Codex Alimentarius

Name:
Location: Winnipeg, Manitoba, Canada

The Wholefood Farmacy makes eating healthy easy, convenient and affordable. We offer pure, nutrient-dense, ready-to-eat, whole food meals, snacks, soups, smoothie mixes and treats for the children. All of our foods are vegetarian, most are raw and vegan as well. We also offer many gluten-free and nut-free whole food choices for those with food sensitivities - see our FAQ section of the Whole Food Farmacy Website for more information.

Wednesday, September 23, 2020

The PlayStation 3 (Fat/Slim) As A Universal Region Free Blu-ray Disc Player

Although not as popular as its predecessor, the PlayStation 3 did almost as much to bring Blu-ray discs into the mainstream as the PlayStation 2 had done for DVDs. Every system came with a disc drive and flat screen HDTVs were also affordable by the time system sales began to pick up with the Slim revision of the console.  When I picked up mine in 2010, I bought it more as a Blu-ray player than for games.  I knew that at some point the console was hacked and jailbroken, but I did not want to continually switch between official firmware updates and iffy custom firmware that could end up bricking one of the only ways I had to play high definition discs.  For many years I got by with ripping DVDs and Blu-rays and streaming content via the media server, but that tended to take up a lot of hard drive space and time when I could just simply run the discs I had legitimately purchased.  I have as many UK DVDs than US DVDs and a fair number of UK Blu-rays.  Now that the PS3 has been discontinued and the console is essentially on life support in terms of firmware updates, I finally decided to investigate what it would take to get my PS3 working as a Universal DVD and Blu-ray disc player.  It turned out to be quite a journey.

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Tuesday, September 22, 2020

UPDATE - March 2020


It's been an entire year since I've last written one of these update posts, and man is there a lot to tell you about. From a plethora of small improvements behind the scenes to the introduction to our very own YouTube channel (not to mention the many games I've updated and improved), there's a lot to cover. Without further ado, let's jump in...

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Saturday, September 12, 2020

The Big Journey Review (NSW)

Written by Patrick Orquia


Title: The Big Journey
Developer: Konstructors Entertainment
Publisher: Nestor Yavorskyy
Genre: Platformer, Adventure
Number of Players: 1
Platform: Nintendo Switch
Release Date: 31 Oct 2019
Price: $4.99



It seems a long time has already passed since I enjoyed playing a cute little game called LocoRoco (and its sequel) on the PlayStation Portable aka PSP. It has simple game mechanics, wherein you only press the shoulder buttons to tilt the world left or right and make the ball-like protagonist jump and collect bugs and whatnot. And it has an even cuter, catchy soundtrack. Writing about it make me miss it now. I have to play that game again soon.




Flash forward to the present, we now have LocoRoco ported on the Switch! Wow… er… except that it is not LocoRoco, nor a sequel to it. The game is The Big Adventure, and it probably is the closest the Nintendo Switch will ever get close to having the Sony-exclusive in its ever-growing lineup of games.

But fret not! The Big Adventure comes with most of the game mechanics and overall charm of LocoRoco. I can even probably say that this game is a spiritual successor to LocoRoco, but I rather not, to be fair to the developers of the game. They probably didn't spend countless hours to make such an amazing game only for it to be compared to an old game, whether as a compliment or not. Game mechanics cannot be patented after all, as far as I know. So yeah, the game plays like LocoRoco, but it is not LocoRoco. So I will shut up now about it, and just review the game and give it the merit it deserves.




This game has amazing visuals and sounds from beginning to end. The characters are well designed and illustrated. The game is divided into 5 chapters, and each has five levels each. An extra set of 5 optional levels, referred in-game as belonging to Wonderland, is also in the game, bringing the total number of levels to 30. The environment is lush and vibrant, and vary from level to level. Each chapter has a distinct design/biome motif, such as forest, desert, cavern, etc., and the 5 levels therein follow it. And to wrap eveything together is the amazing soundtrack. Upon booting up the game, you get to hear a nice ukulele-based music that puts you on a happy, relaxed mood right away. The rest of the tunes are as catchy and relaxing, and at times like this, are what anyone would need.

In this game, you get to control Mr. Whiskers, a ball-like cat who is searching for Mr. Choo, who makes the world's best dumplings, or so Mr. Whiskers claim. One day, Mr. Choo disappears, and Mr. Whiskers becomes worried and off to a big adventures he goes in search for his friend.




