
Tuesday, September 22, 2020
Monday, September 21, 2020
The Dread Rocket Raticate
Mount Moon is an interesting place. Located in northern Kanto, it's notable not only for its wealth of Pokémon Fossils, but also its extraordinary rate of meteorites per year. I spoke with Gym Leader Brock about it before leaving Pewter City and learned that it was somewhat a rite of passage for Pokémon trainers heading out from western Kanto to the eastern plains. There were certainly easier ways to get to Cerulean City and Saffron City, but Brock assured me that if I was serious about Pokémon training, Mount Moon was the best way to go.
Mount Moon is an arduous climb and littered with numerous interlocking caves that weave beneath the peak. It was not for the faint of heart, but it would be a chance to bond with my Pokémon in the wilderness. I used some of the winnings I earned at Brock's gym to stock up on food, potions, and a handful of Pokéballs before setting out down Route 3 toward the famous landmark mountain.
Along Route 3, I battled a very enthusiastic Shorts Appreciation Fan Club. Delightful young trainers eager to challenge Brock and head off on their own through Mount Moon, but mainly obsessed with shorts. It was along this route and among these youngsters that I first heard the name Team Rocket whispered. According to these young campers and hikers, Team Rocket had set up an operation of sorts at Mount Moon and their presence there was deterring a lot of trainers from passing through.
Back then, Team Rocket was an organization to be feared. They had a lot of influence over everyday life in Kanto, and very few people had the courage to stand up to them. However, as a newcomer to the Kanto region, I was truly clueless at the time. I could see that the kids were unsettled by the thought of Rocket grunts lurking in the caves of Mount Moon, but I was incapable of understanding what this threat meant to them, or what it would come to mean to me. I pressed onward down Route 3 hoping to reach the base camp and Pokémon Center at the foot of Mount Moon before nightfall.
Along the way, I managed to catch a Spearow who I gladly added to the team. I named him Shakespear. Shakespear would come to serve me well inside the dark tunnels of Mount Moon. He needed some training before we entered, so I set to work using the base camp as our new base of operations. Shakespear proved to be a formidable bird and was not unlike Kiwi in his ability to grow quickly adept at fighting and training.
While we were training in the shadow of Mount Moon, Lucky developed a powerful psychic attack that had the potential to inflict confusion upon his opponents, and I noticed Nibbles able to inject a bit of poison from the tip of his horn with some regularity. I was certainly impressed in the team's progress. It was time to start our trek through the underbelly of Mount Moon.
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| The Zubat was one of the easier Pokémon to sketch, due largely in part to their huge colony within Mt. Moon. |
As we methodically made our way through Mount Moon, I was determined to get Vesper up to par with my other traveling companions. He would often open up a battle with other Zubat, or with the occasional trainer we found along those winding paths, only to be replaced with Shakespear who was an absolute terror in those tunnels.
Shakespear earned his place on my team as the number one Zubat deterrent on Mount Moon. He could out-perform them at every turn, pecking them out of the sky and sending a message that we were not to be trifled with by other Zubat. Those other Zubat did not get that message, however, and continued to plague us the entire time.
Among the outer caves of Mount Moon, I ran into a wide variety of trainers. As Brock had mentioned, it truly did seem as a thoroughfare for aspiring trainers to test their resolve against both the forces of nature and each other. In this particular case, Mount Moon served to test young trainers against a never ending onslaught of territorial Zubat. There were young boys and girls, among them a bug catching kid who wandered too far from Viridian Forest, I presume. I passed and challenged the occasional hiker and a science enthusiast. None posed much of a problem for my team and the pain of losing Rascal felt like it was passing somewhat.
In the heart of Mount Moon, I finally encountered members of Team Rocket. As I approached in the darkness, I heard them talking. Another young trainer had passed through quite recently and dealt them a severe Pokémon beating that still had them upset. Instead of keeping him out of their operation, he had apparently just blown straight through them and their Pokémon without hesitation. When they saw me lurking in the darkness, eavesdropping on their conversation, well they decided to take out their frustrations on me.
