recursal/Fanatic-Fandom huggingface dataset:
Maverick Spring

**Maverick Spring** is the period between the fall of the space colony Eurasia and the end of Red Alert (2178-2184).

With the Earth heavily damaged, the Reploids are working to rebuild the planet and make it habitable once again, while most of the humans are living underground.
The Maverick Hunters are low in numbers and X is retired from the combat lines to solve Maverick issues through peaceful means, since he did not want any more human or Reploid loss, but his retiring unknowingly worsened the situation.

Those factors lead to an absurd increase of Maverick activity, which became uncontrolable in a short time. Criminals (e.g. Aluce and Cedar) are common, as well the berserk ones like Saturn. Signas is forced to change the recruiting procedures of the organization, forming lesser squads to deal with specific dangerous criminals, although that did not work in most of the cases. After the creation of Red Alert, several of those Mavericks were arrested or killed, even though they were just a very small portion of the overall.
The Maverick Hunters regained forces with X's return and the partial recovery of Earth's surface, but most of the Irregulars who arose during the Maverick Spring still survived, keeping the black market alive and plotting against other criminals or mankind. Most of them did not pledge loyalty to Sigma for not finding it profitable or fearing losing their minds to the Virus. Knowing about that, Saturn would later begin a campaign to unite that obscure part of the society to raise a new Maverick Army.
Chapter A

Welcome!  You have come to the end of a storyline.  That does not mean that Matt's story ends here.  Much to the contrary, it means that more of Matt's story is waiting to be written!

The only way for *Two Choices* to work, considering the size of a story in which every choice leads to a unique storyline, is for readers of *Two Choices* to become writers of *Two Choices*.  As such, I personally invite you to write this chapter, and as many chapters as you are interested in writing from there.  It will likely help you to review our brief Author Guidelines.  And - and this is MOST IMPORTANT - if you would like to contribute, but do not want to hassle with the in's and out's of Wikia, linking, etc., please do not let that stop you from contributing.  Instead, you can simply write up your chapter and e-mail to me at twochoiceswiki@gmail.com.  I look forward to reading your contributions!

Insert chapter text here.

Text

Text

Text

A) Insert text of "Choice A" here, hyperlinked to the next chapter (which will be titled the same as this chapter, but with an "A" added on the end.)

B) Insert text of "Choice B" here, hyperlinked to the next chapter (which will be titled the same as this chapter, but with an "B" added on the end.)

## **Author**

*This Chapter was originally authored by YOUR NAME on DATE YOU ADDED CHAPTER.*

## **Choice History**

Here, include every choice that has led up to this chapter, each one hyperlinked to the chapter where the choice is found.

To do this, just go back to the chapter you got here from and copy the Choice History.  Then, add the choice you made in that chapter to the top of the list, and hyperlink it back to that chapter.
The Deligracy Wiki

## Welcome to the The Deligracy Wiki!

A small wiki honouring the awesome YouTuber Deligracy!

## Who is Deligracy?

Deligracy is a Simmer/YouTuber from Australia. Her first video was published on the 2nd of January, 2014, when she had under 10 subscribers, now in 2017 she has over 550k Simlis and counting! Deligracy, or more commonly referred to as Deli, is known for her Sims house builds and Let's Plays.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Chapter AAA

Welcome!  You have come to the end of a storyline.  That does not mean that Matt's story ends here.  Much to the contrary, it means that more of Matt's story is waiting to be written!

The only way for *Two Choices* to work, considering the size of a story in which every choice leads to a unique storyline, is for readers of *Two Choices* to become writers of *Two Choices*.  As such, I personally invite you to write this chapter, and as many chapters as you are interested in writing from there.  It will likely help you to review our brief Author Guidelines.  And - and this is MOST IMPORTANT - if you would like to contribute, but do not want to hassle with the in's and out's of Wikia, linking, etc., please do not let that stop you from contributing.  Instead, you can simply write up your chapter and e-mail to me at twochoiceswiki@gmail.com.  I look forward to reading your contributions!

Insert chapter text here.

Text

Text

Text

A) Insert text of "Choice A" here, hyperlinked to the next chapter (which will be titled the same as this chapter, but with an "A" added on the end.)

B) Insert text of "Choice B" here, hyperlinked to the next chapter (which will be titled the same as this chapter, but with an "B" added on the end.)

## **Author**

*This Chapter was originally authored by YOUR NAME on DATE YOU ADDED CHAPTER.*

## **Choice History**

Here, include every choice that has led up to this chapter, each one hyperlinked to the chapter where the choice is found.

To do this, just go back to the chapter you got here from and copy the Choice History.  Then, add the choice you made in that chapter to the top of the list, and hyperlink it back to that chapter.
Writing Contest

## Welcome to Our First Writing Contest!

*Two Choices* is an insurmontable project for any one person to write alone - just ten choice points in each storyline would lead to over 1000 different endings!  Because of this, we need **lots** of authors in order for it to become the remarkable project I know it will be.