To control Mr. Whiskers, tilt the world left or right to make him go to either direction. You do this by either pressing the left or right directional buttons or the analog stick, or utilize motion controls. The latter gives a more precise movement, but can be a bit disorienting, but it will depend on you which one you prefer. Anyway, to make him jump, you can press any of the face buttons (A/B/X/Y). Each level can be finished within 10 minutes, and a ranking is given to you depending on how you accomplish the prescribed goals. In each level, you get to collect dumplings and bugs and a few obstacles and enemies meet you along the way. Some enemies can be defeted by jumping towards them, while some cannot be defeated at all, and all you can do is avoid them. If an enemy touch you, a dumpling may get dropped, and if you let enough time before getting it back, it will disappear. Now, whether you collect all of the dumplings, some of them, or none at all, it doesn't really matter (same with collecting bugs) in finishing levels and progressing in the game, but again, levels are ranked, depending on the number of dumplings and bugs collected, and the amount of time it takes you to complete them. I personally went for 3 stars for most of the levels, but if you don't care about that, that's completely fine, though you will miss out some of the unlockables.

Aside from Mr. Whiskers, you also get to meet other cats in world, which you can then choose to play as in the next levels. You also get to meet non-playable animals, which provide nothing but fun dialogue bits to encourage you in your adventure. Some of these cats and other animals require that you complete certain levels or accomplish certain number of stars, which is again how levels are ranked. You don't get anything extra from collecting all these characters, but it is a goal that you can aim for if you are a completionist.




Overall, this game is so relaxing and enjoyable to play. It does throw a few curve balls on some of the latter levels, but in general, it is overflowing with cuteness and adorable charm. Yes, this game came out a few months ago and has been available on the Switch eShop since then, but I'm quite thankful to have played it now during quaratine lockdown due to the Covid 19 virus because it lessend my anxiety and fears and I think eveyone should also do the same. The game costs only $5, which is quite cheap, and it gives you about 3-5 hours of play time. Not bad at all. So go ahead, jump and roll and collect all of them tasty dumplings and sweet candies and have a jolly good time.



REWATCH VALUE: High



PROS
  • Uber-cute and charming visuals
  • Amazing soundtrack
  • Excellent level design
  • Simple game mechanics
  • Lots of hidden areas to discover
  • The difficulty of the game gradually goes up, but doesn't get too hard for anyone to get through
  • Very good use of HD Rumble
  • Ideal for handheld gaming
  • Good price point

CONS
  • Unlocking all animal characters doesn't unlock any additional levels or challenges


RATING: 4.5/5 Great tasting dumplings

Game 378: Goodcode's Cavern (1982) And Romero/Carmack Corrections

            
Goodcode's Cavern
United States
Gebelli Software (publisher)
Released 1982 for Atari 800
Date Started: 3 September 2020
Date Ended: 3 September 2020
Total Hours: 2
Difficulty: Easy (2/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
     
In today's edition of "If It Were Any Good, It Wouldn't Have Taken 10 Years to Show Up on MobyGames," we have Goodcode's Cavern, also known as Dr. Goodcode's Cavern (the box cover, title screen, and manual all slightly disagree). This all-text game plays like a combination of The Devil's Dungeon (1978), with its numbered rooms and magic wand as the only piece of player inventory, and Rodney Nelsen's Dragon Fire (1981), with its randomly-generated room descriptions. Its concepts are basic enough, however, that it might have been influenced by neither.
     
The setup is that Doctor Goodcode has purchased a mansion and found the caverns beneath it inhabited by monsters. He wants you, an adventurer, to clean it out. Thus begins your exploration of a randomly-generated three-level dungeon with 80 rooms per level. Your goal is to make it to the exit with as much treasure and as many kills as possible.
             
Stepping into the first room.
        
There's no character creation process. Everyone seems to start with a strength of 86 and no assets except a magic wand with three charges. The dungeon is laid out like a node map, with each room connecting to up to four others in the four cardinal directions. You can wind your way through all 80 rooms on each level in numerical order or watch for the occasional opportunity to jump from, say, Room 40 to Room 57. That's about the only "choice" you get in the game.
  
