Sunday, February 10, 2019

Syracuse Glides Past Boston College At Annual Play for Kay, Breast Cancer Awareness Game


 By: Kendra Sheehan 

Today’s matchup against Boston College was more than just a game as Syracuse sported its pink uniforms for the annual breast cancer awareness Play for Kay game. The orange got their offensive momentum back defeating Boston College 96-69.  The 15th ranked women’s team improved their record to 18-5 overall and 7-3 in conference play.

Amaya Finklea-Guity kicked off the game scoring a layup 10 seconds into play. The orange took off from there with Miranda Drummond knocking down a shot from behind the arc. The senior forward was on fire putting up 18 points in the first half alone. She finished with 24 points total including six 3-point shots.

Drummond was one of three Syracuse players to score double digits.  Sophomore forward Maeva Djaldi-Tabdi put 16 points on the board tying her career high. Freshman Emily Engstler also contributed to the 90 point scoring output with 10 points, making this her fourth double digit scoring game this season. Both Djaldi-Tabdi and Engslter took down six rebounds as well.

The orange were down by 3 halfway through the first quarter but Syracuse quickly turned things around creating an 11 point lead by the end of the first quarter. The orange found their offensive rhythm with Tiana Mangakahia stringing together 12 assists. Syracuse connected well offensively shooting over 60% from the field.

Head Coach Quentin Hillsman credited his team’s quick ball work inside the court.

“We got the ball moving early, I thought we got some punch action at the rim .. right away transition,” Hillsman said. “That’s how you score the ball you have to try to score the ball in the first 6 – 7 seconds on the shot clock and a lot of times we did that in this game.”

The orange will continue its 5-game homestead on Wednesday when NC State travels to the Carrier Dome on February 13th. Tip-off is scheduled for 7pm.



                                                                                  (c) Suny Tsai 2019


Drummond’s Big Game

By: Kylan Watson


The last-time the Syracuse Orange Women’s Basketball team was on the court, they were blown out by 22-points by the 18th rank Louisville Cardinals. They needed to make a statement as they played the Boston College Eagles this afternoon. They were able to make a huge statement as they blew out the Eagles by a score of 96-69.
The Orange were led by guard, Miranda Drummond. Drummond scored a game high 24-points, and made six three-pointers, a new career high. The Orange went on a stretch where they made seven straight three-pointers and that was largely off the hot shooting from Drummond.
Drummond said, “I don’t know if there was anything different, but I felt, I was more open this game. I felt like Boston College was more focused on defending the inside and shutting down those players. So, I guess that created like the open shot for me.
As a team they shot a season high 60% from the field.
Head Coach Quentin Hillsman said, “We came home and defended our home court. I thought we did a great job in doing that. We got out in space, we played fast, we sped them up, but they didn’t turn the ball over against our pressure, but we had the pace we wanted.  We scored the ball well and shot 60% from the field and that’s what you want. “
She was not the only one Maeva Djaldi-Tabdi scored 16-points, grabbed six rebounds, and had three blocks. She was a force for the Orange on both sides of the ball. She was able to change the shots of the Eagles players and made them think twice about trying to score in the paint.
Thanks to both Djaldi-Tabdi and Drummond, The Orange were able to start an offensive surge in both the first and second quarters. That early offensive surge allowed them to put the game away, despite the Eagles best efforts.
Boston College would not go away quietly though as they got off to a 6-0 run early in the second half because of some sloppy turnovers by the Orange.  They were led by Forward Emma Guy who had 30-points and grabbed 14 rebounds.  Guy really was a force to be reckon with on the inside and she was able to get centers for the Orange in foul trouble because of her play. Guy was a big factor in why the Orange were outrebounded by the Eagles.
The Orange picked-up their 18th victory of the season and made a big statement as they head into the tougher half of their schedule, which includes the ninth rank NC State Wolfpack on Wednesday night, the fourth rank Notre Dame Irish, and Pitt.  The Orange will need to keep their hot shooting percentage and excellent defensive play going, if they want to stay on top of the ACC standings.


