This document is an HTML export of the original technical documentation for Legend of the Greasepole. It was generated using an older version of Microsoft Word. Click here to download an Adobe Postscript .PDF version. Adobe did a better job of preserving the formatting of the original document.
The contents of this page were written by Robert Burke, Project Manager and Lead Programmer of the Legend of the Greasepole project, and the page was posted on November 13th, 1998. He can be contacted at email@example.com.
Please also see the Zambesi page for information about the Neural Network extension to the Frosh Artificial Intelligence.
The Legend of the Greasepole is a multimedia tribute to the ultimate Orientation Week event for undergraduate students in the faculty of Applied Science at Queens University. It is distributed on a CD that contains these two components:
Figure 1: One frosh leaps from the human pyramid, while another yanks at the tam on top of the greasepole in this screenshot from The Pole Game.
About this Document
Terms in this document that have been borrowed from the local Queens University lingo are explained the first time they are used, and summarized in a glossary at the end of the document.
Table of Contents
1.1 The Greasepole Event*
1.2 The Legend of the Greasepole*
2. Functional: About the Game*
2.1 At A Glance*
2.2 In More Detail*
3. Technical: IntelliFrosh*
3.1 The frosh Character and IntelliFrosh*
3.2 Other Uses of IntelliFrosh in The Pole Game*
3.3 Other technical achievements in Legends code*
3.4 Artistic and Sonic Considerations*
4.1 Project Management and Timelining*
4.3 Legal Issues*
4.4 Financial Issues*
5. Involvement and Credits*
6. Development Tools*
6.1 Programming and IntelliFrosh*
6.2 Art and Graphics*
7. Other Documentation*
8. Glossary (or, a Queens Lingo Primer)*
October 8th, 1955, Varsity Stadium, University of Toronto.
The University of Toronto staff watch proudly as the football game against Queens University comes to an end. Thanks to their new "indestructible goals," this will be the first Queens victory that wont end with the visiting fans taking home the goalposts.
Or so they think.
Queens students rush the field, give the goalposts a collective heave, and down they come. The night before the game, an undercover team of Queens engineers had cut partway through the two north-end poles, leaving just enough uncut metal to support them during the game.
The poles were spirited off to Kingston and put to good use. The engineers of Queens Applied Science class of 59 reenacted an old tradition: cover a goalpost in grease, nail a Scottish tam to the top, and initiate the first-year students by having them find some way to get the tam off!
Todays Greasepole events are a far cry from the climbs of the 1960s and 1970s. Axle grease has given way to three inches of lanolin oil as a goopier but more sanitary Greasepole lubricant. Four hundred frosh (first-year students) arrive by bus and are welcomed with a roar from a purple-dyed crowd. Music blares from a podium from which the Engineering Society president looks down with pride, and the frosh leap into a pit filled waist-deep in clean but frigid water.
Unlike axle grease, a coat of lanolin makes the pole impossible to scale, and so todays frosh must learn to work as a team, form a human pyramid and remove the tam from the top. If they take too long, upper-year students are invited to help the frosh in their efforts. It is perhaps the only time in their academic careers that all the engineers at Queens work towards a common goal.
Modern climb times have been as low as 96 minutes (Science 98) and as high as three hours and seven minutes (Science 97). The event always ends with the frosh victorious. They are officially declared an Applied Science Year and classes begin on Monday morning.
On Canada Day, 1996, I sat with a group of Queens Engineers on Parliament Hill in Ottawa, Ontario. I had been thinking for some time about how futile all previous attempts to "capture" the spirit of the Greasepole had been. Perhaps the most successful Pillar of Wisdom, a short film about the event conveyed the danger involved in the event, but neglected to comment on the team-building aspects of the climb. I wondered if the spirit, the energy, the team building and the excellence that embody a modern Greasepole event could be captured with an interactive experience.
