This is just a clear statement and reminder to anyone following my blog (or taking a look) that I've been making posts decently often so far, but once April hits and I'm done with classes, I'll be doing an insane amount of blogging! You can expect at least 2+ posts per day and fully operational blog sections.
In addition, you'll see a lot more Go tutorials, some chapters of Love Lilycove at last, some role-play stuff, some MTG, the beginning of my Youtube channel and first ever Go teaching video (series!), and a whole lot more!!
So please, get excited!
Let me know what you would like me to talk about! I really appreciate your comments!! Criticism is also greatly appreciated. Be it about my blog, my posts, my teaching, my topics, your own thoughts or opinions, your requests - please tell me what you think!!
Thanks!
Please show your support and enjoy my content!
~Yukigami
Showing posts with label wei qi. Show all posts
Showing posts with label wei qi. Show all posts
Saturday, March 15, 2014
Summer Blogging
Tuesday, March 11, 2014
Nevermelt-blog
Yukigami in da house.
I've had a lot of blogs in the past. You'll be able to find those blogs and things easily on this one once I find the time to get it all organized (Summer is coming!).
I've had at least 2-3 other blogs plus a live journal, not to mention MySpace, a website through Tripod, and more... But this one is here to stay. I may have made this same claim about other blogs in the past, but this one will not share the same Fate.
Right now I'm studying for a difficult and heavily-weighted (final exam-like) stats test I have tomorrow. After that test, I need to write an essay on fantasy due the next day, and then write another essay due 6 days after that's a great deal more of a pain in the ass - an increased-difficulty variant of a Shakespeare essay. I'm planning to write on the topic relating to "airs and spirits."
Right now I just have absolutely no time to be blogging, but I plan to blog after I submit my Shakespeare essay due on the 19th, after which I should finally, after all this stress, despair, and chaos, have at least a day or two somewhat off from hardcore writing/studying. I may make a quick blog post before the 19th, but that's it.
The next thing I plan to blog about is the fact that I've joined the Canadian Go Association (CGA) newsletter team as an editor and writer. I have submitted this Joseki tutorial - the first of many to come - to the newsletter, and the newsletter containing it has been published and sent out to the CGA. You can view the newsletter here (March newsletter). Note: this link does not (yet) direct you precisely to said newsletter. In fact, the url is misleading as it seems to bring us to the home page with a different url. But just scroll down the newsletter tab :)
Oh, and I will be editing my "Subway Joseki" tutorial, since it was edited a little both by myself and by the other CGA newsletter editor before being published. Those changes will be made to the blog version within two weeks :)
Au revoir!
Awesome Cha La Head metal cover! Oh the nostalgia~ ~ !
I've had a lot of blogs in the past. You'll be able to find those blogs and things easily on this one once I find the time to get it all organized (Summer is coming!).
I've had at least 2-3 other blogs plus a live journal, not to mention MySpace, a website through Tripod, and more... But this one is here to stay. I may have made this same claim about other blogs in the past, but this one will not share the same Fate.
Right now I'm studying for a difficult and heavily-weighted (final exam-like) stats test I have tomorrow. After that test, I need to write an essay on fantasy due the next day, and then write another essay due 6 days after that's a great deal more of a pain in the ass - an increased-difficulty variant of a Shakespeare essay. I'm planning to write on the topic relating to "airs and spirits."
Right now I just have absolutely no time to be blogging, but I plan to blog after I submit my Shakespeare essay due on the 19th, after which I should finally, after all this stress, despair, and chaos, have at least a day or two somewhat off from hardcore writing/studying. I may make a quick blog post before the 19th, but that's it.
The next thing I plan to blog about is the fact that I've joined the Canadian Go Association (CGA) newsletter team as an editor and writer. I have submitted this Joseki tutorial - the first of many to come - to the newsletter, and the newsletter containing it has been published and sent out to the CGA. You can view the newsletter here (March newsletter). Note: this link does not (yet) direct you precisely to said newsletter. In fact, the url is misleading as it seems to bring us to the home page with a different url. But just scroll down the newsletter tab :)
Oh, and I will be editing my "Subway Joseki" tutorial, since it was edited a little both by myself and by the other CGA newsletter editor before being published. Those changes will be made to the blog version within two weeks :)
Au revoir!
Awesome Cha La Head metal cover! Oh the nostalgia~ ~ !
~Yukigami
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Monday, March 3, 2014
Very Busy! Hello and Small Go Update
Hello everyone! Yukigami here~
I haven't been able to post much of anything lately because of school ><
Right now I'm at a very busy spot, with two essays and two tests all jam packed into a short time period. I'm losing sleep!
For now I'll just post a little Go update.
Recently my Tygem suffered a lot. I was already not performing as well as usual for a bunch of games, but I lost some over and over due to disconnection, poor sportsmanship (forcing me to lose via spamming counting and draw requests in my face), and otherwise time out. There were a lot of legitimate losses, but the illegitimate ones were extremely frustrating!
Anyway, when April swings around I'll have to play some games and get it back to 7d :)
I started playing on WBaduk(formerly OroBaduk) again for the first time in years! My name there is Yukigami. The ratings there seem slightly softer even then Tygem ranks, or otherwise about the same. It was very easy for me to get to 7d there and I think 8d could be possible! I'm glad that it doesn't take quite as long to rank up there as it does on Tygem. The relative downside however is that when you rank up, you remain just at the threshold and a loss can put you back down to the previous point of almost being at that level. I got to 7d so far but I've only played against one 7d so far. He was pretty decent I guess, I made some silly strategic mistakes probably due to lingering complacence caused by the 4d-6d opponents leading up to that game.
KGS is more or less the usual, floating between upper 4d and lower 5d, though I haven't been playing much there lately. Compared to on Tygem or WBaduk, it's difficult to find an opponent on KGS sometimes.
Okay, adios!!
Good luck with essays/exams/important deadlines, presentations and pursuits!
~Yukigami
I haven't been able to post much of anything lately because of school ><
Right now I'm at a very busy spot, with two essays and two tests all jam packed into a short time period. I'm losing sleep!
For now I'll just post a little Go update.
Recently my Tygem suffered a lot. I was already not performing as well as usual for a bunch of games, but I lost some over and over due to disconnection, poor sportsmanship (forcing me to lose via spamming counting and draw requests in my face), and otherwise time out. There were a lot of legitimate losses, but the illegitimate ones were extremely frustrating!
Anyway, when April swings around I'll have to play some games and get it back to 7d :)
I started playing on WBaduk(formerly OroBaduk) again for the first time in years! My name there is Yukigami. The ratings there seem slightly softer even then Tygem ranks, or otherwise about the same. It was very easy for me to get to 7d there and I think 8d could be possible! I'm glad that it doesn't take quite as long to rank up there as it does on Tygem. The relative downside however is that when you rank up, you remain just at the threshold and a loss can put you back down to the previous point of almost being at that level. I got to 7d so far but I've only played against one 7d so far. He was pretty decent I guess, I made some silly strategic mistakes probably due to lingering complacence caused by the 4d-6d opponents leading up to that game.
KGS is more or less the usual, floating between upper 4d and lower 5d, though I haven't been playing much there lately. Compared to on Tygem or WBaduk, it's difficult to find an opponent on KGS sometimes.
Okay, adios!!
Good luck with essays/exams/important deadlines, presentations and pursuits!
~Yukigami
Tuesday, January 21, 2014
Jan. 21 Tygem
Hey~
So right before I finish catching up in my Fantasy and Horror class before I leave for a The Digital Text tutorial, I played on Tygem again. (Yukigami)
I tried betting on some games, but I lost money. Also, it seems like I may be betting too many points, due to the payout rate... haha
I've been Tygem 7d before, and even won plenty of games. My best result ever (not that I've played tygem that much, not more than 2-3 hundred games tops between all accounts) was getting two wins away from 8d!! Man, that would have been something!
