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    <title>Jay Digital's New Writeups</title>
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    <updated>2008-11-05T01:34:27Z</updated>
<entry><title>Concorde fallacy (idea)</title><link rel="alternate" type="text/html" href="http://everything2.com/user/Jay+Digital/writeups/Concorde+fallacy"/><id>http://everything2.com/user/Jay+Digital/writeups/Concorde+fallacy</id><author><name>Jay Digital</name><uri>http://everything2.com/user/Jay Digital</uri></author><published>2008-11-05T01:34:27Z</published><updated>2008-11-05T01:34:27Z</updated>
<content type="html">&lt;p&gt;The Concorde Fallacy is the &lt;a href=&quot;/title/philosophy&quot;&gt;philosophy&lt;/a&gt; that if you realise a project is doomed to failure, it's better to cut your losses than insist on finishing.&lt;/p&gt;

&lt;p&gt;This is a horribly defeatist strategy, and worse, it doesn't always apply.&lt;/p&gt;

&lt;h3&gt;1. You can be wrong&lt;/h3&gt;

&lt;p&gt;On one occasion, we were travelling to an &lt;a href=&quot;/title/airport&quot;&gt;airport&lt;/a&gt; when the &lt;a href=&quot;/title/radio&quot;&gt;radio&lt;/a&gt; warned that all flights by our airline that day had been cancelled. Rather than waste the effort, we continued on. It emerged that the news report was slightly exaggerated, and the company was able to secure us alternative seats.&lt;/p&gt;

&lt;h3&gt;2. A half-success is better than none&lt;/h3&gt;

&lt;p&gt;A party of &lt;a href=&quot;/title/adventurer&quot;&gt;adventurer&lt;/a&gt;s has battled through two levels of an ancient &lt;a href=&quot;/title/dungeon&quot;&gt;dungeon&lt;/a&gt; in the belief that it contains a powerful book of spells worth forty thousand &lt;a href=&quot;/title/gold+pieces&quot;&gt;gold pieces&lt;/a&gt;. Suddenly, the wizard realises they're in the wrong dungeon and the treasure in this one is only worth ten thousand. They continue on regardless, because ten thousand is still worth it.&lt;/p&gt;

&lt;h3&gt;3. Your luck&lt;/h3&gt;&amp;hellip;</content>
</entry><entry><title>Battle Masters (thing)</title><link rel="alternate" type="text/html" href="http://everything2.com/user/Jay+Digital/writeups/Battle+Masters"/><id>http://everything2.com/user/Jay+Digital/writeups/Battle+Masters</id><author><name>Jay Digital</name><uri>http://everything2.com/user/Jay Digital</uri></author><published>2007-11-23T15:11:50Z</published><updated>2007-11-23T15:11:50Z</updated>
<content type="html">&lt;p&gt;Battle Masters is a massive, remarkable game. I remember receiving this as a kid one Christmas when Santa was all out of &lt;a href=&quot;/title/Hero+Quest&quot;&gt;Hero Quest&lt;/a&gt;, and being amazed at just how huge the box was. The game certainly lived up to its carton: The vinyl battle mat was five feet square, bigger than any table we had, so we had to lay this out on the floor. I'm convinced this game was invented to get kids to clean their room.&lt;/p&gt;

&lt;p&gt;If you already play something like &lt;a href=&quot;/title/Warhammer+Fantasy&quot;&gt;Warhammer Fantasy&lt;/a&gt;, you'll probably find this game too simple. If you're new to &lt;a href=&quot;/title/fantasy+wargaming&quot;&gt;fantasy wargaming&lt;/a&gt;, you may enjoy this (now &lt;a href=&quot;/title/out+of+print&quot;&gt;out of print&lt;/a&gt;) game. A &lt;a href=&quot;/title/disclaimer&quot;&gt;disclaimer&lt;/a&gt;: if you find a set in someone's attic or intend on buying one on &lt;a href=&quot;/title/ebay&quot;&gt;ebay&lt;/a&gt;, be warned that this game is an all-day affair. Setting up all the &lt;a href=&quot;/title/miniatures&quot;&gt;miniatures&lt;/a&gt; takes a fair amount of time, and actually playing a round of Battle Masters, crawling onto the floor and reaching across the mat to move your units, can be a lengthy experience. Arguably, however, that's half the fun.&lt;/p&gt;

&lt;h3&gt;How to Play Battle&lt;/h3&gt;&amp;hellip;</content>
</entry><entry><title>Katamari Damacy (thing)</title><link rel="alternate" type="text/html" href="http://everything2.com/user/Jay+Digital/writeups/Katamari+Damacy"/><id>http://everything2.com/user/Jay+Digital/writeups/Katamari+Damacy</id><author><name>Jay Digital</name><uri>http://everything2.com/user/Jay Digital</uri></author><published>2004-10-01T01:31:38Z</published><updated>2004-10-01T01:31:38Z</updated>
<content type="html">&lt;p&gt;
&lt;h2&gt;&amp;#22602;&amp;#39746;&lt;/h2&gt;
&lt;h4&gt;&amp;#x30AB;&amp;#x30BF;&amp;#x30DE;&amp;#x30EA;&amp;#x30C0;&amp;#x30DE;&amp;#x30B7;&amp;#x30A4;&lt;/h4&gt;
&lt;/p&gt;