Two Greasepoles, 10,000 lines of code and 500 megabytes later,and with the assistance of over 50 enthusiastic friends, The Legend of the Greasepole was ready for its official release on the big screen at Clark Hall Pub, the watering hole of choice for Queens engineers. Just like at the real pit, the game's frosh only succeed when they learn to work as a team, taking advice from upper year students like Al "Pop Boy" Burchell, a local legend who dives into the pit to help them out. And just like real life, the game tells the story of the inevitable victory of the frosh over the Pole.
Included on each of the 1000 CDs we burned is The LegendWeb, over 500 megabytes of multimedia thatflesh out our presentation of the greasepole experience. Within the LegendWeb lies some explanation of why Queen's Engineers are known as the most spirited people in the world. It includes information about the academic programs at Queens, the history of the Greasepole, and the making of The Pole Game.
Figure 4: Greasepole 1999. The author is in there somewhere.
Certainly the best summary of The Legend of the Greasepole is found on the back of the CDs jewel case.
The Pole Game begins as 85 artificially intelligent frosh are tossed into the pit through a roaring crowd. You view the action through the eyes of a Frec (upper-year student) standing on the bank of the pit. The premise is that you and some of your co-Frecs have noticed that the frosh this year are particularly keen. Its likely theyll climb the pole in record time, and not learn the teamwork theyll need to survive their upcoming Applied Science education. You have to stall the frosh for as long as possible as they attempt to climb the Greasepole.
As the game progresses, the frosh will learn new tricks, become more resilient to your attempts to stall them, and genuinely learn to work together. Should they have problems, they will be assisted by Alan "Pop Boy" Burchell, an upper-year student who will jump into the pit and accelerate their learning process.
The game is controlled by a mouse-driven interface. You can use the mouse to perform the following actions:
Figure 6: Player unleashing the power of the mighty Iron Ring.There are over a dozen ways to stall the frosh, the details of which are not revealed anywhere on the Legend of the Greasepole CD. Cryptic suggestions for how the weapons might be used are found on the inside of the booklet that comes with the CD.
Here is a synopsis of the "tools" available for you at the greasepit.Pizza
You can wield pizza in the game by grabbing it from the delivery guy who pops up at the front of the screen. This staple food of University students everywhere also doubles as a pit-side tool. Toss it sidearm into the pit by clicking the left mouse button. Its not a very effective "weapon," but a hungry frosh that catches the pizza may stop to eat it. Hurling it in the water is more strategic frosh who have high hunger drives may come running for the slice.
Eating pizza stalls a frosh, but also sates their hunger and increases their strength.
Two crowd members occasionally offer you a basket of apples during the game. You can click the left mouse button to throw, or click and hold the left mouse button to wind up a stronger shot. Apples can also be tossed at the Crowd, the Engineering Society President, and just about anywhere else youd like to cause unrest. How do you like them apples?
Your ability to knock frosh down is a function of their strength. As the game progresses, the frosh will become increasingly resilient. Eating pizza, for example, increases their ability to withstand an apple toss. Being hit with an apple first lowers a froshs strength, but then raises it above its original level. This is meant to reflect an increased resolve to avoid being knocked down by another apple, as well as an increased understanding of how to avoid being affected by an apple attack. Clearly the apples are only a short-term solution, even when thrown after length wind-ups.
Clark Hall Pub Mug o' Grog
An inebriated member of the crowd occasionally offers you a keg of beer that can be used to fill up your Clark Hall Pub mug. It would be a shame for it to go to waste, so use the right mouse button to drink from the elixir. If you're willing to click the left mouse button and part with some of it, the allure and subsequent effects of 6.5% ethanol can be put to good use. As with the pizza, a thirsty frosh may grab the beer and chug it. Tossing a mug of beer into the water can result in a free-for-all in which the frosh go scrambling for the prize.
Drinking beer lowers the intelligence of a frosh, and sometimes has the immediate effect of having them do something stupid (like jumping off the pyramid, or stopping to sing). However, it has the effect of increasing their strength (perhaps their perceived strength?) and also sating their desire for more beer.
