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Joined 2 年前
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Cake day: 2023年6月9日

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  • These have worked in the past.

    Holding baby upright, I would bounce-pivot left and right, and be tapping out a random set of beats on baby’s leg or back.

    The beats would either be 1,2 or 3 taps, trying to mimic a random-number-generator, with no recognisable pattern.

    If baby was restless, vocal, and possibly overtired (plus you were sure that feeding has occurred and baby is freshly changed), I would sometimes break through the crankiness by increasing the pivot back and forward speed greatly(and safely). Once baby quietened with the faster speed and taps, I would slow it back down.

    –==–

    Other than that, try driving to sleep. Should be 10 minutes or so.

    • Make sure to use the drives sparingly. Try not to get baby conditioned to needing a car ride in order sleep.










  • Being upside down for the first time in an arcade game, in 1989!

    Thrilling for the time and very memorable.

    It was Afterburner installed into a bespoke cabinet at Fremantle Timezone.

    The servos were directly connected to the flight-control stick, without any inputs of what was occuring in the gameplay. This meant you could be upside down, even when flying level in-game, and you would have to bank and dive to level-out the game during quiet parts or at the end of stages. No chance of redout, but the harness was torso only and uncomfortable for longer times upside down.

    This was created as a ‘hack’, probably by LAI engineers, and unauthorised by SEGA. I’ve met a couple of these Perth game-engineers since, and they are true pioneers. So much so, that SEGA took interest and flew out it’s own engineer, Masaki Matsuno, to take a look, which inspired the creation of the R360.

    Novel, but the lack of interconnect with gameplay made the experience clunky. Only played it twice.