&lt;p&gt;
The name &lt;i&gt;Katamari Damacy&lt;/i&gt; can be roughly translated as &quot;soul of a clump&quot;,
with &quot;clump&quot; referring to the ball of &lt;a href=&quot;/title/detritus&quot;&gt;detritus&lt;/a&gt; that the game's main character
rolls around with. The name's translation isn't clear at first, so for those
of you interested I'll explain here.
&lt;/p&gt;

&lt;p&gt;
&lt;h2&gt;&amp;#22602;&lt;/h2&gt;
&lt;i&gt;Katamari&lt;/i&gt;, the first of the two &lt;a href=&quot;/title/kanji&quot;&gt;kanji&lt;/a&gt;,
means a &quot;lump; mass; clod; cluster&quot;, in other words a pile of
collected-up dirt or the like. This is pretty straightforward.
&lt;/p&gt;

&lt;p&gt;
&lt;h2&gt;&amp;#39746;&lt;/h2&gt;
The second &lt;a href=&quot;/title/kanji&quot;&gt;kanji&lt;/a&gt;, which is what usually confuses readers, is not &lt;i&gt;damacy&lt;/i&gt;
but &lt;i&gt;tamashii&lt;/i&gt; - a word meaning &quot;soul&quot; or &quot;spirit&quot;. Why the unusual
pronunciation and spelling? There are two possible explanations for the
pronunciation, either (or likely both) of which may be correct. One
is that &lt;i&gt;damashii&lt;/i&gt; is simply an accented way of saying the word
&lt;i&gt;tamashii&lt;/i&gt;&amp;hellip;</content>
</entry><entry><title>selective-fire (thing)</title><link rel="alternate" type="text/html" href="http://everything2.com/user/Jay+Digital/writeups/selective-fire"/><id>http://everything2.com/user/Jay+Digital/writeups/selective-fire</id><author><name>Jay Digital</name><uri>http://everything2.com/user/Jay Digital</uri></author><published>2004-03-11T17:46:57Z</published><updated>2004-03-11T17:46:57Z</updated>
<content type="html">&lt;p&gt;
Selective-fire, or &quot;select fire&quot;, is a property of some firearms which allows the user to change their mode of firing, usually by means of a switch. Typically, this allows it to alternate between &lt;a href=&quot;/title/semi-automatic&quot;&gt;semi-automatic&lt;/a&gt; and &lt;a href=&quot;/title/automatic&quot;&gt;automatic&lt;/a&gt; firing, or occasionally it incorporates a &lt;a href=&quot;/title/burst-fire&quot;&gt;burst-fire&lt;/a&gt; mode.
&lt;/p&gt;

&lt;p&gt;
The example you are most likely to be familiar with is the &lt;a href=&quot;/title/Glock+18+Select+Fire&quot;&gt;Glock 18 Select Fire&lt;/a&gt;, the terrorists' starting pistol from the game &lt;a href=&quot;/title/Counterstrike&quot;&gt;Counterstrike&lt;/a&gt;. This handgun can alternate between semi-automatic (where pulling the trigger fires one round and loads the next one into the chamber) and burst-fire mode (where several bullets are fired in quick succession). The selective-fire switch acts as a safety, preventing you from using excessive force as well as conserving your ammunition.
&lt;/p&gt;