Although most of them were weakened by this previous trainer to a point where they couldn't even muster a Pokémon to participate, there was one trainer in that dark tunnel I will never forget. He was the champion of their little operation under Mount Moon, and he would make me pay for wandering where I wasn't wanted. He only had one Pokémon to face my five, but it was enough. I was lucky he didn't have any more.
This Rocket Grunt had an absurdly powerful Raticate, an evolution of my previous Pokémon, Rascal. I knew I had to be careful and so I threw out Lucky to face him. Lucky had recently learned to harness particles on its wings into powerful toxins, and so I had Lucky blow a debilitating sleep powder onto the Dread Rocket Raticate as I would come to call it. As expected, the Raticate dozed off gently and opened itself up to tormenting psychic attacks from Lucky.
What I did not expect was its incredible resilience to Lucky's powerful psychic ability. This ability had taken down numerous thick skinned Geodude along the tunnels of Mount Moon, but the Raticate was formidable. I could tell it was almost defeated, but just as Lucky was going to incapacitate it, Dread Rocket Raticate woke up. It quickly evaded the next attempt to spread a sleep powder. Then it bit down and it bit down hard on Lucky. It was a blow so devastating that Lucky was indeed lucky to not pass out from the strain. I had to switch.
I took a moment to collect myself with all the other Rocket grunts gathered around to cheer on their formidable leader and his terrible Raticate. I knew his Raticate was on the verge of defeat. It would only take one more solid hit to knock it out of the fight and claim a victory. Vesper was still useless. Kiwi and Shakespear were valid candidates, because of their speed and agility. But of all my Pokémon, Nibbles had the most solid defense with his very thick hide, so I felt if any of them were going to survive that devastating hyper fang it would be Nibbles.
Sadly, I was wrong. Nibbles came out of his Pokéball twitching his long ears and ready to face any challenge. Nibbles didn't even have the chance to see what hit him. That damned Raticate bit down on Nibbles head so hard that he was done in seconds. There was no time for Nibbles to react. His fight was over before it had even begun. I let out a loud wail that echoed through the caverns beneath Mount Moon, but that exclamation of shock and disbelief was drowned out by the numerous members of Team Rocket whooping and hollering at their leader's small victory.
It would be short lived. Kiwi came out and could sense my distress. He launched a brutal quick attack on the Dread Rocket Raticate and ended the fight in a single decisive blow. Team Rocket was not amused, but they were out of Pokémon and wouldn't dare lay a hand on me with my trained Pokémon at my side ready to defend me.
I carefully excused myself from whatever nefarious plot they were hatching in that large cavern. They allowed me to pass on my way without any more provocation. They probably said a bunch of intimidating junk that those gangster types like to say, but honestly my heart was sunken deep into the ground. I wouldn't have heard anything they said. Although probably meaningless to them, I had failed Nibbles and now we would part ways forever.
Speaking honestly, I had high hopes for Nibbles. He was so small and weak when we met, but he had the heart of a champion. I thought Nibbles would be with me on Victory Road, facing down the Elite Four and the Indigo Champion. I thought we would take on the world together, but these foul Team Rocket hooligans put an abrupt end to that fantasy.
I nursed Nibbles back to good health in some quiet corner of Mount Moon and spent our last remaining moments together just appreciating the company. Much like with Rascal, I tried to explain to Nibbles why it was important to me that he lived out the rest of his life here on Mount Moon (and I could truly think of no better place for him) and why I would have to press on without him. I shed a few tears and gave Nibbles a careful hug, avoiding his poisonous horn. He seemed to understand and with a final look at me, he scampered off into the darkness.
I soldiered on for Rascal and Nibbles. I pressed on to Cerulean.
Current Team:
Attacks in Blue are recently learned.