7d is probably about my level (and it's sad that I was there over two years ago, but now still find myself losing ~some of the games against 6d).
My record so far since creating my account a couple of weeks ago or so is 21 W 8 L (and I know I'm caring too much about my record, but 2-3 of those losses shouldn't be there... sob sob. I'd be happier if I'd lost those games due to tricky moves or my opponent insolently cutting and invading all my sure-territory in the endgame, but that's not how it was...)
Since upgrading to 6d my current record is 5 W 2 L, and I guess I won't make up any excuses. After all, I'm sure on the other end they aren't always necessarily focusing on the game either.
Due to having been pretty sick (still a bit sick but I have my voice back!! ...mostly.) and just stupid, I've fallen just a liiiiittle bit behind in my courses, most of them. But I can easily catch up I think. In order to speed along through Fantasy and Horror, since it's one of my easier ones imo, I listened to an Alice in Wonderland audiobook because I already understood the story from the class lecture anyway. I tried to project some deep ideas as to what kind of hidden meanings/messages could have been conveyed by the story The Cartography Wasps and The Anarchist Bees, but the prof kind of responded as though there really isn't that much depth involved. So it would seem that this course is going to be a little shallower than some of my other courses (The Digital Text, on the other hand, seems super duper ambiguous and wishywashy, but it's still kind of cool and he did say there's some coding involved soon).
And yeah, laugh as you may that I have to read Alice in Wonderland, hehe.
I've been listening to that audiobook as I play on Tygem, since personally for me, neither really gets in the way of the other and I was successful with both, so it was efficient for me. I will read the next novels/pdf's properly though.
I don't even know if I'll have a lot of free time until Summer comes, but I'll at least try to post a few times a week, and the sections of the site (which I need to edit and alter a little, as some sections such as Tabletop RPG or Funny probably won't get much content most of the time) will fill up little by little. On that note, another thing I need to do, as I've taken notice, is edit my Go-related posts.
I'll start for example by editing and reworking my Introduction to Go.
When summer DOES come though...
Oh man...
There will be lots and lots of posts, just you wait!!
And when that time comes, if not sooner, I'll be trying my best to figure out all the best ways to build up traffic to this blog and spam dis sheeet all over the place :)
I'll post a Go game review soon! and some Go problems!!
I'm a pretty active Go teacher, so you can look forward to a lot of Go content! (and anecdotal experiences and humour, articles about my deeper thoughts on Go, homemade tutorials on various topics, links to other good Go resources, Important Joseki for everyone to learn, common pitfalls of Kyu players as I see them, and more~)
Ganbatte!
Ore wa Ganbaru~!!
So right before I finish catching up in my Fantasy and Horror class before I leave for a The Digital Text tutorial, I played on Tygem again. (Yukigami)
I tried betting on some games, but I lost money. Also, it seems like I may be betting too many points, due to the payout rate... haha
I've been Tygem 7d before, and even won plenty of games. My best result ever (not that I've played tygem that much, not more than 2-3 hundred games tops between all accounts) was getting two wins away from 8d!! Man, that would have been something!
7d is probably about my level (and it's sad that I was there over two years ago, but now still find myself losing ~some of the games against 6d).
My record so far since creating my account a couple of weeks ago or so is 21 W 8 L (and I know I'm caring too much about my record, but 2-3 of those losses shouldn't be there... sob sob. I'd be happier if I'd lost those games due to tricky moves or my opponent insolently cutting and invading all my sure-territory in the endgame, but that's not how it was...)
Since upgrading to 6d my current record is 5 W 2 L, and I guess I won't make up any excuses. After all, I'm sure on the other end they aren't always necessarily focusing on the game either.
Due to having been pretty sick (still a bit sick but I have my voice back!! ...mostly.) and just stupid, I've fallen just a liiiiittle bit behind in my courses, most of them. But I can easily catch up I think. In order to speed along through Fantasy and Horror, since it's one of my easier ones imo, I listened to an Alice in Wonderland audiobook because I already understood the story from the class lecture anyway. I tried to project some deep ideas as to what kind of hidden meanings/messages could have been conveyed by the story The Cartography Wasps and The Anarchist Bees, but the prof kind of responded as though there really isn't that much depth involved. So it would seem that this course is going to be a little shallower than some of my other courses (The Digital Text, on the other hand, seems super duper ambiguous and wishywashy, but it's still kind of cool and he did say there's some coding involved soon).
And yeah, laugh as you may that I have to read Alice in Wonderland, hehe.
I've been listening to that audiobook as I play on Tygem, since personally for me, neither really gets in the way of the other and I was successful with both, so it was efficient for me. I will read the next novels/pdf's properly though.
I don't even know if I'll have a lot of free time until Summer comes, but I'll at least try to post a few times a week, and the sections of the site (which I need to edit and alter a little, as some sections such as Tabletop RPG or Funny probably won't get much content most of the time) will fill up little by little. On that note, another thing I need to do, as I've taken notice, is edit my Go-related posts.
I'll start for example by editing and reworking my Introduction to Go.
When summer DOES come though...
Oh man...
There will be lots and lots of posts, just you wait!!
And when that time comes, if not sooner, I'll be trying my best to figure out all the best ways to build up traffic to this blog and spam dis sheeet all over the place :)
I'll post a Go game review soon! and some Go problems!!
I'm a pretty active Go teacher, so you can look forward to a lot of Go content! (and anecdotal experiences and humour, articles about my deeper thoughts on Go, homemade tutorials on various topics, links to other good Go resources, Important Joseki for everyone to learn, common pitfalls of Kyu players as I see them, and more~)
Ganbatte!
Ore wa Ganbaru~!!
~Yukigami
Monday, January 20, 2014
Online Go: gilgil, Yukigami
Hi~
Yukigami Deeeesu!
Do any of you play Go on Tygem? My account is Yukigami.
I've played a fair bit on Tygem in the past, but I recently made a new account - just says ago, actually. Thus, I had to start at 5d as usual and play a bunch of games. I lost more than expected, 6/22 games, several due to things happening offscreen. The last loss I got was basically a Tygem loser using a combination of counting requests and 'passes' to confuse me and cause me to lose on time. It's worse than it sounds, and it wasn't as though I'd lost focus, or responded incorrectly to some kind of insolent actual move by him, which is another thing. I'll post about that soon I guess. I found it funny this time, instead of getting upset. The guy had lost by 59.5, and instead of resigning or counting the game with me - counting requests he'd been spamming at me over and over and then declining the result of - he just kept trying to confuse me, spam the F out of me, or hide his 'pass' behind counting request pop-ups, which eventually worked... haha
Who plays on KGS?
My KGS account is gilgil.
I also have a newer account called Vulpix with almost no games.
"gilgil" is a reference to the Fate series' awesome golden asshole Gilgamesh, who, as a character of the Nasu-verse parody anime, Carnival Phantasm, was featured in a comical racing episode riding what was referred to as "The GilGil-mobile".
Here are my games lists and rank graphs.
gilgil: games, graph
Vulpix: games, graph
More of my games can be seen on the College Go website, as a member of U of T's team.
My games as a team member are found here.
Here is the still-in-development U of T Go Club website, by the way. We have an active Facebook page, too.
Furthermore, I will be posted lots of games of mine over time, including old or ancient ones I've managed to dig up or that I'd recorded on the same day. Just check the Go section.
I will post shortly about my thoughts on KGS vs. Tygem!