Thus far, despite all the great feedback I've gotten on the concept of *Two Choices*, I haven't been able to recruit anyone to write out of the goodness of their hearts.  As much as I would love to see it grow organically, it seems that we need a little jumpstart.  As such, I am holding a writing contest, the winner of which will receive a **$25 Amazon gift card!** (The non-winners get stuff too, so keep reading!)

We currently have four chapters available to be written - Chapters A, BA,  BBA, and BBB.  All you have to do for the contest is this:

1) Read through the first three chapters on the wiki (i.e. Chapter 0, Chapter B, and Chapter BB).

2) Write one of the available chapters that is an offshoot of one of these three chapters. (If you haven't already, you should also review About Two Choices, otherwise you have no idea what the hell I'm talking about).

3) E-mail your chapter (or chapters) to me at twochoiceswiki@gmail.com.

All chapters must be submitted by 11:59 p.m. on Sunday, April 5.  The prize will only be awarded if there is at least one entry for each of the available chapters (which means that if no one but you enters, which is a very real possibility, you basically guarantee yourself 25 bucks if you submit a chapter for each of the four available slots!).  By submitting, you are granting permission for your chapter(s) (even if you are not the winner) to be posted on *Two Choices*, which applies a Creative Commons license  to all posts.

The author of the best submission (in my judgment, anyway) wins a **$25 Amazon gift card!!**

But wait, there's more!  The author of every chapter on the wiki will earn a spot on our Authors page (yet to be created, as so far it's just me), where you can add a short bio of yourself and add links (within reason) to your blog, your Amazon author page, your Twitter profile, etc.  Plus, for every author who submits a chapter (even if not selected for publication), I personally, from my @twochoiceswiki Twitter account, will retweet you 10 times over the course of the next month!

I can't wait to read all of your submissions!  Happy writing!

-Matt
Chapter BAA

Welcome!  You have come to the end of a storyline.  That does not mean that Matt's story ends here.  Much to the contrary, it means that more of Matt's story is waiting to be written!

The only way for *Two Choices* to work, considering the size of a story in which every choice leads to a unique storyline, is for readers of *Two Choices* to become writers of *Two Choices*.  As such, I personally invite you to write this chapter, and as many chapters as you are interested in writing from there.  It will likely help you to review our brief Author Guidelines.  And - and this is MOST IMPORTANT - if you would like to contribute, but do not want to hassle with the in's and out's of Wikia, linking, etc., please do not let that stop you from contributing.  Instead, you can simply write up your chapter and e-mail to me at twochoiceswiki@gmail.com.  I look forward to reading your contributions!

Insert chapter text here.

Text

Text

Text

A) Insert text of "Choice A" here, hyperlinked to the next chapter (which will be titled the same as this chapter, but with an "A" added on the end.)

B) Insert text of "Choice B" here, hyperlinked to the next chapter (which will be titled the same as this chapter, but with an "B" added on the end.)

## **Author**

*This Chapter was originally authored by YOUR NAME on DATE YOU ADDED CHAPTER.*

## **Choice History**

Here, include every choice that has led up to this chapter, each one hyperlinked to the chapter where the choice is found.

To do this, just go back to the chapter you got here from and copy the Choice History.  Then, add the choice you made in that chapter to the top of the list, and hyperlink it back to that chapter.
Olivia Spencer-Kim-Lewis

About: Olivia is a premade sim,she is daughter to Alice and Eric, and Granddaughter to Vivian and Dennis. She joins the kids club and her and Bailey have been best friends from childhood. When Bailey has Esther, Olivia moves in with them, At the end of the series her and Elliot get together again and have kids, after she helps him mourn his father, ep 50 at the 8 years later bit
Andy, Esq.

It's here!

Andy scooped up the box carried it inside like a new groom with his bride.  In giant block lettering, "ACME" was all it read.  He laid it down gently, as if what was inside could somehow shatter and all would be lost in an instant.  After delicately slicing the tape, he lifted the lid - and there it was.

His mom encouraged Andy's dream of getting one for years, but his father had always stopped him, insisting it wasn't real.  "But daaa-aad!  It's a hole that can lead to anywhere!" Andy protested.  "You can do anything with it! The possibilities are endless!"

And now, as a law school graduation present from his Aunt Sallie, it had finally arrived: Andy's very own Black Hole.  It was just like the ones Bugs Bunny would slap down anywhere and dive into, always fooling poor Elmer Fudd.

Truth be told, Andy had always envisioned the Black Hole would be shinier, more glossy.  But he didn't care.  He had worked hard all his life, knowing that eventually this moment would come, where his childhood wish for a Black Hole that could take him anywhere would finally be granted.

Andy peered inside the hole, but he saw only darkness.  When he reached down into it, he felt nothing.  Instead it was empty.  Bottomless.  Void.

No! This prize he had coveted for so long was magical, he was certain.  Andy grabbed it by the edge and slapped it down onto the floor, just like he had watched Bugs do so many times before.  Choking back his trepidation, remembering his boyhood wonder, he sprung himself slightly upward and fell - like an anvil - feet first into his Black Hole.  Looking upward, he watched the light grow infinitesimally small.

