Tuesday, September 22, 2020

Game 380: Mad Paradox (1992)

Spoiler: no explanation is ever given for this title.
       
Mad Paradox
Japan
Queen Soft (developer and Japanese publisher); Samourai (U.S. publisher)
Released 1992 for PC-98; 1994 for FM Towns and DOS
Date Started: 13 September 2020
Date Ended: 14 September 2020
Total Hours: 8
Difficulty: Easy (2/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
      
Nearly 30 years later, I can't even find any evidence that a company called Samourai existed. The title screen of the game itself is the only evidence. I don't know where they were located or who was on the staff. By all appearances, the company seems to have existed solely to bring Mad Paradox to an American market. I desperately want to find the people involved and ask, why Mad Paradox? Why not any of the host of 1980s and early 1990s Japanese PC RPGs that look so much more interesting? There's Fantasian (1985), which coupled first-person dungeon exploration with top-down grid-based tactical combat before Pool of Radiance did it in the U.S. Was SSI influenced by this Japanese game? I'll never know because I can't play it. Paladin (1985) is a fun-looking RPG-platformer hybrid. There's Riglas (1986), an adventure-RPG hybrid with a "studio" perspective that looks like it could have been influenced by Quest for Glory if Riglas hadn't come out first. There's the delightfully weird-looking Panorama Toh (1983). A bunch of other games I know only from intriguing titles: The Magic of Scheherazade (1987), The Return of Ishtar (1987), Zombie Hunter (1987), Bastard (1988), Druid (1988), Slime Master (1989), Another Genesis (1990). There's a Japanese-only fourth entry in the Phantasie series from 1990. The sin of all of these games, I guess, is that they didn't have breasts.
    
Mad Paradox has those, but the game is so inept that it forgets it's an eroge at some point and plays the last third entirely straight. Having played Knights of Xentar (1991) and Cobra Mission (1992) before this one, I had certain expectations, and I was shocked--not disappointed, you understand, just surprised--when the game had no final "reward." 
          
Yes, it's this sort of game. (Censored so my blog doesn't get labeled as "adult" by Google.)
        
That would be fine if there were anything else notable about Mad Paradox, but there isn't. It's a grindy, linear, derivative, ugly game with limited mechanics and a nonsensical story. In basic form and narrative, it's like Knights of Xentar, but with less freedom, more boring combat, and blander characters. It's rare that I say this even about bad games, but there was nothing about the time I spent on it that wasn't a complete waste. I can't tell you much about what's on my "to do" list this week without giving away too much personal information, but suffice to say that there is no stronger justification for my blog's title than the fact that I spent 8 hours of this week of all weeks winning this game.
    
Paradox concerns a character named Mash, who has been raised all his life as an orphan in the city of Dorah. Now, on his 17th birthday, an old and wise friend named Samos tells Mash of his history. Mash's parents had been the rulers of Dorah, but one day an evil warlord named Gorgus showed up and challenged Mash's father to combat. Mash's father was a pacifist and refused, so Gorgus killed both parents and took off. Samos doesn't think Mash's father could have beaten Gorgus anyway because Gorgus had some way of commanding fire. Mash immediately vows revenge.
              
Samos lays out the backstory.
          
The opening dialogue is another prime example of the wordiness accompanies a lot of these JRPGs. It's like hearing two children shout, "Am not!" and "Are too!" at each other. One round of it, fine, but after a few repetitions you start wondering if any jury of "your peers" would really convict you. In this case, I had to read through several screens of Mash trying to convince the reluctant Samos to tell him about Gorgus, with the equivalent of "Please tell me!" and "No, it's too dangerous" repeated so often that I began to understand Gorgus's motivations for just killing everyone in this town.
    
Eventually, Samos relents and sends Mash on a quest that begins with retrieving his father's arms and armor from the old castle. At first, I worried I'd have trouble finding it, but I soon realized that my worries were baseless. The game consists of only about a dozen areas, each taking up only about four screens. Hallways are wide and buildings large, and areas are therefore hard to get lost in. Pathways don't open until you're ready for them and many of them close behind you, so even when it seems like you're stuck, you just have to loop around the NPCs in a small number of screens, and eventually you'll get the next clue.
           
The game has furniture, barrels, doors, and chests, but none of them (except about four chests in dungeons) are really interactive.
          
Other than combat and NPC "dialogue" (all lines are scripted; there are no choices), there isn't much to do in the game. It lacks any kind of "search" feature. Doors open automatically when you walk into them. NPCs are also activated by walking into them. There are no puzzles, no traps, no out-of-combat spellcasting except for healing. This would describe a lot of games in the 1980s, but it feels like we've come further than this since then.
       
