Updated: 2/15/2004; 12:07:42 PM.
a hungry brain
Bill Maya's Radio Weblog
        

Monday, January 12, 2004

The Palm House, Kew Gardens, London, England.



[Don Hopkins' RadiOMatic BlogUTron]    

The Bunny Wuffles School of Sims Transmogrification.

The Bunny Wuffles School of Sims Transmogrification

http://www.strategyplanet.com/thesims/sas/bwsost/bwsost.htm

Here's a great site with helpful information about using The Sims Transmogrifier

Great stuff! Lots of cool tutorials for beginners to masters, and links to useful resources.

-Don

[Don Hopkins' RadiOMatic BlogUTron]    

ShowAndTell ActiveX Plug-In for Previewing Sims Objects.

ShowAndTell ActiveX Plug-In for Previewing Sims Objects

I'm developing another Transmogrifier add-on called "ShowAndTell", which is an ActiveX control for displaying a live preview of a Sims object file on a web page (or wherever you can plug in an ActiveX control). You can change the rotation and zoom of the object, and it shows you the name, price and description. It also lets you change the background color and turn off the grid, to match your web page.

"What is ShowAndTell for?", you might ask. I want to make it easy for people to distribute Sims objects on the web. Players should be able to take a look at the actual objects before installing them and restarting The Sims. ShowAndTell lets you display an interactive preview of the object, right on the web page!

-Don

[Don Hopkins' RadiOMatic BlogUTron]    

Transmogrifier Assistant Tools.

Transmogrifier Assistant Tools

Here's an interesting site that has some Transmogrifier assistant tools, including Object Masker, Object Splitter, and Object Splitter SE -- some great products of quite alot of hard work:

http://www.btinternet.com/~petea_uk/sims/index.htm

Pete the webmaster says:

I've just added my first object to the Site - an Everwhite Snowman.

In addition Object Splitter SE has received a minor upgrade that gives a bit more control over the palette generation. Please note that the palette on the pixel channel image that is created is far from perfect and I would suggest that you actually use a 3rd-party paint package to generate the palette for this channel from the 24-bit bitmap image (that can now be generated as well).

cya

pete ;-)

Here's is Pete's main site: http://www.pa-sy.com

-Don

[Don Hopkins' RadiOMatic BlogUTron]    

Designing User Interfaces to Simulation Games.

Designing User Interfaces to Simulation Games.
A summary of Will Wright's talk to Terry Winnograd's User Interface Class at Stanford, in 1996.
Written by Don Hopkins.

Will Wright, the designer of SimCity, SimEarth, SimAnt, and other popular games from Maxis, gave a talk at Terry Winnograd's user interface class at Stanford, in 1996 (before the release of The Sims in 2000). At the end of the talk, he demonstrated an early version of The Sims, called Dollhouse at the time. I attended the talk and took notes, on which this article elaborates. I was fascinated by Dollhouse, and subsequently went to work with Will Wright at Maxis for three years. We finally released it as The Sims in 2000, after several name changes: TDS (Tactical Domestic Simulator), Project-X (everybody has one of those), Jefferson (after the president, not the sitcom), happy fun house (or some other forgetable Japanese placism).

At the talk, he reflected on the design of simulators and user interfaces in SimCity, SimEarth, and SimAnt. He demonstrated several of his games, including his current project, Dollhouse.

Here are some important points Will Wright made, at this and other talks. I've elaborated on some of his ideas with my own comments, based on my experiences playing lots of SimCity, talking with Will, studying the source code and porting it to Unix, reworking the user interface, and adding multi player support.

The anatomy of a simulation game:

There are several tightly coupled parts of a simulation game that must be designed closely together: the simulation model, the game play, the user interface, and the user's model.

In order for a game to be realizable, all of those different parts must be tractable. There are games that might have a great user interface, be fun to play, easy to understand, but involve processes that are currently impossible to simulate on a computer. There are also games that are possible to simulate, fun to play, easy to understand, but that don't afford a useable interface: Will has designed a great game called "Sim Thunder Storm", but he hasn't been able to think of a user interface that would make any sense.

On the user model:

The digital models running on a computer are only compilers for the mental models users construct in their heads. The actual end product of SimCity is not the shallow model of the city running in the computer. More importantly, it's the deeper model of the real world, and the intuitive understanding of complex dynamic systems, that people learn from playing it, in the context of everything else about a city that they already know. In that sense, SimCity, SimEarth, and SimAnt are quite educational, since they implant useful models in their users minds.