And he would never stop falling.

**Read *Two Choices.***

**Read *The Boy in the Pool.***

**Read *Inside the Machine******.***
Special Thanks

A special thanks goes out to Edmund Jorgensen. Edmund's insight to use a wiki to create Two Choices allowed it in very short order to go from being a "concept" to a "project", and hopefully soon to more of a "reality" than it is at present. Edmund is the author of two excellent books, most recently Other Copenhagens (and Other Stories), and before that, Speculation. If you have the means (and you do), I highly recommend picking them up.
Ester Barker

## About:

Ester Barker is a baby, currently living in the Barker-Beroria Household. She is the Daughter of Bailey Barker, Granddaughter of Clarice Barker-Pace, Great-Granddaughter of Judy Barker, and Daughter of Max Villareal. Ester was introduced in ep. 34 (Bailey's Baby).

#### Relationships:

Bailey Barker

TBA

Clarice Barker-Pace

TBA

Silvia Beroria

TBA

Victoria Beroria

TBA

Max Villareal

TBA
Trinity Ballentine

Trinity Ballentine is the daughter of Cliff Ballentine and Celine Millard. Trinity was most likely born in Aluna Island, however it is not confirmed. Trinity has been around money and business her whole life. She is the eldest of two children, the other being her younger brother Ashton. Not much is known about Trinity's childhood, only that she grew up in Aluna Island.

 Trinity is one of the main characters in Deligracy's The Sims 4 Let's Play, along with her boyfriend Cody Wilkins. In Part 4 of the Let's Play, Cody proposes to Trinity, however the couple do not get married until Part 15. In Part 7, Trinity's younger brother Ashton moves into the household with his boyfriend Xavier Grand. In Part 10, Trinity gave birth to her first son Carter Wilkins.
WESN

**WESN (west, east, south, north)** is the name given to the following principle:

> *Whenever any object has a choice between moving in some or all of the cardinal directions, preference is first given to west, then east, then south, then north.*
>
>

WESN takes effect in the following two scenarios in GOP:

* When an orb wants to move diagonally but there is a rock in the immediate square in that diagonal direction, the orb has a choice of moving in either of two directions around the rock. WESN tells the orb which direction to move first.
* When the player is on top of an orb and clicks the orb, the player will first try to move one square west before attracting or repelling it. if the space one square west is blocked, then the player will try to move east instead, and if that fails, then south, and finally north.
Chapter BBA

Welcome!  You have come to the end of a storyline.  That does not mean that Matt's story ends here.  Much to the contrary, it means that more of Matt's story is waiting to be written!

The only way for *Two Choices* to work, considering the size of a story in which every choice leads to a unique storyline, is for readers of *Two Choices* to become writers of *Two Choices*.  As such, I personally invite you to write this chapter, and as many chapters as you are interested in writing from there.  It will likely help you to review our brief Author Guidelines.  And - and this is MOST IMPORTANT - if you would like to contribute, but do not want to hassle with the in's and out's of Wikia, linking, etc., please do not let that stop you from contributing.  Instead, you can simply write up your chapter and e-mail to me at twochoiceswiki@gmail.com.  I look forward to reading your contributions!

Insert chapter text here.

Text

Text

Text

A) Insert text of "Choice A" here, hyperlinked to the next chapter (which will be titled the same as this chapter, but with an "A" added on the end.)

B) Insert text of "Choice B" here, hyperlinked to the next chapter (which will be titled the same as this chapter, but with an "B" added on the end.)

## **Author**

*This Chapter was originally authored by YOUR NAME on DATE YOU ADDED CHAPTER.*

## **Choice History**

Here, include every choice that has led up to this chapter, each one hyperlinked to the chapter where the choice is found.

To do this, just go back to the chapter you got here from and copy the Choice History.  Then, add the choice you made in that chapter to the top of the list, and hyperlink it back to that chapter.
Silvia Beroria

Silvia Beroria

Silvia Beroria is a Teenage girl currently living in the Barker House. Silvia is the daughter of Victoria Beroria, Girlfriend of Xavier Newton, and Ex-Girlfriend of Elliot Mc'Cormac. She is shown at first to be Bailey's best friend, and later shown as a troubled girl which family is poor. She is a Jealous and Romantic.

Relationships:

Victoria Beroria

Silvia and Victoria had a neutral relationship at first, and later on, had a very rocky relationship with her mom. Overtime, they became closer, but not very close still. It is shown that in ep. 26 (Retail Therapy), that they have a mixed relationship right now.

Bailey Barker

Silvia and Bailey were best friends in there childhood age. In her teenage years though, she became jealous of Bailey. She then started to hate her, and posted her Diary on social media on (I Secretly Hate You). She then had a bad relationship with her after that. They then started to make up after that, and now have a fairly ok relationship with Bailey.