As you enter each room, the game draws from a collection of random terms and phrases, so one might be described as a "light blue room with a wooden floor" and the next a "ruby red room with a dirt floor." A selection of atmospheric effects finalizes the description: "There is a pool of blood"; "It smells like a fire"; "It is very musty in here." Each room can have nothing, some gold pieces strewn about, or an encounter with a monster.
          
This room is pink with a thick carpet and there's moaning.
           
Monsters include snakes, orcs, alligators, tigers, vampires, wild dogs, frogs, and cave bears. Each has a randomly-selected descriptor and color, so you might get a "mean white snake" or a "gruesome russet wild dog" or a "mammoth yellow vampire." Not only that, but there's a random exclamation before the monster ("Hot tacos!"; "Jiminy Cricket!") and each monster has a random behavioral descriptor after his name; for instance, "he is starting towards you" or "he is looking hungry." Each monster also has a strength level. Your only options are to "Defend" (which seems to do nothing), "Attack," or zap the creature with your magic wand. The latter kills everything instantly, but you only have three charges to start.
              
Hot tacos indeed. Although I suspect if I saw a blue grizzly bear, I'd start blaming something else I got in Mexico.
             
Attacking pits your strength against the monster level, and behind a bunch of colorful flashes, the game calculates how much health you and the monster lose. Some battles take up to three rounds. If you win, you get whatever treasure that monster was carrying, which again is drawn from a list of random descriptions and values. You might find an "ugly iron ring" worth nothing or a "bright gold chalice" worth 11,000 gold pieces. You only have 20 treasure slots, so you often find yourself discarding cheap treasures to make room for more expensive ones. There are no other inventory items in the game.
          
Finding a "nickel headband" and then checking my status.
        
As you defeat monsters, your level goes up, and I guess maybe it improves your odds in future combats. If so, it's not really palpable. Leveling is a bit weird, because it's expressed as two numbers, like "1-40" or "2-67." I couldn't tell where the first number rolls over; I think my winning character got to "2-110." Equally mysterious is how health regenerates. Your health is represented as a percentage--the higher the more you're wounded--and sometimes it seems to drop as you move between safe areas, but other times it remains stubbornly the same.
        
The mammoth russet vampire was a little too much for me, so I zapped him with the wand. I'm glad I did, because the colossal gold knife was worth a lot of money.
        
In addition to regular monsters, demons of various colors and descriptions (e.g., "yellow cave demon"; "pink sewer demon") pop up randomly and extort gold from you under a variety of excuses, including loans, protection money, and buying tickets to the "demon's ball." They ask for relatively little gold, and you can't fight them anyway, so there's nothing to do but hit B)ribe and pay them. Their demands don't even get more expensive on lower levels. It's a very weird dynamic.
          
A demon convinces me to pay reparations.
         
The game has an odd fixation with color. Not only do you get color descriptions for the rooms, monsters, and treasure, but the main screen frequently changes color, flashes different colors when combat is happening, and sticks different colored boxes randomly on the sides of the screen. I guess the developer was just showing off the capabilities of the system. It didn't affect my experience either way; I just found it strange.
    
If you die at any point, you can quickly hit the joystick button to resurrect in the same room for a minimal cost, but it fails about half the time.
              
No, but you can resurrect me.
         
Room 80 of the first two levels is a special room where a demon will buy your treasures for cash and then sell you food, a compass, information, or an extra two "zaps" for the wand. I have no idea what food does; buying it seemed to have no effect. Ditto the compass. "Information" resulted in nonsense clues (e.g., "you will meet a tall dark stranger") whenever I tried. The extra zaps are priceless, though, and you can make more than enough money on Level 1 to ensure that you can just use your wand to blast through the next two levels, although using the wand nets you no experience.
         
Room 80 on Level 1.
        
Room 80 on Level 3 presents you with a "wizened old man" seated at an organ. The door slams shut behind you, and your wand starts to flicker. This seems like an obvious clue to Z)ap the wand, but in fact it doesn't matter what action you take; the outcome is the same: you win the game and the program recaps the amount of treasure you collected and the number and strength of monsters you killed. Presumably, you're meant to keep replaying for higher scores.
    
The winning screens.
         
