The Magnavox Odyssey2 / Philips Videopac G7000

If you thought the ZX Spectrum was “old”, you’ve got another thing coming. Meet the Magnavox Odyssey2, known in Europe as the Philips Videopac G7000. ((in Brazil, it was the Phillips Odyssey, without the “2“; I remember ads for in in the Brazilian Disney comics commonly available in Portugal when I was a kid, in the late 70s and early 80s)). Released in 1978, and competing with the Atari 2600, the Videopac (sorry, Americans, but I grew up with the Videopac name) was a moderately successful console. I think my father bought his in 1980, though there’s no way to be sure; as you can guess, I was quite young back then. Anyway, the console would be used for years, mostly by me and my brother, even after we “evolved” to the 48K ZX Spectrum.

Philips Videopac G7000
(image source: Wikipedia)

Continue reading The Magnavox Odyssey2 / Philips Videopac G7000

TGomL: Last Ninja 2 (Commodore 64, 1988)

Note: this post is expanded from one in my old blog, The Games of My Life.

Most retro games here so far have been on the ZX Spectrum, due to that being the computer of my childhood and early teenage years, but later on I also had a Commodore 64 that I bought second-hand, one of the original models, which looked a lot like a bread box (which was actually one of its nicknames). Although I only had one quite late in its life (I think it was 1989 or so, and the C64 was released in 1982, the same year as the Speccy), there were some unforgettable masterpieces for that little 1 MHz (!) beast that I played even then. This, System 3’s Last Ninja 2 ((note that the first game is The Last Ninja, but the second one lost the “The“.)), is certainly one of them.

Last Ninja 2 - starting screenOddly enough, I played the Spectrum version first, for more than a year, and one tends to get attached to the version he plays first. The Speccy version was good enough, with its decent monochrome graphics and smooth gameplay, although it only had any music on the start menu: the game itself was as silent as if you were playing on a ZX81. But the C64 version blew me away. One screen of this game has more atmosphere than many entire games of the time. The music is hauntingly beautiful ((yes, I know this last one is based on a Tangerine Dream song.)) (all 13 tunes), and from time to time I even fire up Sidplay just to listen to it. Playing it, there’s an almost tangible sense of desperation and utter loneliness, of being in a world where everyone tries to kill you… and yet, everything is familiar — a park, city streets, sewers ((OK, these are probably not that familiar to most people, hopefully…)), an office building, and so on. And the environment is at least as dangerous an enemy as your human enemies. The whole game is difficult and unforgiving – no “tutorials where you can do no wrong”, or any other kind of hand-holding here. You will die a lot. But the feeling of finally passing a level (after hours or even days), and getting a beautifully drawn loading screen for the next one, complete with a new tune, a new area, new enemies, and the suspense of not knowing what’s next…

Last Ninja 2 - the parkOh, and there are alligators in the sewers. I knew it all along. πŸ™‚

If you’re not a graphics junkie (or even if you are, but are able to see games in the context of when they were released), get an emulator and the game (or buy it for the Wii Virtual Console for 500 points), and try it for yourself. You’ll truly appreciate how sad it is that games like this are no longer made; these days it seems that almost all games are first person shooters, sports games and MMORPGs.

Tip: even if you, at the time, finished the Spectrum version (or even another one, such as the quite inferior(!) Amiga, NES and PC ports), try the original C64 version. It’s the only one that really “got” it.

4 great WordPress plugins

I have been blogging with WordPress since 2004, and during all these years I’ve maintained several blogs; some of them exist to this day, some were eventually shut down, and some “lie dreaming until the stars are right.” I hadn’t started a new one in quite a while now, and so, when I created Winterdrake a couple of weeks ago, I did what I usually do in terms of which plugins to install: instead of just copying the /wp-content/plugins/ directory from an existing blog, I start afresh. I see what plugins are the most popular and/or have the most positive votes, both for each requirement (e.g. one to edit your comments, one to show related posts, one for caching, one to improve SEO, and so on) and in general: by doing the latter, I can (and do) find something extremely useful that I didn’t even know existed.

The result is that this blog currently has an almost completely different set of plugins from my other blogs (which will eventually be changed so they use most of these ones, too), and I’d like to share a few of them, that old WP bloggers such as myself may not even know exist:

  • WordPress SEO: forget All-In-One SEO and other SEO plugins: this one is so much better, it’s not even funny. It also takes care of XML sitemaps for you, so no need to install a separate plugin for that.
  • W3 Total Cache: this one is relatively well-known, so this may not be news to you, but if you’re using any other caching plugin (e.g. WP Super Cache), switch to this one. (And if you’re not using a caching plugin at all, you should.) Besides the incredible improvements in terms of speed, you can also use it to minify HTML, CSS and JavaScript automatically, and keep static files automatically on a CDN, or simply in a “static.yourdomain.com” virtual host (which is quicker since it won’t have PHP and such enabled, and the fact that it’s a different host allows browsers to open more connections, as they by default limit the number of simultaneous connections to each host), accessible by FTP. I’m using the latter option on this very blog.
  • Fluency Admin: doesn’t affect your readers directly, but makes your blog’s Administration section so much more pleasant to use and look at, that I almost cringe when I enter the same section for my other blogs where I haven’t installed this plugin yet.
  • Jetpack: a relatively recent “package” of useful plugins distributed by WordPress, so that self-hosted blogs (such as this one) can have several interesting features until now unique to blogs hosted on WordPress.Com. Currently I’m only using two of them: the WordPress.Com stats (which have several advantages over Google Analytics, though I’m using that as well), and After the Deadline, which adds grammar and style checking to the already existing spellchecker, and usually spots something I’ve missed, such as using a short word such as “is” twice in succession.