Physics 114 Exam
Once ranked the third most hideous piece of paper on the planet, Phys 114 exams should be handled with care. In the game, some keener has brought his old exams to the pit and occasionally offers one to you.
Click the right mouse button to check your examination paper over and make sure there are no pages missing. (There are instructions for how to build a "Spam Cannon" on the paper. A Spam Cannon is essentially a modified Potato Gun.) Click the left mouse button to toss an exam at the frosh. The frosh will scatter in every direction. Only a frosh with an extremely high intelligence level will not be affected by the exam. The 114 Exam thus gives new meaning to the phrase "smart bomb."
Tossing the 114 exam at the frosh can devastate their attempt to form a pyramid, but it also increases their overall intelligence level quite a bit. Perhaps theyre learning by osmosis.
The CD booklet explains that someone this year has a friend at the fire department. Theyve brought a fire truck to the pit so that the Frecs can get the frosh hosed.
The firehose is in the game for "fun" more than anything else. It sends the frosh flying, but like the apples, it ends up increasing their strength. A meter at the top of the screen indicates how much longer the hose can run before it runs out of water. Water drips out fairly quickly even if youre not actively spraying.
ArtScis (Arts and Science Students)
Arts and Science Students: theyre cute, they're lovable, but they don't belong at a private engineering event. If one shows up, give 'em a shove with the left mouse button.
Many of the frosh will stop what theyre doing to come and splash the alien in the pit. The thrill of splashing ArtScis, however, tapers off fairly quickly after the first splash attack or two.
Commies (Commerce Students)
Commerce Students: See "ArtScis" above, but omit the "cute" and "lovable" bits.
What more can one say about Commies that won't end with a million-dollar lawsuit? A click of the left mouse button is worth a thousand words.
Golden Words Blimp
The Golden Word blimp occasionally flies by and launches a cartoon hippopotamus at the frosh to confuse them. Golden Words is the campus engineering newspaper; the blimp is found on their masthead and the hippo is their mascot.
The hippo causes some unrest and marginally affects the intelligence level of the frosh it touches. Theres no real way to "induce" a blimp attack; its just a fun random event.Iron Ring
Every graduate of a Canadian engineering program wears an iron ring on the little finger of his or her working hand. The ring itself symbolizes both the pride we have in our profession and, at the same time, our humility. The rings were originally crafted from the twisted iron that remained after the first bridge ever constructed in the province of Quebec collapsed due to a design flaw. A subsequent inquiry revealed the flaw to have resulted from an error in judgement made by the bridge's engineers.
In the Pole Game, you can earn the right to don your iron ring at the greasepit. If you can keep the crowd, the Engineering Society President and Al "Pop Boy" Burchell excited and happy, an Iron Ring Forge will swing on to the screen and begin pressing your ring. After it has swung out three times, your ring is forged and you can put it on by clicking the icon of a spinning ring with your left mouse button.
The rings effect in the game is both symbolic and humorous. It temporarily turns the frosh into animals sheep, and cows with the wings of eagles. The sheep poke fun at the "brainwashing" that goes on during frosh Week, and the tendency the frosh have to follow like sheep just about anything their Frecs do or say. The cows with wings of eagles are a reference to a chant sung during orientation week, which the author shall not be repeat here but is more than willing to sing upon request.
The equations that determine when the iron ring forge will swing out are driven by a cumulative sum of the "excitement" that your actions produce during the game. There are also 16 "special" actions that, when performed for the first time, significantly reduce the amount of "excitement" required to forge the ring. These include:
The crowd cheers and responds to everything going on in the game. They are powered by a set of IntelliFrosh behaviors similar to but less complex than those employed by the frosh (see Section 3.2.1 for more information).
After the human pyramid topples a half-dozen times, the Engineering Society president invites Al "Pop Boy" Burchell into the pit to help the frosh out. Al is a local legend who stands over six foot five and has been of real assistance at the Greasepole in years past. His effect is twofold: First, he strengthens the base of the pyramid by the equivalent of five frosh; second, he teaches the frosh climbing and balancing techniques that would otherwise take them a great deal of time to learn individually.