Saturday, September 12, 2020
People Behind The Meeples - Episode 235: Aaron McDonell Moline

Welcome to People Behind the Meeples, a series of interviews with indie game designers. Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before. If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!
| Name: | Aaron McDonell Moline |
|---|---|
| Email: | aaron@bardsharkcom |
| Location: | New York City |
| Day Job: | I am a journalist by profession, but I've been working on Antematter full time for the past many months. |
| Designing: | Three years. |
| Webpage: | bardshark.com |
| BGG: | Antematter |
| Facebook: | BardShark |
| Twitter: | @BardSharkGames |
| YouTube: | Bardshark |
| Instagram: | @bardshark |
| Find my games at: | On Kickstarter this August! |
Aaron McDonell Moline
Interviewed on: 7/18/2020
In 2017, Aaron McDonell Moline founded BardShark Games with his friends and family with the goal of designing and publishing exciting, new games. His first design, Antematter, will be on Kickstarter next month. Read on to learn more about Aaron and his current projects.
Some Basics
Tell me a bit about yourself.
How long have you been designing tabletop games?
Two to five years.
Why did you start designing tabletop games?
Because I love games, and because I think that working on what you love is the best kind of life.
What game or games are you currently working on?
Antematter, and some preproduction stuff I'm not gonna get into just yet.
Have you designed any games that have been published?
Not yet!
What is your day job?
I am a journalist by profession, but I've been working on Antematter full time for the past many months.
Your Gaming Tastes
My readers would like to know more about you as a gamer.
Where do you prefer to play games?
In my home.
Who do you normally game with?
My wife, my friends, my brother. Basically all the people I work with at BardShark.
If you were to invite a few friends together for game night tonight, what games would you play?
Something fun and not too rules heavy, like Codenames.
And what snacks would you eat?
New York has the best delivery in the world, so we tend to vary our team meals.
Do you like to have music playing while you play games? If so, what kind?
Depends on the game. For Antematter, some Jazz might be what I'm looking for.
What's your favorite FLGS?
Hex and Company
What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
It's a hard one. I love Boss Monster. I wanted to love Scythe and I've enjoyed playing it, but it's not for me. I've played a LOT of very bad games over the years. Have you ever heard of Floating Runner?
What is your favorite game mechanic? How about your least favorite?
I dig games whose narrative and mechanics are blended together to form a whole better than the sum of its parts. My least favorite things are just bummers like durability or inventory systems that take you from playing something fun to managing something clunky and boring.
What's your favorite game that you just can't ever seem to get to the table?
Man, what I wouldn't give just to have my friends over for a regular old game of Poker.
What styles of games do you play?
I like to play Board Games, Card Games, RPG Games, Video Games
Do you design different styles of games than what you play?
I like to design Board Games, RPG Games, Video Games
OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
I like cards and humanity.
You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.
When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
I think that development is an iterative process that should intertwine story and themes with the gameplay. In our case, the theme and world our games take place in was devised over the course of years, but the mechanics of the game were built on their own and have shaped and been shaped by the theme we've chosen.
Have you ever entered or won a game design competition?
Nope.
Do you have a current favorite game designer or idol?
I think what Jamey Stegmaier is doing over at Stonemaier Games is pretty awesome.
Where or when or how do you get your inspiration or come up with your best ideas?
I think the best ways to get inspiration are to immerse yourself in games, talk about games, and collaborate.
How do you go about playtesting your games?
First we do a whole mess of internal playtesting. Then we bring in trusted friends and family who like to play games. Then we playtest it ourselves some more. Then we take it to conventions where enthusiasts can get their hands on it and provide feedback. Then we go back and playtest it some more, and repeat the process. So far it's worked out for us.
Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I have the best team behind me. Artists, mechanics, problem solvers, all friends and family.
What do you feel is your biggest challenge as a game designer?
Coming from out of nowhere and trying to get people as excited as we are about this new game we've been working on.
