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September 26, 2002
The literature of game walkthroughs

I've rented Jedi Starfighter for the PS2, and it doesn't come with any guide. I'm pretty good at figuring out games on the fly, but given the obtuse subtleties of something like JS, I wound up realizing I needed a walkthrough. So in about ten seconds online I found a guide at gamefaqs.com, and I'm off to the races.

Which is when I realized: After years of using game-fan walkthroughts as my de facto tech support, I've grown to love the literary style of a walkthrough. It's like halfway between a tech manual and a love letter. Fans spend weeks crafting these incredibly tightly-written explanations of the game, including nuances so slight that the gamemakers themselves are probably only dimly aware of them. When they're written for a terrain-based game -- like one of the Tomb Raider series -- walkthroughs are suspended so beautifully between descriptive text (what you're looking at) and where-to-go-what-to-do functionality (what to do when you get there) that they read like the travel literature of the damned:

ROOM WITH TRANSPARENT BRIDGE & MUTANT INCUBATOR: Here you'll find a room with a lava pit below a transparent bridge with a gap in the middle. Down in the gap is an incubator. Walk to the right side of the bridge and take a standing jump to grab the crevice in the wall. Drop and grab the bottom of the doorway below. Pull up and follow the tunnel to a switch. Pull it to open the red door on the far side of the bridge. Continue to the opening, pick up 2 sets of Uzi clips and take a standing jump down to the bridge. Take a running jump across the gap to grab the other side of the bridge. As you pass the incubator, the egg will hatch, releasing a winged mutant. Pull up and head for the doorway. You can kill the mutant from here or, if you don't want all the kills, just keep going. (PlayStation users get a save crystal in the passageway.)
Posted by Clive Thompson at September 26, 2002 01:19 AM

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Comments

for Perfect Dark(N64) I cannot figure out how to kill the Skedar Leader to finish off the Skedar Battle Shrine mission. could you give me some help?

Posted by: Jesse at May 20, 2003 8:48 PM

Sorry, dude -- never played the game!

Posted by: Clive at May 20, 2003 9:33 PM

Thanks for the information

Posted by: sonnerie at January 8, 2004 9:40 AM

Nice site. thx.

Posted by: Online Casino at January 16, 2004 2:57 AM

We can see an example of this in our code we've written so far. In each function's block, we declare variables that hold our data. When each function ends, the variables within are disposed of, and the space they were using is given back to the computer to use. The variables live in the blocks of conditionals and loops we write, but they don't cascade into functions we call, because those aren't sub-blocks, but different sections of code entirely. Every variable we've written has a well-defined lifetime of one function.

Posted by: Sybil at January 20, 2004 10:49 AM

This will allow us to use a few functions we didn't have access to before. These lines are still a mystery for now, but we'll explain them soon. Now we'll start working within the main function, where favoriteNumber is declared and used. The first thing we need to do is change how we declare the variable. Instead of

Posted by: Annanias at January 20, 2004 10:49 AM

The most basic duality that exists with variables is how the programmer sees them in a totally different way than the computer does. When you're typing away in Project Builder, your variables are normal words smashed together, like software titles from the 80s. You deal with them on this level, moving them around and passing them back and forth.

Posted by: Margery at January 20, 2004 10:49 AM

Note the new asterisks whenever we reference favoriteNumber, except for that new line right before the return.

Posted by: Manasses at January 20, 2004 10:49 AM

Earlier I mentioned that variables can live in two different places. We're going to examine these two places one at a time, and we're going to start on the more familiar ground, which is called the Stack. Understanding the stack helps us understand the way programs run, and also helps us understand scope a little better.

Posted by: Pompey at January 20, 2004 10:49 AM

The rest of our conversion follows a similar vein. Instead of going through line by line, let's just compare end results: when the transition is complete, the code that used to read:

Posted by: Florence at January 20, 2004 10:49 AM

For this program, it was a bit of overkill. It's a lot of overkill, actually. There's usually no need to store integers in the Heap, unless you're making a whole lot of them. But even in this simpler form, it gives us a little bit more flexibility than we had before, in that we can create and destroy variables as we need, without having to worry about the Stack. It also demonstrates a new variable type, the pointer, which you will use extensively throughout your programming. And it is a pattern that is ubiquitous in Cocoa, so it is a pattern you will need to understand, even though Cocoa makes it much more transparent than it is here.

Posted by: Anchor at January 20, 2004 10:49 AM

Inside each stack frame is a slew of useful information. It tells the computer what code is currently executing, where to go next, where to go in the case a return statement is found, and a whole lot of other things that are incredible useful to the computer, but not very useful to you most of the time. One of the things that is useful to you is the part of the frame that keeps track of all the variables you're using. So the first place for a variable to live is on the Stack. This is a very nice place to live, in that all the creation and destruction of space is handled for you as Stack Frames are created and destroyed. You seldom have to worry about making space for the variables on the stack. The only problem is that the variables here only live as long as the stack frame does, which is to say the length of the function those variables are declared in. This is often a fine situation, but when you need to store information for longer than a single function, you are instantly out of luck.

Posted by: Ottewell at January 20, 2004 10:49 AM

We can see an example of this in our code we've written so far. In each function's block, we declare variables that hold our data. When each function ends, the variables within are disposed of, and the space they were using is given back to the computer to use. The variables live in the blocks of conditionals and loops we write, but they don't cascade into functions we call, because those aren't sub-blocks, but different sections of code entirely. Every variable we've written has a well-defined lifetime of one function.

Posted by: Lucretia at January 20, 2004 10:49 AM

The most basic duality that exists with variables is how the programmer sees them in a totally different way than the computer does. When you're typing away in Project Builder, your variables are normal words smashed together, like software titles from the 80s. You deal with them on this level, moving them around and passing them back and forth.

Posted by: Richard at January 20, 2004 10:49 AM


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