Included on the Legend of the Greasepole CD is a vast information resource detailing the Applied Science program at Queens. Its contents are geared towards current and prospective students, as well as alumni. It consists of text, graphics and sounds laid out on the CD in HTML format. The result is platform-independent, and can be displayed using a Web browser on a computer running any modern operating system. The topics covered by the LegendWeb include:
IntelliFrosh is the behavior-Based Artificial Intelligence engine developed by Robert Burke that governs the behavior of the frosh and other sprites in the game.
The frosh behaviors are best understood as arranged in the four-tiered system of Figure 7 (below). Each behavior the frosh exhibit consists of an "initialization" function and an "action" function. Each instance of the frosh sprite class contains a pointer to the function serving as the current behavior for that sprite.
The first tier of behaviors, numbered 1 through 3, manages frosh under the influence of gravity. The frosh fall with little or no control over their actions.
The second tier behaviors 4 through 7 manages frosh in the greasepit water. Behavior 4 is a sort of "hub" for the artificial intelligence at this tier. A frosh may make a decision based on internal characteristics and their perceived state of the game world to transfer between behavior 4 and behaviors 5, 6 and 7. A frosh exhibiting behavior 7 may choose to exhibit behavior 9 and climb out of the water as a function of their ambition, level of excitement, and knowledge of weight ratios. These characteristics all vary as the game progresses. For example, one way in which the artificial frosh mimic their human counterparts is that they start out keen to climb up the human pyramid. Just about everyone wants to be a hero, and the resulting human pyramid becomes top-heavy. As the game progresses, the frosh learn to exercise caution before climbing up.
The third tier behaviors 9 through 14 manages frosh dealing with the upper levels of the human pyramid. At this point they are being influenced by weight on their shoulders, and they apply weight on the shoulders of those beneath them. A significant amount of the learning in the frosh pertains to how they handle situations encountered at this tier in the behavioral structure. Frosh need to know when to stay put and when to climb up. They need to know if they should beckon other frosh up, jump down to reduce the weight of the pyramid, or balance the weight across the level they are on. They need to know not to accept beer and pizza if its tossed to them, and they need to avoid putting too much weight on the shoulders of any of their compatriots below.
The fourth tier of behaviors manages the various incarnations of behavior 16 tugging on the tam. The tam loosens as frosh yank on it in an attempt to get the nails out. A strong tug has a greater loosening effect but also results in a greater probability that the frosh will slip. Chewing at the tam can expedite the process but can also cause a frosh to slip.
Figure 7: Groups of behaviors available to the frosh character, arranged in four tiers.
The following is a complete list of the behaviors frosh are able to exhibit. Unused behaviors are a result of modifications made to the behavior list during development.
Each frosh keeps track of eight integer-based and six Boolean internal characteristics. These range from their ability to sustain weight on their shoulders, to their thoughtfulness when approaching a climbing decision.
The following listing of integer-based internal characteristics for the frosh provides some insight into the metrics on which they base behavioral decisions. Typically, each of these characteristics is adjusted multiple times a second for every frosh.
Similarly, these are the Boolean-based internal characteristics for the frosh. Several of these are functions of integer-based internal characteristics that are stored in Boolean format to expedite calculations.
In addition, there are a number of "global" properties that affect all of the frosh. Although this was not part of the original plan, Robert elected to include these properties after studying non-artificial frosh climbing the pole. The influence of group psychology at the greasepit is undeniable. This is modeled with IntelliFrosh as a morale metric that adjusts the other internal characteristics of the frosh.
The internal characteristics of the frosh tend to improve as the characters gain experience. They are also affected by the actions of the player. For example:
The frosh also benefit from eight different "boosters" that represent knowledge of advanced pole-climbing techniques. These techniques are based on the real climbing methods employed by the frosh at Greasepole 97.