                                           (c) Kylan Watson 2019

Saturday, February 9, 2019


Bounce Back Game

By: Kylan Watson

The Syracuse Orange men’s basketball team needed a bounce back game. They were reeling after losing by 22-points at home to the Florida State Seminoles and bounce back they did after a 1-7 start from the three-point line. The Orange got hot from deep and went on to rout the Boston College Eagles by a score of 67-56.
Buddy Boeheim was a big part of the three-point attack. He hit 4-5 three pointers for 14-points and was the spark the Orange needed off the bench.  Boeheim hit the most threes during the game, and over the past few games has been emerging. As the consistent shooter that the team needs to continue to win games late in the season.
He was not the only one though. As Tyus Battle also had a big game, he scored 21-points, made 8-12 baskets, and grabbed three steals.
During the early stages of the second half, Battle got a steal and finished the drive off with a rim rattling dunk. 
The Orange were able to take advantage of Boston College’s early mistakes in the second to cement their lead. They forced the Eagles into 17 turnovers.
The turnover battle really made a difference for the Orange who lost the rebounding battle 37-32.  
In one drive Elijah Hughes received the outlet pass and was able to get it to Tyus Battle for an alley-op slam dunk to cap off an offensive surge.
Boston College would not go away quietly as they went on a 14-0 run late in the second quarter, to cut a 20-point lead down to six.
Syracuse coach Jim Boeheim said, “A 20-point lead is nothing, they make two threes, and two twos and now it’s down to a 10-point lead. You just can’t play poorly like that. We had guys out there that we should not have had that problem at all.”
 The Eagles were led by Ky Bowman who had 21-points. Bowman also hit five of seven three pointers.  He was not the only one though.  The Eagles got hot from deep they went 6-12 in the second quarter.
Boeheim said, “We did a good job on Bowman until the end he made a couple of tough shots.”
The Orange were able to withstand a late run from BC because of the play of Tyus Battle, who just would not be denied in the late stages of the game. He kept attacking the Eagles defenders inside and finding ways to get to the line to keep his team ahead.
The Orange picked-up their 17th win of the season. This was a staple win for the Orange, who needed to have one as they head into to a tough late-season slate of games that features five ranked teams. NC State, Duke, Louisville, UNC, and Virginia.

                                         (c) Kylan Watson 2019

Sunday, February 3, 2019

What Makes Spikevegeta Run

Story and Photo by Keir Chapman

Asa "Spikevegeta" Tims' fun-loving personality is always on display.
Rockville, MD -- Asa “Spikevegeta” Tims  hosts every Games Done Quick (GDQ) event, but won’t go as far as to agree that he is the face of the organization. However, just a short walk around the conference center at the Bethesda North Marriott Hotel reveals that Spikevegeta is beloved by all in attendance.

Accidentally in Love

Growing up, Spikevegeta’s family could not afford much in the way of video games. This is how he fell in love with speed running before the community truly existed.

“I remember particularly, Donkey Kong Countryand Mega Man X. I just did versions of speed runs,” Spikevegeta said. “I wanted to see if I could beat them faster each time. That’s the way I found replay value in these games that don’t inherently have a ton.”

Like many of the original Games Done Quick (GDQ) members, Spikevegeta connected with other speed runners on Speed Demos Archive (speeddemosarchive.com) in 2004. In 2006, Spikevegeta began running Kingdom Hearts 2, which he cited as his first ever submitted time.

The Host With the Most

Spikevegeta’s first GDQ event was Summer Games Done Quick (SGDQ) in 2011, where he volunteered as a player. Immediately, he knew he wanted to be part of the production as well. His background in theater, paired with a natural rambunctious personality, gave him the tools to succeed as a host. 

Although Spikevegeta said it took some time to grow into the host role, he felt embraced by the speed running community the moment he arrived at SGDQ 2011.

“Someone said they loved me in the final announcement when we were closing down the event,” Spikevegeta said. “I knew from that moment, that was a community of people I wanted to be a part of.”

Undeniable Passion

While Spikevegeta embraces the love he receives, it is not the reason he continues coming to GDQ events. Speed running is clearly his passion, an activity he would gladly partake in, even if no one was watching.