This is the sort of game that I would have seen in a bargain bin at Electronics Boutique in 1984. I would have been suspicious of its $7.95 price sticker, assuming it couldn't possibly deliver much content for that price, but I would have bought it with hope anyway, taken it home, and tried my best to supplement my wanderings with my own imagination, pretending I was having fun, but feeling in some vague way that there must be more to life than this.
           
Cavern barely passes as an RPG. It has one inventory item that you can choose to use; I guess it has some statistics behind the combat; and there is that mysterious "level." It gets only a 10 on the GIMLET, with 2s in economy, interface, and gameplay and 0s and 1s in everything else. I can't find the game even mentioned in a contemporary source, let alone reviewed.
         
I have no idea what's happening here.
                  
Dr. Goodcode, whoever he was, never made another appearance (search the name without Cavern and you get nothing). The rest of the title screen is equally mysterious. If the dedicatee, "Kitty Goodcode," wasn't a James Bond girl, she also wasn't anyone else as far as I can tell. Perhaps the only notable thing is that it was published by Gebelli Software, which was a short-lived California-based enterprise from Nasir Gebelli, the famed Apple II developer who went on to work on the Final Fantasy series at Square. I'm participating in a podcast with John Romero later in September, and I know he knows Gebelli, and I suppose I could ask him to ask Gebelli to confirm who Dr. Goodcode was, but .  . . there are times that tracking down the original developers to some of these 1980s games honors them, and there are times that it doxxes them. This seems like one of the latter.
   
But since I was only able to get 1,200 words out of Goodcode's Cavern, let me use the rest of this space to explore a lesson that I recently learned about secondhand journalism. A few years ago, in writing about Dark Designs III: Retribution! (1991), I wrote the following:
            
1991 was a major transition year for Carmack and his new partner, John Romero. At the age of 20, Carmack had gotten a job two years prior at Softdisk, largely on the strength of his Dark Designs series. But he and the other developers grew to despise the sweatshop-like atmosphere of Softdisk and the monthly programming demands. He and Romero began moonlighting by selling their own games--principally the Commander Keen series--as shareware on bulletin board services. When Softdisk found out about these games, and that the pair had been using the company's computers to write them, both threats of a lawsuit and offers of a contract followed. The messy result was that Carmack and Romero left the company but agreed to continue to produce one game every 2 months for Softdisk's magazines. Thus, a couple years later, after the team had changed the gaming world forever with Wolfenstein 3D and DOOM, you see them credited on the occasional diskmag title like Cyberchess and Dangerous Dave Goes Nutz!
            
I had consulted several sources to assemble that paragraph, including one that purported to have interviewed both Carmack and Romero in detail, and I was pretty confident in what I had. Fast forward to a few weeks ago, when John Romero (who I didn't even know was aware of my blog) invited me to participate in a podcast interview of Stuart Smith. (We're recording in mid-September; I'll let you know when it's out.) I took the opportunity to run the paragraph by him and found out that almost everything I'd written was wrong. To wit:
          
  • I was a year late; 1990 was the year most of this happened. Romero worked at Softdisk prior to Carmack and was actually the one who hired Carmack, not because of Dark Designs but because of a tennis game plus his obvious facility with programming.
  • Romero and Carmack loved working at Softdisk and only left because it was the wrong sort of publisher to take advantage of the horizontal scrolling technology that the duo would use in Wolfenstein 3D and DOOM.
  • It was actually the president of Softdisk, Al Vekovius, who suggested that Carmack, Romero, and Tom Hall start their own company. There were no lawsuits and no threats; Carmack and Romero kept working for Softdisk for a year to avoid leaving the company in a lurch.
  • The reason Carmack and Romero are credited on so many Softdisk titles stretching into the mid-1990s is that those titles used technology and code that Carmack and Romero had created. They otherwise had no involvement in games like Cyberchess and Dangerous Dave Goes Nutz!
      
All of this has been a lesson in putting too much faith in secondary sources, even when they agree and everything seems to fit together logically. I didn't get into this gig to be a journalist, and I have no formal training in journalism, but clearly my blog has veered in that direction at least occasionally, and as such, I need to adopt stricter rules for my use of sources, to make it clear when I'm speculating based on limited evidence, and to always see primary sources when they're available. I'm still working on these "rules," but they stopped me here in speculating on the identity of Dr. Goodcode even though I have a pretty good idea of who he is.
     
