the map is basically a grid of skyscrapers, where each building has a different little mini encounter inside. And I think that’s really cool, because those encounters are arranged in a way that very strongly reinforces the theme of the level, of what this place is supposed to be. It doesn’t play quite like anything else in the game, simply because it was designed around a shape for flavor reasons. Weird physical constraints can do interesting things to level design.

Braid: World 4-7, Fickle Companion

Simple-looking platformer level with a few ladders, a switch, and a locked door

screenshots via StrategyWikiplaythroughplaythrough of secret area

I love Braid. If you’re not familiar (!), it’s a platformer where you have the ability to rewind time — whenever you want, for as long as you want, all the way back to when you entered the level.

The game starts in world 2, where you do fairly standard platforming and use the rewind ability to do some finnicky jumps with minimal frustration. It gets more interesting in world 3 with the addition of glowing green objects, which aren’t affected by the reversal of time.

And then there’s world 4, “Time and Place”. I love world 4, so much. It’s unlike anything I’ve ever seen in any other game, and it’s so simple yet so clever.

The premise is this: for everything except you, time moves forwards as you move right, and backwards as you move left.

This has some weird implications, which all come together in the final level of the world, Fickle Companion. It’s so named because you have to use one (single-use) key to open three doors, but that key is very easy to lose.

Say you pick up the key and walk to the right with it. Time continues forwards for the key, so it stays with you as expected. Now you climb a ladder. Time is frozen since you aren’t moving horizontally, but the key stays with you anyway. Now you walk to the left. Oops — the key follows its own path backwards in time, going down the ladder and back along the path you carried it in the first place. You can’t fix this by walking to the right again, because that will simply advance time normally for the key; since you’re no longer holding it, it will simply fall to the ground and stay there.

You can see how this might be a problem in the screenshot above (where you get the key earlier in the level, to the left). You can climb the first ladder, but to get to the door, you have to walk left to get to the second ladder, which will reverse the key back down to the ground.

The solution is in the cannon in the upper right, which spits out a Goomba-like critter. It has the timeproof green glow, so the critters it spits out have the same green glow — making them immune to both your time reversal power and to the effect your movement has on time. What you have to do is get one of the critters to pick up the key and carry it leftwards for you. Once you have the puzzle piece, you have to rewind time and do it again elsewhere. (Or, more likely, the other way around; this next section acts as a decent hint for how to do the earlier section.)

A puzzle piece trapped behind two doors, in a level containing only one key

It’s hard to convey how bizarre this is in just text. If you haven’t played Braid, it’s absolutely worth it just for this one world, this one level.

And it gets even better, slash more ridiculous: there’s a super duper secret hidden very cleverly in this level. Reaching it involves bouncing twice off of critters; solving the puzzle hidden there involves bouncing the critters off of you. It’s ludicrous and perhaps a bit too tricky, but very clever. Best of all, it’s something that an enterprising player might just think to do on a whim — hey, this is possible here, I wonder what happens if I try it. And the game rewards the player for trying something creative! (Ironically, it’s most rewarding to have a clever idea when it turns out the designer already had the same idea.)

What can I take away from this? Hm.

Well, the underlying idea of linking time with position is pretty novel, but getting to it may not be all that hard: just combine different concepts and see what happens.

A similar principle is to apply a general concept to everything and see what happens. This is the first sighting of a timeproof wandering critter; previously timeproofing had only been seen on keys, doors, puzzle pieces, and stationary monsters. Later it even applies to Tim himself in special circumstances.

The use of timeproofing on puzzle pieces is especially interesting, because the puzzle pieces — despite being collectibles that animate moving into the UI when you get them — are also affected by time. If the pieces in this level weren’t timeproof, then as soon as you collected one and moved left to leave its alcove, time would move backwards and the puzzle piece would reverse out of the UI and right back into the world.

Along similar lines, the music and animated background are also subject to the flow of time. It’s obvious enough that the music plays backwards when you rewind time, but in world 4, the music only plays at all while you’re moving. It’s a fantastic effect that makes the whole world feel as weird and jerky as it really is under these rules. It drives the concept home instantly, and it makes your weird influence over time feel all the more significant and far-reaching. I love when games weave all the elements of the game into the gameplaylike this, even (especially?) for the sake of a single oddball level.

Admittedly, this is all about gameplay or puzzle mechanics, not so much level design. What I like about the level itself is how simple and straightforward it is: it contains exactly as much as it needs to, yet still invites trying the wrong thing first, which immediately teaches the player why it won’t work. And it’s something that feels like it ought to work, except that the rules of the game get in the way just enough. This makes for my favorite kind of puzzle, the type where you feel like you’ve tried everything and it must be impossible — until you realize the creative combination of things you haven’t tried yet. I’m talking about puzzles again, oops; I guess the general level design equivalent of this is that players tend to try the first thing they see first, so if you put required parts later, players will be more likely to see optional parts.