Here is an example of a moment at which a critical decision needs to be made: What should a frosh do when on an upper level of the pyramid with only one frosh above them and a number of individuals beside them? Climb up? Hold fast? Jump off and reduce the overall weight of the pyramid? Beckon others up?
It became clear as development progressed that these sorts of decisions were critical to the evolution of a "teamwork" model for the frosh. The graph to the right (with "time" on the x-axis and "value of booster" on the y-axis) shows how the different characteristics periodically improve. (This image is of a rough sketch made while developing the code.) The introduction of Pop Boy into the pit (at the 6th time unit on this graph) triggers an increase in understanding that provides the frosh a much better sense of how to distribute weight throughout the pyramid structure.
Alan "Pop Boy" Burchell provides a boost each time he hollers at the frosh. His line, "Build up the base, frosh; you need a strong base or it all falls down," for example, teaches them the importance of balancing weight between the various levels of the pyramid.
The performance boosts available to a frosh include the following:
Near the end of IntelliFroshs development, its author came in contact with Dr Bruce Blumbergs thesis Old Tricks, New Dogs: Ethology and Interactive Creatures. Dr Blumberg, who leads the Synthetic Characters group at MITs Media Lab, asserts in his thesis that ethology and classical animation are ideal sources of inspiration for interactive creatures. IntelliFrosh incorporates the five features that Dr Blumberg identifies as fundamental to producing authentic synthetic characters: relevance, persistence & coherence, adaptation, intentionality, and integration of external control.
Relevance is fundamental to the behavior-based system: the frosh weigh over a half-dozen internal variables each time they make a call as to how to appropriately proceed. Some are more "traditional" (hunger, curiosity) while others are more Greasepole-oriented (resilience, ability to sustain weight, fear of heights).
Persistence and coherence are achieved through altering the frosh mindset as the game progresses as the Frosh grow tired and less interested in distractions, their ability to persist towards the long-term climbing goal increases. As a result, the system is able to reflect their increasing ability to exhibit persistence. Coherence is achieved through the use of a number of techniques, including limiting the times a change in behavior can occur. The game engine is kept running smoothly by staggering which frosh are making computationally intensive decisions during any AI cycle.
Despite their two-dimensional rendering, having over 100 unique graphics associated with the character allowed for considerable display of motivational state and intentionality. The frosh indicate to each other (and hence, the player) what they believe to be an "ideal human pyramid." They beckon their friends up, and look frustrated when too many people weigh down their shoulders.
Learning and adaptation occur continually. The frosh continue to learn from experience and from their friends. These effects are discussed above.
Finally, integration of external control is what makes the game a game. The players role is to provide the frosh with alternatives to their primary goal of retrieving the tam from atop the pole. Whether the player is tossing a slice of pizza (good for eating) or an Arts student (good for splashing), the whole point is to play on the internal variables of the frosh and keep them distracted and having fun.
What is unique about this system is the veritable mob of artificially intelligent characters interacting in the virtual world. There are 85 frosh in version 1.14 of Legend more than the author thought the computer would be able to handle at 23 Hz (but less than the 570 Frosh typically tossed into the Pit each September!).
The other animated sprites in Legend of the Greasepole are also based on the IntelliFrosh behavioral system.
The crowd of purpled Frecs is an example of another complicated behavioral system implemented with IntelliFrosh. There are three "sections" of crowd visible during the game. Each section keeps track of their internal characteristic attrExcitement, as well as several metrics that are used to determine how they react to the action around them. An example of one such metric is the number of frosh currently at each level of the human pyramid.
All other sprites in the game have access to a global "energy pump" that can be used to infuse the crowd with energy. The energy in the crowd slowly declines as a function of time, such that the only way to keep a crowd cheering is to continually pump energy into them. The resulting energy system is very dynamic, and heavily sensitive to feedback. For example, an increase in energy may induce the act of cheering, which in turn will cause an increase in the rate at which energy is released. Once sufficient energy has been released, the crowd ceases to cheer and returns to milling around.
