Sunday, October 30, 2016

MacGregor Mayhem

MacGregor Mayhem: A Quick Guide to The Epicenter of Fun and Leisure in Queensland's Capital

For this post, I am taking a (hopefully) brief detour from describing Infinite Space III: Sea of Stars and will discuss something of greater relevance to real life. I'm talking about the cluster of leisure and activity centers on Kessels Road in MacGregor, which is a suburb of Brisbane, the state capital of Queensland. During my two-year tenure as a student at the University of Queensland, I was a frequent visitor to Macgregor, and always enjoyed my time there. So why, you might think, is this part of the city worth visiting?

For starters, there's the sheer number of recreation centers lining this major road, and there are even a few more facilities nearby. You will be spoilt for choice when it comes to filling your free time here, and always end up coming back for more sooner or later. Another advantage of Kessels Road is that it is near the Mount Gravatt and Nathan Campuses of Griffith University, and just a short walk westbound from Westfield Garden City, which is serviced by most bus routes and is no more than a 15-minute drive from downtown Brisbane under ideal conditions. Finally, these recreation centers are usually open for long enough for anyone to visit more than one of them on the same day.

I will now describe each center going east-to-west. The first one is Sky Zone MacGregor, which is primarily a trampoline park (complete with foam pit, wall run and Slamball court) but also contains a trampoline dodgeball court and a Laserforce arena spanning three floors (the latter also has locations in Woolloongabba and Strike Wintergarden, with the former being the first such site of its kind anywhere in the world). You can book an hour of jump time there for A$18 per person, and add one Laserforce game for an extra A$5 (individual games can be bought one or two at a time for A$10 or A$17 respectively). However, it is highly recommended for safety purposes that you buy a pair of specially branded socks for A$16 a pair. 

In addition to freestyle jumping, Sky Zone MacGregor hosts parties, trampoline training programs, fitness courses, and dodgeball tournaments. On most of my visits, I booked two consecutive hours of jump time plus one Laserforce game for each hour, and usually took part in a few dodgeball games as well - definitely worth the extra cost, although really fit individuals might want more, while newcomers should start out with one-hour sessions. However, due to the lack of proper air-conditioning inside the building, it is recommended that you bring a spare set of clothes to change into when you're finished. The Laserforce arena was the key highlight for me - as a Laserforce expert, I made mincemeat of any and every other player I went up against, scoring tens of thousands of points each time and thereby making the most of my 10 minutes inside the Alice In Wonderland-themed arena (which rotates players on a continuous basis - up to 20 or so are sent in at a time every few minutes, before leaving the arena after 10 minutes).

Further west is AMF Mount Gravatt, one of the best bowling centers in the whole city, if not the state, even though I never visited it while I was in Brisbane. Its main draw is the bowling alley, but like Sky Zone MacGregor, it also has a Laserforce center and, unlike Sky Zone, a video game arcade. The latter contains a very wide selection of games, ranging from classics like Daytona USA (rereleased and remastered for PS3 and Xbox 360 in 2011) as well as modern hits such as Deadstorm Pirates (ported to PS3 in 2010), Transformers: Human Alliance and Batman. As a long-term veteran of each game, I would have little trouble getting a top score (or best race time for Daytona) in each one. Tokens for the arcade can be bought 20, 35 or 85 at a time for A$15, A$25 and A$60 respectively.

The Laserforce arena at AMF Mount Gravatt also has capacity for more than 20 players, but has a darker science fiction theme, which contrasts nicely with the lighter fantasy theme at MacGregor. It is, in fact, very similar to the Laserforce Headquarters at Woolloongabba, except that you cannot buy memberships there. Entry to individual games costs A$14.90 (or A$16.90 during the peak period lasting from 3:00 pm Friday until 6:00 pm Saturday), with a A$2 discount for underage customers and those with concessions. It is also possible to buy entry to three separate sessions for $19.90 from 7:00 pm between Monday and Thursday (or from 6:00 pm on Sunday); alternatively, you can buy entry to two games for A$16.90 from 9:00 pm on Fridays and Saturdays, or one game for a family of four during the peak period for A$49.90.