I think that’s all I’ve got for this one puzzle room. I do want to say (again) that I love both endings of Braid. The normal ending weaves together the game mechanics and (admittedly loose) plot in a way that gave me chills when I first saw it; the secret ending completely changes both how the ending plays and how you might interpret the finale, all by making only the slightest changes to the level.

Portal: Testchamber 18 (advanced)

View into a Portal test chamber; the ceiling and most of the walls are covered in metal

screenshot mine — playthrough of normal mapplaythrough of advanced map

I love Portal. I blazed through the game in a couple hours the night it came out. I’d seen the trailer and instantly grasped the concept, so the very slow and gentle learning curve was actually a bit frustrating for me; I just wanted to portal around a big playground, and I finally got to do that in the six “serious” tests towards the end, 13 through 18.

Valve threw an interesting curveball with these six maps. As well as being more complete puzzles by themselves, Valve added “challenges” requiring that they be done with as few portals, time, or steps as possible. I only bothered with the portal challenges — time and steps seemed less about puzzle-solving and more about twitchy reflexes — and within them I found buried an extra layer of puzzles. All of the minimum portal requirements were only possible if you found an alternative solution to the map: skipping part of it, making do with only one cube instead of two, etc. But Valve offered no hints, only a target number. It was a clever way to make me think harder about familiar areas.

Alongside the challenges were “advanced” maps, and these blew me away. They were six maps identical in layout to the last six test chambers, but with a simple added twist that completely changed how you had to approach them. Test 13 has two buttons with two boxes to place on them; the advanced version removes a box and also changes the floor to lava. Test 14 is a live fire course with turrets you have to knock over; the advanced version puts them all in impenetrable cages. Test 17 is based around making extensive use of a single cube; the advanced version changes it to a ball.

But the one that sticks out the most to me is test 18, a potpourri of everything you’ve learned so far. The beginning part has you cross several large pits of toxic sludge by portaling from the ceilings; the advanced version simply changes the ceilings to unportalable metal. It seems you’re completely stuck after only the first jump, unless you happen to catch a glimpse of the portalable floor you pass over in mid-flight. Or you might remember from the regular version of the map that the floor was portalable there, since you used it to progress further. Either way, you have to fire a portal in midair in a way you’ve never had to do before, and the result feels very cool, like you’ve defeated a puzzle that was intended to be unsolvable. All in a level that was fairly easy the first time around, and has been modified only slightly.

I’m not sure where I’m going with this. I could say it’s good to make the player feel clever, but that feels wishy-washy. What I really appreciated about the advanced tests is that they exploited inklings of ideas I’d started to have when playing through the regular game; they encouraged me to take the spark of inspiration this game mechanic gave me and run with it.

So I suppose the better underlying principle here — the most important principle in level design, in any creative work — is to latch onto what gets you fired up and run with it. I am absolutely certain that the level designers for this game loved the portal concept as much as I do, they explored it thoroughly, and they felt compelled to fit their wilder puzzle ideas in somehow.

More of that. Find the stuff that feels like it’s going to burst out of your head, and let it burst.

Chip’s Challenge: Level 122, Totally Fair and Level 131, Totally Unfair

A small maze containing a couple monsters and ending at a brown button

screenshots mine — full maps of both levelsplaythrough of Totally Fairplaythrough of Totally Unfair

I mention this because Portal reminded me of it. The regular and advanced maps in Portal are reminiscent of parallel worlds or duality or whatever you want to call the theme. I extremely dig that theme, and it shows up in Chip’s Challenge in an unexpected way.

Totally Fair is a wide open level with a little maze walled off in one corner. The maze contains a monster called a “teeth”, which follows Chip at a slightly slower speed. (The second teeth, here shown facing upwards, starts outside the maze but followed me into it when I took this screenshot.)

The goal is to lure the teeth into standing on the brown button on the right side. If anything moves into a “trap” tile (the larger brown recesses at the bottom), it cannot move out of that tile until/unless something steps on the corresponding brown button. So there’s not much room for error in maneuvering the teeth; if it falls in the water up top, it’ll die, and if it touches the traps at the bottom, it’ll be stuck permanently.

The reason you need the brown button pressed is to acquire the chips on the far right edge of the level.

Several chips that cannot be obtained without stepping on a trap

The gray recesses turn into walls after being stepped on, so once you grab a chip, the only way out is through the force floors and ice that will send you onto the trap. If you haven’t maneuvered the teeth onto the button beforehand, you’ll be trapped there.