There is no character creation process. Mash (and, later, his two companions) come to the game with fixed values in strength, stamina, intelligence, attack, defense, maximum health, and maximum magic power, all of which increase upon leveling up. Attack and defense scores increase as you purchase or find better equipment. Enemies have no magic and no special attacks. You never miss them and they almost never miss you, and the damage that you do to each other is fixed by a formula that considers the attacker's attack score and the defender's defense score. Because combat is so predictable, it's also boring. There are no tactics save the spells, but offensive spells aren't that much better than physical attacks. You're almost always better off saving magic ability for healing.
             
The main character's statistics early in the game.
        
The game is also extremely grindy. There's a maximum of 40 levels, and you have to be close to the top to defeat Gorgus in the end. If you just walked through the areas (and didn't get killed), you'd probably reach the endgame at Level 16. The rest is grinding, which sucks because combat is slow. Every attack, yours or the enemy's, is accompanied by an animation. Thank the gods that someone told me how to use DOSBox's "warp" mode recently or I never would have survived it. Mechanically, combat seems to be derived from Phantasie. Each round, each character attacks, casts a spell, uses an item, or tries to flee, and the action executes immediately with its animation. All characters go before all monsters. 
          
The translators didn't bother to translate the combat options, but I figured them out by context.
    
The predictability of combat means that you almost always know when you've entered an area that's out of your pay grade, so that's when it's time to return to an earlier area and camp for a while. Fortunately, I was able to watch educational videos for a class I'm taking during this process. It is not an exaggeration to say that at least 5 of the game's 8 hours were spent grinding.
      
That leaves the story, which almost doesn't deserve to be related. As Mash leaves Dorah, Samos asks him to keep an eye out for a girl with a fiery brand but otherwise doesn't tell anything about her. Mash first recovers his father's sword (a regular long sword, discarded almost immediately) from the castle, after which Samos opens the way to Death Valley. Before he leaves town, Mash can have his first ribald encounter with a local girl whose name he doesn't even remember.
     
And so it begins.
       
Each one of Mash's erotic encounters shows three or four pictures of the girl in question, censored in the places that Japanese media typically censors images of girls. None of Mash's encounters are non-consensual, though like Xentar, he is sometimes rewarded with sex (or just images of unclothed girls) in situations where the girls in question have just been through traumatic experiences. As usual, many of the girls look underaged to me, but I'll just accept that's a cultural/artistic thing. The other weird thing is that many of the images . . . I don't know how to say this . . . Many of them suggest that Mash is "participating" in the activities depicted, except that he himself never actually appears. It's as if he's gone invisible. Finally, unlike the heroes of other eroges that we've seen, Mash is not depicted as either particularly suave or particularly inept. He doesn't make jokes or cringy statements about his experiences. They mostly happen without comment, or with bland comment.
    
Areas of the game are divided into those with wandering creatures and "safe areas" (usually towns) without them. In areas that have creatures, they're always depicted as formless blobs until you run into them and the encounter begins. You can avoid them a lot of the time by walking in the other direction, but the game requires so much grinding that it's best to fight when the blobs are present. They respawn quickly. Each area typically only has two types of creatures. The Valley of Death had ogres and "mantrap plants."
         
Mash approaches an enemy party "glob" in the valley.
         
On the other side of the Valley is the city of Garah, which is being menaced by a lieutenant of Gorgus named Gidd. The residents are so terrified that they offer young ladies as sacrifices to Gidd. The latest, chained up and waiting for him to come and get her, is a girl named Lizza. (Lizza disrobes for Mash in exchange for a promise to help her.) Mash also hears about a local young swordswoman named Elle. A third entanglement comes when Mash discovers that the local bartender has imprisoned a girl named Mary in his basement.
              
Ah, the joys of roleplaying a character who ogles girls while they're chained up.
         
Mary supplies the key necessary to unlock Lizza's shackles. Mash creepily has a sexual encounter with Mary before she's even freed from the basement. Lizza returns to her grandmother's cave in a forested area west of town. Lizza's grandmother has some intel on the source of Gorgus's power, which has to do with "plaques" (the way this is used, I can't help think the world is translated badly) that had been created by the gods and covey power over fire, water, and other forces.
    
