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User talk:Pagrashtak - Wikipedia, the free encyclopedia

User talk:Pagrashtak

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[edit] Unblanking of a deprecated template

Hello again Pagrashtak. I noticed you reverted the blanking of the deprecated template {{CVGPeerreview}}. Is there any reason you think deprecated templates should place the old code as well as the deprecation notice? I'm not sure I understand the reason for the reversion. —[admin] Pathoschild 02:27, 14 October 2006 (UTC)

I reverted it because every other deprecated template I had seen up to that point had not been blanked. What is the purpose of blanking the template? If you blank it, one has to search through the history to find out what the template looks like. Why not just have it available? Pagrashtak 17:41, 14 October 2006 (UTC)
Deprecation phases out one template in favour of another. Disabling the old template is a part of that, although leaving it visible doesn't much affect the process. —[admin] Pathoschild 03:56, 17 October 2006 (UTC)
I know what deprecation is, I'm just saying that deprecated templates I had seen up to that point had not been blanked. I was just trying to follow what I believed the standard was. Pagrashtak 03:58, 17 October 2006 (UTC)

[edit] FARpassed

Thanks. I wasn't sure exactly how to do it but I saw the code in the Template:Featured so I copied it from there. Axem Titanium 18:34, 14 October 2006 (UTC)

[edit] Bereishit FAC

Could I ask you to reply please? If your objection has not yet been addressed, I'd like to deal with it. Dev920 (check out this proposal) 17:44, 16 October 2006 (UTC)

[edit] Template Barnstar

The Template Barnstar
For helping me out in {{Animorphs Books}} and intergrating the {{cvgproj}} with several other boxes, I award you the template barnstar. Your modifications inspired me to align the {{StarWarsProject}} in a similar fashion (portal, selected articles), which you also helped me out with. Thanks. Hbdragon88 21:42, 18 October 2006 (UTC)
Hey, thanks! It's very much appreciated. Pagrashtak 02:14, 19 October 2006 (UTC)

[edit] Re: Redirects and XHTML

Thanks for your comment. I have replied on my talk pagedto (talkcontribs) 03:20, 20 October 2006 (UTC)

[edit] Super Mario 64

I'm glad you're trying to improve the article. As much as I would love to make over the article of one of the greatest games ever made, I've got my hands full with another one. :) But I'd still like to help you out, so here is the section "THE MAKING OF MARIO" from Steven L. Kent's book, The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World (2001). Here is an Amazon link detailing the book so that you can cite it properly. I don't believe Amazon mentions the location of publication, but it is New York. Without further ado, here is the text, taken from pages 529 and 530:

Shigeru Miyamoto, creator of Donkey Kong, Mario, Zelda, Yoshi, and Star Fox, entered the video game industry with a unique philosophy that was always reflected in his games. "When you draw a laughing face, your face should laugh," he once explained in an interview. "When you draw an angry face, your face should be angry. The character will capture your emotion. The emotions and fun in a game are not made while thinking about business."

By the time Nintendo launched Nintendo 64 (N64), Miyamoto had been creating games for nearly twenty years. He had witnessed and aided the evolution of the business, software, and technology of video gaming. His first game, Donkey Kong, was created by a five-man team and contained approximately 20K of code. Now, as he made the flagship game for N64, his team had swollen to more than fifty members. Instead of 20K, he and his team would write 8 megabytes of code - more than 400 times more code than in Donkey Kong. Instead of designing levels that fit on a single screen, they created enormous 3D landscapes complete with trees, castles, and dinosaurs. Adapting to this new challenge, Miyamoto created a new philosophy. While most game designers were coming up with features, then building their games around them, Miyamoto worked on creating expressive landscapes, then created ways to use them.

"One thing that was different with Super Mario 64 was [that] we wanted to make some snow mountain, a really big one. That came first, and afterward we asked [each other] for the ideas about how to make use of this mountain.

It was as if we were building up an amusement park. We first found our location. We purchased the mountain, and afterward, we thought of some interesting things we wanted to implement on the mountain." - Shigeru Miyamoto

Super Mario 64, Miyamoto's lead game for N64, did a better job of bringing a two-dimensional side-scrolling game into the world of 3D than any game before it. To accomplish this, Miyamoto's team used all of the old characters and objects made popular in early Mario games, then incorporated new devices that could only occur in a 3D environment. The big end battles, for instance, pitted Mario against a much larger foe on a huge 3D platform. The only way for Mario to win was to circle around the enemy.

Building from Miyamoto's amusement park analogy, Super Mario 64 included huge slides and other kinds of activities that bought true variety to the game. Everybody at Nintendo recognized the game as a masterpiece; the only problem was that Miyamoto was taking too long to build it. According to Hiroshi Imanishi, Nintendo president Hiroshi Yamauchi's right-hand man, the release of N64 was delayed until Miyamoto was satisfied with Super Mario 64. The delay would have been even longer, but Yamauchi finally told Miyamoto that the game was good enough.

If you have access to academic databases such as LexisNexis, Academic Search Premier, or Proquest (search for old New York Times articles), I would highly recommend those. If not, I can always try to add in stuff later. Good luck! (For the record, I've given this exact same message to a couple other editors). --Tristam 06:19, 28 October 2006 (UTC)

[edit] comments on Air Force One FAR

Just curious, you listed out five or so problems with the article. Why didn't you simply make the edits? I just hit two of them in five minutes. I guess I don't really understand the featured review system or something. ericg 17:29, 2 November 2006 (UTC)

The main reason is that if I state that the article is not of featured quality without saying why, other editors will complain that my comment is not actionable. Thus, I pick a few problems from the article and state them. If the problems I stated were the only problems with the article, I probably would fix them myself. Another reason is that if I remove an image from the article because I do not feel it is fair use, it almost always gets put back. By stating that I do not feel the image is fair use on the review, I bring this issue to light; either the image is removed, or it is clear to other editors that a problem exists. Pagrashtak 16:35, 5 November 2006 (UTC)

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