Potassium (K) 2010

•June 20, 2008 • No Comments

Class List

  1. ABELLA, Leo Alfonso
  2. ARELLANO, Gino Martin
  3. AYROSO, Elvis Jeremy
  4. BATACLAN, Charles Christopher
  5. CACHUELA, Jan Arvin
  6. CARANGAN, Jed Manuel
  7. DANDOY, Roger Remo
  8. DEL CASTILLO, Felipe
  9. ESGUERRA, John Christian
  10. GARCIA, Ernesto Paulo
  11. HIZON, Jose Maria
  12. ILAGA, Martin Nicco
  13. LOBITANA, Paolo Joseph
  14. LUNA, Alvin Raymund
  15. MAGSALIN, John Daniel
  16. MENDOZA, Tei Altheus
  17. SUAREZ, Joshua
  18. SURATOS, Aldrich
  19. TIONGSON, Ismael Luis
  20. UTANES, Karlos Edrry
  21. UY, Mirko Alessandro
  22. AGUPITAN, Arjelle
  23. ANGANGCO, Catherine Marie
  24. CARREON, Lourdes Patricia
  25. CASTELLANO, Leony Lyn
  26. MALUBAG, Hanna Lourdes
  27. MATHAY, Courtney
  28. NERY, Andrea Luz
  29. RIOFLORIDO, Ianne Joyce
  30. SANCHEZ, Justine Nicole

 

Potassium Teachers

•June 8, 2008 • No Comments

Teacher(s): Sir Chuckie (dapat pati adviser), Ma’am Crisologo (Mon,Tue, pati STR) Ma’am Docto (Wed)
Math4 - De Joya
SS3 - Bawagan
CS3 - Bingcang
Chem2- Manoop
Physics2 - Quines (Q for short)
English3- Bernal
Fil3 - Guimarie
PEH - Dajime/Balangue
Elective (DATACOM) - Pacarangan

RPG Cliches Part 2 (no list)

•June 7, 2008 • No Comments

Part 2

21. Aeris’s Corollary
Just as the main male character will always use a sword or a variant of a sword, the main female character will always use a rod or a staff of some sort.

 Nowadays not so common. Before it is so common.

22. MacGyver Rule
Other than for the protagonists, your choice of weapons is not limited to the prosaic guns, clubs, or swords. Given appropriate skills, you can cut a bloody swath across the continent using gloves, combs, umbrellas, megaphones, dictionaries, sketching tablets — you name it, you can kill with it. Even better, no matter how surreal your choice of armament, every store you pass will just happen to stock an even better model of it for a very reasonable price. Who else is running around the world killing people with an umbrella?

 Any object can be used as a weapon. I don’t really know why.

23. O Brother, Where Art Thou? (Melfice Rule)
If the male hero has an older sibling, the sibling will also be male and will turn out to be one of the major villains. If the hero has a younger sibling, the sibling will be female and will be kidnapped and held hostage by the villains.

So that the sibling will have its place in the storyline.

24. Capitalism Is A Harsh Mistress
Once you sell something to a shopkeeper, he instantly sells it to somebody else and you will never see the item again no matter what.

That is not even trade.

25. Dimensional Transcendence Principle
Buildings are much, much larger on the inside than on the outside, and that doesn’t even count the secret maze of tunnels behind the clock in the basement.

 It’s really like a new dimension inside. Outside is just part of the surface area of what’s inside.

26. Local Control Rule
Although the boss monster terrorizing the first city in the game is less powerful than the non-boss monsters that are only casual nuisances to cities later in the game, nobody from the first city ever thinks of hiring a few mercenaries from the later cities to kill the monster.

Why should they if the group can kill the boss monster?

27. Nostradamus Rule
All legends are 100% accurate. All rumors are entirely factual. All prophecies will come true, and not just someday but almost immediately.

To make it simply interesting story. It tells you the rumors and the prophecies are actually passed on by generations.

28. IDKFA
The basic ammunition for any firearms your characters have is either unlimited or very, very easy to obtain. This will apply even if firearms are extremely rare.

 The firearms or ammunition are easy to find so the arms will be put into good use.

29. Indestructible Weapon Rule
No matter how many times you use that sword to strike armored targets or fire that gun on full auto mode it will never break, jam or need any form of maintenance unless it is critical to the story that the weapon breaks, jams or needs maintenance.

 This is just plain fantasy. So that one can use the same weapon over and over again.

30. Selective Paralysis
Your characters must always keep both feet on the ground and will be unable to climb over low rock ledges, railings, chairs, cats, slightly differently-colored ground, or any other trivial objects which may happen to be in their way. Note that this condition will not prevent your characters from jumping from railroad car to railroad car later in the game.

Besides ladders, stairs, elevators and inclined ramps to move up the ground, none can be used to move through.

31. Bed Bed Bed
A good night’s sleep will cure all wounds, diseases, and disabilities, up to and including death in battle.

 Of course it gets abusive once over levelling.