At this point, its not clear what Mash has to do to enter Gidd's fortress (the guards repel him if he nears), so it's one of the moments of the game where he has to run back and forth to various NPCs to figure it out. Mary says that to enter the fortress, Mash will need an emblem and suggests he talk again to Lizza. Running back to Lizza's grandmother's cave (fighting zombies along the way), he learns hat Lizza has the emblem tattooed on her thigh (picture follows). Lizza suggests that the blacksmith can make the emblem but he'll need to see it, and Lizza doesn't want to return to town. Mash has to return to town alone and go to a shop where the shopkeeper has an "eternity mirror" that captures an image of whatever it's pointed at, but he won't sell it except for a "goddess statue." This turns out to be in the possession of Lizza's grandmother, necessitating another trip through the woods, then back to the shop, then back to the cave to capture the image, then back to town to deliver the image to the blacksmith. Such is the game padded.
            
One of many steps in a senseless quest.
         
Meanwhile, Mash finally meets Elle, who agrees to help him in his quest, as her father was also killed by Gorgus. After Mash picks up the emblem at the blacksmith's shop, Elle meets him at the gates to Gidd's fortress, which (after grinding a while), they invade, killing guards and dark fairies and ultimately Gidd himself. Gidd leaves behind a crystal ball in which Mash sees an image of a girl with a fire brand on her forehead, the one that Samos told him about.
      
Elle is one of the few female characters presented respectfully.

Taking on Gidd.
         
After defeating Gidd, Elle and Mash move on to the city of Krapp. Krapp has a few exits, one of which goes to the "twin cities" of Aquapolis and Foulwater, the other of which goes to the cities of Blessfire and Foxfire. You understand when I say "cities," I'm talking about a couple of screens with inns, shops, and a few NPCs. Each city has a weapon/armor/shield shop, and I found that the party basically had just enough gold for the latest upgrades at just about the moment they became available.
          
Items available at one shop.
        
If you check into the inn with Elle in Krapp, there are some scenes that suggest Mash might have tried to have his way with Elle and was duly reprimanded--this is played for humor, of course. Otherwise, if he checks into the Krapp inn without Elle, he finds that it's a brothel in disguise and has the opportunity to sleep with several prostitutes; there's a sequence exactly like it in Xentar. Great: I've become an expert on tropes in Japanese porn games. Irene will be so pleased.
           
Mash apparently went too far.
        
Elle disappears for a while at one point and is found frolicking with fairies in a waterfall in Aquapolis (with images, of course). In Blessfire, the duo becomes a trio as a warrior named Fugg joins the party to rescue his sister, Lora, who has been taken by Gorgus's next lieutenant, Geir. As before, the party has to get strong enough to raid Geir's fortress, which is populated by giants and necromancers, before taking on the minion himself. Along the way, they free three captive girls (with images, etc.) from Foxfire. Fugg leaves the party after Geir's defeat, which was surprising. I thought the game was going for a permanent hero-girl-male friend composition like Xentar.
          
Fugg briefly joins the team.
          
I lost track of a lot of the plot at this point, and I can't even reconstruct it with my screen shots. The party found one "plaque" in Krapp, but it didn't seem to do much of anything. Later, there was discussion that they had to find a "crystal" and then "holy water." Moving forward for the rest of the game generally meant circling around between "The Wise One" in Aquapolis, Lizza's grandmother, and an overtly Christian priest in Krapp until one of them had the answer.
   
Getting the "holy water" meant visiting the city of Heavens, which turned out to be accessible from the waterfall in Aquapolis. The city was under the thumb of Gorgus's final lieutenant, Goses, who as usual had imprisoned a few girls. Freeing them opened the way to his fortress and represented the last eroge content in the game. As Mash freed them, Elle expressed some jealousy, and I set myself up for an ending just like Xentar and Cobra Mission in which the hero swears off his rakish ways and marries his female adventuring companion in a weirdly wholesome epilogue.
            
The tamest of the images from this section.

          
Goses's fotress required a lot more grinding. Enemies were dark knights and women that looked like sorceresses but were for some reason called "rusty nails." The combat with Goses himself went like all boss combats in the game. Since no one has any special attacks and all attacks do predictably the same damage, combat was just a matter of figuring out how often I had to cast healing spells in between physical attacks. As long as the enemy doesn't do more damage than you're able to heal, you can eventually whittle him down.
    
Following Goses's defeat, discussion again turned to things I don't remember discussing previously. Something about having to find a "sanctum" and an "AquaSword." After making the rounds of the usual NPCs, it turned out that the priest knew of a way to open a doorway to some "sanctum" in Aquapolis. We followed his instructions and found ourselves in a long, linear dungeon (a single straight corridor) containing the toughest enemies in the game, lizard warriors called "death tails" and floating balls of light called "ghost balls." They offered so much experience that we finished leveling up just pushing through the corridor.
        
