Monday, June 30, 2014

Back from vacation

Sunset over Epcot
Back from vacation--now time to set things in order!

Once again, publishing news will be shared on this Friday (yep, the Fourth of July), since I missed it last week.

Meanwhile, as I was away, many area sci-fi/fantasy fans went to ConTemporal, a steampunk convention. If you love cons, check out Margaret McGraw's post about it for some interesting behind-the-scenes details.

So now you tell me... what did I miss while I was away?

Saturday, June 28, 2014

Disney Vacation, part 3

Whoops... is it Saturday already? I seem to have lost a bit of time. Anyway, publishing news won't be posted until this coming Friday, on account of vacation.

There may be a final set of pictures on Monday, but it turns out uploading lots of pics to share with the family takes a while through hotel internet. So I'll see you all Monday!

Okay, I did get you one.

Fireworks at Epcot

Wednesday, June 25, 2014

Disney vacation, part 2

Another day in Disney!

The Haunted Mansion!
If you go, try to stay long enough to see the castle show and fireworks at the end of the night. Here's a clip of the 15-minute castle show:


Really cool. And after the castle show, fireworks. Fire. In the sky. You can't go wrong with that... well, they can't, anyway.

Plus, Disney is really pretty at night. Worth seeing.

Disney World from the ferry... at about 1 am...
My feet were quite happily sore.

Monday, June 23, 2014

Vacation

So this post might be a few minutes late, on account of me being on vacation and having walked a few miles the previous day and thus slept in late.

Yep, I'm in Disney, giving my roommate a few days of having the apartment to herself. And the cats. And her dog. And maybe the neighbors.

And yes, I'm having a great time. :)

Splash Mountain

I've even settled a small grudge by punching Gaston in the chin. Take that, interrupter of books.

So needless to say, Publishing News will go up next week instead, and this week's posts will be short and probably involve a humorous picture or two. Have a great week!

Friday, June 20, 2014

Wait to cut the throat-clearing

When I write articles, I usually write a lovely opening paragraph with deep symbolism or evocative figurative language to introduce my topic. Then I move directly into the topic of the article, keeping my tone mostly practical with a light side of humor, and say what I really want to say.

At the end of the article, without fail, I go back and lop off the head (paragraph).

The first paragraph is overwriting; it doesn't match my tone, and even if sounds nice on its own, it rarely contributes.

It's also often one of the first things done in the second draft of a novel. We all have to clear our throats when we start talking. But the throat-clearing doesn't have to occupy precious word space.

So why do we start too early?

Because it is throat-clearing. I write a first purple-prose paragraph to get myself in the mood for the article. It brings up in my mind what I'm talking about, and helps ground me in the issue.

When you write, if your first chapter or two feel embarrassing, if you begin to think you'll need to cut them, I suggest you don't go back and revise yet. Not until you've finished the draft. Literary throat-clearing is an important part of the process, because it gets you in the mood. Just know you're going to rework it your opening later.

After you finish the manuscript, then go back to the beginning. Decide where you need to start, and if you need a new opening scene. If so, you have a great opportunity to add in foreshadowing, and to parallel your ending to create a stronger feeling of closure--had you rewritten the opening as you were writing chapter 5, you'd miss that opportunity.

I also don't recommend getting feedback on your beginning until after you've changed it, unless you're looking for brainstorming on possible ways to really begin it. This helps focus your beta readers on a section that you really want feedback on--something you plan to keep.

Once you've rewritten your beginning, after the manuscript is finished, then ask for feedback.

There's a purpose for your throat-clearing. Don't devalue it. But also know that good feedback is invaluable, and often it's hard to get enough of it. So be prepared to cut your beginning, and focus on getting feedback where you can really make the best use of it. 

Wednesday, June 18, 2014

Trax's Favorite Show

What's Trax's favorite TV show?
Wholock's Headquarters in Time
(or a Wikimedia commons image)

Super Wholock: the story of the time-traveling ex-detective Wholock and his sidekick Bob, who stop monsters from destroying all of human history throughout all of time and space.

Wholock, a former police detective suffering burnout, retires to a rural Oregon town, where he takes a job as building superintendent for a long-abandoned mansion that has recently been renovated into apartments. There he hears rumors that the former mansion has a spotty history--as in, sometimes it's there; sometimes it's not. Naturally brushing aside this rumor as ridiculous superstition (who ever heard of a disappearing building?) he moves in and meets the first four tenants, including his neighbor, the sarcastic history professor named Bob whose desire to avoid trouble is matched against his tendency to attract trouble, thanks to minor but annoying gift of foresight.

Things quickly to ruin when Wholock discovers a secret room under the basement, where he can see all of time... and the monsters who are coming out of the woodwork to change history so that they, instead of the human race, will rule the world by the modern era. Now Wholock and Bob must use the mansion's magic to save history, while keeping any of the other tenants from discovering the secret of the mansion.

Whether it's discovering the cause behind the Famine of the Fireflies (season 1, episode 19) or nudging a scullery maid and a molding specialist towards new jobs in Area 51 without allowing them to be killed by swamp monsters (season 3, episode 9), Wholock is sure to save the day. 

Monday, June 16, 2014

Monday Geekery: Mario Kart 8

Cover
Mario Kart 8 is the newest of the Mario Karts, for the WiiU. I played it a bit over the last week, and of course lost horribly after I got out of the 50cc, but that's a different story...

