Recently I was overjoyed to rediscover my copy of Majesty: Gold edition; however there was a snag - the disc was badly scratched and rather old so one of the files had become corrupted
After several hours of heartbroken depression (OK, maybe it wasn't that bad but I was still pretty upset) I remebered to actually read the error report, and discovered that the corrupt file was the opening cinematic.
I went back to a mod I was working on for Towns, when thought struck me - to make the mod work I'd had to remove sections of code made defunct by the mod, and I realised that the corrupt cinematic file wasn't necessary to the core Majesty game. Whipping open the folder I found and deleted said cinematic, and hey presto... Majesty worked
The revelation was a small one no doubt, a solution which any coder worth their keyboard would soon spot, but it illustrates a vital lure of Towns. In making the code accessible to even the most n00bish coders for modding purposes and clearly explaining the function of many lines for the benefit of those n00bs, the Dev team have conicidentally created an excellent teaching medium wherein we can experiment with basic coding principals (values, operators, referencing other lines etc.) without fear of frying our machines and with clear ramifications of the end results through the game.
Hurrah for SMP again - even when they're not trying to they are doing amazing things no-one has been able to do before
(seriously, some of the "teach yourself coding" guides I've read were just plain stupid, incorrect, overly complicated or all three. Many times I understood the process better before reading them
What's that you're eating? A nice, juicy apple? You weren't supposed to eat that you fool, you were supposed to make it into a pie! - last words recorded words of Francis D'Avre before he went looking for snowcherries, but found a hungry Yeti instead.