I guess maybe this is the "sanctum."
          
Gorgus was at the end of it, but he taunted us by saying we could never defeat him without the "AquaSword," which for some reason we didn't have and couldn't find, so we had to back off and return to Krapp. There, the bartender's daughter heard of our plight and stole a "plaque" that the bartender had kept secret. She ran away with it to the forest, where it required her to sacrifice her life to turn into the "Holy Sword," which was apparently capable of defeating Gorgus. This was all told very poorly.
         
JRPGs seem to have a lot of blank lines and ellipses in dialogue.
        
We returned to the Sanctum and engaged Gorgus in combat. It was the same thing as his minions: a couple of attacks followed by a couple of healing spells or potions. It took a long time, but he died.
          
Hollywood, get this script in front of a producer!
       
The denouement was stupid. The girl with the firebrand appeared in the wake of Gorgus's defeat. Gorgus has held her prisoner all her life, telling her she was the daughter of Lord Laggs of Dorah, my father (whose actual name is appearing for the first time), which would seem to make her my sister. Surprisingly, Elle took off at this point, claiming she'd had her revenge. For some reason, Mash expressed an intention to still somehow try to make the "AquaSword," but the nameless girl convinced him it wasn't important and persuaded him to use the holy water to wish their way back to Dorah.
         
I didn't follow all of this, but I wanted the game to end, so I was with "Girl."
        
Back in Dorah, Samos filled in the rest of the story, but it still didn't make a lot of sense. It turns out the girl--who is never named--is not the daughter of Lord Laggs but of the ruler of Garah. A soldier carried her out of town when Gorgus destroyed the city; Samos ended up finding her in the woods; and my parents ended up adopting her moments before they themselves were slain by Gorgus. End of story. The girl didn't end up with Mash, either, so I'm not sure why she's even in the game.
            
Samos appears to be hitting on me.
        
The game ends with Samos offering Mash a drink. A black screen says "And . . . time passed by . . . " and then shows an image of someone--Mash, I guess--sitting under a tree at the top of a cliff. And then the credits roll over (non-lewd) images of some of the females in the game. So I have no idea what that end sequence was about, but neither do I really care. The title of the game is never really explained, either, unless that's the paradox.
 
Unlike most games in the eroge genre, the protagonist of this one ends sad and alone.
        
In a GIMLET, the game earns:
    
  • 2 points for some attempt at a story.
  • 2 points for character creation and development. There's no creation, but leveling feels suitably rewarding.
  • 3 points for NPCs. They play a big role in the game, but everything is one-way.
      
Wandering NPCs are sometimes helpful. Sometimes . . .
        
  • 1 point for encounters. There are no non-combat encounters, and enemies are only differentiated by how hard they hit.
  • 2 points for magic and combat. Combat has no real tactics and there's no point to the variety of spells, which is too bad because some of the visual effects for the spells are fun.
         
Elle's spell options at the highest level.
        
  • 3 points for the economy. It remains relevant most of the game and is a secondary reason to grind. When you no longer need weapons and armor, you can stock up on healing potions.
  • 2 points for equipment. There are upgrades to weapons, armor, and shields, and it feels rewarding to buy them, but there's no complexity to the items. They just adjust attack/defense scores.
  • 2 points for a main quest with no options or side quests.
  • 3 points for graphics, sound, and interface. I found the graphics grainy (why do they look like they have artificial scan lines?) and the icons hard to make out. Some of the cut scene graphics were well-composed, though. I can't tell you about the sound because the music is so relentless, and can't be turned off separately, that I played with the sound off entirely. The controls work fine.
        
The artists clearly had some talent.
         
  • 1 point for gameplay. The overall game wasn't too long, but even within the limited time, it wasted a lot of time with grinding and backtracking. The predictability of combat made it too easy; it's very linear; and there's nothing replayable about it.
            
That give us a final score of 21, which is a pretty low score for the era. I'm glad I investigated what Japanese developers were doing on consoles at the same time because otherwise this would be my impression of JRPGs.
    
I typically haven't subtracted any points for bad translation, so I won't do that here, but the text of the game is riddled with spelling and syntax errors and poor word choice. Also, it's sometimes hard to tell who's speaking.

Normally, I'd offer reviews from contemporary sources, but I can't find any evidence that anyone noticed this game when it was released in 1992. I can report that and Honest Gamers reviewer named Woodhouse agreed with me in a 2003 review:
            
To play Mad Paradox is to step into a world of mediocrity. It's an RPG that skimps on all the ingredients that can make an RPG great. The battles are neither unique nor exciting, you're given only an excruciatingly tiny area to explore, and there isn't any engrossing story or character development. The makers of this title decided to forego all those amenities, instead placing an emphasis on pleasing the viewer's visual receptors. To captivate its audience, Mad Paradox relies on its one and only asset, numerous naked women.
                        