To be fair, the only other Mario Karts I've played have been for the Super Nintendo and for the N64. That said, there were things I enjoyed, and things I wasn't so fond of, with the Wii U Kart.

Of course the graphics I'll put down as a plus. My eyes get dazzled with scenes that are too busy and I have hard time focusing on the track (hence the losing horribly), but that shows you the level of detail put into the settings, which are elaborate, bright, and amusing. There are a lot of the classic settings (Wario's Stadium, Donut Plains, Peach's Castle, and of course the Rainbow Roads). In fact, there are two Rainbow Roads, one based off the N64 track and the other, although original, reminds me of the Super Nintendo track. But we all expected the classics to be back, and I think that may have been one of the drawing points--the game boasts 50% new tracks. (I consider the second Rainbow Road to be fudging it slightly, but it does have unique features not in previous Rainbow Roads I remember.)

There were also a couple of "new-retro" settings that, like the second Rainbow Road, have a touch of familiarity. Dolphin Shoals, for example, was for me a flashback to some of the previous beach settings, with the addition that now you drive underwater. In fact I was sort of reminded of a Mario Jet Ski game I played a while ago. Mario Kart Stadium and Bowser's Castle are also included, and again, while the names are retro (Super Nintendo style), the tracks are very much more alive in this 3D setting, unrecognizable compared to the 8-bit era versions. Yet still, familiar, and there are elements like fireballs and jumps in both versions.

From IGN 's review of the features, tracks, and more
The super-busy water park track. Yes, you plunge directly
into the water, drive sideways, and more.
Then there are the new-new tracks. I've never seen a Cloudtop Cruise before (that doesn't mean there wasn't one, but it was entirely new to me). It had the strong Mario flair of finding that secret level,climbing into the sky and running around on the clouds, then jumping onto the cloud ship... you know the classic Super Mario feel brought to life, which is what I think all Mario Karts aim for. I enjoyed all the new settings, although the Music Park, Toad's Harbor, and the Water Park were just a wee bit too busy for me, so distracting I had a hard time seeing the road.

Still, all the business in those parks included some interesting alternate routes. There are bonus ramps in each track. Most of the ramps are only useable with a mushroom, since they're located on grass, and there are more of them on tracks with fewer alternate routes. Which some tracks offer quite a variety of. Toad's Harbor seems to have the second-most in options (of course Yoshi's Valley, in its maze-like setup, offers the most). These I appreciate more, because it gives me the feeling of exploring, and the ramps... well, honestly left me disappointed as they didn't go anywhere interesting and offered little in the way short cut, and rarely offered the additional question mark that made them so useful in N64. I didn't find much in the way of serious shortcuts, although there were one or two that shaved off a corner or an extra second's worth of track. I'm going to keep looking, though.

The golden mushroom was much my pet peeve in the game. This version of Mario Kart has twisty, tight turns on almost every track. Admittedly, the tracks with straightaways, golden mushrooms were great. But getting a golden mushroom in either Rainbow Road, or the Music Park, or the Haunted Mansion (excuse me, "Twisted" Mansion) was more a slap on the wrist, because you couldn't really effectively use it without sending yourself plummeting to your would-have-been-certain-death-if-you-weren't-promptly-rescued. Perhaps it was just my luck, but falling into lower ranks kept saddling me with golden mushrooms instead of more useful items like red shells or even triple regular mushrooms, which can be spaced out appropriately and used for maximum effect.

The tightness of the turns also made vehicle selection important. You get options--lots of options--in vehicle customization. I enjoyed the handling of the bikes, but the power braking was hard to control and much, much harder to stay on the track in the sharper-curved courses. On the whole I found I preferred 4 wheels, because they were more adaptable for a variety of tracks. Top speed was affected by weight, so characters that were heavy and had heavy vehicles had the highest top speeds, but getting hit by a single shell in the last lap was practically the kiss of death, because of the slow acceleration. And whatever you do, don't drive on the grass! Lighter characters recovered better, and if you're just picking up the game, I'd say start with a light or middle weight character until you get used to the vehicle handling.

Another attribute is the fact that you can choose to race internationally online. But I wouldn't suggest this if you're just getting started. The game's been out for only a short time, and already the online tracks are vicious. Fun to watch, but if you're going to play before you've gotten your feet under you, expect to end up dead last.

Then there's the battle mode, which was the big disappointment of the game. Unlike the arenas of N64 and Super Nintendo, battle mode takes place on a regular track. Yep. The entire track. In my opinion that's far too much space... you never even have to see your opponent. You start out in view of each other, but quickly end up losing sight; and once the other player has disappeared, you have little chance of finding her without looking at her screen. Of course you still have the three-balloon setup, where being hit loses your balloons, and once you've lost all your balloons you're out. Then again, you still get to run over question marks and drop green shells and items, so you're more disqualified from winning than out of the game. So that's a bonus, since nobody has to sit around getting bored in three-plus player combat.

On the whole it's an enjoyable game, and worth playing. The highlight reels are amusing the first time or two, but they quickly lose their glitter; most of the fun comes from what Mario Kart is all about: racing through an interesting track and shooting the other racers with banana peels, ba-bombs, and shells. It's a game where playing dirty is the draw, and in the end everything else is just tasty icing on the cake.