The following constants describe the behaviors available to the crowd:
Every other object in the game even the menu bars and the mouse cursor are controlled by behaviors implemented with IntelliFrosh. The following enumeration of the sprites in the game provides some context as to the abundance of sprites that have been implemented with IntelliFrosh.
The menu screens are also displayed and controlled by a group of over 30 IntelliFrosh sprites. The "discipline selection" screen showcases how IntelliFrosh facilitated rapid development. Each of the discipline bars shown in figure 12 are instances of their own IntelliFrosh sprites, sprmnuBAR1 through sprmnuBAR20. Each make use of the same action function, but they are initialized to their own sets of internal characteristics. The resulting sprites are able to cue up different wave files and return to unique locations on the screen, but are also each capable to being dragged onto the arm of the (purpled) leather jacket.
In addition to IntelliFrosh, the following tools and interfaces were developed for Legend of the Greasepole:
The majority of the artwork found in the Pole Game was created by modifying digital images taken at Greasepole 97. These shots were taken with a Nikon Coolpix 300 digital camera. The resulting images of mud, lanolin, the pole, the podium and everything else at the pit site were doctored and edited before being included in Legend of the Greasepole.
One exception is the crowd; it was filmed with a camcorder prior to the actual Greasepole event. Images frozen from the camcorder stream were of significantly lower quality than the shots taken with the digital camera, but the fast-action shots of jackets being slammed could not be acquired using still-motion methods.
Over 30 individuals are listed as the visual cast of Legend of the Greasepole. There are countless others who attended the filming session and remained anonymous. A number of individuals including Al "Pop Boy" Burchell worked closely with the Legend of the Greasepole team to carefully digitize images like the players hand and the players jacket.
Elizabeth Burke of Sheridan College, a fine arts school in Toronto, Ontario, designed the look of the frosh character for Legend of the Greasepole. She took two months to sketch and animate the character, which she based the character on the stereotype of a "typical" first-year engineering student at Queens University. The frosh each sport a tam, plaid pants, a purple "frosh week" T-shirt and the requisite socks-dangling-from-the-tam to complete the look. The frosh were first animated on paper performing actions required for the behaviors listed above. Once scanned into the computer, the frosh were colored in and touched up by Kitty Lee, an Applied Science student at Queens.
It was important that the frosh appear unisex, and also reflect the multicultural nature of the Queens student community. A great deal of work went into writing code that would take a single skin tone and map it onto several different tones for the game.
Three elements of the artwork the Iron Ring forge, the Iron Ring and the megaphone were rendered using 3DStudio Max.
The Iron Ring Forge is Artistic Director Craig Calverts creation and is rendered entirely in 3D, as is the spinning Iron Ring.
The megaphone represents one challenge that was overcome using high-tech methods. No megaphone available was during the digital filming at Greasepole 97. We wanted the Engineering Society President at that time George Dyke, Applied Science class of 98 to be able to speak through a megaphone at the frosh in the game. George ended up using a milk jug as a stand-in. The jug was replaced by a 3D-rendered megaphone for the shots included in the game.
The majority of the sound effects heard in the game were recorded on-site at Greasepole 96. A TASCAM digital audio recorder was used to record over 600 megabytes of high-quality sound effects were recorded at the event for use in the game.
On October 31st, 1997, a recording session was held at the digital studios of Queens on-campus radio station, CFRC. At that time, the voiceovers that had not been obtained during frosh Week were digitally recorded. See the "Project Management" section below for more details.
While the technical challenges that presented themselves during the Legend of the Greasepole project were significant, equally challenging was effective project management. From December of 1996 through to the end of the project in August 1998, a massive Gantt Chart and timeline maintained by the author helped keep the project on track. A database was developed that kept track of over 50 goals that were to be achieved at specific times during the course of the project. The following properties of each goal were tracked:
Goal General description of and motivation for the goal.
Category Art, Music, Programming, Web Design, or Other.
Duration The amount of time this goal would take to achieve.
Resources The resources that would be required to accomplish this task.