I would normally also report on the developers here, but none of them seem to be associated with any other games, including designer and writer Tooru Hamada, senior programmer Kei Ishizuka, senior illustrator Akira Komi, or even music composer Shirahama Nanki. The development company, Queen Soft, did produce at least half a dozen other titles between 1989 and 1996, mostly eroge adventure games and what can only be described as "strip mahjong." Even more of a mystery is the supposed U.S. translator and distributor, Samourai, which is an absolute ghost. I'm not 100% sure that it wasn't just a warez group that created a fan translation. Why any of these obscure individuals thought that this game was worthy of their time will have to remain an enigma. A paradox. A maddening one.


Monday, September 21, 2020

Suzy Cube Update: Wish List, Pre-Registration And Release Date!

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
I promised you all a big update mid-week, well here is a HUGE update! Suzy Cube is now available to Wish List on Steam and Pre-Register on Google Play!
Read more »

Saturday, September 12, 2020

Overkill's The Walking Dead - Review


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Overkill's The Walking Dead - Review

Overkill's The Walking Dead is a sincere endeavor to convey a helpful adventure set in the notable Walking Dead universe, yet that effort feels somewhat like it's very little past the point of no return, as Overkill's The Walking Dead frequently doesn't feel like a shooter by any stretch of the imagination. It takes the rules built up by Robert Kirkman's comic series and its consequent TV adaption to heart in the wrong ways, forcing uneven decides on its missions that intensely restrict how you're able to play. Combined with a confounding combination of survival mechanics covered in unintuitive menus, useless customization choices, and non-existent incentives to enhance your gear, The Walking Dead feels foul and unfocused. 


Quick Facts:


  • Initial release date: 6 November 2018
  • Engine: Unreal Engine
  • Developer: Overkill Software
  • Genre: First-person shooter
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows



 Overkill's The Walking Dead is a game about apparently thoughtless butcher with not very many plot strings drawing an obvious conclusion. There is no drama, there are no characters created crosswise over missions, and there is no nuance to for what reason you're killing people as promptly as you do the walkers. It has next to no to do with what makes The Walking Dead so incredible.


Also Read: Anthem | Preview, Release date, Gameplay, News, & more...


Overkill's the walking dead: Gameplay

The biggest enemy in The Walking Dead—besides, you know, the walking dead—is noise. Nothing floods the roads with zombies quicker than a noisy blast or a jukebox firing up a Queen track. most of the missions in The Walking Dead is a stealth mission. Basically, this makes the game fundamentally the same as Overkill's past co-op shooters, Payday and Payday 2. In those games, heists start out calmly until the point that an alarm gets activated and the best way to get out alive is to go loud.

Missions are diluted into more stealthy issues therefore, which can be somewhat engaging when you're working closely with teammates. As a major aspect of an efficient group you can keep noise to a minimum and dodge enemies completely, yet it generally just takes one player not sticking to the script to ruin a run. making the situation worse, there's no help for voice chat in-game nor some other approaches to communicate besides text talk, which is a huge bummer.

Check out this amazing gameplay from Polygon





Killing a couple of scattered zombies with baseball bats and blades is simple enough, however, in the end, somebody will make a noise calling for backup. Regardless of whether it's a gunshot, a blast, or a car alarm. If your group is messy, in the end the group will get too thick to battle at all, and the only wise thing left to do is run.

Even though fighting zombies is pretty simple, but you don't wanna get too close to them as they will grab you and will drain your health to a good amount as it takes some time to shove them off.

It's too awful that slaughtering zombies with melee weapons is so essential, though, because these weapons aren't much fun to use. There are machetes, baseball bats, and pickaxes, but they all feel clunky, and pretty much the same. And also fighting off thick crowds of zombies, again and again, becomes boring, but what satisfies me the most is the wooden tunk sound I get from smacking a zombie right in the skull.


Also Read: Hitman 2 | Review, Trailer, Gameplay & Everything else you need to know.


Overkill's The Walking Dead: Characters



In Overkill's The Walking Dead, you take control of one of four new characters, each with their own uninvolved weapon specializations and one of a kind aptitudes. For instance, Maya is the medic and her unique ability is tossing down a med bag that can heal up anybody in your group. Aiden, on the other hand, gets streak blasts that can daze human enemies and distract zombie crowds.

