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Murphy's Doll

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The little girl drops her token in the slot. Slowly, the robotic arm starts to move, jolting at every shake of her wrist as she grasps the joystick. She moves it to a direction, carefully eying the prize she sought.

Murphy's Law. I remember citing this in a previous writeup on the things I learned the previous year. And it very well deserves to be in that list. Personally, though, I don't have the slightest idea who this Murphy guy is and how his name went down in history for a theory that just became a law out of the coincidences of people's experiences. And somehow, I don't really care who he is.

According to him, "Anything that can go wrong, will go wrong." In other words, in any plan, there is the probability that it will not go as planned. There will always be something or someone that will screw it up one way or another. Well, the universe and fate have a funny way of playing with people. And I guess they told Murphy all about it.

We all know how it feels when a plan goes off track. It sucks, especially when we gave so much effort in the planning, keeping in mind that nothing can go wrong. It sucks even more when we forget to make a back-up plan. Canceled vacations, jobless intervals, and unaccomplished surprises are a result of my experiences with this law. That's what Murphy left out: how one feels after being tested with his law.

As the robotic arm returns to its initial position, it drops a stuffed toy down its chute. The little girl claims her prize, walking away with a victorious smile on her face.

Well, if the plan of the arcade company was to make sure no one could get a doll from that machine, then someone benefited from Murphy and his law.

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