A Special Bond for a Special Needs Norn
Written onAs exciting as a new baby Norn always is, I was apprehensive about this little egg. Although he popped out with a happy smile on his face, his happiness was not to last very long. This little one is Flakstad, the son of Ranulf and Kari. He had not one, not two, but three somewhat major genetic mutations. Two affected his brain lobes, while another reminded me of Arnes. I knew Flakstad would be a special needs Norn, but the extent of his needs was not apparent until after his birth. It took him nearly ten minutes to move a few steps, and I quickly whisked him up to the second level so he could be in earshot of the learning computer. His movements, however, were very sparse and unpredictable. Naturally, eating was out of the question.
Lobes
Brain lobes include important information about how the different parts of the brain work, from how concepts are learned to how a Norn goes through the decision process. These genes can greatly affect the learning process.
120 Emb B MutDup Lobe #=6 Suscept State Rule: output TRUE conduct end end end end end
Unfortunately, state variable rules (SVRs) are still generally unknown to me. The standard Norn genome states that the SVR for gene 120 should begin with “output TRUE input.” Here, input has been replaced with conduct in Flakstad’s brain. The Creatures Developer Resource contains a lot of information about SVRs, but both input and conduct are undefined. Basically, I have no idea how, or if, this mutation will affect little Flakstad.
122 Emb B Mut Lobe #=8 Suscept State Rule: 0 end end end end end end end
The mutation in this gene is minor, but could play a role. Normally, the SVR has all of its values set to “end” so that nothing happens. In Flakstad, the first value is set at zero. Perhaps this affects how lobe eight, which is the concept lobe, functions. Could it set its value to zero, with no activity, most of the time? Regrettably, I have little insight to add to this part of the genetics discussion.
Receptors
Chemical receptors define parameters for a certain chemical. When these parameters are met, an element in the Creature is affected. These genes can increase drives, define life stages, control fertility, and more.
89 Emb B MutDupCut Brain Attention o/ps, Chemical 1, chem=Punishment, thresh=0, nom=0, gain=255, features=Analogue
I am fairly certain that this mutation is the cause of many of Flakstad’s problems. In the standard Norn genome, this gene affects the decision lobe, rather than the attention lobe. It basically ties in punishment with reinforcement. In fact, the Creatures 1 Genetics Kit has the following note about this gene: “This receptor connects to the Chem1 locus on the Decision Layer lobe. It responds to the presence of the punish chemical and is used by the lobe’s reinforcement rule to cause learning.” With this mutation, it looks like Flakstad’s brain attempts to reinforce punishment based on what he is paying attention to, rather than the decisions he makes. Confusing, to say the least! Poor little guy.
As I spent time with the newest Norn, time continued to pass by in Albia. Ure and Valla met one another, and politely bowed to one another out of respect. At least Ure had not changed too drastically, but Valla certainly had! Female Purple Mountain Norns end up with white chins in old age… It almost looked like Valla was attempting to copy Ure’s silver mane! At least old age had slowed down the kisspopping rate in the world. I was quite happy to see that Albia was devoid of new pregnancies. I was thrilled to have a little more time to take care of Flakstad: He needed a lot of attention, even if it did nothing. In my mind, it had a positive effect.
After Flakstad was relatively settled in near the learning computer, I continued on my journey of finishing up the second generation of Norns. After a little fight with her egg, out popped Grytting! She is the daughter of Ranulf and Nordis: Apparently the Santa Norn genes were very strong! It was a welcome sight to see her moving about and interacting with the world. I adore Norns who require extra attention and care, yet it can be a difficult task to care for just one. Luckily, Grytting only had one noticeable mutation. Although I was convinced it would have an effect, it went completely unnoticed. The same was true for Engan: Although his pain receptor was not supposed to switch on until adolescence, he felt pain right from birth. Perhaps some reactions are simply hard coded in?
Receptors
Chemical receptors define parameters for a certain chemical. When these parameters are met, an element in the Creature is affected. These genes can increase drives, define life stages, control fertility, and more.