Each character is fun in their own particular manner and, in spite of their strengths, anybody can utilize any weapon you discover, giving them a helpful adaptability. The distinction, however, is that they won't have the capacity to apply any of their skill upgrades or passive rewards to upgrade a weapon outside their wheelhouse.


But beyond that, the difference between the characters are for the most part detail driven other than a solitary unique skill. 





From its restrictive mission structures, unbalanced difficulty and baffling methods of progression, The Walking Dead struggles to justify the time it requires from you. It's a collection gameplay diagrams stacked upon each other without insightful thought on how they may durably cooperate, wrapped with a dull presentation and ordinary combat that once in a while energizes. The Walking Dead is a wreck of scattered thoughts and an absence of direction, and there's no reason to make sense of it all.


Also Read: Resident Evil 2 Remake | Review, Trailer, Release date, News, Gameplay, and more...


The Verdict:


It's fun when you cooperate with friends and escape the horde of zombies by sneaky ways. But, it's all wrapped with a package of various disappointments: Technical issues, unavoidable repetition, and dull shooting experience.





Moving With Ease And Without Pain, Part 1 Of 3

Recently in the past month or so, I became much more serious about finding ways to get rid of my pain, which is due to poor posture. In the past, I never had any pain getting up after sitting for hours and hours straight. I can sit 8 hours plus from work, and certainly longer as a couch potato, without experiencing any pain when I get up.

In other situations, where I'm standing or walking for as short as 30 minutes or less, I start to have the typical back pain, which is quite bothersome, but I was used to it as this has been a longstanding problem since childhood.

However, this time it was different. I noticed that I'd have considerable pain and stiffness, especially in the lower back and groin area, after sitting for just an hour, which is a stark change. This concerned me, because I never had any issues with sitting before.

Further, I started to become more active due to the motto, "sitting is the new smoking", and just standing for 5 minutes caused rather bad back and leg pain.

Additionally, I was disgruntled about how, despite doing weight training, it was still difficult for me to push open heavy doors and carrying groceries around. I haphazardly tried weight body training as discussed here in my review of Your Body Is Your Barbell, but no real progress since I couldn't do even the simplest moves in the book, so I sadly gave up.

Indeed, a lot of the functional strength and bodyweight books are too difficult even at the easiest level, that there's no way I can make progress.

After doing research, I stumbled upon Tim Anderson's The Becoming Bulletproof Project, especially as the book got insanely great reviews on Amazon, and most if not all were hyperbolic! I decided to try it out, especially as it's free for Kindle members (there is a free trial available). I was very impressed with the book, so I purchased a copy.

Just doing the two things he mentioned - keep tongue at roof of mouth, and diaphragmatic breathing, improved my energy levels. When I started doing the reset exercises (these are gentle warm-up exercises before the training), my pain significantly improved.

The book is delightfully short and concise, as Mr. Anderson did a great job explaining exactly why the reset exercises help with pain and improve mobility. He also explains why you'll feel bulletproof when you succeed in these difficult tasks. For this review, discussing these reasons are beyond the scope, but he does a great job explaining and encouraging you, that you get hyped.

The sample beginner exercises are quite "harsh" as they seem to be more anaerobic (heart rate gets up to 110 at the most per polar heart rate monitor), but we need to do this for 10 minutes straight! Note he does give progressions, so if you can't do, for example, leopard crawls, start with baby crawling and build up.

I recall that we can only be in anaerobic mode for around 2 minutes before you go into aerobic states, but by then, you'd be gasping for breath. In other words, I feel that if I can do the beginner exercises with ease, I'd be a complete badass, and indeed bulletproof for me. I appreciate Mr. Anderson discussing how your idea of bulletproof is based on what you feel, not per cultural and societal expectations. The intermediate/advanced seemed extreme to me, but definitely something exciting to aspire to!

He doesn't shame you at all if you're satisfied, like me, just to have no pain, improve mobility, and able to carry groceries and push doors with ease, even if you never progress to intermediate!

Further, all the exercises listed in his beginner exercises template, can be done at home. For the battling ropes, since fitness centers are closed due to Covid-19, I substituted ropes with the transferring water exercise instead. I wrote to Mr. Anderson, and he told me you can use large beach towels instead, but at that time, I found the transferring water exercise more intriguing.

Due to the challenge aspect, the exercises are actually fun. There was one day when I bolted out of bed, excited to see if I can improve my time with the leopard crawl.

I noticed I'm very consistent with exercise if it's fun and there's a goal to reach. Certainly, one of the most fun exercises is the leopard crawl which is exactly like baby crawling, except knees off floor.