Yukigami Deeeesu!
Do any of you play Go on Tygem? My account is Yukigami.
I've played a fair bit on Tygem in the past, but I recently made a new account - just says ago, actually. Thus, I had to start at 5d as usual and play a bunch of games. I lost more than expected, 6/22 games, several due to things happening offscreen. The last loss I got was basically a Tygem loser using a combination of counting requests and 'passes' to confuse me and cause me to lose on time. It's worse than it sounds, and it wasn't as though I'd lost focus, or responded incorrectly to some kind of insolent actual move by him, which is another thing. I'll post about that soon I guess. I found it funny this time, instead of getting upset. The guy had lost by 59.5, and instead of resigning or counting the game with me - counting requests he'd been spamming at me over and over and then declining the result of - he just kept trying to confuse me, spam the F out of me, or hide his 'pass' behind counting request pop-ups, which eventually worked... haha
Who plays on KGS?
My KGS account is gilgil.
I also have a newer account called Vulpix with almost no games.
"gilgil" is a reference to the Fate series' awesome golden asshole Gilgamesh, who, as a character of the Nasu-verse parody anime, Carnival Phantasm, was featured in a comical racing episode riding what was referred to as "The GilGil-mobile".
Here are my games lists and rank graphs.
gilgil: games, graph
Vulpix: games, graph
More of my games can be seen on the College Go website, as a member of U of T's team.
My games as a team member are found here.
Here is the still-in-development U of T Go Club website, by the way. We have an active Facebook page, too.
Furthermore, I will be posted lots of games of mine over time, including old or ancient ones I've managed to dig up or that I'd recorded on the same day. Just check the Go section.
I will post shortly about my thoughts on KGS vs. Tygem!
~Yukigami
Saturday, January 11, 2014
Go Club
Hey~ Yukigami です!
I added a new section about Go.
Today I am still in the midst of post-revamp post editing. Not only am I editing all my previous posts to make them work with the new scheme, I'm doing a proper edit of the language and style, which includes toning down the fun-but-all-over-the-place-ness of some of them. Having written some of them pretty quickly or when I was pretty tired, I went a little overboard with bolding/underline/colour/text size/etc.
Well, by the time I even have a substantial number of readers, that stuff will have all been long since edited.
I might not finish today, but probably within a few days. It's not easy posting as much as I'd really like to (which is several posts every single day) while juggling all my courses and everything else in my life, but...
I'm doing my best!!
マジでがんばっている!
While I write this, I happen to be listening to my favourite Sword Art Online OP/ED, which is this:
Yume Sekai (夢世界)
On that note, I should mention that my friend over at WakeGaNai is a big fan of SAO, and like me, happens to be working hard on a fanfic or sorts (AU?). He's writing one based on SAO, whereas mine involves Pokemon.
Now, onto the main point of my post...
My school's Go club meets every Friday, and yesterday evening/night was the first meeting of 2014.
I brought up a lot of deep discussions about Go in order to collect the thoughts and opinions of my peers and use them to help me figure something out a little better. What I'm really interested in is all of the complicated elements involved in Go improvement. As I am a 5-6 Dan player (I teach, if any of you are interested), I am particularly interested in how it works for someone who has already gotten a strong and innate hold of the fundamentals. Two friends in particular joined me over dumplings in this discussion. One friend, a very high-level player who has attained American professional status (the American Go Association has just installed their own sort of professional system). More on the professional systems here.
He believes that it is purely about reading ability, and that style (for lack of a better word to describe the unique taste and tendencies and preferences in the way a person plays) and other internal factors have little to nothing to do with it. He also argued that getting stronger is not about playing stronger players or being taught, but rather, is based on personal study and solving a lot of life and death problems ("Tsumego"). Although the part about tsumego is a thing fully understood, appreciated, and applied by any player who has, largely by that very means, achieved my level or higher, and although it is the same advice that I give to my peers and my Go students and is a form of study I have utilized to the point that I am actually quite confident in my reading when playing against another player of even or lower level, I just cannot agree with that overly simplified answer. Moreover, it's not the kind of answer I was looking for - I was looking for a much deeper discussion. Still, my friends listened to my various proposals and questions and the logic and purpose behind them and did seem to acknowledge the depth of my ideas despite their simple answers. Here are some example subtopics discussed:
By the way, I plan to add over time a great deal of Go content, as well as information and stories about my own Go experiences. Eventually, the Go section will contain as much learning content (in addition to all other kinds of Go content) as would another website that focuses completely on helping site visitors with their Go improvement; while this is a mere blogspot page, I will probably never close it even if I get myself a real mad-from-scratch website going (the more traffic and networking the better, right?).
Stay tuned for all that! I'll also talk a lot more about the Go club, its members, Go in Toronto etc~!
Lastly,
let me just add...
First, snow and ice everywhere, severe power outages, and -37 weather,
and now, horrible downpours of rain flooding the streets and working together with the large, roadside snowbanks to form large and consistently-placed super-puddles!?
On my way home from post-Go club post-dinner late-night Go playing, I blocked off the rain with my hood and continuously and continuously dodged the giant puddles everywhere via the narrow bits of wet, icy sidewalk left on the far edges of the pavement tiles, but just when I was almost home, I activated someone's trap card and got owned. I stepped off the sidewalk to cross the street, onto the sheet of ice coating the first bit of road before me, only to realize I'd become the victim of a dreadful little optical illusion...
The "sheet of ice" turned out to be a giant, shin-deep, freezing cold ocean of a puddle that happened to be very reflective under the street lamp, and somewhat ice-tinted.
Well, good thing it's not really in my personality to get emo about something like that~ :)
~Yukigami
I added a new section about Go.
Today I am still in the midst of post-revamp post editing. Not only am I editing all my previous posts to make them work with the new scheme, I'm doing a proper edit of the language and style, which includes toning down the fun-but-all-over-the-place-ness of some of them. Having written some of them pretty quickly or when I was pretty tired, I went a little overboard with bolding/underline/colour/text size/etc.
Well, by the time I even have a substantial number of readers, that stuff will have all been long since edited.
I might not finish today, but probably within a few days. It's not easy posting as much as I'd really like to (which is several posts every single day) while juggling all my courses and everything else in my life, but...
I'm doing my best!!
マジでがんばっている!
While I write this, I happen to be listening to my favourite Sword Art Online OP/ED, which is this:
Yume Sekai (夢世界)
On that note, I should mention that my friend over at WakeGaNai is a big fan of SAO, and like me, happens to be working hard on a fanfic or sorts (AU?). He's writing one based on SAO, whereas mine involves Pokemon.
Now, onto the main point of my post...
My school's Go club meets every Friday, and yesterday evening/night was the first meeting of 2014.
I brought up a lot of deep discussions about Go in order to collect the thoughts and opinions of my peers and use them to help me figure something out a little better. What I'm really interested in is all of the complicated elements involved in Go improvement. As I am a 5-6 Dan player (I teach, if any of you are interested), I am particularly interested in how it works for someone who has already gotten a strong and innate hold of the fundamentals. Two friends in particular joined me over dumplings in this discussion. One friend, a very high-level player who has attained American professional status (the American Go Association has just installed their own sort of professional system). More on the professional systems here.