32. You Can’t Kill Me, I Quit (Seifer Rule)
The good guys never seem to get the hang of actually arresting or killing the bad guys. Minor villains are always permitted to go free so they can rest up and menace you again later — sometimes five minutes later. Knowing this rule, you can deduce that if you do manage to kill (or force the surrender of) a bad guy, you must be getting near the end of the game.

 When the party seems to fight the same guy in different places, it seems that guy isn’t hurt that much even if tons of HP damage has been dealt with the familiar villain.

33. And Now You Die, Mr. Bond! (Beatrix Rule)
Fortunately for you, the previous rule also applies in reverse. Rather than kill you when they have you at their mercy, the villains will settle for merely blasting you down to 1 hit point and leaving you in a crumpled heap while they stroll off, laughing. (This is, of course, because they’re already planning ahead how they’ll manipulate you into doing their bidding later in the game — see Way To Go, Serge.)

The villain does is make you hurt little by little but the hero and the group prevail anyways.

34. Zap!
Most villains in RPGs possess some form of teleportation. They generally use it to materialize in front of the adventurers when they reach the Obligatory Legendary Relic Room and seize the goodies just before you can. The question “if the bad guy can teleport anywhere at any time, then why doesn’t (s)he just zip in, grab the artifact, and leave before the adventurers have even finished the nerve-wracking puzzle on the third floor?” is never answered.

It’s easy. So that the group may actually meet the one who has actually stolen the treasure before the group even notices that the guy has stolen without them knowing the treasure.

35. Heads I Win, Tails You Lose (Grahf Rule)
It doesn’t matter that you won the fight with the boss monster; the evil task he was trying to carry out will still get accomplished somehow. Really, you might as well not have bothered.

The thing is the boss monster wanted to make sure to slow the group down before its plans can be screwed by the group.

36. Clockwork Universe Rule
No matter how hard you try to stop it, that comet or meteor will always hit the earth.

 It’s real because there’s no stopping beyond the exosphere.

37. Fake Ending
There will be a sequence which pretends to be the end of the game but obviously isn’t — if for no other reason than because you’re still on Disk 1 of 4.

 I think it is to fool the customers if they bought the whole 4 disks or not.

38. You Die, And We All Move Up In Rank
During that fake ending, the true villain of the story will kill the guy you’d thought was the villain, just to demonstrate what a badass he (the true villain) really is. You never get to kill the fake villain yourself.

To show that the villain is a real badass, he kills one of his subordinates that the group thought was the real villain to fool them.

39. “What are we going to do tonight, Vinsfeld?”
The goal of every game (as revealed during the Fake Ending) is to Save the World from an evil figure who’s trying to take it over or destroy it. There is no way to escape from this formidable task. No matter whether the protagonist’s goal in life is to pay off a debt, to explore distant lands, or just to make time with that cute girl in the blue dress, it will be necessary for him to Save the World in order to accomplish it. Take heart, though — once the world gets sorted out, everything else will fall into place almost immediately.

Other people might have been affected with the presence of the real villain in other ways or another. We don’t know what but I’m certain that’s what happens at the end of the game.

40. Zelda’s Axiom
Whenever somebody tells you about “the five ancient talismans” or “the nine legendary crystals” or whatever, you can be quite confident that Saving the World will require you to go out and find every last one of them.

All I can say is it’s a real hassle to find this and that repetitively to get along with the game. It’s much even worse than fighting Organization XIII members.

RPG Cliches Part 1 (no list)

•June 7, 2008 • No Comments

I really found this on a website because I got interested in finding out why RPGs get mostly repetitive in some way.

1.  Sleepyhead Rule
The teenaged male lead will begin the first day of the game by oversleeping, being woken up by his mother, and being reminded that he’s slept in so late he missed meeting his girlfriend.

Well I think that I rarely see this kind of cliche because the game starts where the company wants to. Some games start with the main character, others with the villain and the rest with some people that the hero may meet in the future.

2. “No! My beloved peasant village!”
The hero’s home town, city, slum, or planet will usually be annihilated in a spectacular fashion before the end of the game, and often before the end of the opening scene.

Some RPGs are just like that. Others have the hero without a hometown. Others have unrelated events to this.

3. Thinking With The Wrong Head (Hiro Rule)
No matter what she’s accused of doing or how mysterious her origins are, the hero will always be ready to fight to the death for any girl he met three seconds ago.

Obviously in most RPGs the hero will always fight for his party members loyal or not.

4. Cubic Zirconium Corollary
The aforementioned mysterious girl will be wearing a pendant that will ultimately prove to be the key to either saving the world or destroying it.

That’s what makes her special from the other female members of the group regardless of her relationship with the hero.

5. Logan’s Run Rule
RPG characters are young. Very young. The average age seems to be 15, unless the character is a decorated and battle-hardened soldier, in which case he might even be as old as 18. Such teenagers often have skills with multiple weapons and magic, years of experience, and never ever worry about their parents telling them to come home from adventuring before bedtime. By contrast, characters more than twenty-two years old will cheerfully refer to themselves as washed-up old fogies and be eager to make room for the younger generation.