For me, the exercises were quite hard, especially going at it for 10 minutes, up to 20 minutes with rest. I felt like quitting. For the climbing mountain routine, I had to substitute real pushups for wall pushups, but nevertheless, I was able to do all the routines in his Set A beginner sample, with modifications.

I didn't want to quit though, and sleeping on it, I recall the challenge of the Jacob's Ladder (Exhibit A). At first, I can only do
Exhibit A: Jacob's Ladder
less than 4 minutes, but I added 15 to 30 seconds per day (more if possible), and eventually reached 20 minutes straight before the quarantine! So I thought, apply this same method to the leopard crawl and only focus on this as I tend to be a single-minded person.

I believe anyone, after being able to do the baby crawl with good form and ease, can do 1 second of the leopard crawl, and then just add another second the next day, and build up. Who cares if you take one year, because you made it and you can achieve longer times!

For now, Day 1 of Leopard Crawl, I lasted for 1 minute 30 seconds. By adding 15 seconds every day, I can get to 10 minutes eventually! Mr. Anderson was absolutely right, if you can do this for 10 minutes straight, you can easily do well over 30 minutes. As of this writing, at day 14, I'm already at 6 minutes, and I skipped several days. Hence I can see myself getting to 10 minutes and beyond very soon.

In fact, I know I can do it! This is the exact experience I had with the Jacob's Ladder - when I got to 10 minutes, I was able to add full minutes, getting to 20 minutes very quickly! Indeed, the slowest growth was going from a few minutes to 10 minutes, which took well over a month.

Mr. Anderson is very inspirational as he has a "you can do it attitude", because the reality is, you CAN do it! Just start at very small increments and you can easily get to 10 minutes, I can see your being able to do 1 hour if pressed!

I have no doubt that a 60-year old gentleman was telling the truth about how he was able to do 45 minutes, and I know in my gut that he's telling the truth, and I feel he can do more than that if he wanted to. If you get to 10 minutes, you can do way more.

The leopard crawl appears to be for cardio conditioning. For the functional strength of this program, and this is truly functional, some of the other exercises include walking with arms swinging, carrying backpack of 30 pounds (women, more for men) for 10 minutes straight, resting if you have to, but making sure you do the work for 10 total minutes.

Suitcase carries is another exercise. Indeed, these are the exercises we do daily! I may even add going up and down stairs once I get better.

For the first week when I followed the program to the letter, lifting gallons of jugs was actually easy and they felt light! I was impressed, as before, I strained carrying gallon jugs. I strained even when I was at the "height" of my health when I was doing multiple sets of dumbbell exercises, with repetitions of 15, 12, 10, 8, 6 to failure.

Inspired by improvement in pain and getting functionally stronger that was quite noticeable, I resumed my goals of walking 10K steps daily. Before, I couldn't bear the pain with less than 30 minutes of walking 2 miles per hour, even while playing video games to take my mind off the pain.

However now, I only have some back and leg pain after 2 to 3 hours walking at 2 mph! Doing the bulletproof reset does help ease the pain considerably (perhaps around 75% improvement) but not quite at 100% pain-free. 75% is incredible! It felt so empowering that I can walk for such long periods of time without pain (until the very end).

In the upcoming posts, I'll discuss the two other methods I used, where I was able to eradicate pain, these exercises being fun and not something you skip because they're too boring.

In conclusion, Tim Anderson's book is incredible - if you're cleared by your doctor, and you're suffering from pain and feeling weak such that you struggle with carrying groceries, this book is for you.

Why not give the book a try? Subscribe to Amazon's free trial and check out the book for yourself! If you find it works, then it's definitely worth getting a hard copy for easier reference.

Review of Neff's Self-Compassion

Friday, September 4, 2020

Back? Well, I Never Actually Went Away.


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Blimey, been a long time since I looked at this, lots has happened, both in life and in wargaming.
Anyway, I will be re-visiting this blog. Maybe not as much as I did seven (7!!) years ago, but I feel now it would be fun to do a bit from time to time.
The main reason for not keeping this blog up was that I'd pretty much run out of puff, so, hopefully now I should be able to capitalise on having had a long break to come up with a few things that some folk might be interested in.

Nazis for Big COC currently on the workbench

Sunday, August 30, 2020

CEH: System Hacking, Cracking A Password, Understanding The LAN Manager Hash, NetBIOS DoS Attacks


Passwords are the key element of information require to access the system. Similarly, the first step is to access the system is that you should know how to crack the password of the target system. There is a fact that users selects passwords that are easy to guess. Once a password is guessed or cracked, it can be the launching point for escalating privileges, executing applications, hiding files, and covering tracks. If guessing a password fails, then passwords may be cracked manually or with automated tools such as a dictionary or brute-force method.