He believes that it is purely about reading ability, and that style (for lack of a better word to describe the unique taste and tendencies and preferences in the way a person plays) and other internal factors have little to nothing to do with it. He also argued that getting stronger is not about playing stronger players or being taught, but rather, is based on personal study and solving a lot of life and death problems ("Tsumego"). Although the part about tsumego is a thing fully understood, appreciated, and applied by any player who has, largely by that very means, achieved my level or higher, and although it is the same advice that I give to my peers and my Go students and is a form of study I have utilized to the point that I am actually quite confident in my reading when playing against another player of even or lower level, I just cannot agree with that overly simplified answer. Moreover, it's not the kind of answer I was looking for - I was looking for a much deeper discussion. Still, my friends listened to my various proposals and questions and the logic and purpose behind them and did seem to acknowledge the depth of my ideas despite their simple answers. Here are some example subtopics discussed:
- Go improvement and affect of mental age
- Ability to reach 7-Dan if already aged 30+ or 35+
- How a built up style or bundle of built up tendencies and ways of thinking can promote or hinder improvement past a certain level
- Caps on personal potential
- Improving past 5/6 Dan: All about reading, or are concepts involved
This pro friend of mine later contradicted himself though; when the subject of playing environment/playing stronger players/being taught was brought up again, he advocated it as a great way to improve this time.
The other friend, a weaker Go player who is really great at music (and extremely enthusiastic about deep intellectual subject matter such as math and philosophy, a really interesting and receptive guy to talk to), was in full agreement with my other friend, and very strongly advocated the use of time and effort over stronger players and teachers. However, I think it's not quite that simple with Go, particularly once you have reached a level where you both know all the fundamentals well (and have lots of Go experience), and have little to no one strong to play with or learn from. Go is extremely complicated and ambiguous, so improving is not as clear-cut as it is with some other sports/hobbies/passions. One of them added, in response to the notion of a "personal potential cap", that there are two kinds of Go players: those whose mind is just not configured in the kind of way that yields them the prerequisites to having the affinity for Go to climb the Dan ranks or even the stronger Kyu ranks, and those who have it and have no limit to their potential and could without a doubt, by virtue of that "type 2" designation, reach professional strength. But my mind thinks about things in a complicated and deep way because I believe that everything about life and the universe is extremely convoluted. To me, it's hard to believe that it could be so black and white. I think there has to be a grey area. Even if the grey area exists only within a short range around the two polar extremes, I believe it must exist at least that much. For example, if two people are both that aforementioned "type 2" with great potential, since everyone's mind is very different and people are not made equally (I strongly believe this, and by this I really just mean that despite the many different kinds of intelligence there are, one person could still very well be "more intelligent", ie have a stronger mind, than another person, or that one person's mind is better at the faculties used for playing Go than another person's). If we assigned a number to the max potential of Person A, calling it "90", then I think even if Person is B fall within that "potentially strong Go player" sort of category, his potential might be 85 or 95 or maybe even 68.
Not to sound either conceited or condescending, but the fact that players as strong as my friend can be so strong and yet see the world through such a simplifying paradigm kind of cheers me up for some reason, because it makes me feel a little more like I should be able to reach that level, if and when I ever have the time and strong interest again to study Go seriously. (actually, it seems most of the people around me see everything a lot more simply. I guess that makes life easier?)
Well, another friend from the club who is about as strong as he is (these guys are among the very best in all of Canada!) approved of teaching me, so I will challenge him to more games from now on, since every time I played him before was really fruitful for me after his post-game (post-Armageddon) review. Because of this, the fact that most of my move criticisms on a game played later that night received his agreement, and other things, I pretty much came to the conclusion last night that the way I am thinking about the situation regarding my future Go improvement is correct. That is, due to my fair 5d+ reading level and vast experience since reaching "5-Dan" level a few years ago, I am probably correct in thinking that minimal study on my own time and merely playing and reviewing with him nearly every Friday (and reviewing a second time when I get home) is actually probably enough to help me make some big improvement. This is precisely the question I'd wanted answered when I begun to involve others in all those deep ideas at dinner. I would be very interested in studying Go improvement and strength from a research standpoint (sociologically, psychologically etc.).
And to support the conclusion I reached last night about my improvement, let me just further add that I improved relatively quickly after I began to play go in 2006, and I never hit any walls I couldn't break past all the way until I reached the relatively high level of 5-Dan. After high school, and after spending time writing, working, and doing what I wanted, I went to S. Korea and joined an international Go training facility by the name of "King's Baduk" in 2009. More on this in another post some time, but basically I returned to Canada as a 5-Dan player. After that, I spent around half a year training myself in Go, as I didn't have the money for lessons. I played lots and lots of games, solved problems, studied pro games, reviewed all of my games in-depth, but after all that time I didn't make any significant improvement. I entered university after that. I mention this anecdote because it supports my assertion that at this time, having much stronger players play and teach me is likely my best means of improving.
By the way, I plan to add over time a great deal of Go content, as well as information and stories about my own Go experiences. Eventually, the Go section will contain as much learning content (in addition to all other kinds of Go content) as would another website that focuses completely on helping site visitors with their Go improvement; while this is a mere blogspot page, I will probably never close it even if I get myself a real mad-from-scratch website going (the more traffic and networking the better, right?).
Stay tuned for all that! I'll also talk a lot more about the Go club, its members, Go in Toronto etc~!
Lastly,
let me just add...
First, snow and ice everywhere, severe power outages, and -37 weather,
and now, horrible downpours of rain flooding the streets and working together with the large, roadside snowbanks to form large and consistently-placed super-puddles!?
On my way home from post-Go club post-dinner late-night Go playing, I blocked off the rain with my hood and continuously and continuously dodged the giant puddles everywhere via the narrow bits of wet, icy sidewalk left on the far edges of the pavement tiles, but just when I was almost home, I activated someone's trap card and got owned. I stepped off the sidewalk to cross the street, onto the sheet of ice coating the first bit of road before me, only to realize I'd become the victim of a dreadful little optical illusion...
The "sheet of ice" turned out to be a giant, shin-deep, freezing cold ocean of a puddle that happened to be very reflective under the street lamp, and somewhat ice-tinted.
Well, good thing it's not really in my personality to get emo about something like that~ :)
~Yukigami
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Introduction to Go / 圍棋 Wéiqí / 바둑 Baduk / 囲碁 Igo
Yukigami here~
So reader, do you know what the game called "Go" is?
You can also read about it here at Sensei's Library.
Go is an immensely fascinating, deep, competitive, and mentally cultivating board game that originated in China some ~4,000 years ago. The game embodies the people playing - particularly higher level players who've mastered the basics and become able to play well - and the players' emotions, personalities, and in-game ambitions are manifested - and visible to some - in each of their moves. Although man-made, many have considered Go to be ominously deep, simply flawless, and analogous to life despite having very few rules and being played on nothing but a 19 x 19 grid, by taking turns placing black or white stones on the intersections rather than in between them (so, not on the squares.)
Many players such as myself actually got into Go as a result of having watched the Anime Hikaru no Go!
The game is about surrounding territory (area of the board), and the two players take turns placing one stone at a time on intersections of the board. Go can be played online, too, on servers such as KGS or Tygem. Each intersection of the board is worth one point, and the player with the most points(territory) by the end wins (unless they win by resignation, of course).
Counting takes place after both players have passed their turns due to inability to find any remaining moves on the board worth any points for them (I will make a video of it sometime). Stones themselves on the board are not worth points, unless they've been captured or the players are using the Chinese counting style (we'll talk about that much later on another occasion).
Each single stone placed on an intersection without any other stones next to it to the north, east, south, or west of it has four "liberties"; the empty intersections north, east, south and west of it, not including diagonal directions, are its "life" - in Mandarin Chinese we would call this "chi". What happens when the last liberty is gone is that the group is immediately taken off the board and added to the prisoners/captures (however you wish to call them) of the unfriendly(capturer's) colour. Captured stones are stored in the lid of an open Go stone bowl/container, or otherwise off the board and away from the bowls of stones, and kept for later.