Age won’t matter in a game but yeah it’s mostly teenaged guys and the oldies are the ones with 25+ years of age (how weird.).

6. Single Parent Rule
RPG characters with two living parents are almost unheard of. As a general rule, male characters will only have a mother, and female characters will only have a father. The missing parent either vanished mysteriously and traumatically several years ago or is never referred to at all. Frequently the main character’s surviving parent will also meet an awkward end just after the story begins, thus freeing him of inconvenient filial obligations.

The company is free to do what they want here. The mysterious parent is mostly found helpless in a situation or a strong villain in the game. The remaining parent may live or die by some chance.

7. Some Call Me… Tim?
Good guys will only have first names, and bad guys will only have last names. Any bad guy who only has a first name will become a good guy at some point in the game. Good guys’ last names may be mentioned in the manual but they will never be referred to in the story.

I think the first names usually are mentioned not the last.

8. Nominal Rule
Any character who actually has a name is important in some way and must be sought out. However, if you are referred to as a part of a posessive noun (”Crono’s Mom”) then you are superfluous.

Sometimes I find it hard to say why should there be pronouns but still a name can do fit the situation.

9. The Compulsories
There’s always a fire dungeon, an ice dungeon, a sewer maze, a misty forest, a derelict ghost ship, a mine, a glowing crystal maze, an ancient temple full of traps, a magic floating castle, and a technological dungeon.

It’s not really cumpulsory but yeah there are lots of useless dungeons which can be classified as one of these. Good thing it fits where it is supposed to be.

10. Luddite Rule (or, George Lucas Rule)
Speaking of which, technology is inherently evil and is the exclusive province of the Bad Guys. They’re the ones with the robots, factories, cyberpunk megalopolises and floating battle stations, while the Good Guys live in small villages in peaceful harmony with nature. (Although somehow your guns and/or heavily armed airships are exempted from this.)

It depends on the game itself because some bad guys are in traditional places. Some good guys are also in the world  where there is also technology.

11. Let’s Start From The Very Beginning (Yuna Rule)
Whenever there is a sequel to an RPG that features the same main character as the previous game, that character will always start with beginner skills. Everything that they learned in the previous game will be gone, as will all their ultra-powerful weapons and equipment.

I usually believe FFX-2 is just one of Square-Enix’s spinoffs but it is a sequel to FFX this time with female leads. The battle system was changed in a way as well as their stats. Balancing the party is up to you. FFX-2 equipment is different than in FFX. The skills are almost the same.

I do believe that all RPGs should start in Level 1 and FFX-2 is no exception. It’s just plain stupid for them because Yuna can’t summon any aeons and the rest don’t seem to care that she’s ex-summoner 2 years ago.

12. Poor Little Rich Hero (Meis Rule)
If the hero comes from a rich and powerful family, it will have fallen on hard times and be broke and destitute by the time the game actually starts.

The hero usually comes from a poor family but this is a very rare case.

13. The Higher The Hair, The Closer To God (Cloud Rule)
The more outrageous his hairstyle, the more important a male character is to the story.
So that the male character is easily recognized, the looks have to be considered.
14. Garrett’s Principle
Let’s not mince words: you’re a thief. You can walk into just about anybody’s house like the door wasn’t even locked. You just barge right in and start looking for stuff. Anything you can find that’s not nailed down is yours to keep. You will often walk into perfect strangers’ houses, lift their precious artifacts, and then chat with them like you were old neighbors as you head back out with their family heirlooms under your arm. Unfortunately, this never works in stores.
I also notice that stranger’s houses were like for exhibition purposes but I don’t know why they let strangers in for a reason.
 
18. Crono’s Complaint
The less the main character talks, the more words are put into his mouth, and therefore the more trouble he gets into through no fault of his own.
The characters who are almost mute can express their own opinions as if they have no freedom of speech.
 
19. “Silly Squall, bringing a sword to a gunfight…”
No matter what timeframe the game is set in — past, present, or future — the main hero and his antagonist will both use a sword for a weapon. (Therefore, you can identify your antagonist pretty easily right from the start of the game just by looking for the other guy who uses a sword.) These swords will be far more powerful than any gun and often capable of distance attacks.
Well some villains have special or no weapons at all. It is so typical and plain stupid just for a villain to have sword as their weapon.
 20. Just Nod Your Head And Smile
And no matter how big that big-ass sword is, you won’t stand out in a crowd. Nobody ever crosses the street to avoid you or seems to be especially shocked or alarmed when a heavily armed gang bursts into their house during dinner, rummages through their posessions, and demands to know if they’ve seen a black-caped man. People can get used to anything, apparently.
People even have heard more rumors than the group has and they (the group) have no idea what’s going on until they decide to explore the situation much later in the game.

America the Beautiful John Legend

•April 4, 2008 • 4 Comments