If you could design a game within any IP, what would it be?
Our IP. The Engine Star Universe. Although if you twisted my arm to mention an outside IP, I'd have to confess that I would love to do something in fantasy, like A Song of Ice and Fire or Lord of the Rings.
What do you wish someone had told you a long time ago about designing games?
That I'd love it this much, and to start earlier.
What advice would you like to share about designing games?
Work with people you trust, and learn how to juggle.
Would you like to tell my readers what games you're working on and how far along they are?
I'm planning to crowdfund: Antematter
Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
Board Game Reviewers and Media Tabletop Game Kickstarter Advice The Boardgame Group
And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!
Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Wars/Coke/VHS
What hobbies do you have besides tabletop games?
Video games, for sure. I'm a voracious reader of nonfiction and history. I also love a bad/good B-Movie.
What is something you learned in the last week?
I learned that getting the first prototypes for your very first game feels pretty freaking awesome.
Favorite type of music? Books? Movies?
My music taste is pretty broad. Books I tend to read mostly nonfiction but I do read science fiction and fantasy. Lord of the Rings, Dune, A Song of Ice and Fire, classic Asimov.
What was the last book you read?
Gods of War, a look at various military rivalries throughout history from Scipio vs Hannibal to Patton and Montgomery vs Rommel.
Do you play any musical instruments?
I am pitiful at guitar.
Tell us something about yourself that you think might surprise people.
I don't eat cheese. Except on pizza. (I am so sorry).
Tell us about something crazy that you once did.
Right after college I moved to Prague, a city I had never been to and where I knew absolutely no one.
Biggest accident that turned out awesome?
I met my wife entirely by accident in college. My friends and I had the last open room on campus and she became our fourth roommate.
Who is your idol?
I tend not to idolize. But probably an artist who is unapologetically themselves creatively, like Tarantino or Paul Tomas Anderson, or Wes Anderson. What is it with Andersons?
What would you do if you had a time machine?
I would go back in time and convince myself to start making games much earlier.
Are you an extrovert or introvert?
Introvert by temperament, extrovert by necessity.
If you could be any superhero, which one would you be?
When I was a kid and we played superheroes, I would invariably pick Wolverine.
Have any pets?
Not yet, but hopefully a dog soon.
When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
Hopefully some of mine! I think that there are games out there that absolutely will pass the test of time, and I think lots of the most popular ones now will recede into the background. I'm at pains to try to wish oblivion on anyone's creative work, but I must confess that I think some of the lazier installments of certain long and tired games series could stand to be culled.
If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
To our fans and the friendly people who helped us test our game and gave us such fantastic feedback, I'd just have to extend a sincere thank you.
Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?
Just to feel free to reach out to learn more about us or our game.
Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html
Did you like this interview? Please show your support: Support me on Patreon! Or click the heart at Board Game Links
, like GJJ Games on Facebook
, or follow on Twitter
. And be sure to check out my games on Tabletop Generation.Falcons, Spears And Revenants, Oh My
I finished the first of the six Falcon turrets last Friday right before NEAT. The next six are going to be magnetised so I can swap them out for Fire Prism turrets (haven't started on those yet though).
I also did some conversion work earlier this week on my Revenants. I did some leg swaps to add some pose variety and magnetized the weapons. I have some Vibrocannon arm conversions to work on and a bit of puttying to do before these see paint.
Finally, I finished up the lances and gems on the Shining Spears last night, and put on their decals as well. They'll need a bit of touch up and bases edges before they get top coated.
Friday, September 4, 2020
Space Tourists
Space Park is the type of game that tends to appeal to me right away: great looking illustration and graphic design, at a low enough price point that I can afford to take a chance and buy the game on impulse. These impulse purchases can be a mixed bag, sometimes resulting in great looking games whose novelty wears off quickly (Grimslingers), or games that sounded more interesting than they actually are (Deadline), but every once in a while we end up with an entertaining game that, while simple, bears out repeated plays and earns a place in our collection.