According to Spikevegeta, he has learned about 40 different games and is always looking for ways to expand his speed running knowledge. One of his favorite aspects of GDQ is that the commentary allows speed running fans to learn the nuances of a wide variety of games.

“I like that you get to see speed running with commentary that you wouldn’t see anywhere else,” Spikevegeta said. “You can watch other streams every day, where the finer details can get lost.”

Aside from detailed commentary, Spikevegeta believes the charity aspect of GDQ is the defining characteristic of the organization’s events. He had the privilege to be commentating at AGDQ 2014, when the event first broke $1 million in donations. He marveled at the rapid growth of GDQ, as the original Classic Games Done Quick in 2010 raised a little more than $10,500.

“It’s a great representation of the human spirit. People want to fight. People want to come together,” Spikevegeta said. “It shows the love in people’s hearts.”

Racers, On Your Marks

Outside of GDQ, Spikevegeta works to grow the speed running community. Almost one year ago, he and Jeff “JHobz” Hobson, launched a new speed running race series called “Speedrunning Underground.” The intention behind the series is to highlight the more competitive aspects of speed running. 

With change comes concern. There are some that feel the creation of speed running leagues will turn speed running into more of an eSport and change the nature of the genre. Cash prizes also give some people pause. Spikevegeta believes adding money to the equation brings about better runs.

“I’ve always appreciated money as a motivator,” Spikevegeta said. “Even if it’s just a little bit of money, it’s always surprising how much more fun it can make it for the runners and the viewers watching from home.”

Give It a Try

At the end of the day, what’s most important to Spikevegeta is seeing speed running grow. He recommends it is a hobby for anyone with a love for gaming and says it doesn’t matter whether or not one becomes a world record holder at a specific game. The enjoyment comes from the satisfaction of knowing the game inside and out.

This passion for speed running has been prevalent in Spikevegeta’s life well before he became a prominent figure in the community. It’s what has allowed him to take command of the stage at GDQs and help turn the speed running genre into a more competitive field. With all of the success he has seen, Spikevegeta is still driven by his love for learning games.

“I love being able to appreciate all of the different flavors of speed running,” Spikevegeta said. “I appreciate just getting to appreciate them.”

The Anthology of Awesome Games Done Quick


The Anthology of Awesome Games Done Quick

Story and Photo by Keir Chapman

Andrew "Romscout" Schroeder (left), Chip "Breakdown" Vogel (middle),
and Michael Uyama (right), discuss the origins of AGDQ
Rockville, MD -- Approximately 2,000 gaming enthusiasts have packed the conference center of the Bethesda North Marriott Hotel in Rockville, Maryland for Awesome Games Done Quick (AGDQ) 2019. The event is a staple of the speed running community. Like any good success story, however, AGDQ comes from humble beginnings.

We Could Do Better

In 2009, there were two main charity gaming marathons: Desert Bus for Hope and TheSpeedGamers. Despite having speed in the name, TheSpeedGamers’ marathon did not include speed running at all. This gave Michael Uyama, AGDQ’s co-founder, an idea.

“The fact that TheSpeedGamers didn’t speed run, actually really angered a lot of us,” Uyama said. “As a result, we thought we could do better.”

The central hub for speed running at the time was Speed Demos Archive. There, gamers could post times for various speed runs and talk to one another in a forum. This is where the idea for Games Done Quick (GDQ) was born.

When the idea of a speed running charity marathon was floated, members of the forum posted any game they could think of to be featured. Uyama, in search of focus, narrowed the event to classic games. Thus, the first ever GDQ event was dubbed, Classic Games Done Quick (CGDQ).

“The name was a nod to the classic games we were playing,” Uyama said, “and a nod to the old Quake Done Quick videos that Speed Demos Archive was known for.”

Location, Location, Location

With the name and games settled, a date and location were all that were left to find. The former was easy; January 1, 2010, at 6 p.m. The latter appeared to be a no-brainer as well. The Music and Gaming Festival (MAGFest) was taking place at the Hilton Alexandria Mark Center in Alexandria, Virginia, during that time and seemed like the perfect place to host CGDQ.