Doesn’t seem like a huge deal, since you can go see exactly how the maze is shaped and move the teeth into position fairly easily. But you see, here is the beginning of Totally Fair.

A wall with a single recessed gray space in it

The gray recess leads up into the maze area, so you can only enter it once. A force floor in the upper right lets you exit it.

Totally Unfair is exactly identical, except the second teeth has been removed, and the entrance to the maze looks like this.

The same wall is now completely solid, and the recess has been replaced with a hint

You can’t get into the maze area. You can’t even see the maze; it’s too far away from the wall. You have to position the teeth completely blind. In fact, if you take a single step to the left from here, you’ll have already dumped the teeth into the water and rendered the level impossible.

The hint tile will tell you to “Remember sjum”, where SJUM is the password to get back to Totally Fair. So you have to learn that level well enough to recreate the same effect without being able to see your progress.

It’s not impossible, and it’s not a “make a map” faux puzzle. A few scattered wall blocks near the chips, outside the maze area, are arranged exactly where the edges of the maze are. Once you notice that, all you have to do is walk up and down a few times, waiting a moment each time to make sure the teeth has caught up with you.

So in a sense, Totally Unfair is the advanced chamber version of Totally Fair. It makes a very minor change that force you to approach the whole level completely differently, using knowledge gleaned from your first attempt.

And crucially, it’s an actual puzzle! A lot of later Chip’s Challenge levels rely heavily on map-drawing, timing, tedium, or outright luck. (Consider, if you will, Blobdance.) The Totally Fair + Totally Unfair pairing requires a little ingenuity unlike anything else in the game, and the solution is something more than just combinations of existing game mechanics. There’s something very interesting about that hint in the walls, a hint you’d have no reason to pick up on when playing through the first level. I wish I knew how to verbalize it better.

Anyway, enough puzzle games; let’s get back to regular ol’ level design.

A 4×4 arrangement of rooms with a conspicuous void in the middle

maps via vgmaps and TCRFplaythrough with commentary

Link’s Awakening was my first Zelda (and only Zelda for a long time), which made for a slightly confusing introduction to the series — what on earth is a Zelda and why doesn’t it appear in the game?

The whole game is a blur of curiosities and interesting little special cases. It’s fabulously well put together, especially for a Game Boy game, and the dungeons in particular are fascinating microcosms of design. I never really appreciated it before, but looking at the full maps, I’m struck by how each dungeon has several large areas neatly sliced into individual screens.

Much like with Doom II, I surprise myself by picking Eagle’s Tower as the most notable part of the game. The dungeon isn’t that interesting within the overall context of the game; it gives you only the mirror shield, possibly the least interesting item in the game, second only to the power bracelet upgrade from the previous dungeon. The dungeon itself is fairly long, full of traps, and overflowing with crystal switches and toggle blocks, making it possibly the most frustrating of the set. Getting to it involves spending some excellent quality time with a flying rooster, but you don’t really do anything — mostly you just make your way through nondescript caves and mountaintops.

Having now thoroughly dunked on it, I’ll tell you what makes it stand out: the player changes the shape of the dungeon.

That’s something I like a lot about Doom, as well, but it’s much more dramatic in Eagle’s Tower. As you might expect, the dungeon is shaped like a tower, where each floor is on a 4×4 grid. The top floor, 4F, is a small 2×2 block of rooms in the middle — but one of those rooms is the boss door, and there’s no way to get to that floor.

(Well, sort of. The “down” stairs in the upper-right of 3F actually lead up to 4F, but the connection is bogus and puts you in a wall, and both of the upper middle rooms are unreachable during normal gameplay.)

The primary objective of the dungeon is to smash four support columns on 2F by throwing a huge iron ball at them, which causes 4F to crash down into the middle of 3F.

The same arrangement of rooms, but the four in the middle have changed

Even the map on the pause screen updates to reflect this. In every meaningful sense, you, the player, have fundamentally reconfigured the shape of this dungeon.

I love this. It feels like I have some impact on the world, that I came along and did something much more significant than mere game mechanics ought to allow. I saw that the tower was unsolvable as designed, so I fixed it.

It’s clear that the game engine supports rearranging screens arbitrarily — consider the Wind Fish’s Egg — but this is s wonderfully clever and subtle use of that. Let the player feel like they have an impact on the world.