&lt;p&gt;
Some select-fire weapons, usually military weapons, allow the &lt;a href=&quot;/title/wield&quot;&gt;wielder&lt;/a&gt; to choose between semi-automatic and automatic firing by means of a special select-fire trigger rather than a seperate switch. Such a trigger&amp;hellip;</content>
</entry><entry><title>Chocobo (thing)</title><link rel="alternate" type="text/html" href="http://everything2.com/user/Jay+Digital/writeups/Chocobo"/><id>http://everything2.com/user/Jay+Digital/writeups/Chocobo</id><author><name>Jay Digital</name><uri>http://everything2.com/user/Jay Digital</uri></author><published>2004-02-07T02:30:40Z</published><updated>2004-02-07T02:30:40Z</updated>
<content type="html">&lt;p&gt;
Another famous aspect of the ever-present Chocobo is its &lt;a href=&quot;/title/theme+music&quot;&gt;theme music&lt;/a&gt;. Since the Chocobo's first appearance in &lt;a href=&quot;/title/Final+Fantasy+III&quot;&gt;Final Fantasy III&lt;/a&gt; (Japanese 3, not US 3), it has been accompanied by this &lt;a href=&quot;/title/jaunty&quot;&gt;jaunty&lt;/a&gt; melody. Like the Chocobo itself, the song's melody has remained unchanged from game to game, although each game has its own &lt;a href=&quot;/title/interpretation&quot;&gt;interpretation&lt;/a&gt; of the song - some, like &lt;a href=&quot;/title/Final+Fantasy+VII&quot;&gt;Final Fantasy VII&lt;/a&gt;, sporting several Chocobo themes.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/title/Final+Fantasy+III&quot;&gt;Final Fantasy III&lt;/a&gt;: &quot;Chocobo de Cue&quot; was the original Chocobo theme, as my sources inform me that the Chocobo did not appear in any earlier &lt;a href=&quot;/title/Final+Fantasy&quot;&gt;Final Fantasy&lt;/a&gt; games. &quot;&lt;a href=&quot;/title/Cue&quot;&gt;Cue&lt;/a&gt;&quot; or &quot;Kue&quot; is the sound a Chocobo makes, usually translated to the more recognisable &quot;&lt;a href=&quot;/title/Wark%2521&quot;&gt;Wark!&lt;/a&gt;&quot; (This game should not be confused with Final Fantasy VI, which was originally released in America named Final Fantasy III.)
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/title/Final+Fantasy+IV&quot;&gt;Final Fantasy IV&lt;/a&gt;: To the best of my knowledge, this game's chocobo theme had no proper name. FF4 featured three Chocobo themes: the Chocobo Forest theme, the Chocobo theme proper and&amp;hellip;</content>
</entry><entry><title>phone booth (thing)</title><link rel="alternate" type="text/html" href="http://everything2.com/user/Jay+Digital/writeups/phone+booth"/><id>http://everything2.com/user/Jay+Digital/writeups/phone+booth</id><author><name>Jay Digital</name><uri>http://everything2.com/user/Jay Digital</uri></author><published>2004-01-16T05:51:49Z</published><updated>2004-01-16T05:51:49Z</updated>
<content type="html">&lt;p&gt;
I was just reading &lt;a href=&quot;/title/Why+can%2527t+they+get+out+of+the+Matrix+on+cellular+phones%253F&quot;&gt;this writeup&lt;/a&gt;, and it got me thinking about the recurrence of phone booths in &lt;a href=&quot;/title/American+fiction&quot;&gt;American fiction&lt;/a&gt;.
&lt;/p&gt;

&lt;p&gt;The &lt;a href=&quot;/title/protagonists&quot;&gt;protagonists&lt;/a&gt; in &lt;a href=&quot;/title/The+Matrix&quot;&gt;The Matrix&lt;/a&gt; use phone booths as &lt;a href=&quot;/title/exit&quot;&gt;exit&lt;/a&gt;s via which to leave the Matrix (and, perhaps, also to enter it) - an equivalent to &lt;a href=&quot;/title/mediaeval+fantasy&quot;&gt;mediaeval fantasy&lt;/a&gt;'s magical &lt;a href=&quot;/title/portal&quot;&gt;portal&lt;/a&gt;s. In &lt;a href=&quot;/title/Keanu+Reeves&quot;&gt;Keanu Reeves&lt;/a&gt;' earlier &lt;a href=&quot;/title/film&quot;&gt;film&lt;/a&gt;, &lt;a href=&quot;/title/Bill+and+Ted%2527s+Excellent+Adventure&quot;&gt;Bill and Ted's Excellent Adventure&lt;/a&gt;, a time-travelling phone booth is a Matrix-like means to make a quick &lt;a href=&quot;/title/escape&quot;&gt;escape&lt;/a&gt;. Unlike &lt;a href=&quot;/title/The+Matrix&quot;&gt;The Matrix&lt;/a&gt;, however, the phone booth is his only real &quot;&lt;a href=&quot;/title/super+power&quot;&gt;super power&lt;/a&gt;&quot; (&lt;a href=&quot;/title/air+guitar&quot;&gt;air guitar&lt;/a&gt; notwithstanding).&lt;/p&gt;

&lt;p&gt;
This, in turn, reminded me of &lt;a href=&quot;/title/Superman&quot;&gt;Superman&lt;/a&gt; - the old &lt;a href=&quot;/title/Christopher+Reeve&quot;&gt;Christopher Reeve&lt;/a&gt; Superman from the films I watched as a kid, who would often use a nearby phone booth to change into his trademark red-and-blue outfit. Unlike &lt;a href=&quot;/title/Bill+and+Ted&quot;&gt;Bill and Ted&lt;/a&gt; he doesn't need the phone booth &lt;i&gt;&lt;a href=&quot;/title/per+se&quot;&gt;per se&lt;/a&gt;&lt;/i&gt;, but the outfit change that represents his transition to an &lt;a href=&quot;/title/alter+ego&quot;&gt;alter ego&lt;/a&gt; of sorts - the phone&amp;hellip;</content>
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