As for the bowling alley itself, pricing follows the same pattern as the Laserforce arena, except that bowling shoes (at A$2 a pair) are bought separately and the peak period discount is greater by A$1. In addition, a family of four can book one game outside peak hours for A$44.90; this offer includes a pair of bowling shoes for each player. Considering that I have bowled only once in my lifetime thus far, this activity would be a nice change of pace. But no matter what you prefer to visit AMF MacGregor for, you will be guaranteed to have a blast.

The previous destinations appeal to all people of all ages and are specifically marketed towards families. However, the next location I will mention is different because, being male, I would most likely be turned away immediately. Of course, I am talking about the State Netball Centre, which isn't actually on Kessels Road, but is on the westbound side of nearby Klumpp Road. I mentioned this site, however, because I will use it for my idea for a hypothetical reality TV series, which I will describe in the next post. 

Normally, netball is reserved exclusively for women, but since the establishment of the National Netball League (formerly the ANZ Championship), 18-49 males throughout Australia and New Zealand have been watching matches for the netballers' short skirts (or making them into WAGs - an abbreviation of wives and girlfriends). The national side, the Diamonds, practices here, as does the Queensland Firebirds; both were captained by Laura Geitz, whom I met (and even had a picture taken alongside) during my last semester at the University of Queensland. I used the past tense here because of Laura Geitz's pregnancy, which has forced her to take the next year and a half off, although she vows to return as soon as possible after giving birth. On the other hand, the swimming pool nearby can be used by anyone regardless of gender or age.

Returning to Kessels Road, Crank Indoor Climbing is highly recommended for anyone with a head for heights. However, as part of its safety policy, all customers must sign a waiver before completing the registration process, which costs A$5. In addition, climbing shoes, a harness and a chalk bag all cost a further A$5 each, while a comprehensive training session is mandatory. Finally, a climbing session costs A$20 (A$16 for students and under-18s), while a parkour session costs a flat A$16. It's well worth the price, though; even so, if visiting on weekdays, the best time to do this is after 5:00 pm, when most people have returned from work.

When you finally get a chance to try the climbing wall, you'll be confronted with a challenge that will test your body and mind. It's certainly one worth attempting, though, regardless of age or gender. Low impact, great safety and an emphasis on "technique, balance and flexibility" makes it just as much fun as the other activity centers mentioned previously, if not more so. There's even a parkour course which requires one to avoid obstacles and reach the finish line as fluidly and efficiently as possible. All things considered, this and the nearby Sky Zone are great choices if you want to burn some calories while blowing off some steam in the process.

If you prefer a change of pace, consider the two billiards halls: Rack City on the westbound side and Q9 Billiards on the eastbound side. Each of these venues house a large number of tables, allowing many games to be played simultaneously. Usually, patrons tend to play the most common game types such as snooker, 8-ball or 9-ball pool, although one can also play cutthroat pool (a three-player game in which players are eliminated as sets of five balls are sunk until one remains) or 10-ball (9-ball with 10 balls), among other games. You can also try trick shots for a more unusual challenge. OK, so you won't become the next Efren Reyes or Allison Fisher overnight, but these venues clearly have their appeal to someone unable (or unwilling) to try the more exciting stuff on offer nearby.

In short, when you've already ticked off (almost) everything there is to see and do in central Brisbane, Kessels Road in MacGregor is worth a look. With so many leisure venues, it's a guarantee that you'll never get bored visiting it. The presence of a Mr Toys outlet there (for when you want to fulfill your hobby needs) and the proximity of the whole cluster to Westfield Garden City is just a bonus. In the next post I will explore how these venues could be used for a hypothetical reality TV series, before finally returning to the Sea of Stars.