The cutting room floor

This is getting excessively long so I’m gonna cut it here. Some other things I thought of but don’t know how to say more than a paragraph about:

  • Super Mario Land 2: Six Golden Coins has a lot of levels with completely unique themes, backed by very simple tilesets but enhanced by interesting one-off obstacles and enemies. I don’t even know how to pick a most interesting one. Maybe just play the game, or at least peruse the maps.

  • This post about density of detail in Team Fortress 2 is really good so just read that I guess. It’s really about careful balance of contrast again, but through the lens of using contrasting amounts of detail to draw the player’s attention, while still carrying a simple theme through less detailed areas.

  • Metroid Prime is pretty interesting in a lot of ways, but I mostly laugh at how they spaced rooms out with long twisty hallways to improve load times — yet I never really thought about it because they all feel like they belong in the game.

One thing I really appreciate is level design that hints at a story, that shows me a world that exists persistently, that convinces me this space exists for some reason other than as a gauntlet for me as a player. But it seems what comes first to my mind is level design that’s clever or quirky, which probably says a lot about me. Maybe the original Fallouts are a good place to look for that sort of detail.

Conversely, it sticks out like a sore thumb when a game tries to railroad me into experiencing the game As The Designer Intended. Games are interactive, so the more input the player can give, the better — and this can be as simple as deciding to avoid rather than confront enemies, or deciding to run rather than walk.

I think that’s all I’ve got in me at the moment. Clearly I need to meditate on this a lot more, but I hope some of this was inspiring in some way!

Bicycle-powered Menabrea beer dispenser

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/menabrea-beer-bike/

Cycle. Beat the on-screen pace. Receive free Menabrea beer. All on a system controlled by a Raspberry Pi.

Honestly, what’s not to like?

Menabrea UK

If you’re wondering what it takes to win an ice cold pint at one of our Race to Biella events, this clip will give you more of an idea. It’s no mean feat!! Do you think you have the pedal power? Join us tonight at The Avonbridge Hotel for sunshine, cycling and, of course, a refreshing pint or two.

Glasgow-based creative content agency Bright Signals were contacted by Wire with a brief for a pretty tasty project: create something for Menabrea that ties in with the Giro d’Italia cycle race passing close to the brewery in Biella, Northern Italy.

Cycle race, was it? Menabrea brewery, you say?

The team at Bright Signals came up with the superb idea of a bicycle-powered Menabrea beer dispenser.

It must be noted that when I said the words ‘bicycle-powered beer dispenser’ aloud in the Raspberry Pi office, many heads turned and Director of Software Engineering Gordon Hollingworth dropped everything he was doing in order to learn more.

The final build took a fortnight to pull together, with Bright Signals working on the Raspberry Pi-controlled machine and Wire in charge of its graphic design.

Menabrea Beer Bike Raspberry Pi

Cheer for beer!
Image c/o Grant Gibson and Menabrea

Reuse, reduce, return to the bar

“This was probably one of the most enjoyable builds I’ve worked on,” says Bright Signal’s Deputy Managing Director, Grant Gibson. “We had a really clear idea of what we were doing from the start, and we managed to reuse loads of parts from the donor bicycle as we simplified the bike and built the pouring system.” The team integrated the bottle cage of the donor bike into the main dispensing mechanism, and the bike’s brake levers now cradle a pint glass at the perfect angle for pouring.

A Raspberry Pi powers the 24″ screen atop the beer dispenser, as well as the buttons, pouring motors, and lights.

Menabrea Beer Bike Raspberry Pi

Perfect size for the Raspberry Pi lobby!
Image c/o Grant Gibson

Giro di Scozia

Fancy trying Menabrea’s bicycle-powered beer dispenser for yourself? The final stop of its 4-week tour will be the Beer Cafe in Glasgow this Friday 2nd June. If you make it to the event, be sure to share your photos and video with us in the comments below, or via our social media channels such as Twitter, Facebook, and Instagram. And if you end up building your own beer-dispensing cycle, definitely write up a tutorial for the project! We know at least one person who is keenly interested…

Menabrea on Twitter

Another successful racer wins a pint of Menabrea in the #racetobiella. The bike’s at The Fox and Hound, Houston today…

The post Bicycle-powered Menabrea beer dispenser appeared first on Raspberry Pi.

UK Schedule 7 – Man Charged For Not Sharing Password

Post Syndicated from Darknet original http://feedproxy.google.com/~r/darknethackers/~3/aGBaFnpXHK4/

Finally UK Schedule 7 of the Terrorism Act 2000 is finally being enacted and is no longer an idle threat, so be aware it’s not only the USA that has these kind of draconian laws. A man who refused to share his phone and laptop passwords has been charged under Schedule 7, which is pretty […]

The post UK Schedule 7 – Man Charged For Not…

Read the full post at darknet.org.uk