Elliot Mc'Cormac

Her and Elliot were just basic friends at childhood age, then after Bailey's Relationship with Max, she urged to go to Elliot to look like she had a boyfriend. Things got awkward with Elliot, and they eventually asked to be friends, and Elliot agreed.

Olliver Mc'Cormac

Silvia and Olliver didn't interact much, but has a neutral relationship with Olliver. Olliver, Judy and Clarice though kicked her out of the camping trip (Family Camping Trip).

Clarice Barker-Pace

Clarice and Silvia have friendly relationship. In ep. 10 (Family Camping Trip), Silvia was kicked out of the trip by being naughty by Clarice, Olliver and Judy. Clarice makes sure that Silvia and Bailey are treated as equal when Silvia and Victoria moved in.

Judy Barker

Silvia and Judy have a mixed relationship at most. Judy fed Silvia, Bailey, Clarice and Eva at the end of Episode 3. However, Silvia got kicked out of the family camping trip by Judy, Clarice, and Olliver kicked her out of the camping trip. Silvia did witness Judy's Death.

Olivia Spencer-Kim-Lewis

Silvia and Olivia have a friendly relationship in the childhood days, but Olivia did not like how Silvia posted the images on social media of Bailey's Pictures. As of now, they have a mixed relationship.

Max Villareal

Silvia and Max have a good relationship at first, and then after Bailey and Max's Break-Up, she distanced herself away from Max.

Xavier Newton

Silvia and Xavier have a boyfriend-girlfriend relationship after the prom. It is shown that Silvia and Xavier met a house party (Dream Prom Date). They love each other very much right now.

Tristan Ogg

Silvia and Tristan have a friendly relationship. It was shown at the prom that Tristan and Silvia were talking at the prom in a group of people.

**Parenthood Characters:**

Barker Family

Clarice  Bailey Ester Judy

Mc'Cormac Family

Elliot Olliver

Beroria Family

Victoria

Spencer-Kim Family:

Olivia Eric Alice

Villareal Family:

Max Hugo Luna Jacques

Other:

Xavier Tristan
The Sims 4 Parenthood Series

After the 5th Game Pack for the Sims 4, Parenthood came out, Deligracy made the 1st part of the Parenthood Series on May 30th, 2017. So far there has been 43 Episodes for the series.

All 34 Episodes have been listed below:

Episode 1

Episode 2

Episode 3

Episode 4

School Projects

Saturday Play Date

Flee Market

Close Bonds

Skipping School

Family Camping Trip

Set Up Parents

Secret Diary of Bailey

The Perfect Death

Please Don't Leave Me

Goodbye

Funeral

Baliey's Birthday

First Crush

Love Triangle

A New Home

Secret Nose Ring with Boy

Grounded and Jealous

Copy Cat

Bi Pride

I Secretly Hate You

Retail Therapy

Clarice's Birthday

Moving In Together

High School Dropout

Big News

Teen Eating for Two

Dream Prom Date

Prom Night

Bailey’s Baby

Teen Romantic Escape

Moving Out

A Gift for Bailey

Bailey’s (Toddler) Birthday

Meeting my Grandpa!

Should We Elope?

Marriage

Mummy & Daughter Time

Burger’s Birthday and Play Date!
Victoria Beroria

About: Victoria is the mother of Baileys friend Silvia, and in episode 24 [bi pride]of the lp she starts a relationship with Baileys mum,Clarice Barker-Pace,Silvia snooped in Baileys diary and revealed her mum was bi and all the things she wrote about her friends,but little did Silvia know that Clarice was dating her mother,In episode 28 the Berorias move in with the Barkers,in later episodes Victoria becomes Grandmother to Felicity [Flick],in the final part she gets married to Clarice by @penguingal06
Body Altar

The **Body Altar** is the location of the sixth round of each game of the Great Orb Project. It is the final altar of the game for F2P worlds. The spawns of the Body Altar are slightly biased to the west. The altar is also notorious for its seemingly random obstacles and the difficult spawns as a result.
Wizard Vief

**Wizard Vief** is a member of the Runecrafting Guild. He is notable for being the NPC leader of the yellow team in The Great Orb Project, and as such players can talk to or right-click Wizard Vief to join the yellow team (as long as there is not an excess of players on the yellow team).

## Altarology

In the debate over whether the green or yellow orbs are fundamentally manifestations of the energy of the Runecrafting altars, Vief's standpoint is that the yellow orbs are the "correct" orbs.
Tick

A **tick** (less commonly spelled **tik**) refers to a cycle of the program loop of RuneScape, taking 0.6 seconds. Every action that occurs in RuneScape (and by extension, in The Great Orb Project) is synchronized to a tick; when an action is registered in between the beginning of ticks, it will not happen until the beginning of the nearest subsequent tick.

## Implications for GOP

The movement of all entities in the Great Orb Project takes place according to the "clock" of tick cycles. Therefore, when performing actions such as movement, clicking orbs, switching wands, and calculating complex angles, the player must keep in mind how their actions must be timed.

