Pikachu Volleyball
github.com
github.com
I can still picture the Internet Exporer progress bar showing 4 KB/s while I waited almsot an hour for this to arrive. That moment of having new software on my computer without having to leave the house left a lasting impression on me.
The voice samples still float around in my backup files.
Basics: You can spike the ball and influence the direction. Holding up makes it a garbage hit so you must release jump immediately after jumping. This does not affect jump height. The two useful options are holding left and holding down, but not both (another garbage angle). Left is your bread and butter. Most shots should be left. Down works if you're right next to the net only, and will depend on where the ball is.
Generally speaking, don't try to spam strikes. Just stay on the ground to set the ball. You want to get it nice and slow in your center, which will bait ai pikachu into coming forward. then you do a left shot to try and get him.
The first few second are the easiest to score on. If ai pikachu is serving jump a bit after him and left spike. I score about 20% of the time on this return. There's a good chance that he will return in a way that is vulnerable to a down spike at the net or another left spike, but if you fail to score here, go to the neutral game setting tactic.
If you're serving don't hit the ball. Walk forward an inch to set the ball in your court and then left spike him after one toss. Gets me a point on serve about 1/3 of the time.
Don't jump to anticipate where the ball will go. Wait until he hits it at least.
You can also do behind the back spikes which works well for left spikes but is a suicide for down spikes.
I only really figured out the downspike at the end. I think I could crush him with this knowledge but that took too long.
https://github.com/gorisanson/pikachu-volleyball/blob/main/s...
There is even p2p multiplayer implemented.
They would configure our user shares to have all our classes automatically added for easy access, but you could manually add any other class or year.
This was back before phones or laptops were common in classrooms and everyone would bring games from home to contribute via flash drives or micro USB and also to sneak their bounty back home at the end of the day. A true sneakernet.
The way it worked was similar to MK except the actual gameplay was two character sprites acting as the paddles. You had a MK background. Every time you hit the ball blood would squeeze out of it. Then the winner of the match would get to perform a fatality. But the fatalities were super crude and not well done.
It was a fun game to build and sadly I lost the source.
Once you grasp these controls, you stand a chance. Once you master them, the AI becomes trivial to beat by this method: When serving, jump and perform a horizontal spike at the apex. The AI will defend it, then reliably do his own horizontal spike from the backcourt. Meet it at the net and spike it diagonally downwards. Works every time! And now I can rest (work).
I had no idea Pikachu Volleyball existed, but apparently it predates (1997 [0]) Slime Volleyball (1999 [1]) by a few years. I never realized it was essentially a clone.
[0]: https://github.com/gorisanson/pikachu-volleyball [1]: https://oneslime.net/kb/A_Brief_History_Of_Slime.html
The one I remember playing growing up was some DOS volleyball game where you played as two hideous little purple Q-bert looking dudes. Looks like it even has its own Wiki page! Dates to 1988. https://en.wikipedia.org/wiki/Arcade_Volleyball
that's how i played the first gta game!
This is amazing!
I wonder if there's a connection, like an earlier game that inspired both. Slime Volleyball came later than Pikachu Volleyball.
The Flash game era was great. Lots of ideas and different genres, short, free, games, no PhD behavioral psychologists trying to figure out how to hijack your brain and get you buying microtransactions.
It is kind of funny that wasd became the convention. Putting it a couple columns over to the right opens up a bunch of extra buttons. Imagine, in first person shooters we could be sprinting by holding S with our pinkies instead.
I do (on Qubes OS).
These are all improving: hardware support is generally getting better and guests modified to behave nicer so weird cases can just fail, and devices are often now specifically designed for virtualization (plug for my old project VirtIO here!). But it's still software, and asserting there are no bugs left seems incautious.
The information leakage problems are an ongoing whack-a-mole which depends on your setup: they may or may not result in escapes, depending on the nature of the secrets.
Of course, higher level bugs are still there: convincing people or software to change settings, install software or pass too much information through existing channels which are perfectly secure!
See also my answer to the sibling.
> and asserting there are no bugs left seems incautious
I don't exactly assert there are no bugs. I do assert that escalation to the host is very unlikely, since I've never seen one after Blue Pill: https://en.wikipedia.org/wiki/Blue_Pill_(software)
> handling the guest instruction traps on the host side which can actually get quite hairy in corner cases
Any examples, where a Disposable VM can make some harm to the host?
-- they're rarely discovered. But they have existed, more likely currently exist or will exist. Certainly way better than not having that protection, but running sketchy binaries is still not the best idea!
There were no escapes since Qubes switched to VT-d (release 4.0) in 2018.
Thanks for sharing!