First let's talk about the artwork. The game board is made up of a series of large tiles, each intended to look like a tourism advertisement for a location in outer space. The illustrations are gorgeous: any one of them would look great at poster size, framed on a wall somewhere. The rest of the game's printed components use snippets from these pieces of artwork along with some considered and sophisticated typography and graphic design.
Okay, so the game is pretty, but is it any fun to play? Yes it is. Space Park is an interesting marriage of familiar game mechanics with a few unusual ideas. At its core it's a resource collection game: players move around on a board made up of the aforementioned tiles, each representing a location where various different resources can be picked up, exchanged, or spent in various combinations to purchase victory points and game advantages.
What sets the game apart is the way players move around the board. Regardless of the number of players, there are three silver rocket ships, each starting at a different location. On a player's turn, they perform the action at a location where there is a ship (usually collecting a resource), then move that ship to the next empty location. This is interesting for several reasons, the most obvious being that each player doesn't have their own playing piece, they always have a choice of three pieces to move. More strategically, it means that every time a player takes their turn, they need to think about where the piece will be moving and what advantage they're giving the next player by moving it there.
It's one of those rare games with simple rules but a lot to think about that's great for when you want a lighter game with a reasonable amount of strategic depth. And it's very pretty to look at.
Rating: 4 (out of 5) Not necessarily an immersive "play all day" type game, but excellent for what it is: lightweight and fun.
- Space Park official website
- Space Park on Boardgamegeek
Sunday, August 30, 2020
Many Ways Of Malware Persistence (That You Were Always Afraid To Ask)
Autoruns
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| Zeus "hiding" in the usual random directory - check the faked timestamp |
Logon
Explorer
Internet explorer
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Scheduled tasks
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| Scheduler in the old days |
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| Scheduler in the new days |
Services
Drivers
Codecs
Boot execute
Image hijacks
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| If you see this, you are in trouble |
AppInit
Known DLLs
Winlogon
Winsock providers
Print monitors
LSA providers
Network providers
WMI filters
Sidebar gadgets
Common ways - not in autoruns
Backdoor an executable/DLL
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Hijack DLL load order
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Here you can see how PlugX works in action, by dropping a legitimate Kaspersky executable, and hijacking the DLL calls with their DLL.
Hijack a shortcut from the desktop/start menu
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| IE hijacked to start with http://tinyurl.com/2fcpre6 |
File association hijack
COM object hijack
Windows Application Compatibility - SHIM
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| Every time IE starts, inject a DLL into IE |
Bootkits
MBR - Master boot record
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| There is a slight difference when MBR is viewed from infected OS vs clean OS |
VBR - Volume boot record
BIOS/UEFI malware
Hypervisor - Ring -1 rootkit
SMM (System Management Mode) malware - Ring -2 rootkit
Intel® Active Management Technology - Ring -3 rootkit
- Independent of the main CPU
- Can access host memory via DMA (with restrictions)
- Dedicated link to NIC, and its filtering capabilities
- Can force host OS to reboot at any time (and boot the system from the emulated CDROM)
- Active even in S3 sleep!
Other stuff
Create new user, update existing user, hidden admins
Esoteric firmware malware
Hidden boot device
Network-level backdoor
Software vulnerability
Hardware malware, built into the chipset
More links
Update 2017-04-29: A very nice list of Office persistence: https://labs.mwrinfosecurity.com/blog/add-in-opportunities-for-office-persistence/
Update 2017-10-23: Persistence via Security Descriptors and ACLs: https://www.youtube.com/watch?v=SeR4QJbaNRg
Update 2018-07-25: Backdooring LAPS https://rastamouse.me/2018/03/laps---part-1/
https://rastamouse.me/2018/03/laps---part-2/
I would like to thank to Gabor Pek from CrySyS Lab for reviewing and completing this post.
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