more infinite trajectory

deathmatch is to tricking as kumite is to kata    Just recently ↑Cory Doctorow voiced his fondness of “Tricking iT2” [see below] by ↑Team iT: “Even if you’re not a Quake player (I’m not, particularly, though I live with a retired member of the UK national Quake team) this is every bit as engrossing as any parkour video or Olympic demonstration sport.” Very well said, but, I am afraid, I have to mention that this is not simply a “20-minute video of a virtuoso Quake III player doing the most amazing “rocket-jump” acrobatics”. Rather it is the audiovisually most impressing … Continue reading

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bombenkrater fusion

bikers, trickjumpers, and an aspective vision of cyberculture    At the city of Munich’s southern fringe, bordering to the rich people’s pseudo-gated-community Grünwald, there is a quite remarkable location to be found right at the river Isar’s shore. In between the forest’s majestic trees there is a literal chaos of ramps, ridges, holes, rootwork, and hillocks. There you can see youngsters and not-so youngsters—the latter coming close to belonging into my age-set—speeding and jumping havoc on mountain-, downhill-, and BMX-bikes. The site’s local name is “Bombenkrater” [German for bomb shell impact crater], because the unique structure of the terrain was … Continue reading

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event horizon 2

  There are always the prophets of doom [pun not intended]—cyberpunk has been declared dead and to be a forgotten relic of the 1980s, ↵Q3A has been labelled accordingly, and trickjumping … now someone even has called a vote at Wikipedia to delete the entry ↑Strafe-jumping, and that in the face of articles like ↑“Strafing Theory” by injx being online. It already went so far that even I sometimes thought that ↵my being concerned with Q3A stuff meanwhile is purely of historical interest. Far from it. Nothing is dead. Just recently Team Event Horizon’s second team tricking movie has been … Continue reading

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snaking and strafe-jumping

  Screencap from ↵Team iT‘s movie “DeFrag”. The gaps between the floor elements to be seen in the background could not be crossed without the technique of strafe-jumping. Run done by cyrus. The currently featured game innovation at ↑GIDb is the ↑first use of snaking in the game ↑F-Zero GX (2003):  Snaking is a technique that takes advantage of the “mini-boost” technique that is popular in many racing games. Basically, the players have to powerslide into a turn, and upon release, gets a slight boost of speed. Now, by applying this technique repeatedly, especially on straightaways, a player can constantly … Continue reading

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infinite trajectory

  It happened at the Fighternight #5. At some indefinite moment during nighttime I took my headphones off, leaned back in my chair, and allowed my gaze to wander around aimlessly. Suddenly my eyes locked on the screen of a guy sitting behind me. There was ↑Q3A-gamespace, not uncommon, but an avatar cruised along a wall, through midair, following an unbelievable trajectory, the latter marked by a blue-glowing sequence of blasts from the plasma-gun—for the first time in my life I watched a tricking movie. My reflections on tricking are already jotted down (↵piling up—playful appropriation of gamespace and ↵appropriation … Continue reading

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piling up

playful appropriation of gamespace  ↑[HP] just sent me a screenshot of an avatar-tower done in ‘Quake 3 Arena’ (↵Q3A—check out the ↑movie-collection at planetquake3 for footage of more like this, for example the ↑57 Player Q3 Tower [.avi | 35,2MB]). [HP]’s only accompanying line-of-text was “roxooxoxoxorz”, roughly meaning: “that rocks like hell&mdash’nough said!” The tight to-the-pointness of his commentary gives me the opportunity to post my unfinished thoughts on ‘playful appropriation of gamespace’: Although it was published already in 1999 the so-called first-person-shooter Q3A still is very popular today (in 2005), both on the Internet and at ↵LAN-parties. The underlying … Continue reading

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speed runs

Tomi Salo has run through the complete Max Payne 2 (MP2) game in 33 minutes and 30 seconds! Speed Demos Archive carries a collection of video-evidence of so called ‘speed runs’: “A speed run is a video of a player striving to complete a video game in as fast a time as they can manage. Sound easy? It’s not! A large number of tricks are usually used, possibly skipping whole areas of a game in the process, and there will always be mistakes.” Among goodies like a Half Life 2 (HL2) run by David ‘marshmallow’ Gibbons in 2:14:58, and several … Continue reading

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