On the simulation model:

Many geeks have spent their time trying to reverse engineer the simulator by performing experiments to determine how it works, just for fun. This would be a great exercise for a programming class. When I first started playing SimCity, I constructed elaborate fantasies about how it was implemented, which turned out to be quite inaccurate. But the exercise of coming up with elaborate fantasies about how to simulate a city was very educational, because it's a hard problem!

The actual simulation is much less idealisticly general purpose that I would have thought, epitomizing the Nike "just do it" slogan. In SimCity classic, the representation of the city is low level and distilled down compactly enough that a small home computer can push it around. The city is represented by tiles, indexed by numbers that are literally scattered throughout the code, which is hardly general purpose or modular, but runs fast. It sacrifices expandability and modularity for speed and size, just the right trade-off for the wonderful game that it is.

Some educators have asked Maxis to make SimCity expose more about the actual simulation itself, instead of hiding its inner workings from the user. They want to see how it works and what it depends on, so it is less of a game, and more educational. But what's really going on inside is not as realistic as they would want to believe: because of its nature as a game, and the constraint that it must run on low end home computers, it tries to fool people into thinking it's doing more than it really is, by taking advantage of the knowledge and expectations people already have about how a city is supposed to work. Implication is more efficient than simulation.

People naturally attribute cause and effect relationships to events in SimCity that Will as the programmer knows are not actually related. Perhaps it is more educational for SimCity players to integrate what they already know to fill in the gaps, than letting them in on the secret of how simple and discrete it really is. As an educational game, SimCity stimulates students to learn more about the real world, without revealing the internals of its artificial simulation. The implementation details of SimCity are quite interesting for a programmer or game designer to study, but not your average high school social studies class.

Educators who want to expose the internals of SimCity to students may not realize how brittle and shallow it really is. I don't mean that as criticism of Will, SimCity, or the educators who are seeking open, realistic, general purpose simulators for use in teaching. SimCity does what it was designed to and much more, but it's not that. Their goals are noble, but the software's not there yet. Once kids master SimCity, they could learn Logo, or some high level visual programming language like KidSim, and write their own simulations and games!

Other people wanted to use SimCity for the less noble goal of teaching people what to think, instead of just teaching them to think.

Everyone notices the obvious built-in political bias, whatever that is. But everyone sees it from a different perspective, so nobody agrees what its real political agenda actually is. I don't think it's all that important, since SimCity's political agenda pales in comparison to the political agenda in the eye of the beholder.

Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked him a question something like "which ontological urban paridigm most influenced your design of the simulator, the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?" He replied, "I just kind of optimized for game play."

Then there was the oil company who wanted "Sim Refinery", so you could use it to lay out oil tanker ports and petrolium storage and piping systems, because they thought that it would give their employees useful experience in toxic waste disaster management, in the same way SimCity gives kids useful experience in being the mayor of a city. They didn't realize that the real lessons of SimCity are much more subtle than teaching people how to be good mayors. But the oil company hoped they could use it to teach any other lessons on their agenda just by plugging in a new set of graphics, a few rules, and a bunch of disasters.

And there was the X-Terminal vendor who wanted to adapt the simulator in SimCity into a game called "Sim MIS", that they would distribute for free to Managers of Information Systems, whose job it is to decide what hardware to buy! The idea was that the poor overworked MIS would have fun playing this game in which they could build networks with PCs, X-Terminals, and servers (instead of roads with residential, commercial, and industrial buildings), that had disasters like "viruses" infecting the network of PC's, and "upgrades" forcing you to reinstall Windows on every PC, and business charts that would graphically highlight the high maintanence cost of PCs versus X-Terminals. Their idea was to use a fun game to subtly influence people into buying their product, by making them lose if they didn't. Unlike the oil company, they certainly realized the potential to exploit the indirect ways in which a game like SimCity can influence the user's mind, but they had no grip on the concept of subtlety or game design.

On the game play:

Usually the game is separate from the simulation. Games can be based on conflicts and goals, that are external to the simulation itself. The simulation goes on doing its thing, and the user can play different games with their own sets of goals. The simulation does not consider fires spreading between buildings to be an error condition or a source of conflict -- that's just the way the simulator's supposed to behave. But the user might, unless the game they're playing is pyromaniacal.

