They are pretty to look at and help prevent soil erosion, so by all means, plant more trees, preferably native species, just don’t claim it will solve climate change.
If you are doing flood control, given the somewhat swampy nature of the surroundings, then having a lot of trees would make sense to keep things dry. They would also help keep things cool during the height of summer, so it is not unthinkable that they would have nurtured a lot of them as part of the city.
Knowing Apple, it is likely to only work on certain devices, especially if they are aiming to be on device, as is their preference for privacy and likely latency reasons, so it will likely be Siri Pro or Siri+
Absolutely, but precision was also a bit of a problem for the text based games. I remember Space Quest was the king of this, requiring frequent saving to make it past certain sections where a single accidental button press could cause you to fall off a ledge or step on something that just killed you.
If you, say have a movement disorder, this happens all too often.
Still I have so many great memories of Sierra’s games from my childhood that I can’t bring myself to hate all the foibles.
My favourite pixel hunter was and still is Indiana Jones and the Fate of Atlantis :-)
Can't imagine myself playing that kind of game again but back then this semi-serious and comfortably safe (no real danger and no sierra deadends as well) gameplay felt right for the 7-8 year old.
I learned English playing Leisure Suit Larry when I was about 6, with a dictionary next to me, painstakingly translating everything. This turned into a lifelong love of adventure games, with the Space Quest games being an especially fond memory.
This was also how I learned the difference between ‘make knife sharp’ and ‘sharpen knife’, or ‘put can in bag’ versus ‘put can in bag’ (the latter of which actually worked if I recall correctly, with Larry stuffing the spray can and then dying, which frustrated me to no end for ages.
I always kinda thought that this is more in the style of what an educational game should be like, exploring with aids and the tasks being somewhat unforgiving, at least that worked really well for me.
And that will teach me to proof read, if I recall correctly then this was Larry 3 and it accepted both putting an air sick bag inside a spray can and the can inside the bag, the latter being the correct answer. It has been more than 2 decades since I last played the old Sierra games, so I might be misremembering, but it was all part of a really worrying suitcase bomb disposal puzzle near the end.
Don’t ask me how Larry stuffed the bag inside the can, but there was the same animation and everything. I remember being extremely frustrated with that, since the Sierra games are otherwise quite flexible in terms of accepting input. This was also why it was useful for learning English, since you could tell it things like ‘look item’ rather than requiring it to be “look at item’ and so on.
So I really loathed those cases where you had to be super precise, since they felt immediately off compared to the rest of the game.
Regardless good times, I think the best Sierra game of that era is Space Quest 3, which had some decent puzzles, a fun story and a hero I really liked.
The central puzzle of Space Quest 3’s first “act”—how to repair the hyperdrive on your crashed ship—has to be one of the best designed and most satisfying to complete in any game of any era.
I’m not sure which is more frustrating: adventure games where you have to find the right command phrasing or games where you have to find the one magic pixel.
The limited grammar of these early adventure games had such a strong impact on me that I write my to-do lists now using the standard “VERB [ADJECTIVE] NOUN” grammar, as if I’m the character in my own game. :)
Note how "VERB.NOUN"/"ACTION.ACTIONABLE" is functional programming while "NOUN.VERB" is OOP. After 18+ years in the industry I still find the functional style more fluild: DO THIS, JUMP THAT, SEE HERE, etc. :-)
Now I see that it's the games that did this to me!