MAGFest agreed to let CGDQ set up in their main gaming room. All Uyama had to pay was $100 for use of one of the many wireless modems MAGFest had purchased. 

But problems became apparent the day before CGDQ was set to begin, when Uyama and other members of GDQ arrived for check-in. Uyama was told that the wireless modems weren’t working because the provider had been bought out. The advice MAGFest staff gave was to try to get the hotel’s wireless internet to work. Uyama soon learned, however, that the hotel’s internet would not be suitable for streaming. 

“I didn’t want people to panic, so I withheld this information for as long as possible,” Uyama said. “In the end, it was pointless because there was a very obvious truth, which was that we could not stream.”

Started From the Bottom

Success was looking increasingly out of reach, but then an alternative location revealed itself. Uyama’s mother lived just 10 minutes away and, if he paid for half of a bed and breakfast for his mother to stay in, Uyama could have the basement for the 50-hour marathon. After a test of the stream, the internet proved up to the task, and the GDQ members mobilized.

The marathon got underway three hours late, after lugging equipment and gamers from MAGFest to the basement. As Twitch had yet to be founded, CGDQ was streamed through Ustream, which offered its fair share of obstacles.

“We peaked at 1,500 viewers, but there was a problem,” Uyama said. “Ustream started messing up at this point, and it started booting people from the stream.”

Despite the streaming service’s halving the online audience, CGDQ was able to double its initial $5,000 goal. The marathon raised more than $10,500 for the foreign aid charity, CARE. Despite all the troubles, the group quickly began talking about the next event. 

“It was such an elated and ecstatic feeling after the event was successful,” Uyama said. “We were like, ‘That was fun, let’s do it again.’”

Steady, Sustainable Growth

The next year, the event was rebranded as AGDQ, and took place in the National 4-H Youth Conference Center in Chevy Chase, Maryland. Matt Merkle, the Director of Operations for AGDQ, began getting involved in 2012. According to him, the event began to grow very naturally. Merkle credits GDQ for helping speed running grow as a whole.

“As we got more viewers, people realized what speed running was,” Merkle said. “They got interested and joined in the community and wanted to speed run themselves.”

Merkle said that GDQ has been able to sustain its growth despite not investing in large advertisement campaigns. Chip “Breakdown” Vogel, one of GDQ’s founding members, claimed that AGDQ 2014 was the last small marathon, drawing in around 400 people. This is also the first time the event raised $1 million, causing an explosion in attendance.

The large number of attendees has not come without backlash. According to Uyama, many longtime fans of AGDQ have felt the event is getting too big, almost like a convention. The critiques aren’t unfounded. The many side events, including an arcade room, panels, and smaller tournaments separate from the main room, can be seen as a distraction from the main reason why the event is held. Uyama doesn’t feel as though this is a problem.

“In a sense, it was always a convention,” Uyama said. “It was just a very, very small convention.”

To combat the controversy surrounding the size, the GDQ staff strives to maintain the casual feel that defined the first CGDQ. This includes placing a couch behind the person who is running a game. On the couch sits a panel of commentators picked by the gamer. This has become a major characteristic of the event.

Newcomers Welcome

According to Merkle, the North Bethesda Marriott is a holdover as the GDQ staff searches for a larger facility that can accommodate the ever-growing crowd. Both Merkle and Uyama said they are striving for slow, sustainable growth, that will allow the event to maintain the spirit it has had since the beginning.

A method Merkle has found effective in introducing more people to speed running is their original program, GDQ HOTFIX, which airs on twitch.tv/gamesdonequick. The show highlights major events and developments in the speed running community. 

“That has been really key to try and get more people in the general public aware of speed running,” Merkle said. “That’s obviously been a big driver for growth.”

From Uyama’s mother’s basement, to packing hotels with thousands of people, AGDQ has surpassed every one of Uyama’s original goals. Aside from a fun and casual vibe, GDQ has been defined by its ability to overcome any obstacle it has faced.