Every stone on the board is referred to in terms of "groups"; any one or more stones of the same colour are considered all one "group" as long as they are all connected by their liberties - that means that a string or cluster of stones diagonally next to it counts as a separate group. I won't explain the Chinese counting style now since it's complicated to explain and very unnecessary, but the usual style of counting - the Japanese style - is done by having both players pass their turns and agree to score the game, remove all stones recognized on the board as "dead" that were not removed as captures during the game due to having died without ever running out of liberties (there are fundamental rules and concepts for recognizing dead groups).
In other words, stones that end up in a hopeless situation and cannot escape the fate of a death-by-liberty-shortage that the opposing player could manually initiate at any time during the game are, as a rule, considered "dead already", and the player whose territories contain the opposite-coloured dead stones is not required to spend moves to shorten the liberties of the stranded stones until the liberties reach zero. It is a common mistake by weak players to go out of their way to capture all the already-dead groups of the opposing colour needlessly, even though the process of placing stones inside their own territory fills up their own surrounded intersections, thereby losing them one point per move.
After removing all of the dead stones from the board and adding them to the opposing player's captures, neutral spots, or dame ("dah-may" - intersections that lye in between opposite-coloured territories that are impossible to fully encircle and thereby claim as points, due to lack of room) are played either optionally, or to prevent confusion, or to claim more real points if for some reason the players are counting with the reversed-logic Chinese method (which in such case, should definitely all by played on *before* passing the turn). In the west we generally refer to them as "dame" or "neutral points". I would greatly suggest beginners to fill in all the neutral points before scoring in order to make the respective territories very clear.
After pulling captured stones off the board, each player takes all the stones they've captured and places them onto intersections inside any of the territories of corresponding colour. By this logic, the more of a player's stones have been captured, the more points they will lose out on later. One capture becomes equivalent to one surrounded intersection of territory. The difference is that surrounding an intersection gains you one point, whereas capturing a stone causes your opponent to lose one point during scoring. Thus, the two are equivalent.
However, it is usually much, much easier to surround area on the board than to capture many stones; although weak players constantly have their stones captured by others, such is usually not the case in high-level games. Most of the small amount of stone capturing that goes on in high level games is a side effect of or effective sacrifice for the purpose of surrounding territory, invading territory, fighting to make a group fully alive etc.
If, for example, the Black player still has White captures left to fill up White territory with even though he has already reduced all of White's territory to zero with White captured stones, the way to deal with this situation is through the basic logic of points in the game: since gaining a point for oneself or taking away a point from the opponent is equivalent towards winning the game, since winning requires just 0.5 points more than the opponent as its minimum requirement, the player who is unable to use the rest of his captured stones counts them up; if there are still ten more White captures yet unplaced, for example, then Black can instead increase his own territory by ten points, by removing ten of his own Black stones from his territories, thus increasing his total territory by ten while not putting the opponent into negative numbers of territory. Also, players cannot run out of stones; usually a Go set has something like 200+ stones per side, and it's extremely unlikely and pretty near impossible that more would be needed.
Because Black has the significant advantage of playing first (though this is generally only significant for advanced players, so don't even bother blaming a loss on that!), White receives a bonus of 6.5 points called "Komi" (from Japanese) which is added to his or her total score at the end of scoring. Komi is where the ".5" comes from in the score of Go games, a fractional difference received by white in order to prevent tied games. Thus, if Black has 76 points on the board and white has 70 on the board, then if it's an even game (no handicap), White wins because 70 + Komi (6.5) = 76.5, thus White has 0.5 points more than Black.
A Komi of 0.5, which merely causes White to win in case of a draw, is referred to as a 1-stone handicap. In other words, reducing White's Komi to a mere tie-breaker is a measure taken to compensate for a 1-rank difference ("a stone's difference"). Below, I will briefly detail the rating system. For player-player rank differences of more than one, stones are set onto the "star points" of the board (starting with corners, following a certain arrangement for each configuration). Even though black starts off with extra stones on the board, White's Komi is also reduced to 0.5 in all these arrangements.
A handicap of two entails placing a black stone on two corner star points lying diagonally across from each other on he board. Specifically, Black traditionally places them in the corners in the upper right and lower left from his or her point of view.
A 3-stone handicap has a stone on each corner star point except for the one in the upper left, which is used for the 4th handicap stone.
In a 5-stone game, there is a stone placed on the star point in the very center of the board in addition to the four corners.
For 6-stone handicaps, however, the handicap stones are arranged in favour of symmetry by placing a stone in each corner, and a stone on each of the east- and west-side side star points.
7-stone games, like all of the other configurations, maintain symmetry (except for one- and three-stone handicap setups, that is). Compared to a 6-stone game, a 7-stone game also has a stone placed in the center (the star point in the center is called "Tengen").
8-stone games have a handicap stone on all star points other than the central one, and 9-stones games have handicap stones on every single star point.
While Go in terms of rules and objective is very simple, the game is at the same time extremely complex - so much so that even professional players cannot say that they have, or can ever, "master" the game. Thousands of people have dedicated their entire lives to Go, and serious students of the game spend extreme hours on their endless learning. They play lots of games with each other and with stronger players or teachers, replay and study pro games, mentally solve puzzles which require reading many moves and variations far ahead in their heads, and study all about each of many other aspects of the game such as opening development patterns, local corner-of-the-board patterns that get really complicated and intensely numerous ("Joseki"), middlegame ideas, in-game counting and positional judgement, endgame tactics and concepts, and for lack of better translation, effective moves of skillful finesse ("Tesuji" in Japanese). But the list goes on...
Go cultivates various faculties of the mind and draws from them all to contribute towards the most efficient and effective tactics, the deepest and most accurate and logical strategies, and an overall display of logic, reasoning, flexibility, greed control/reasonability, choice making, risk management, self discipline, move reading, and of course multitasking (and more..).
Because the game tests player on this kind of wisdom and discipline and helps them improve upon these aspects of self, and for many other reasons overall, Go is an extremely deep and philosophical game with nothing to be desired in terms of large-scale strategy, small-scale tactics, mental cultivation, challenge (there is no end~), and fun!
(...and taste~ ;p)
Go is an absolutely brilliant game, and it is hard to believe that it was created by humans (in fact, we don't even know by whom!). Although at first, someone learning the elementary. fundamental tactics of Go may not yet have the privilege of seeing the true depth and awesomeness and wonder of Go to its true and unending extent, the more they learn the more they'll see it, the more they'll see how much they're not seeing, and the more they will be amazed.
At the same time though, there is quite a lot of exclusive fun to be had via the process of learning and continually improving at the game, and of being at a level where Go is a complete mystery and a maze yet to become an innate kind of second-nature developed skill. In saying this, I imply that reaching that kind of innate feeling does happen (somewhat, anyway), it's just that despite that new feeling, and despite the ability to play relatively good moves repeatedly over and over in only a few seconds each if we want to, we despite development of this ability lose none of the room for self improvement or challenge in the game that we've ever had. Even though we can quickly play mostly-good moves - or at least decent moves - playing faster does usually reduce the quality of our moves.
Like the expanding universe, the Go world around us and all its challenges expands proportionately with us as we improve - or rather, it expands even faster than does our knowledge of Go.
"True knowledge is knowing that you know nothing."
Go is an assimilated part of me and will never escape me, for once it entered my life, it for a time was as my life itself - and by its own virtues, still is.
~Yukigami
So reader, do you know what the game called "Go" is?
You can also read about it here at Sensei's Library.