Sorry for the otherwise short entry, but you'll see a few more of these in September, as I have to devote more time to getting my classes going. Hopefully for the next entry, I can make some progress on The Summoning.
    

Friday, September 04, 2020

Shea Butter Variants (Monday Musings 82)

At the risk of sounding twee or like Maria Bamford's imitation of a high maintenance customer, nevertheless, I feel compelled to write about the various Shea butter types as it can help anyone with dry skin - though if you suffer from moderate to severe eczema, consult your dermatologist.

Growing up, I had extremely dry skin that during the winter months, my hands cracked with thin bleed lines. I wasn't surprised when I was diagnosed with eczema a couple of decades later.

My dermatologist recommended the extremely cost-effective petroleum jelly, i.e. Vaseline which works very well for my eczema, which is mild. I'm not sure how effective it is for those with more severe forms of eczema.

The only issue is that petroleum jelly feels horrible, so I dread taking a shower because it means putting on the Vaseline when I was initially compliant with my dermatologist's recommendation. Vaseline felt so bad that eventually I stopped using it. I'd rather deal with dry skin (only using Vaseline when I absolutely had to) then using it on a regular basis.

Because of my non-compliance with Vaseline, I had an eczema flair. Because I didn't want to use Vaseline for the rest of my life, I researched the alternatives. 100% raw and organic African Shea butter kept coming up as the best alternative, given the fact that it has antioxidants and known for its remarkable moisturizing powers - but it has to be raw to keep its healing properties, noted the many sources.

On Amazon, I was searching through raw organic Shea butters that are fair trade and has an expiration date, and I found two that met the description at the time. One of them, Amazon is no longer selling, so the second time, I bought the other brand.

The type of Shea Butter I initially bought was West African Shea butter, imported from Ghana. Because it's raw, therefore no processing, it's "clumpy" but if you warm it in your hands, it melts though there may be some smaller chunks as you apply, which is no big deal.

The feel is absolutely luxuriant, and my alligator skin felt almost like baby skin. My dermatologist even remarked how soft my skin was. In other words, the Western Shea butter works and feels better than Vaseline - not only does it feel better, but it feels wonderful. The only difference between the two is that after washing your hands 2 times you have to reapply the butter, whereas Vaseline, I only had to reapply after 4 hand washings, but that's not a problem at all.

African Shea butter is the clear winner over petroleum jelly, at least for dry to very dry/mild eczematous skin. I can't speak for moderate to severe eczema.

The issue with the West African Shea butter is that it has a rather strong odor, though once applied, the smell dissipates. However in time, it became unpleasant to me, that again, I was non-compliant. The first Shea butter expired (I probably only used it a dozen times), and same with the second Shea butter expiring, purely because of the smell. Albeit, after application, you don't smell it.

As this second Shea butter expired as well, as usual in Amazon searches, I stumbled upon an East African Shea butter (imported from Uganda) that is also 100% raw, organic and fair trade, with expiration date. This company noted that Eastern Shea butter has more nutrients than its Western counterpart, and also has a lighter smell and better absorption. Upon receiving this new Eastern variant, they were absolutely right about the much lighter smell. The smell was significantly more pleasant than the stronger smelling butter. 

This new Shea butter still has the smoky, buttery smell to it, but it's very mild, and didn't make me gag. I would say it's not pleasant but not unpleasant so I have no hesitation in slathering it on. Further, the fragrance disappears after application.

Upon application, the lovely East African Shea butter melted much easier with no clumps, and so much easier to apply as it absorbs much better than the Western variant. This is the first time that I no longer fear taking a shower (at risk of dry, itchy and painful skin) because this new Eastern Shea butter is so luxurious in feel and moisturizes phenomenally that I can take multiple showers a day and not be dry, as long as I apply this amazing butter.

However, I'm not sure about the claims that East African Shea butter is more nutrient-rich than the West African type. All I know is that experiencing both, the worse smelling one moisturizes equally well as the better smelling Shea butter. In other words, they both work equally well in moisturizing.

Both types are incredible, luxurious-feeling moisturizers - I just found the Eastern one more pleasant in smell and easier to apply.

Conclusion: You can't go wrong with either Shea Butters - though the East African Shea Butter originating from Uganda smells and applies better than the West African Shea Butter from Ghana.

The How of Happiness Review