For example, if the player is standing at (0,2) and an orb is located at (5,1), if the player clicks the orb, they will be dragged towards (2,0) after one tick. This is due to the fact that the orb's path includes a tile (5,0) that is not within the player's reach. The drag can be avoided by clicking either the ground or the altar after attracting the orb for one tick, and then resuming the attraction of the orb by clicking it the next tick.

A helpful aid to track the tick clock is that when an orb is being manipulated, yellow dots emanate from or to the player once per tick (as do many animations).
Deading

**Deading** (past tense: deaded) refers to any instance in which a player reacts to an orb correctly in the immediate tick after it spawns, as opposed to the standard reaction time of two ticks after it spawns.

The term *deading* originated as a graphical oddity in which, if a player made contact with an orb just one tick after it spawned, the orb would appear to stall for a tick and then fly quickly to its next location. However, it has since then expanded to include all instances of reacting to an orb one tick earlier than the usual reaction time, even orbs which are not initially reachable from the player and thus require movement or premovement. However, a requirement for an early reaction to be a dead is that the orb must also be scored one tick earlier than it normally would. Thus reacting quickly to perform a suboptimal maneuver to score an orb does not count as a dead.

Deading is known to be difficult because it requires many things to happen correctly in the 600 ms after the orb spawns. These things are: the processing time of the brain to react to its spawning (i.e. reaction time), the quick and precise movement of the mouse to the correct location, clicking, and ping. The average reaction time is between 200 and 250 ms; and in the best case, a good ping induces a 100 ms latency. Therefore this leaves only a 250 to 300 ms window for the quick and accurate mouse movement.

A subclass of deading is **dead squaring**, which is any instance of deading where the first action must be an explicit click on a square rather than the orb, for example, if a player is part of a duo and the orb spawns behind the player requiring the player to move to the side to feed it to his partner. Dead squaring is even harder than deading because:

* Dead squaring requires a fast and accurate click onto a particular *square* instead of an orb, and a square has a much smaller click radius than an orb.
* It takes more time for the brain to calculate or remember which square to click for a nontrivial orb, as opposed to just having to move your mouse on the orb and click it.
Direction rules of orb movement

The direction rules of orb movement determine the movement of an orb when it is attracted or repelled, including after it is released.

## Attraction

When an orb is being attracted for a particular tick, a sequence of two "movements" from the orb's current position to a new position, and then from that position to another, is generated based on the position of the orb relative to the player. The relative position consists of a ratio: the horizontal component divided by the vertical component. The rules for generating a sequence are as follows:

 0.5 ≤ r < 1
 r = 1
 1 < r ≤ 2
 r > 2

However, when an orb is "held", or attracted for another tick, the second movement of the sequence is not executed. Rather, a new sequence is generated based on the orb's new position as a result of the first movement. The entire two-movement sequence is only executed after an orb is released.
Mode of Play

Players can play GOP in one of several **modes of play**. The different modes can involve different numbers or players or involve a different ruleset, as in todploord. It is important to note, however, that the game itself does not have selectable modes; the different rulesets are implemented by players themselves, often with judges and/or simply an honor system.

## Player Number

### Solo

**Solo** consists of a single player playing for the entire duration of the game. In this mode of play, efficient multiorbing and planning are essential to obtaining a high score.

### Duo

**Duo** (also called **duet**) consists of two players playing for the entire duration of the game. In this mode of play, teamwork, coordination, and orb choice, as well as multiorbing and planning, are crucial to obtaining a high score. Deading is also more important in this style of play as well as trio and quad.

### Trio

**Trio** consists of three players playing for the entire duration of the game. In this mode of play, orb choice is essential to obtaining a high score. Also, increasingly important is the tick efficiency of individual orbs on their paths to the altars.

### Quad

**Quad** (also called **quartet**) consists of four players playing for the entire duration of the game. Even though there are only 3 orbs at any given time, quad nevertheless provides a positional advantage over trio.

### Quinto

**Quinto** (also called **quintet**) consists of five players playing for the entire duration of the game.

### 1.5

**1.5**, or self-duoing, consists of one player on two accounts, duoing with himself for the entire duration of the game. This mode presents unique challenges and opportunities. The challenges include effectively switching between accounts, managing the run and repel states of both accounts, and correcting for misclicks while not hindering both accounts greatly. However, a unique opportunity of 1.5 compared to duo is that the player can coordinate his team better, since he controls both accounts.

## Todploord

Todploord is a mode of play which is just like normal GOP except with a few restrictions: you are not allowed to run, repel or be on the inside of the ring made up of pillars and liths around the centre stone. If you accidentally run or send an instruction to an orb when you are inside the altar-ring, that is called a "foul" and it disqualifies the score. Fouls are unfortunately common as the game does not prevent you from doing any of the disallowed things and it is extremely easy to get dragged inside the altar by holding an orb.

## Anti-solo/duo/trio/quad/quinto

The anti versions of solo through quinto have the player try to score as many orbs of the opposite color as possible. This is significantly harder because players can only tap orbs of the opposite color once every five ticks.