48 Ado B MutDupCut Creature, Drive Levels Hotness, chem=Hotness, thresh=0, nom=0, gain=255, features=Analogue
In the standard Norn genome, this gene switches on at the embryo stage. I thought that Grytting would not be able to sense hotness until she was an adolescent, but a quick check with the science kit disproved that theory. Another mystery, unless I overlooked something obvious!
Although Grytting was not affected by her mutation, she had a wonderful personality. She met Flakstad while she learned her first words. Despite all of the distractions, she refused to leave his side. It was unclear whether he could actually understand that she was around, but Flakstad miraculously began to move around with the little Norn around. He finally ate a carrot, after nearly thirty minutes of trying! I wondered if they would share a moment like the one that Ure and Valla had in old age. Could he live that long with Grytting around?
Goodness.. What interesting mutations! Just reading your blog again almost makes me want to go play my game again.
So Flakstad’s Reception mutation will punish him for looking at things, rather than the actions he takes? So you could theoretically train him to feel naughty for looking at weeds? If this mutation was used in conjunction with the gene in its unmutated state it might be considered beneficial?
As for Grytting and Engan’s mutations turning on at Adolescence…that confuses me. I would have thought they worked the same way you do. Perhaps it only prevents Hotness increasing in certain situations?
Kittie: I definitely hope you play again soon! There’s a certain feeling to your blog that can’t be replicated elsewhere, and I would love to read more updates. But of course, blogging is about having fun, so don’t feel obligated to! I sometimes browse through your older posts for some fond memories.
ArchDragon: I hope to study Flakstad a little bit more, but I’m not entirely sure if he receives punishment. A chemical receptor allows a certain organ, tissue, or locus to be changed based on the level of a chemical. A chemical emitter controls the injection of a chemical based on information from an organ, tissue, or locus. Flakstad’s receptor mutation means that when he is punished, chemical 1 will be fed into his attention lobe. Chemical 1 is still a bit of a mystery to me, but it is associated with a negative feedback path in the brain, used for learning.
I believe you would need an instinct gene to punish a Norn for looking at weeds, although there is no actual action for “look at.” This is present in Forest Norns.
I’m still quite confused about the adolescence marker meaning nothing. I thought Grytting was unaffected by heat, but once I brought her down to the incubator level and the kitchen fire, her hotness increased at the same rate as other Norns. Now that I look at chemical receptors and emitters a bit more, is there a different way to graph the hotness drive vs. the hotness chemical? That theory might be useless, though, since I saw Engan’s pain drive in the health kit increase when he was a baby.
It’s all a bit confusing, but I still love that Creatures holds so many mysteries to this day! Part of me likes not knowing everything… It adds to the intrigue.
Actually, I think the mutations concerning the drives ARE in effect. Those receptors determine if the creature feels the drive (that is, if they express that drive). They don’t actually stop the drive chemical from going up (the half-life gene is responsible for that).
Great point, Grendel Man! I haven’t found an easy and obvious way to determine if the Norns actually feel the drives… Engan said “Ouch!” and flinched from a test slap, so it appeared that he felt some pain. Definitely something to look into some more. Thanks for the added information!
I was just about to suggest the same thing as Grendel Man. An explanation for Engan still flinching might be yet another gene. I believe there are some genes for automatic responces, such as flinching and sneezing.
How exactly you’d go about testing this I don’t know. Norns will say “Engan hurt” if their pain is too high. That might be a way to test it?
I might end up creating clones in another world to test this out: It’s difficult to focus on a genetics test with so many Norns running around the world! The automatic responses you mentioned are probably the stimulus genes, which link a certain action to a list of chemicals, along with a few other lobe-related aspects. This might make a great case study in the near future!
Fascinating! A crueller person (such as 8 year old me) would have used such genes for Pavlov-style experiments and conditioning. Thankfully I have outgrown mad science in the Creatures world… Or have I?
Regardless, good luck with him, I’m sure that even if he’s a handful, you’ll have a great time.