Virtual Reality Training 2002

Below is an article from 2002 on the topic of Virtual Reality Training. It was tempting to update the article to reflect current games and even remove the typos. But, I figure any positive gain in grammar would be more than offset by the negative of losing the original flavor of the piece.

So here’s the problem.

When you’re in the unbridled states of the bardos you are free, totally free to be who you are, to run the race guided by nothing more than you in the highest — without change, unedited, you without the plain brown wrapper, nothing more nothing less.

You will move through the bardos unshackled by anything other than your own body of habits. That’s either the good news or the bad news depending upon the work you have or have not done. Continue reading

PLS App — Dev Goes On

The first functional preview of the Parallel Life Survey is posted. You can find it at the Akashic Library: http://akashiclibrary.com/books/pls1/

It is running. Soon we will have it working better and better.

The next step in the process is to add more chapters. I thought perhaps we could add 7 more chapters bringing us to 10 total. So if you have already sent in 3 chapters, please send in 7 more. And, if you have not sent in any chapters as yet you can still participate by sending in 10 chapters. Continue reading

A Little About The Orb HUD

For those of you that happen to be reading this blog and have yet to experience the Urthgame Orbs, head on over to Urthgame.com and check out the Orbs. Or, if you’d prefer to check out a few Orb vids on Youtube that’s an option too.
First of all HUD is short for Heads Up Display. For most of us we encounter HUDs in gaming. The HUD will show things like how much life your character has, how your armor is doing. Maybe, the HUD will indicate your current selected tool/weapon, how much ammo you have, are you taking damage. And, in some games the HUD will even indicate the map direction you are going, etc. Basically it is a compendium of useful information that you might need to navigate the video game.

In the case of Urthgame Orbs, the HUD has additional functions that can be much more important than just showing you a snapshot of your current stats situation.

Once you have developed some facility at splitting your attention between the Orb environment and the HUD, you will be able to navigate the Orb and at the same time have a portion of your attention on the HUD.

This means that when you open a chest, or touch an object, or accomplish a specific goal you can observe and hopefully notice the effect that this has on the attributes in the HUD. This allows you to create a secondary overlay map of the Orb.

In addition to a “map” that contains information such as where the doors and rooms and hallways are, you can create a map that designates active elements. For example, over here is a table that when I encounter it will give me a textual read out and increase my “Luck”.

As you run the Orb with this split attention a new dimension (or dimensions) will reveal itself. You will see certain areas and events that appear to be the same from run to run and from person to person. You will see other areas and events that change depending upon the run and depending upon the person you are running for. And, sometimes you will notice an area or event that you thought was constant suddenly give you a different reading on the HUD.

All of this comes from being able to notice real time the change in the HUD in addition to being able to read the cumulative attribute levels.

I hope this gives you a useful perspective.

Maximize Your Orb Runs

Below is a question asked by a Prosperity Path Orb runner:

I’ve been running the orbs for a few months now and have had some pretty good experiences with them.  Now I am just wondering what the next step is.  How can I maximize my
time with them?  Have you or anyone else come up with a way to increase their effectiveness and so on. Continue reading