Cracking a Password

Passwords are stored in the Security Accounts Manager (SAM) file on a Windows system and in a password shadow file on a Linux system.

Manual password cracking involves attempting to log on with different passwords. The hacker follows these steps:
  1. Find a valid user account (such as Administrator or Guest).
  2. Create a list of possible passwords.
  3. Rank the passwords from high to low probability.
  4. Key in each password.
  5. Try again until a successful password is found.
A hacker can also create a script file that tries each password in a list. This is still considered manual cracking, but it's time consuming and not usually effective.

A more efficient way of cracking a password is to gain access to the password file on a system. Most systems hash (one-way encrypt) a password for storage on a system. During the logon process, the password entered by the user is hashed using the same algorithm and then compared to the hashed passwords stored in the file. A hacker can attempt to gain access to the hashing algorithm stored on the server instead of trying to guess or otherwise identify the password. If the hacker is successful, they can decrypt the passwords stored on the server.

Understanding the LAN Manager Hash

Windows 2000 uses NT LAN Manager (NTLM) hashing to secure passwords in transit on the network. Depending on the password, NTLM hashing can be weak and easy to break. For example, let's say that the password is 123456abcdef . When this password is encrypted with the NTLM algorithm, it's first converted to all uppercase: 123456ABCDEF . The password is padded with null (blank) characters to make it 14 characters long: 123456ABCDEF__ . Before the password is encrypted, the 14-character string is split in half: 123456A and
BCDEF__ . Each string is individually encrypted, and the results are concatenated:

123456A = 6BF11E04AFAB197F
BCDEF__ = F1E9FFDCC75575B15

The hash is 6BF11E04AFAB197FF1E9FFDCC75575B15 .

Cracking Windows 2000 Passwords

The SAM file in Windows contains the usernames and hashed passwords. It's located in the Windows\system32\config directory. The file is locked when the operating system is running so that a hacker can't attempt to copy the file while the machine is booted to Windows.

One option for copying the SAM file is to boot to an alternate operating system such as DOS or Linux with a boot CD. Alternately, the file can be copied from the repair directory. If a system administrator uses the RDISK feature of Windows to back up the system, then a compressed copy of the SAM file called SAM._ is created in C:\windows\repair . To expand this file, use the following command at the command prompt:

C:\>expand sam._ sam

After the file is uncompressed, a dictionary, hybrid, or brute-force attack can be run against the SAM file using a tool like L0phtCrack. A similar tool to L0phtcrack is Ophcrack.

Download and install ophcrack from http://ophcrack.sourceforge.net/

Redirecting the SMB Logon to the Attacker

Another way to discover passwords on a network is to redirect the Server Message Block (SMB) logon to an attacker's computer so that the passwords are sent to the hacker. In order to do this, the hacker must sniff the NTLM responses from the authentication server and trick the victim into attempting Windows authentication with the attacker's computer.

A common technique is to send the victim an email message with an embedded link to a fraudulent SMB server. When the link is clicked, the user unwittingly sends their credentials over the network.

SMBRelay

An SMB server that captures usernames and password hashes from incoming
SMB traffic. SMBRelay can also perform man-in-the-middle (MITM) attacks.

SMBRelay2

Similar to SMBRelay but uses NetBIOS names instead of IP addresses to capture usernames and passwords.

pwdump2

A program that extracts the password hashes from a SAM file on a Windows system. The extracted password hashes can then be run through L0phtCrack to break the passwords.

Samdump

Another program that extracts NTLM hashed passwords from a SAM file.

C2MYAZZ

A spyware program that makes Windows clients send their passwords as clear text. It displays usernames and their passwords as users attach to server resources.

NetBIOS DoS Attacks

A NetBIOS denial-of-service (DoS) attack sends a NetBIOS Name Release message to the NetBIOS Name Service on a target Windows systems and forces the system to place its name in conflict so that the name can no longer be used. This essentially blocks the client from participating in the NetBIOS network and creates a network DoS for that system.
  1. Start with a memorable phrase, such as "Maryhadalittlelamb"
  2. Change every other character to uppercase, resulting in "MaRyHaDaLiTtLeLaMb"
  3. Change a to @ and i to 1 to yield "M@RyH@D@L1TtLeL@Mb"
  4. Drop every other pair to result in a secure repeatable password or "M@H@L1LeMb"

Now you have a password that meets all the requirements, yet can be "remade" if necessary.

Continue reading


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