balancing the old and new is the way of the pen.
balancing the old and new is the way of the pen.
So then I was thinking, let’s talk about a video game since people like reading about visual things with loud noises that you cant put up due to being too lazy to understand copyright. Thus we discuss:
KIRBY’S AIR RIDE!
A standard kart racer, a top down arcade style racer, and something more akin to kirby plus a weird fusion of mario kart and gta. So what exactly is this game about? Like most Kirby games very little plot is given, in fact this game has zero plot. I love videogame plots, but this game would have died with a plot as it wasn’t merely a game, it was three games, each unique from eachother. The cute puff ball rides around as fast as he can on air rides, most notable among them is the warp star. Each ride controlled differently. We’ll start with top ride.
The basic arcade style racer, on several short simple tracks with inspired names like metal, sand, fire, and air, you get the idea. Each lap took mere second but you could set the number of laps so high you’d get annoyed and quit. (I think it was 99 felt like several thousands) It was supposed to be quick easy and a total blast. Instead of all the many rides of the other modes, it had just two, it was so simple it couldn’t fail. Next up is the title mode, Air ride, it’s like top ride plus. More rides (including metaknight) longer tracks (with like actual names) just generally more moreness. This fleshed out version didn’t diminish the value of top ride, as they were clearly made for different things, air ride was a more serious take on the same concept, while still being easily accessible, you had to unlock tracks and rides via achievements, like getting the wingstar by ending a race first place and in the air, not challenging I’m sure most people got it first and probably by accident I know I did. City Trial, a fan favourite and with good reason. while the first two modes together made a good game two sides of the same coin, this mode took it beyond. You have three to seven minutes to prepare for an event, you can set the event type in the options, but best to leave it on random. seven minutes to prepare for the unknown, collect attribute upgrades (my fav was turn up, just for the name) and use power ups to sabotage your opponents, the whole time scrambling to find the best rides for the event. All the rides from the air ride mode are present, with an additional three, compact star, the thing you start on, and two legendary stars. Because each ride functions differently, how useful they were could vary depending upon the event, except the swerve star, which should just go die, but picking the right star on only the vague clues, of the fortune teller was part of the charm, along with strange things happening during the trial, like a UFO showing up or the thick fog, finding a way to use these randomly selected occurrences to your advantage was nonstop fun (that phrasing makes it seem more akin to real life actually). I dove into the eye of a giant bird, enough said ten out of ten, am I right? But in all seriousness, this game offered something unique, which wasn’t uncommon for the gamecube, but remains memorable none the less, from its high pitched Kirby soundtrack to the lava pits I battled in, this game really made you feel like you were looking through a window into another world, which is the point of video games, also the world in question was nuts, and King DeeDeeDee was actually tough in this game.
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Many professional writers credit their success to both hard work and to being in the right place at the right time (note: Writer’s Relief can help with the latter!). But sometimes, being in the right place and working hard simply aren’t enough. Unless you’re truly open to success, you’ll have stacked the deck against yourself even before the cards are dealt! Here are five signs that you might be self-sabotaging your own writing career.
Sign #1. Writing doesn’t make you happy anymore. Maybe, at some point, you truly loved your work. But lately, your stories feel flat. You find yourself twitching and getting distracted when you’re supposed to be working, and when you finish a piece, you don’t get that lovely glowing feeling that follows a big accomplishment.
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(This is the second post in what will be a three-part series on Writing Relationships. For Part I, on Stalking, click here. Most things in there apply here too!)
If you’re a writer and you’re not familiar with the world of beta readers, you’re gonna wanna get real familiar, real fast. Beta readers are the absolute most useful tool when it comes to writing, second maaaaybe to the computer you’re writing on. What are they? Beta readers are people who read your finished manuscript and give you notes on what works and what doesn’t. Basically, they’re unpaid editors donating their time and expertise to help you make your manuscript better.
Sound simple? It is and it isn’t. The etiquette of beta-ing can be tricky, and a lot of the “rules” come with time and experience. Fortunately, I’ve got both, so here are my thoughts on beta reading, along with…
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I noticed a really interesting phenomenon when people I know IRL heard/saw I got a book deal: they were, by far, more impressed that I’d written a book from start to finish than the fact that I’d also gotten an agent and sold the thing.
In my head, I was all, “Wait. Seriously? Of course I wrote a book. All my writer friends have written books. That’s not the hard part of this. It’s the must-happen part. The rest is the stuff not everyone does. How is that not what you’re focusing on?”
But surprise, they’re right. Because while at this point, I’ve taken the whole “writing a book” thing for granted, and I suspect a lot of other people reading this have too, the fact is
HOLY CRAP. WE HAVE WRITTEN ENTIRE BOOKS FROM START TO FINISH.
This is an amazing thing. I know we don’t really get…
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