The design of the game play has a lot to do with the user's model of the system, and SimCity elegently supports a number of different user models, games, and toys in one program. You can use the terraforming tools and natural features to play with it like a sandbox or landscaping toy, without even starting the city simulation phase of the game. You can even use it as a painting tool, drawing colorful designs and cartoons with land, water, roads and buildings. SimCity comes with several scenarios with different conflicts and goals, and has a menu of disasters you can invoke to destroy your city, or challenge yourself to recover. You can start your own city from scratch, and develop it in any direction you want. A satisfying feature of SimCity 2000 is the ability to put signs in your city, to name roads and buildings and parts of town. How else could you personalize a simulated city?

There was some interesting discussion about using SimCity as a medium for story telling: encouraging people to imagine far beyond the bounds of what the computer is able to simulate. You can build cities to empathise with, and tell stories about them, about their people, culture, buildings, and history. A class of students could label different parts of a city, and each person could tell a story about a different part, that interacted with the stories going on in neighboring parts of the city. Then they could make a web site with the downloadable city, and an image map of the whole city, linking to all the stories on web pages, with screen snapshots of their neighborhoods, and lots of hypertext links between each story. This way each student could colaborate with several others to write a web of interconnected stories, all about the same city!

On the user interface:

Will demonstrated the close up and overall views in SimEarth, and showed how SimCity 2000 integrated these with zooming in one window. He talked about information density and screen size.

Post Morta:

After designing SimCity Classic, then SimEarth, then SimAnt, then SimCity 2000, here's one way Will compares them: With SimCity Classic as the standard against which to measure, SimEarth was too complex, SimAnt was too simple, and SimCity 2000 was just right.

SimEarth:

SimEarth and SimAnt did not support the same level of creativity and personal imprinting that SimCity does. With SimEarth, anything you do is quickly wiped out by continental drift, erosion, and evolution; you can walk away from it for a while, come back later, and it will have evolved life or shriveled up and died without you, looking pretty much the same as if you had slaved over it for hours. It was too complex a simulation for people to grasp or effect in a satisfying way.

The time scale slows down as the game progresses, from geological time, to when life appears, to when intelligence appears, to when technology is developed. There was some trouble conveying this to the users. One thing that supported the notion of time scale is how the view controls along the bottom of the global map were ordered in a temporal progression, in the order you'd need to use them, from the continental drift display, to the technology display.

SimAnt:

SimAnt had just the opposite problem -- it was too simple, but that made it popular with younger kids. Like SimEarth, it didn't support creative personal imprinting as well as SimCity, since one ant farm looks pretty much like any other, and ants are quite disposable and devoid of personality... The educational point of SimAnt is to teach about the emergent behavior of multi-cellular organisms like ant colonies. I think SimAnt would make a fascinating large scale multi player game.

SimCity Classic:

I haven't typed this in yet. It's been endlessly rehashed elsewhere and deserves a whole article in itself.

SimCity 2000:

I haven't typed this in yet, either. When I write this in 1996, I skipped over SimCity because wanted to get on to writing the following while it was fresh in my mind:

Dollhouse:

Imagine zooming into SimCity 2000, all the way down to the street level, and seeing little people walking around, waving at each other, asking for spare change, jumping up and down, gesturing, interacting with each other, living and playing in rooms with furniture and active objects, and you're one of them!

Will showed me Dollhouse several years ago, and it was amazing then, and even more so now. It's not a product yet, but he's been working on solving some very hard problems. He's trying to give the people who walk around the world seemingly rational behavior.

Dollhouse takes the third person view (looking down on your character), instead of the first person view (looking out of the eyes of your characters). You view your character from above, with a 45 degree orthographic view like SimCity 2000 uses to display buildings. Will has found that it works quite well, since you can see yourself as others see you, as well as seeing other people around you. If there are a bunch of people gathering around some interesting person or place, it's easy to tell what's going on, and navigation is simple and direct. It doesn't suffer from the disorienting navigational problems that a first-person view like Doom imposes. Being able to see yourself as others see you seems to make interpersonal interactions involving body gestures much easier.

PostScript:

%!