“We beat all the odds and made a huge event out of one that looked pretty much destined to fail,” Uyama said of CGDQ. “We completely crushed our expectations.”


High Quality is the Name of the Game for Awesome Games Done Quick Production

Photo and Story by Keir Chapman

Awesome Games Done Quick (AGDQ) 2019 has drawn thousands of attendees, but they are not the only one’s taking in the event. More than 100,000 viewers who couldn’t be there in person, have flocked to twitch.tv/gamesdonequick to watch every single game. AGDQ’s production team works endlessly to ensure the stream goes on without a hitch.

How It's Made

Next to the main stage sits a platform with a multitude of screens. This is where production resides. The crew members assume many of the same roles one finds at traditional sporting events. A producer runs the show; an audio technician ensures everything sounds crystal clear, and a video technician takes the live video feed and broadcasts it to Twitch.

According to Aharon Turpie, AGDQ’s technical director, the audio technician’s job is particularly difficult to train for. The audio technician is responsible for mixing game audio, the hosts’ audio, and audio from the players’ and commentators’ headsets. The ever-increasing audio elements are putting a strain on AGDQ’s existing soundboard.

“We were like, ‘Oh, we’ll get this digital mixer with 32 inputs and 16 outputs. We’ll never need to update this mixer again,’” Turpie said. “In two events, we maxed it out.”

Setting the Stage

Awesome Games Done Quick's production team works
behind the scenes to assure a quality show.
This epitomizes the ever-changing nature of Games Done Quick’s (GDQ) production setup. Turpie joined the team at a time when there was just a single camera and no interview stage. Today, there are seven cameras, four of which reside on the stage-show set. 

The addition of a stage show that plays in between runs has created a new production team, completely independent of the crew that works on the gaming stage. By having an independent production setup, the stage shows can prep while games are going on, making transitions to interviews seamless.

The stage show utilizes a four-camera setup, and each camera takes different shots. When live, the producer makes the call for what shot to take next. The fourth camera is centered on a second, smaller set, used for announcing donation prizes. The latest camera is an addition everyone on the GDQ staff supports. The second set, not so much.

“They found that, overall, the second smaller set didn’t play very well with the natural flow of their skits,” Turpie said. “They like four cameras, but maybe for one set.”

Overcoming Obstacles

Speed running inherently creates a production problem. The genre features a wide variety of games, some of which are played on analog consoles like the Super Nintendo Entertainment System, and Atari.

To combat this challenge, the GDQ staff uses an open source scan converter (OSSC), which takes analog video, and converts it into HD quality. The OSSC does so with very little latency, allowing GDQ to stream old-school games to Twitch without any problems.

Another issue GDQ production faces is a small staff. A low budget means there are fewer hands to help out. There is a dashboard for video technicians, which contains a checklist of things needed to be done before each stream. The checklist also lets other team members know what has been accomplished, cutting down on needless communication. 

AGDQ also uses a server produced by Support Class, called NodeCG. According to Turpie, this server takes in and manages all of the information the technical team uses. With this information, the server creates an automated system that ensures everyone knows what they need to know.

“It offloads a lot of work from the producer,” Turpie said.

Because the GDQ production staff is so small, they try to nip any potential problems in the bud. This includes meeting with runners before they are scheduled to go on and working through every possible thing that can go wrong during the  stream. 

Even with contingency plans in place, unexpected errors do occur. When that happens, there is a chain of command that goes into effect, with Turpie’s generally being the team member most turn to when the problem is too large. A rung beneath him in the technical ladder sit the producers. Although they usually aren’t technicians, Turpie said they are often able to take care of the problem without involving him. 

Ever Vigilant

As GDQ continues to grow, the demands on the production team grows alongside it. The crew uses every event to determine what can be changed in the future, so they are ready to meet new challenges created by a larger fanbase.

“We observe where there are problems, delays, and things that our crew and volunteers have trouble following,” Turpie said. “We find ways to not only increase production value, but to also improve the setup complexity, so people can go from run to run as quickly as possible.”

From the gamers to the production staff, it appears everything about GDQ is about accomplishing a task as quick and seamlessly as possible.