Thursday, October 20, 2016

The Sea of Stars Challenge

The Sea of Stars Challenge: A Guide to Getting the Best Possible Scores in Infinite Space III


This time, I will discuss something more relevant to serious gamers, although the advice in this post is relevant even to newcomers. In fact, it will be of particular use to anyone seeking to obtain the Top Dog achievement, which is attained by finishing the game with the highest possible ranking - the Glory system president. Even so, newcomers (who are often advised to start on lower difficulty settings) can also apply the advice shown here to ensure that they can fully understand how to eventually beat the game on higher difficulty settings.



Plotting a route through a sector which is mostly nebula is tough, so stick to normal space when you can.

The first thing you should do is to survey the sector map. At maximum difficulty, this is particularly relevant since much of it is taken up by nebulae, and you also want to identify hazardous places (black holes, supernova shockwaves, systems occupied by hostile forces, etc.) very quickly, allowing you to steer clear of them until you have the right equipment. In fact, when you do, you will eventually need to visit such locations, not just to increase your score through combat success, but also to complete a critical quest later on. Moreover, given that you must also explore as many systems as possible, avoiding nebulae (unless your flotilla can move through them quickly enough) is a top priority, as is finding the fastest route between systems. Doing so will allow you to visit more systems in less time, although if you have equipped one of your ships with a Hyperdrive or hired a Zorg helmsman, it will be even easier for you to explore the whole sector.


The Calatians have offered us an ultimatum... and in the interests of our own safety, we will accept it and leave.

When you visit a system occupied by another faction (except for the friendly Klakar), don't immediately go into combat against them; doing so will cause them to be hostile towards you if they weren't already your enemies. Instead, decide whether or not it is safe to attack them, and if not, just leave the system, then return to it later when you are either able to negotiate with them or overwhelm them with superior technology. In the latter case, victory isn't guaranteed, but it's likely, although having strong shields and/or fast-acting targeting computers helps, and while you're at it, giving your ships repair mechanisms and/or cloaking devices (for defensive purposes) will be even more useful in combat.


Even a Terran Corvette, when fitted with the right equipment, can be deadly in the right hands. This Urluquai Carrier is basically doomed!

On the subject of combat, while it may seem tempting to trade in your existing capital ships for larger ones as soon as you are able to afford them and also equip them fully, that option is not always the best one available to you, particularly early on. The reason for this quickly becomes clear after the first battle following a trade-in of your starting ship: to match the strength of your flotilla, NPC flotillas will also get stronger. Moreover, trading up will leave you with a slower and less maneuverable ship than the one it replaced, and usually, you'll end up forking out some credits (or coins) to fill any unused equipment slots it will have. However, if you need to destroy a powerful hostile fleet, a lot of firepower and armor will be needed, and only the larger capital ships can provide those. In such situations, trading up is definitely a viable option, and one that is much more easily recommended.


Above: Trading up to bigger vessels on higher difficulties makes most sense near the end of the game, when you already have plenty of cash and/or items. Below: High-value artifacts such as a Marvelous Toy are definitely worth seeking out, and should be traded in for equipment as soon as possible.



Speaking of trading, in the early going just getting the more desirable items can be a challenge at this level, since you will rarely have enough credits and/or items to trade for high-end stuff, such as cloaking devices. However, as you collect more items over the course of the game, it will be easier to trade with other factions and ultimately turn your flotilla into a nigh-unstoppable force. But what about selling items to Terran facilities? In this instance, you will be better off selling expensive artifacts and devices, such as the Black Monolith. At Gamma Station, however, lifeforms are a real blue-chip commodity, and fetch higher prices there. Hence, with sufficient knowledge of the values of each item at each store in the sector, you can easily trade your way to success.

In short, Sea of Stars is very tricky to beat on the highest difficulty level. However, it is a highly rewarding challenge, and one which brings plenty of satisfaction if you are successful. In such cases, you are almost guaranteed to end up with a score of over 100,000 points, although it is possible to get around 200,000 points, which is simply insane. And to all players who take up this challenge, I wish them good luck - and may the forces of good be with them!