Ending Milestone A very specific milestone to mark the end of this task.
Dependencies Other goals that needed to be met before this one.
Planned Completion Date A specific date.
Promise Date Date the Planned Completion Date was last updated.
Status Current status of this goal.
Assigned to Individual responsible for ensuring this goal is reached.
The database of goals was shared via the Legend of the Greasepole web site so that all members of the project team had access to the current status of the project. It was also updated regularly in its giant wall-sized form at Legend of the Greasepole Headquarters in Kingston (the authors basement).
With so many individuals involved in the project and so much to accomplish within the time frame, the team was very pleased to be completed the two-year project ahead of schedule by four weeks. The CDs were ready in early August, ahead of the September 12th, 1998 target.
The team is indebted to Professor David Alex Lamb of Queens University for the documents he provided that detail the planning of a large-scale software engineering project. Regrettably, the time line we developed is not available in Microsoft Project or other project management software and as such is not included with this document. The author regrets not taking pictures of the giant timeline when it was on the wall, as it was pretty cool.
Because there had never been a Computer Science club at Queens University before, and because no real channels existing for publicizing the new project, it was very difficult to promote Legend of the Greasepole and get individuals involved in its creation. Included with this document are samples of advertisements that were created during Legend of the Greasepoles development.
Our publicity campaign included the following highlights:
To quote the LegendWeb (where "we" refers to the Legend of the Greasepole team), "From Day 1, The Legend of the Greasepole team has been committed to a purely legal production. We have purchased every piece of software used in the development of The Pole Game and The LegendWeb and encourage others to do the same.
"We have received written and/or verbal permission from each of the [listed] cast members for the use of their likenesses within the Pole Game. The characters being portrayed in the game are fictional, and while the Pole Climb is a real event, none of the events portrayed within The Pole Game actually occurred. The Male ArtSci, Female ArtSci, Male Commie and Female Commie characters were not filmed at the Greasepole and the effect of them falling into the pit was simulated.
"The Legend of the Greasepole designers are indebted to the many authors and contributors to the Queen's Engineering Society Web, found at http://engsoc.queensu.ca. The Legend of the Greasepole team made every effort to contact the current webmasters and confirm that it was acceptable to use their material on the CD.
"No frosh were harmed in the production of this game."
Due to the innovative (and outlandish) nature of the Legend of the Greasepole project, it was extremely difficult to find financial assistance for the project within the Queens community. The Legend of the Greasepole has always been a non-profit endeavor, and if its developers sell the entire first run, they will just break even.
To quote the LegendWeb again, "the rentals of digital audio and video equipment, as well as required upgrades to our computer systems and burning of 1,000 CDs resulted in expenditures of over $8,500. (A more detailed breakdown of expenses is available upon request.) We have been exceedingly careful regarding copyright law (see above), and are proud to know that we have conducted business without pirating any software or intellectual property."
Financial support finally came during September of 1998 from the Alma Mater Society of Queens University. Their Special Projects Fund donated over $2,000 to the Legend of the Greasepole team to assist with burning the CDs. The CDs have since been distributed within the Kingston community and are available to students for between $12 and $18.
The Legend of the Greasepole Team is also indebted to the following for their financial assistance and contributions:
Mr Donald Bloor, Sci 79
The following tools were used to develop Legend of the Greasepole.
Microsoft Visual Studio
Adobe PhotoShop 4.0
Nikon Coolpix 300
CoolEdit 96 (audio editing and effects software)
TASCAM DA-P1 Digital
Audio Tape Recorder
Microsoft Access 97
(project management database)
CD-ROMs were produced by ROMifications of Ottawa, Ontario. The Legend of the Greasepole team received the first run of 1,000 CDs in Kingston on August 12th, 1998. The CD silkscreen, jewelcase liner and booklet were produced using four-color process from graphics originating in CorelDRAW 8.0.
Burke, Robert C., The Legend of the Greasepole: Artificial Intelligence for Synthetic Characters, (September 1998). 8 slides from presentation given for projects course; available upon request.