Go is an immensely fascinating, deep, competitive, and mentally cultivating board game that originated in China some ~4,000 years ago. The game embodies the people playing - particularly higher level players who've mastered the basics and become able to play well - and the players' emotions, personalities, and in-game ambitions are manifested - and visible to some - in each of their moves. Although man-made, many have considered Go to be ominously deep, simply flawless, and analogous to life despite having very few rules and being played on nothing but a 19 x 19 grid, by taking turns placing black or white stones on the intersections rather than in between them (so, not on the squares.)
Many players such as myself actually got into Go as a result of having watched the Anime Hikaru no Go!
The game is about surrounding territory (area of the board), and the two players take turns placing one stone at a time on intersections of the board. Go can be played online, too, on servers such as KGS or Tygem. Each intersection of the board is worth one point, and the player with the most points(territory) by the end wins (unless they win by resignation, of course).
Counting takes place after both players have passed their turns due to inability to find any remaining moves on the board worth any points for them (I will make a video of it sometime). Stones themselves on the board are not worth points, unless they've been captured or the players are using the Chinese counting style (we'll talk about that much later on another occasion).
Each single stone placed on an intersection without any other stones next to it to the north, east, south, or west of it has four "liberties"; the empty intersections north, east, south and west of it, not including diagonal directions, are its "life" - in Mandarin Chinese we would call this "chi". What happens when the last liberty is gone is that the group is immediately taken off the board and added to the prisoners/captures (however you wish to call them) of the unfriendly(capturer's) colour. Captured stones are stored in the lid of an open Go stone bowl/container, or otherwise off the board and away from the bowls of stones, and kept for later.
Every stone on the board is referred to in terms of "groups"; any one or more stones of the same colour are considered all one "group" as long as they are all connected by their liberties - that means that a string or cluster of stones diagonally next to it counts as a separate group. I won't explain the Chinese counting style now since it's complicated to explain and very unnecessary, but the usual style of counting - the Japanese style - is done by having both players pass their turns and agree to score the game, remove all stones recognized on the board as "dead" that were not removed as captures during the game due to having died without ever running out of liberties (there are fundamental rules and concepts for recognizing dead groups).
In other words, stones that end up in a hopeless situation and cannot escape the fate of a death-by-liberty-shortage that the opposing player could manually initiate at any time during the game are, as a rule, considered "dead already", and the player whose territories contain the opposite-coloured dead stones is not required to spend moves to shorten the liberties of the stranded stones until the liberties reach zero. It is a common mistake by weak players to go out of their way to capture all the already-dead groups of the opposing colour needlessly, even though the process of placing stones inside their own territory fills up their own surrounded intersections, thereby losing them one point per move.
After removing all of the dead stones from the board and adding them to the opposing player's captures, neutral spots, or dame ("dah-may" - intersections that lye in between opposite-coloured territories that are impossible to fully encircle and thereby claim as points, due to lack of room) are played either optionally, or to prevent confusion, or to claim more real points if for some reason the players are counting with the reversed-logic Chinese method (which in such case, should definitely all by played on *before* passing the turn). In the west we generally refer to them as "dame" or "neutral points". I would greatly suggest beginners to fill in all the neutral points before scoring in order to make the respective territories very clear.
After pulling captured stones off the board, each player takes all the stones they've captured and places them onto intersections inside any of the territories of corresponding colour. By this logic, the more of a player's stones have been captured, the more points they will lose out on later. One capture becomes equivalent to one surrounded intersection of territory. The difference is that surrounding an intersection gains you one point, whereas capturing a stone causes your opponent to lose one point during scoring. Thus, the two are equivalent.
However, it is usually much, much easier to surround area on the board than to capture many stones; although weak players constantly have their stones captured by others, such is usually not the case in high-level games. Most of the small amount of stone capturing that goes on in high level games is a side effect of or effective sacrifice for the purpose of surrounding territory, invading territory, fighting to make a group fully alive etc.
If, for example, the Black player still has White captures left to fill up White territory with even though he has already reduced all of White's territory to zero with White captured stones, the way to deal with this situation is through the basic logic of points in the game: since gaining a point for oneself or taking away a point from the opponent is equivalent towards winning the game, since winning requires just 0.5 points more than the opponent as its minimum requirement, the player who is unable to use the rest of his captured stones counts them up; if there are still ten more White captures yet unplaced, for example, then Black can instead increase his own territory by ten points, by removing ten of his own Black stones from his territories, thus increasing his total territory by ten while not putting the opponent into negative numbers of territory. Also, players cannot run out of stones; usually a Go set has something like 200+ stones per side, and it's extremely unlikely and pretty near impossible that more would be needed.
Because Black has the significant advantage of playing first (though this is generally only significant for advanced players, so don't even bother blaming a loss on that!), White receives a bonus of 6.5 points called "Komi" (from Japanese) which is added to his or her total score at the end of scoring. Komi is where the ".5" comes from in the score of Go games, a fractional difference received by white in order to prevent tied games. Thus, if Black has 76 points on the board and white has 70 on the board, then if it's an even game (no handicap), White wins because 70 + Komi (6.5) = 76.5, thus White has 0.5 points more than Black.
A Komi of 0.5, which merely causes White to win in case of a draw, is referred to as a 1-stone handicap. In other words, reducing White's Komi to a mere tie-breaker is a measure taken to compensate for a 1-rank difference ("a stone's difference"). Below, I will briefly detail the rating system. For player-player rank differences of more than one, stones are set onto the "star points" of the board (starting with corners, following a certain arrangement for each configuration). Even though black starts off with extra stones on the board, White's Komi is also reduced to 0.5 in all these arrangements.
A handicap of two entails placing a black stone on two corner star points lying diagonally across from each other on he board. Specifically, Black traditionally places them in the corners in the upper right and lower left from his or her point of view.
A 3-stone handicap has a stone on each corner star point except for the one in the upper left, which is used for the 4th handicap stone.
In a 5-stone game, there is a stone placed on the star point in the very center of the board in addition to the four corners.
For 6-stone handicaps, however, the handicap stones are arranged in favour of symmetry by placing a stone in each corner, and a stone on each of the east- and west-side side star points.
7-stone games, like all of the other configurations, maintain symmetry (except for one- and three-stone handicap setups, that is). Compared to a 6-stone game, a 7-stone game also has a stone placed in the center (the star point in the center is called "Tengen").
8-stone games have a handicap stone on all star points other than the central one, and 9-stones games have handicap stones on every single star point.
While Go in terms of rules and objective is very simple, the game is at the same time extremely complex - so much so that even professional players cannot say that they have, or can ever, "master" the game. Thousands of people have dedicated their entire lives to Go, and serious students of the game spend extreme hours on their endless learning. They play lots of games with each other and with stronger players or teachers, replay and study pro games, mentally solve puzzles which require reading many moves and variations far ahead in their heads, and study all about each of many other aspects of the game such as opening development patterns, local corner-of-the-board patterns that get really complicated and intensely numerous ("Joseki"), middlegame ideas, in-game counting and positional judgement, endgame tactics and concepts, and for lack of better translation, effective moves of skillful finesse ("Tesuji" in Japanese). But the list goes on...
Go cultivates various faculties of the mind and draws from them all to contribute towards the most efficient and effective tactics, the deepest and most accurate and logical strategies, and an overall display of logic, reasoning, flexibility, greed control/reasonability, choice making, risk management, self discipline, move reading, and of course multitasking (and more..).
Because the game tests player on this kind of wisdom and discipline and helps them improve upon these aspects of self, and for many other reasons overall, Go is an extremely deep and philosophical game with nothing to be desired in terms of large-scale strategy, small-scale tactics, mental cultivation, challenge (there is no end~), and fun!