Thursday, October 13, 2016

The Factions of Infinite Space, Part 6

The Factions of Infinite Space, Part 6: Klakar and Tchorak

The final post about the regular factions of Sea of Stars deals with the Terrans' greatest allies and a bunch of silicon-based, seven-armed thermophilic rock-dwellers. I'm talking, of course, about the Klakar and Tchorak respectively. These two alien races have unique properties that set them apart from all other NPC factions. Make use of them and you will find it easier to have some allies on your side in combat.

Unlike other NPC factions in Sea of Stars, Klakar are inherently friendly towards Terrans from the outset and will ally with you as soon as you encounter their flotillas. They have a station orbiting their homeworld of Kreee'Ark, and a frigate which generally spawns near Glory. This station is called an Orbital Nest, and in addition to being armed with several turrets can launch up to three pods, called eggs, at once. The Klakar Frigate, meanwhile, has three forward-facing hardpoints and a dorsal turret with 360-degree coverage.





Above, from top to bottom: Four stages of a battle involving a Garthan flotilla besieging a Klakar Orbital Nest defended only by a single Klakar frigate and a lone Terran destroyer. Notice how the Klakar, despite their advanced technology, require some degree of assistance from allies to win a battle, especially one on such a large scale as this.

All this firepower should add up to a deadly combination in theory, but in practice their pacifistic nature means that the Klakar tend to require assistance more often than usual due to their lack of accuracy. There is one notable exception, though: in a regular game, a Klakar Orbital Nest will, more often than not, resist an attack from a Garthan invasion force, even on higher difficulty settings, and will seldom require any assistance from your flotilla. Moreover, summoning a Klakar frigate during combat will force you to move an item from your inventory to its cargo hold if it survives, lest they take your Klakar Beacon, although it's better than allowing them to be destroyed, ensuring that you will never be able to summon them again for the remainder of the current game. Nevertheless, due to their ability to trade on a 1:1 basis, Klakar are regarded as highly essential allies for not only your flotilla, but also other factions which are not inherently hostile towards the Terrans.

Tchorak, unlike other spacefaring races, are silicon-based non-mechanical lifeforms, and are normally hostile towards every other faction, including Terrans. There is, however, one exception: if you have a Crystal Fish (itself a silicon-based lifeform) in your cargo hold, the Tchorak will offer to negotiate with you. Decline the offer and they will remain hostile permanently; accept the offer and they will become your allies for the rest of the game. This is quite an important attribute since they can be tough to defeat at times, even if your flotilla has plenty of high-end equipment installed.




Above, top to bottom: A battle between Tchorak and Tan Ru flotillas with a Terran destroyer providing backup. Note that the strong hulls and immense firepower of the Tchorak vessels helped minimize their losses, despite their lack of shields.

As for their lineup, it is characterized by a total lack of shields, instead relying entirely on their reinforced hull for defense. Even this is not a foolproof means of resisting enemy fire, though, since repeated hits from high-damage-per-shot weapons will eventually tear them apart. On the other hand, Tchorak weapons are very powerful and can demolish your flotilla without adequate protection. Whereas the Burst Cone (which is standard on every Tchorak vessel except for the Lava Pod, which is never armed with them) is basically a much more powerful version of the Micrometeorite Gun (especially at close range), the Lava Bomb Launcher (not used by Rock Breakers and Magma Probes) fires a highly destructive missile which produces the same effect as a Burst Cone if it is shut down, while Flash Craters serve as wide-angle point-defense mechanisms.

In short, the Klakar are indispensable allies in your quest to conquer Infinite Space, while the Tchorak are always guaranteed to be very dangerous adversaries unless you find a Crystal Fish and give it to them. Do so, and you will end up with allies more helpful than any other race in the galaxy. Otherwise, deal with these silicon-based septapi using Plan B: just demolish their flotillas with overwhelming firepower and shielding, and you should be fine. This marks the end of my discussion on the factions found within this game.