Burke, Robert C., Legend of the Greasepole Application for Alma Mater Society Special Project Funding, (July 1998). Presented to Alma Mater Society Vice President University Affairs Alison Loat; available upon request.
Burke, Robert C., Queens Coat of Arms Trademark Use Request and Explanation, (July, 1998). Presented to Dean of Student Affairs Robert Crawford; available upon request.
Burke, Robert C., Mechanical Licensing Update, (June 1998). Available at Credits\License in LegendWeb.
Burke, Robert C. and Calvert, Craig C., The Legend of the Greasepole Business Plan, (March 1998). 35 pps. Presented to Dean Harris, Faculty of Applied Science; available upon request.
Burke, Robert C., Pole Game DirectX Requirements Analysis, (November 1997). Available at Gallery\Betas\Documents\ in LegendWeb.
Burke, Robert C., The Pole Game Compendium, (September 1997). Available at Gallery\Betas\Documents\ in LegendWeb.(Essentially the Pole Game Whitepaper v2.0)
Burke, Robert C., Pole Game Voice Talent Detailed Descriptions, (October 1997). Available at Gallery\Betas\Documents\ in LegendWeb.
Burke, Robert C., The Pole Game Whitepaper Revision 1.0, (September 1997). Available at Gallery\Betas\Documents\ in LegendWeb.
Burke, Robert C., Pole Game Graphics Specifications, (February 1997). Available at Gallery\Betas\Documents\ in LegendWeb.
Burke, Robert C., The Pole Game Whitepaper Revision 0.2, (March 1997).
Burke, Robert C., The Pole Game Whitepaper Revision 0.1, (August 1996).
Synonym for engineering. The two are used interchangeably at Queens.
An Arts and Science undergraduate student at Queens.
The "watering hole" of choice for engineers at Queens. Also referred to locally as the "Center of the Universe." The pub is located immediately above the bookstore and adjacent to the Engineering Society offices and lounge.
A Commerce undergraduate student at Queens.
The Engineering Society. Their offices at Queens are found in Clark Hall. (See "Clark Hall Pub.")
Queens engineering orientation leader these are the second-year students who welcome the new students to Queens. Theyre typically sporting mohawk hairdos ("EngCuts") and covered in gentian violet dye (hence the purple colour) and are sporting gold leather jackets.
First-year Queens student (in the context of this document, typically a first-year Queens Applied Science student).
A medical dye; active ingredient potassium permangenate (KMnO4. Great for "purpling" jackets and bodies.
The humorous engineering newspaper published weekly at Queens. Their masthead features a blimp, and their mascot is a black-and-white hippopotamus.
The location of the Greasepole event. A piece of farmland owned by the Engineering Society in a community adjacent to Kingston, Ontario. (The author knows exactly where, but has already revealed too much.)
See Section 1.1 of this document.
The behavior-based artificial intelligence system that governs the behavior of the frosh and every other character in the Pole Game.
Taking your golden (or purpled) leather jacket and periodically slamming it on the ground to create an awesome sonic barrage. (Appropriate slamming frequency approximately 1.5 Hz.)
"Trial by fire" first-year Engineering course. If you can make it through 114, youll survive the program. The appropriate response to "How hards 114, frosh?" is, "Soooooooo Hard!"
First year Applied Science Vice President, whose responsibilities include filling the pop machine at the Engineering Society in Clark Hall. Six-foot-five local legend Alan "Pop Boy" Burchell was VP and of Science 99 from 1995-1996.
(verb) To cover with Gentian Violet medical dye (see "Gentian Violet" above).
The act of covering an object or body with Gentian Violet medical dye.
Short for "Science"
Science Constables; the student regulation force on campus.
Short for "Applied Science" (see "Applied Science" above).
The greatest punishment a Science Constable can administer. A Tri Pub Ban prohibits you from visiting Clark Hall Pub, Alfies Pub or the Queens Pub for the remainder of the academic year.