## 50/50

*Main article: 50/50*

In **50/50**, the teams fix the game such that each team wins half the altars in order to "farm" Runecrafting Guild tokens. It is looked down upon by many competitive GOP players.
Visibility

**Visibility** is the maximum number of squares away from the player that an orb can be while still being shown on the screen. In the Java RuneScape client and the emulator, visibility is 15 squares. That is, if you are at position (x, y), then the visible orbs are precisely those with coordinates (x', y') where x' is between x - 15 and x + 15, and y' is between y - 15 and y + 15, inclusive. Some of the specific implications of visibility are:

* On the mind altar, the leftmost spawn is at x-coordinate -16 and the rightmost spawn is at x-coordinate 15. This spans a length of 32 squares, while from any position your visibility only spans a length of 31 squares. This means that there is no possible position on the mind altar from which you can see all possible spawns. Thus, no matter where you are, there is always a chance that an orb will spawn and you have no idea where it is until you move elsewhere.
* The same issue is true of the earth altar, where now the vertical direction also poses this issue, instead of just the horizontal direction, as the y-coordinates of spawn locations on the earth altar range from -16 to 14.
* On the water altar, when playing green, there is a starting spawn location at x-coordinate 16 which is not visible from the usual center south or north positions. Also, on both colors, there are 8 far south spawns are not visible from center north.
* On the body altar, when two players play north/south, the spawn at (-16, 5) is invisible to both of them.

On the NXT client, visibility is 31 squares, so this is one advantage of the NXT client over the Java client.

## Maximizing visibility

The following are the places to stand in order to maximize visibility on each altar:

* **Air altar**: This altar has no visibility problems.
* **Mind altar**: (-1, -2). From this location, exactly 10 spawn locations are invisible, all on the east side, between (15, -9) and (15, 1).
* **Water altar**: Any of (0, -2), (1, -2), (2, -2), (2, -1), and (2, 0).
* **Earth altar**: (-1, -2). From this location, exactly 15 spawn locations are invisible; 12 on the east side and 3 on the north side.
* **Fire altar**: This altar has no visibility problems.
* **Body altar**: Anywhere with x-coordinate between -5 and -1.

### General tips

When soloing, when you want to survey the altar to find where all 3 spawns are, run around the altar in a full circle. All spawn locations will be visible to you at least once while you are doing this.

When duoing, always make sure that every spawn location is visible to at least one of you. In particular, avoid having both players be on the same side of the altar, either vertically or horizontally.
BioIce

BioIce (aka *Pinata Sabre*) was an early enthusiast for competitive GOP who started a thread on tip.it for sharing scores. They also wrote one of the earliest guides for Gop on the web.

> *"Shields - From what I've heard, wooden shields inside the guild were started by a player named Garry61, who gave them to his friends as something like badges of honor. It spread from there. Another common one are trainee shields. Over time you will see a variety of different shields in the guild. This may or may not mean the people know each other. I don't recommend playing with a shield since it'll add weight and thus you'll lose run energy faster."* - BioIce, January 2, 2009.
>
>

## External websites

* Great Orb Project: The Attract Wand
* Great Orb Project - A Night in the Game
Terminology/Definitions

#

* 50/50

A

* Activity bar
* Altar (area)
* Altar (object)
* Altarology
* Angle

B

* Barrier (defence)
* Barrier (obstacle)
* Bounce

C

* Coord
* Ctrl-Running

D

* Deading
* Defending
* Dead square
* Duo

E

* East-West Divide
* Emulator

F

* Forced attract

G

* The Great Orb Project

H

* Hax

I

* Icy001
* Interjection

J

K

L

* Line of sight

M

* Mode of Play
* Multiorbing

N

* Ninjangle

O

* Obstacle
* Orb

P

* Par

* Premovement
* Prototick
* Pseudorepel

Q

* Quad
* Quinto

R

* Running

S

* Solo
* Spawn

T

* Tap
* Tjomp
* Tick
* Trio
* Tile (Also sometimes called a "square" since the tiles are square.)

U

V

* Visibility

W

* Wagering
* Walking
* WESN

X

Y

Z
Spawn

A **spawn** is the location where an orb that appears, either for one of the three that appear at the beginning of the game or to replace an orb that has just been scored. The location of a spawn is random and is hypothesized by experts to follow a uniform distribution over a fixed set of locations. More colloquially, the term **spawns** can also refer to the inherent element of chance that is present in GOP, brought on by the randomness in the locations of the spawned orbs.

## Distribution of spawns

The scientific consensus as to the distribution of spawns is that spawns follow a uniform distribution over a fixed set of locations in each altar, in other words, each location in this set is just as likely as any other location to be the location at which the next orb spawns. In particular, the GOP emulator is constructed with the spawns following this distribution.

Other hypotheses include that the distribution is not uniform but rather skewed depending on various factors involving the players on a team, including ping, PID, and past scores. For example, higher skilled players (who have gotten better scores in the past) may have higher probabilities of far spawns and the lower skilled players may have higher probabilities of close spawns. This has not been rigorously verified.