(...and taste~ ;p)
Go is an absolutely brilliant game, and it is hard to believe that it was created by humans (in fact, we don't even know by whom!). Although at first, someone learning the elementary. fundamental tactics of Go may not yet have the privilege of seeing the true depth and awesomeness and wonder of Go to its true and unending extent, the more they learn the more they'll see it, the more they'll see how much they're not seeing, and the more they will be amazed.
At the same time though, there is quite a lot of exclusive fun to be had via the process of learning and continually improving at the game, and of being at a level where Go is a complete mystery and a maze yet to become an innate kind of second-nature developed skill. In saying this, I imply that reaching that kind of innate feeling does happen (somewhat, anyway), it's just that despite that new feeling, and despite the ability to play relatively good moves repeatedly over and over in only a few seconds each if we want to, we despite development of this ability lose none of the room for self improvement or challenge in the game that we've ever had. Even though we can quickly play mostly-good moves - or at least decent moves - playing faster does usually reduce the quality of our moves.
Like the expanding universe, the Go world around us and all its challenges expands proportionately with us as we improve - or rather, it expands even faster than does our knowledge of Go.
"True knowledge is knowing that you know nothing."
Go is an assimilated part of me and will never escape me, for once it entered my life, it for a time was as my life itself - and by its own virtues, still is.
~Yukigami
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Tuesday, December 17, 2013
My Favourite Pokemon, Types, and Versions
Hello, hello! Yukigami here again!
こんいちわ!
Firstly, here you go, have a Vulpix!
こんいちわ!
Firstly, here you go, have a Vulpix!
Isn't it beautiful?
I have this picture as the avatar for one of my online Go accounts on KGS.
This is what I have posted in the KGS user info:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ふしぎで、かっこいい。
かわいくて、美しい。
一番きれいなポケモン。
まぶしくて見えないよ、ロコン。
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The passage above kind of rhymes.
It is read,
"Fushigi de, kakkoii.
Kawaikute, utsukushii.
It is read,
"Fushigi de, kakkoii.
Kawaikute, utsukushii.
Ichiban kirei na Pokemon.
Mabushikute mienai yo, Rokon."
It roughly translates to:
It roughly translates to:
Cool and mysterious.
Adorable, and beautiful.
The number one prettiest Pokemon.
You shine so bright that it's blinding, Vulpix.
But it really sounds better in Japanese, ne?
Adorable, and beautiful.
The number one prettiest Pokemon.
You shine so bright that it's blinding, Vulpix.
But it really sounds better in Japanese, ne?
Now, onto the main pointless point of this post!
Some of Yukigami's favourite Pokemon:
Vulpix, Ninetales, Arcanine
Wartortle, Starmie, Blastoise
Lilligant, Bulbasaur, Ivysaur
Espeon, Gardevoir, Mew
Eevee, Persian, Zangoose
Zorua, Weevile, Absol
Sandshrew, Gliscor
Glaceon, Lapras
Dragonite, Dragonair
Jolteon
Gengar
Scizor
Note: This list is not exhaustive, and gives no hint as to a 'Top X' list.
Some of Yukigami's favourite types:
This, however, I can divulge with confidence.
In no particular order:
In no particular order:
Ice, Water, Normal, and Ghost
I have trouble creating a hierarchy out of these four favourites. Although some of my very favourite Pokemon are fire-type, fire doesn't quite fall into the Top 4.
I have trouble creating a hierarchy out of these four favourites. Although some of my very favourite Pokemon are fire-type, fire doesn't quite fall into the Top 4.
Reasons why I like these types?
**Ice types are cool and mysterious. Pun both intended and not intended. There aren't many ice types, and ice tends to be on the beautiful side of things. I think snow is beautiful. Snowy Christmas or New Year's Eve nights are very romantic. I have many romantic night-time memories under lightly snowing purple Winter skies - "romantic" also in a fantastic sense.
Furthermore, I am Yukigami after all ('Yuki'-->雪-->Snow). I was born in the Fall (Does that mean I should be called Akigami? ;p ), and I have always loved that time of year, not excluding Winter. The colour of the dying leaves... In all irony, it is beautiful. Also, I have pretty good Canadian tolerance to the cold. My friends always question my choice of clothing, but all I can say is "it's not cold!" or "I like it though."
**Water types are often beautiful, and when it comes to Pokemon, I am pretty aesthetic.
Several of my top ten favourite Pokemon are water-type, such as Wartortle, Blastoise, and Starmie.
Furthermore, I am Yukigami after all ('Yuki'-->雪-->Snow). I was born in the Fall (Does that mean I should be called Akigami? ;p ), and I have always loved that time of year, not excluding Winter. The colour of the dying leaves... In all irony, it is beautiful. Also, I have pretty good Canadian tolerance to the cold. My friends always question my choice of clothing, but all I can say is "it's not cold!" or "I like it though."
**Water types are often beautiful, and when it comes to Pokemon, I am pretty aesthetic.
Several of my top ten favourite Pokemon are water-type, such as Wartortle, Blastoise, and Starmie.
Rather than being beautiful, Blastoise is simple yet cool, especially under the right rendering. I have always really liked him, and he is my starter-of-choice.
Starmie is very aesthetically pleasing and also rather useful competitively. Wartortle has the best of both worlds; He has most of the coolness of Blastoise, and a Weevile-esque badass-ness. He also has some beautiful parts, such as his big, elegant white tail and wing-like ears. His teeth show, he wears a cool "don't take no shit from no one" expression, and even has some cute little moe cheeks. He is one cool second-stager.
Starmie is very aesthetically pleasing and also rather useful competitively. Wartortle has the best of both worlds; He has most of the coolness of Blastoise, and a Weevile-esque badass-ness. He also has some beautiful parts, such as his big, elegant white tail and wing-like ears. His teeth show, he wears a cool "don't take no shit from no one" expression, and even has some cute little moe cheeks. He is one cool second-stager.
Water is something that is just innately beautiful. Remember all the times when you've seen the sun shining along the surface of a body of water, like glittering diamonds. Water is calm and amorphous, and as such, can represent a cool, stoic, and flexible mind and personality. Though this might glorify me too much, it definitely suits me well. Furthermore, and this may sound strange, I love to drink! And I'm not talking about beer. I am always thirsty, like a fish, and require a lot to drink in a day. Water is definitely another Pokemon type that's befitting of me. I usually chose the water-type starter Pokemon in my first game play-throughs, and while Blastoise is my favourite (and one of the strongest, now that he has a great Mega-evolved form), before 6th-gen I always thought Swampert might be the strongest of all starter Pokemon, or one of them. His power definitely goes under some people's radar.
**Normal types, especially the stronger ones, in my opinion tend to be anything but normal. Snorlax, Clefable, Zangoose, Togekiss - these Pokemon really don't have much normalcy to them, do they. Of course, now that Pokemon X and Y are out, two of those Pokemon's normal typing have been replaced by fairy typing. Lots of normal types look really "nice" in my opinion, like "nice and simple", but this part may be a tad subjective. I tend to prefer Pokemon that look more simple, or more beautiful. Another cool thing about normal types is that many of them have high HP, and can learn all kinds of elemental moves. Whether or not they can competitively make good use of those moves, Thunderbolt, Ice Beam, Surf, Flamethrower, Psychic... It's still pretty cool that they can use them at all. Furthermore, let me ask you: what did you imagine the first time you heard of 'normal-type?'? What I first thought was something like "down-to-earth, bland, typical, people, non-elemental, physical..." and so on. But is that really the case with normal types? Well clearly, no, it isn't! So it's not a boring type or anything!