Since I originally wrote this in 1996, Maxis released Dollhouse as The Sims in 2000, and it quickly became much more popular than anyone expected. But in the context in which this was written in 1996, Dollhouse was so drastically different than the first-person-shooters that dominated the market, that it wasn't obvious it would ever be successful. It questioned and reformulated many of the widely-held assumptions about virtual reality games: the audience (both sexes and all ages), the person and perspective (overhead god view instead of first person), direct navigation control (routing and action queue instead of forward/back/turn), mapping of players to characters (player switches between many characters instead of one-to-one), the overall approach to AI (object centric, extensible plug-ins, interacting with autonomous agents), programming tools (SimAntics visual programming language, instead of text script), and the style and motivation of game play (creative sandbox and social dynamics).

showpage

[Don Hopkins' RadiOMatic BlogUTron]    

Doc. New Economy Hack: Turning Consumers into Producers. Want to see results? Check out Bush in 30 Seconds, by MoveOn.org, the left-wing, grass-roots issue advocacy organization. These are first-rate TV ads produced mostly by amateurs, in a short period of time. Regardless of your politics, you have to agree that they're equal in quality to anything put out by a high-priced agency or production house. [John Robb's Weblog]    

Windows XP Service Pack 2 Beta first look. Windows XP SP2 Beta is out, and Ars has a preview heavy on the screenshots [Ars Technica]    

The Sims Transmogrifier 2.0, and RugOMatic.

The Sims Transmogrifier 2.0, and RugOMatic

I'm working on releasing a new version of The Sims Transmogrifier 2.0, soon. The web site is: http://www.TheSimsTransmogrifier.com

It supports all 7 Sims expansion packs, up to Makin' Magic, and has a bunch of bug fixes and convenience features.

The Sims Transmogrifier 2.0 is currently undergoing unamerican outsourced quality assurance, and cruel and unusual animal testing, so it will be ready to release soon!

I've also developed an easy-to-use add-on to Transmogrifier called RugOMatic, which lets you create rugs by dragging and dropping pictures and text. It's much easier to use than Transmogrifier. RugOMatic automates the Transmogrification progress, so anyone can easily put their own pictures and text into the game, as colorful rugs. More types of objects will follow!

The custom rugs that RugOMatic creates have a special feature: you can read their text description in-game by selecting "Describe" from the pie menu, so rugs are useful for much more than just covering up the floor and decorating the room. You can use them to publish your own pictures and stories as objects within The Sims.

-Don

[Don Hopkins' RadiOMatic BlogUTron]    

Blogging the Market - 93 page PDF.

(Via Smart Mobs) Need to read this later this weekend.

[Roland Tanglao's Weblog]    

Mark Hurst - Blogs are just content management systems..

Mark nails it. Woe to the CMS vendor who ignores blogs. They'll be like Digital which ignored Compaq or GM which ignored the Japanese car makers. Look for blog systems to get more sophisticated while maintaining their ease of use (most "real" CMSes are unusable). Eventually (2005? 2006?) blog software vendors will acquire CMS vendors just like Compaq bought Digital).

From Five Ideas for 2004:



QUOTE

IDEA 4. Blogs are just content management systems.

2003 was the year that weblogs broke into the popular press. Presidential candidate Howard Dean owes some of his recent success to his use of blogs and other technology. Several top journalists are using blogs to augment their regular columns.

But the popular conception of blogs - as online personal journals, with the most recent diary entry at the top - is a grossly limited vision of what this technology actually provides.



Blogs are actually just an easier-to-use version of the content management system, a tool that (albeit in a harder-to-use form) has been with us for years, in many environments, with a far greater impact than the online diary. There's nothing new about blogs except that they're easier than what was there before (which, in my book, is the single most important advancement any digital technology can make).

Watch this year - oops, is this a prediction? - for blog companies to pitch their software as CMS tools, not "blogs." Perhaps they'll drop the geeky "blog" term altogether, for uses outside diaries.

UNQUOTE

[Roland Tanglao's Weblog]    

Don Hopkins: "I'm designing an RSS 2.0 module for describing The Sims objects, which will make it easier to advertise and distribute Sims objects online, and enable the development of automated tools for assisting in this process." [Scripting News]    

Photoessay about the decline of fashion photography. The Decline of Fashion Photography: An Argument in Pictures is an engaging Slate photo-essay -- engaging enough to hold my attention even though I have little interest inj fashion, photography, or fashion photography.