### Color Differences

The first three green orbs always spawn northeast of each altar. The yellow orbs always begin spawning "randomly". Other than this, no differences in spawns between the colors are known.

## Trivia

* The set of all tiles where orbs can spawn in the free-to-play altars (Air, Mind, Water, Earth, Fire, and Body) is mostly known through extensive experience and records. However, the spawns for the pay-to-play altars (Nature and Chaos) are not known as extensively as they have not been played to the same extent.
West to East (entrance angles)

This angle may be performed when the player is at east, while the orb is at west. The reverse function will not work (when the player is at west, and the orb at east). As it will cause drag, thus moving the player from their original position. \*\*More gifs/information will be added.

Position to Reach without Drag
 **South** | **West**, [*North* (in front of player)]

   Here is a map view example of an entrance angle:

*(Player Position: East, Orb Position:North)*

## References

http://greatorbproject.tk (http://vief.tk)
Bloom lighting

*Bloom lighting* is a graphics effect that produces fringes of light surrounding bright objects. This is useful for GOP since it makes orbs more visible, especially when they are hidden behind pillars or other objects. However, there are known glitches that occur with bloom lighting, including one that makes some or all orbs white in color, which is obviously not very helpful.
Preface

***Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.***

**- Aristotle**

***Everything that guy just said is bullshit.***

**- Vinny, *My Cousin Vinny***
Angle

An **angle** is a sequence of moves for retrieving an orb that scores or feeds the orb efficiently. Angles virtually always require precise positioning, timing, and sometimes extremely tricky use of the action bar. Sometimes, an angle which requires all three elements is called a **ninjangle**. A player who consistently performs complex angles with success is called an **angleninja**.

## Angle Map

The angle map shows the reachable squares from any position. The angle map also shows the path a player will take to an orb that is not reachable from the player's position, and also optionally the best tile(s) to move to to score them.

## External Links

Interactive angle map with reachable orbs, spawn positions, best location(s) to score an orb, line of sight, etc.
Wizard Acantha

**Wizard Acantha** is a member of the Runecrafting Guild. She is notable for being the NPC leader of the green team in The Great Orb Project, and as such players can talk to or right-click Wizard Acantha to join the green team (as long as there is not an excess of players on the green team).

## Altarology

In the debate over whether the green or yellow orbs are fundamentally manifestations of the energy of the Runecrafting altars, Acantha's standpoint is that the green orbs are the "correct" orbs.
Bounce

A **bounce** is a maneuver, using the action bar, which consists of a 1-tick repel of an orb immediately followed by a switch to a 1-tick attract. It is usually used to bring an orb one square in the player's direction, which is not normally possible since an orb will always move at least two tiles after manipulation ends.

Bounce is only possible with the action bar, since if you try to change your wand by clicking the wand in the inventory, this will cancel your hold of the orb. Also worth noting is that bouncing does not reset your hold length, so a prototick is not incurred after a bounce, as bounce is a two-tick move.
Pathing

The rules for **pathing** (or **pathfinding**) determine what intermediate tiles your character will visit in the process of moving to a destination tile.

An intuitive sense for how pathing works can be acquired from playing with the Angle Map on Vief.tk (actually, nvm, the pathfinding tool shows the wrong path in some cases, even though the pathfinding used in *vief.tk/Solo* is correct). With the "Draw path" mode checked, you can click to place your character and then an orb. The algorithm will then tell you how you will move in order to reach the orb. If you are not within Line of Sight of the orb, your character will try to move to the closest tile from which you can physically touch the orb (with some caveats), and then stop on the first intermediate tile from which it has LoS to the orb.

A more in-depth guide to the underlying algorithms work can be found on the OSRS Wiki.

## Implications for GOP

### Pathing skip

A **pathing skip** (or **skip** for short) is when you manually control your movement so that you can skip some intermediate tiles before clicking the orb, as a way of taking the orb with premovement. The current par solution to puzzle 39 on Vief.tk is a great example of this.

## External sites

* https://oldschool.runescape.wiki/w/Pathfinding
* https://devqhp.github.io/osrs/sotetseg/ (a fun simulator that really helps with understanding pathing)
Acrilian Destiny Wiki

## Welcome to Acrilian Destiny

For time immemorial, an ancient land called Acrilia has laid nestled within the heart of civilization as a standing power. For even longer though, this land and this world has come to know and experience imaginations beyond the mind that could only be percieved through the visage of the fantasy itself. Betwixt this old world and its fantastical elements, special people have been present throughout time that possess the power of magic.

These special people have been disorganized and dissheveled, mere components of the common wealth. Some have chosen to use their special powers for good, others for bad. Overall, they have been represented as powerful individuals throughout time and all of the lands. Most recently, a small guild has formed in the name to harbor these special people and their more ordane counterparts. This is the Hero's Guild, banded by 3 powerful men who all represent unique parts of the broad spectrum. Perhaps you will join this guild, or do you have something else in mind for your own journey's?

Come, come and see what fate has in store for you. Come and see what your *Acrilian Destiny* is...