**Ghost-types seem to fit coincidentally (or not so coincidentally?) well into my group of favourite types. Ghost-types are cool, mischievous, dark, mysterious, and often able to use a plethora of elemental moves. The spookiness and mischief of ghost-type Pokemon really appeal to me, perhaps partly because I was always a bit of a clown and a trouble maker years ago as a kid and as a young teenager. I was never a bully, 'gansta', or vandal - rather, I was a class clown, and someone who'd mostly lost his sense of danger for a while, as though having nothing to lose. That's what things were like back then. For some reason or another, if taking on the persona of a Pokemon trainer I would definitely feel a sort of kinship with ghost-type Pokemon. To me, they represent a kind of alternativeness, a kind of rogue-ness, and a kind of difference. Furthermore, I have always loved Halloween!
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Finally, I hereby divulge my opinion on the six generations of the main Pokemon handheld games!
If I control for nostalgia value and the graphical/technical standards of each game's respective time, removing them from the equation, my hierarchy from the best experience and down would go like this:
~ ~ ~ ~ ~ ~ ~ ~ ~ ~
2nd Generation (GSC)
3rd Generation (RSE)
6th Generation (XY)
1st Generation (RBY)
4th Generation (DPPt)
5th Generation (BW)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Additional comments:
Black and White had a lot of Pokemon that, frankly, were quite ugly. I just thought, what were they thinking??
Obviously the game had its good points, and like any Pokemon game, I loved it. But it was also way too easy to beat (like XY), and the aesthetic dissatisfaction of the Pokemon messed it up for me. Some of the Pokemon, including some less ugly ones, just have way too many intricate details; it really isn't very nice to look at. Simple is good. Less is more. Kyurem and Genesect are two examples of Pokemon I can't stand looking at, not to mention Genesect is rather hax, too. Then I see everyone using it competitively, and it disappoints me that people don't care about using their real favourites, or that aesthetics mean nothing to them. Numbers don't matter to me, though...
Even if some people claim one of them as one of their "favourites", it simply cannot be that the countless people battling with them all like them as a "favourite" and would favour them even if they weren't very strong. I just don't think strength - aka numbers - should be a legitimate qualifying quality for a favourite Pokemon. If it were, then I could work for Gamefreak and draw a bunch of thorns and spikes sticking out of a piece of crap, give it a name (Shitcicle), and give it awesome stats, and people would flock to it and use it in Showdown and stuff. Then if someone criticizes them on their choice of Pokemon - as I'm sure I'm not the only one annoyed when everyone uses the same boring teams with the same sets - they may claim that it is, in fact, one of their favourites. But would they really do that if the Pokemon is a shit-cicle? At least then, you could laugh at them and it will no longer matter to you.
Don't just battle - battle in style! Use, like, a Persian!
Obviously the game had its good points, and like any Pokemon game, I loved it. But it was also way too easy to beat (like XY), and the aesthetic dissatisfaction of the Pokemon messed it up for me. Some of the Pokemon, including some less ugly ones, just have way too many intricate details; it really isn't very nice to look at. Simple is good. Less is more. Kyurem and Genesect are two examples of Pokemon I can't stand looking at, not to mention Genesect is rather hax, too. Then I see everyone using it competitively, and it disappoints me that people don't care about using their real favourites, or that aesthetics mean nothing to them. Numbers don't matter to me, though...
Even if some people claim one of them as one of their "favourites", it simply cannot be that the countless people battling with them all like them as a "favourite" and would favour them even if they weren't very strong. I just don't think strength - aka numbers - should be a legitimate qualifying quality for a favourite Pokemon. If it were, then I could work for Gamefreak and draw a bunch of thorns and spikes sticking out of a piece of crap, give it a name (Shitcicle), and give it awesome stats, and people would flock to it and use it in Showdown and stuff. Then if someone criticizes them on their choice of Pokemon - as I'm sure I'm not the only one annoyed when everyone uses the same boring teams with the same sets - they may claim that it is, in fact, one of their favourites. But would they really do that if the Pokemon is a shit-cicle? At least then, you could laugh at them and it will no longer matter to you.
Don't just battle - battle in style! Use, like, a Persian!
Please keep in mind that this entire blog entry is highly opinionated and biased, and you need not thinking much of it. I'm sure it will clash with many of your opinions. Furthermore, my game generations hierarchy is sketchy even for me. 3rd Generation, for example - it might be my favourite.
As for 4th generation, well, it wasn't quite as memorable to me as some of the other games. I also didn't like that some of the places and their music had a kind of hillbilly/hick thematic. But there were so many awesome things about the game that made up for that. Some of the cities were nice, like Hearthome, and the game had plenty of beauty. Cynthia was a truly awesome champion, and her music, too, was cool. Everything about the final encounter with Cynthia was powerful and awesome. Also, I probably played the 4th generation games more than any other. Even after lots of restarted games and accidental erased game files (my brother, etc.), my last file has close to 400 hours (stupid breeding!!).
Overall, I would say that 4th gen wasn't that far off from those above it on my hierarchy, and I like it a lot more than 5th generation. I loved the ending video/music, too!
Overall, I would say that 4th gen wasn't that far off from those above it on my hierarchy, and I like it a lot more than 5th generation. I loved the ending video/music, too!
What can I say about the 1st generation? Well, I can say that it is a fierce competitor for the top spot on my hierarchy, along with 2nd and 3rd gens. Gary was a really cool champion. Or Blue, I should say. He probably has the coolest Pokemon Champion battle theme EVER, he looks cool and rival-y, and his Pokemon levels made him a relatively tough champion to beat without Player hax. First generation lacked much of the dimension the other games have to them though, and the game is essentially over after you beat the Elite Four. Even 2nd gen transcended that issue. Actually, 2nd gen transcended it the best out of them all!
6th generation, XY, is a solid game. The sheer amount of added features, fixes, etc. make it an indisputably awesome Pokemon game. One of the awesome things about it is the character customization features, which I've wished for since I was a kid! I was like, "man, I wish I could be one of those 'rocker' characters! gnarly, bro~"
There is just no way to say that Pokemon XY is not a great game. There is also no way it could fall below the middle point on the Pokemon game hierarchy. Two downsides about the game are that, with the change to Experience Share and the continuation of even easier Elite Four members whose Pokemon levels aren't very high and who use only 4 Pokemon (!!), and that the game feels kind of "finished" after defeating the Elite Four, much like the first Pokemon games.
There is just no way to say that Pokemon XY is not a great game. There is also no way it could fall below the middle point on the Pokemon game hierarchy. Two downsides about the game are that, with the change to Experience Share and the continuation of even easier Elite Four members whose Pokemon levels aren't very high and who use only 4 Pokemon (!!), and that the game feels kind of "finished" after defeating the Elite Four, much like the first Pokemon games.
3rd generation was simply awesome. There were lots of different terrains, and the map terrain itself was made beautiful and more dynamic. The game was a huge step up from the first two generations in many respects. Like XY, there were a huge number of added features and small additions. The music was nice, and many of the places - such as Ever Grande City, the sooty area near Lavaridge city with all the Spinda and whatnot, and the underwater terrain - were simple awesome and very memorable. There is just too much to say. Pokemon Ruby, Sapphire, and Emerald were amazing Pokemon games and easy take 1st, 2nd or 3rd place.
It's not hard to explain why 2nd generation was my favourite, so I won't even have to say much. I will even put it into point form, for both our sakes:
-Great music (for example, National Park theme at night)
-Large map (even just Johto alone, no?)
-Pummeling infinite Rockets
-New Pokemon types
-A HUGE step up from 1st generation
-Espeon ~ ~ ~ !!! (Also, Lugia is pretty cool for a legendary ;p )
-ANOTHER REGION! Going back to Kanto, and reliving the first generation!!
-The cruise to Kanto!
~Yukigami
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