Link

(via Kottke) [Boing Boing Blog]    

VB vs. C# and Lego job interview.

My friend Maus sent this to me via IM. This fun-to-read weblog is from a guy, Jamie, who is interviewing for a job as "Master Builder" at Lego. Damn, that sounds way harder than a Microsoft interview!

Darn, I see Slashdot got this one already. I hate it when Slashdot gets links before I do.

Here's another one from Slashdot:

OSNews did an article comparing the speed of nine programming languages. But Phil Scott then rips into the VB vs. C# code and shows the comparison isn't fair. Oh, Slashdot didn't link to that! Heh.

[The Scobleizer -- Geek Aggregator]    

Interesting article on open source.

ConsultingTimes: How to misunderstand open source software development.

[The Scobleizer -- Geek Aggregator]    

MIT weblog: "Psychology Today tells us that a growing number of people are using The Sims to make sense of themselves and the other folks in their lives." [Scripting News]    

From Barbie to Mortal Kombat: Further Reflections, By Henry Jenkins.

From Barbie to Mortal Kombat: Further Reflections, By Henry Jenkins

This is an interesting paper by Henry Jenkins that discusses how games appeal to girls, comparing the "Games for Girls" approach of Brenda Laural at Purple Moon, with the "System Simulation" approach of Will Wright at Maxis.

Before I went to Maxis to work on The Sims with Will Wright, I worked at Interval Research. I saw the research and work that Brenda Laurel was doing on games for girls, before Purple Moon spun off from Interval. I found it very interesting and enlightened, and hoped it would be successful. It's illuminating to compare the two approaches, and I think this article makes some great points by doing that.

Girls for Games try to appeal to girls directly, at the expense of appealing to boys, because they recognize that boys and girls are interested in different things. They did a lot of real market research, and went with what it said: they chose to eat the pink pill. Brenda Laurel says that "I agreed that whatever solution the research suggested, I'd go along with. Even if it meant shipping products in pink boxes." As a company, Purple Moon wasn't successful for economic reasons (bravely trying to take on the Barbie juggernaut); but I think it was a successful experiment that was well worth doing, and there's a lot to learn from it. Like "Microsoft Bob", there was some great thought and research that went into it, but the execution was flawed and it got a bad rep from the backlash to all the hype. (It could be said that The Sims is just Bob without the productivity apps.)

Maxis's "Sim" series of games doesn't self-consciously try to appeal to either sex, but consciously tries not to turn away anyone. Maxis designed The Sims in spite of what the focus groups said -- it wouldn't have been interesting nor would it have ever shipped if its design was based on market research. Focus groups told Maxis that boys didn't like the name "Dollhouse", but they didn't predict the importance of user created content.

Just the opposite: the focus groups thought the idea of a game with downloadable plug-ins was bad, because they wanted to get the whole game at once, and weren't interested in the idea of adding pieces to it incrementally; heaven forbid having to make new content yourself! They though Maxis should do all the work to make the game fun, not the players. But it turns out that players have made much for custom content for The Sims than Maxis originally produced! Go figure.

Market research and focus groups are a double edged sword, and no substitute for the good design of a visionary like Will Wright and the other designers (many of them women) at Maxis. Ordinary users that you get in a focus group can't articulate what they want, nor can they say what would make a good game. They can usually tell you if something sucks, but even then they're sometimes wrong, since the focus groups hated The Sims. But focus groups simply aren't qualified to tell you what shade of pink to color the box in order to make the product successful, let alone how to design a good game.

Most game companies simply design games for boys, by boys, about boys, without even thinking about it. Jenkens makes the point that "We were told, for example, that no one designed games specifically for boys. I would suggest that the release of a major piece of hardware known as the game boy, suggests that the industry did identify its products along gender lines."

He makes another great point that I agree with: "I have spoken to Will Wright and others at Maxis and I am reasonably convinced that they were not directly modeling their game on the Girls Game movement products. Rather the decisions they made came out of a context where there were more female designers and more highly ranked female designers than I have seen at any other mainstream game studio. In such a context, even if there is no conscious goal of expanding the female market, the unconscious decisions made by men and women working together is likely to produce a product that is very different from one where the intuitive decisions were made by an all or predominantly male team of designers. Not surprisingly, then, The Sims has proven to be highly successful in attracting female players while at the same time, the product has expanded the range of play experiences available to boys."