## A.D.R.P

The ADRP is a production of San Studios, and all content is subject to the rights of San Studios. This particular project is being led by Ephialtes (talk) and if you need any more information on the role play then you may contact him and he'll be more than willing to answer anthing you've to ask him. Any RP you may see linked here can be contrastingly different however retain a similar foundation as is the San Studio way of doing things. Have Fun!

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

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Activity bar

The **Activity bar** is a gauge that depletes over time unless replenished by performing actions related to the game, including manipulating orbs or creating or destroying barriers.

If a player's activity bar runs out of goo, the player is kicked out of game. To avoid getting kicked out of game while sitting, it suffices to make and destroy two barriers.
Altar

**Altar** may refer to:

**This article is a disambiguation page for Altar**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

* Altar (area), the entire area in which a round of GOP takes place.
* Altar (object), the 3 tile by 3 tile object in the middle of each altar area, which is often employed for grounding.
* A particular round of GOP, e.g. "Earth altar score" refers to a player's or team's score during the round of the game that takes place in Earth Altar.
Water Altar

The **Water Altar** is the location of the third round of each game of the Great Orb Project. It is notable for being highly asymmetrical, as the spawns south and east of the altar far outnumber those of the other directions.

## The Flowers of the Water Altar

The Water Altar is home to a plethora of fauna (sharks) and flora, and the flowers in particular can help you discern the exact positions of various spawns. This is useful for knowing which angles to use.

The white land-based flower is interesting for the observation that orbs never seem to spawn on top of them, at least that is our theory until proven otherwise.

Orbs that spawn on the diagonal of the purple flower on Water altar can be reached through the East pillar.Orbs that spawn on the diagonal of the cyan flower can be reached through the South pillar.
### Naming the flowers

It is unknown to this particular runecrafter what the flowers' proper names are, but that doesn't have to prevent anyone from coming up with their own names as they see fit, at least until rebuffed by more senior members.

The purple flower of the Water Altar.I name the white flower "Lilium Gethynensis" after Gethynytridd, an early member of the Gop community who has since passed away. He was notable for running an FC (later transformed into 'Death Erebus'), and always contributing to a friendly environment for newcomers and veterans alike.There is a single red flower in Water Altar, located at coordinates (2,3) relative to the centre of the altar.Let the cyan flower be called "Bellis Icynium", after Icy001 who is not only notable for towering over everyone on the Hiscores for a very long time, but also for building the emulator and other resources that have helped the community of goppers find each other over the years.The blue flower of the Water Altar.Let the water lily be "Nymphaea Puuii", after Puu4, who is notable for having introduced the game to so many people with his early videos on youtube. Some goppers will have heard the term "Puu-music", and know that it associates with positive vibes and helpfulness.
Philosophy of GOP: The Purpose and Boundaries of the Game

The Great Orb Project is a unique game in that one of the purposes of the game is find out its rules. A gopper seeking excellence in the art of GOP will have to make hypotheses, experiment and falsify hypotheses in order to uncover hidden game mechanics that can potentially be exploited in order to score more orbs. The game of GOP, in a way, is a research project, and the participant is still playing the game while dreaming up new techniques and strategies to explore.

In line with this philosophy, certain aspects of GOP theory (gopology) are left to the participant to individually uncover, so that even the latecomers are able to enjoy the research aspect of the game.
Runetek 5 Changes

**Runetek 5** is the latest version of the RuneScape game engine. It replaced Runetek 5 on 2 September 2009. It changed the line of sight from being radially symmetric to being axially symmetric. Previously, all angles would be the same regardless of which direction the orb was from the character (radial symmetry), but with Runetek 5, the line of sight (and therefore GOP angles are different depending on whether the orb is east or west of the character (this is called the "East-West Divide"). Consequently, angles are symmetric along the north-south axis, but not symmetric along the east-west axis.

## External Links

* The RuneScape Wiki's article on Runetek 5.
Barrier (defence)

The **barrier (defence)** is a temporary obstacle that players can put up, by using the barrier generator, to block orbs from passing through it. This is a feature only found in game. Its two main uses are for sitters to keep their activity bar up while not disrupting the game, and in games with defence to strategically block the other team's orbs.

Note that the barrier (defence) is technically a rock in the classification of obstacles, since it blocks players and orbs, but does not block line of sight.
Philosophy of GOP: GOP Virtues

1) A virtuous gopper does not give away hints for puzzles that impede the learning process of the receiver of the hint.

2) A virtuous gopper will only ask for hints for puzzles if they foresee this to help their learning process.

3) A virtuous gopper will dead as many orbs as possible and save as many tiks as possible. An orb is your enemy and tiks are your friends. You may not hug an orb.
Barrier

**Barrier** may refer to:

**This article is a disambiguation page for Barrier**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

* Barrier (obstacle), a type of obstacle that blocks entities from moving through it but does not block line of sight.
* Barrier (defense), a temporary obstacle created by the barrier generator. It is classified as a rock obstacle.