The solution is to hire more women as game designers and programmers. But what disgusts me is how many male game developers who tow that line are actually sexist pigs, and only say that because they want more women around to hit on at work and at game developer conferences. I am convinced of this because of the knowing wink, nod and snicker that almost usually accompanies that statement from one guy to another. It's tough being the only female in such a hostile environment. So instead of just one token female designer, game companies need to hire enough females to keep those horn dogs in line, and most importantly fire all the sexist pigs (no matter what sex they are).

-Don

[Don Hopkins' RadiOMatic BlogUTron]    

ProjectForum, an "easy-to-setup powerful Wiki" now has RSS support. [Scripting News]    

Dogfooding.

I manage this weblog with a tool I wrote called CornSharp. It's a bare-bones app which may not ever be useful for anybody but me. :-) Nonetheless, I've had a few requests for the source code.

Meanwhile, I've been wrestling with an issue from my day job: Vault's integration with Visual Studio .NET really needs to improve. We do support this feature, but it has some annoyances and some performance problems.

In fairness to ourselves, the primary reason our IDE integration is lame is that all source control tools are lame when they are integrated into Visual Studio. The concept of having source control inside the IDE is great, but Visual Studio's implementation is really poor. The integration API is awful. It shoehorns every source control tool into a very constraining little box. Vault has a number of advanced features that don't fit in that box very well at all.

But there is another important reason why our IDE client suffers: In general, the developers at SourceGear don't use it. We much prefer using our standalone source control client. It's faster and it has more features. It allows us to take full advantage of all of Vault's capabilities, not just the subset which happens to fit into the source control UI prescribed by Visual Studio.

But a lot of our customers still prefer to do their source control operations inside the IDE. The IDE client is an important part of our product. It deserves to be excellent.

This situation is a great example of how important "dogfooding" is. In a nutshell, dogfooding means "using your own product". A product which is being dogfooded tends to be a lot more polished. When a normal user is annoyed by the product, they can't do anything about it. But when a developer is annoyed by the product, they can stop what they are doing and make the product less annoying.

So we've started trying to dogfood our IDE client more. We are still very constrained by Visual Studio's source control architecture, but within those boundaries, we want our IDE client to be as good as it can be.

As part of this effort, today I moved the CornSharp source code to VaultPub, and I am now using the Vault IDE client for its development. In addition to giving me another way to dogfood the Vault IDE client, the source code for CornSharp is now available.

(For all three of the people on earth who care, you'll need to download the Vault client installer so you can use it to grab a copy of the CornSharp code. Start with your browser pointed at vaultpub.sourcegear.com and follow the instructions.)

[Eric.Weblog()]    

New feature: Subscription lists for authors of the Top 100. [Scripting News]    

FlexWiki, a .NET Wiki, generates RSS (the flipside of the RSS support ProjectForum has). [Scripting News]    

Amazon's 800 number. Impossible to find on the web site [Cool Tools]    

Nokian Ice Bike Tires. How to ride in the snow [Cool Tools]    

Yellow Zipper Pokemon Laptop.

From the artisan who brought us the pink Hello Kitty laptop, instructions for making a Yellow Zipper Pokemon Laptop.

"I made this laptop myself. It is not for sale. Please do not ask me where you can buy it or how much it costs."


Link

(via Geisha Asobi)


[Boing Boing Blog]    

"Balldroppings" in NYC on Jan 16th. Choire Sicha of Gawker points us to an upcoming tech-art happening in New York City -- a "custom version" of the geek art piece "Balldroppings" will be installed at TKNY's Compact-Impact show in Manhattan; January 16, 7pm @ 21 Ave B. More on, ahem, Balldroppings:



"BallDroppings is an addicting and noisy play-toy. It can also be seen as an emergence game. My brother Marc takes this software seriously as an audio-visual performance instrument. Balls fall from the top of the screen and bounce off the lines you are drawing with the mouse. The balls make a percussive and melodic sound, whose pitch depends on how fast the ball is moving when it hits the line."

Link
[Boing Boing Blog]

    

Hi-res Mars QTVR panos.

The first hi-res panorama images from Mars are here in full QTVR glory. Link.
[Boing Boing Blog]    

© Copyright 2004 William J. Maya.
 

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