Hope you find this useful. Two weeks ago, the only one of these I knew about was W3 Total Cache (and that one I’m already using on my other blogs), and I’m in love with the other three right now. πŸ™‚

TGomL: Doomdark’s Revenge (ZX Spectrum, 1984)

Note: this post is expanded from one in my old blog, The Games of My Life.

In 1984, there was a little game for a little 48 KB machine which amazed everyone – nobody had done something like that with a computer (even a “bigger” one) before. You may have heard about it. I’ve even mentioned it here, some time ago: Mike Singleton’s The Lords of Midnight. ((I also used it as an obviously — and intentionally — unfair comparison with The Lord of the Rings Online with DirectX11.))

In the same year (!!!), Mike surpassed himself, with a game that was even larger, more complex, more detailed, more varied… and still used only 49152 bytes of RAM. It wasn’t very well named, though. The game was Doomdark’s Revenge.

Doomdark's Revenge - starting screen Doomdark's Revenge - meeting Torinarg the Barbarian

Why wasn’t that a good name? Because Doomdark, the villain from the first game, was, indeed, dead, after his defeat in LoM. Really dead, not “undead” or “sleeping until the stars are right”. The so-called “revenge” was to be by his daughter, Shareth the Heartstealer, from the land of Icemark (to the north of the land of Midnight), who was even more powerful and evil than his father (aren’t they always?), and who wanted Luxor the Moonprince to pay… because she had wanted the pleasure of killing her father for herself. Yes, you read that right. Surely a biting commentary on the nature of father-daughter relationships. To that end, she kidnapped Morkin, son of Luxor the Moonprince, the main character, took him to Icemark, and Luxor, an army of a thousand riders, and a couple of friends travelled between lands in order to rescue Morkin and bring an end to the threat of Doomdark’s family once and for all. (This story was told in detail in the excellent novella that accompanied the game.)

But the game was amazing. Instead of the “us versus them” of LoM, this game had several different races, with hierarchies of command (lieges and vassals, and their vassals, and so on), who moved around by themselves, waged war, and all that was mostly unpredictable. Every lord had characteristics, like being good, or evil, or reckless, or brave, or cowardly, or slow, or treacherous, and so on. The villainess, Shareth, also had her own goals, recruiting lords and their armies to her cause.

How unpredictable was the game? So much that, sometimes, Shareth herself was killed in battle, far away from you. (no, that didn’t end the game – you also had to rescue Morkin, and return to Midnight, remember?)

A far cry from today’s largely scripted games, isn’t it? And, unfortunaly, an idea that was never seen again, as far as I know. The villain is either stopped by the hero, or isn’t stopped at all. I know it makes things more epic, but… Doomdark’s Revenge, with its unpredictability, made me feel that, while I could affect the world, it didn’t revolve around me. (The other extreme of that equation, by the way, is a typical MMORPG – where, sure, the world doesn’t revolve around you, but you also can’t affect it in any lasting way, because the world is more like a “playground”, and it must remain mostly the same for other players. “Look, but don’t touch.” ((since I wrote that part in 2005, there have been some advances in MMORPGs in that respect, one of them being the idea of “phasing” parts of the world, so that, say, if a town is destroyed during a quest’s storyline, it stays destroyed for players who have already gone through that quest; those who didn’t, see it as intact. What happens is that the game actually sends them to different, but similar, areas.)) But I digress.)

Comparing it to its predecessor, the game has, in my opinion, both advantages and disadvantages. The complexity of characters and relationships are, of course, great, and so is the unpredictability, and the fact that there are no defined “good” and “evil” sides: everyone but Shareth is theoretically recruitable, though they are only amenable to being so by characters with similar traits; in other words, a good, brave and loyal lord will have no chance to recruit an evil, cowardly and treacherous one (though in this particular example, you may wonder why you’d ever want to…). However, it is precisely the fact that every character but one is recruitable that, in a way, works (in my opinion) to its disadvantage: it makes waging war a waste of time. Anyone you’re fighting is anyone you could be recruiting (even if you don’t currently have a character capable of doing so). This makes Doomdark’s Revenge less involving in terms of strategy than Lords of Midnight, where waging war and plotting a good strategy was necessary, and a big part of the game — even if you happened to be trying for Morkin’s “destroy the Ring Ice Crown” quest.

Also, some features appear to be unfinished or at least useless, such as the weapons and items you can pick up (I don’t think I ever used them to any actual effect), or the underground tunnels, which (with the exception of one of them, needed to get to the otherwise unreachable place where Morkin was captive) had little or no use.

Another feature I miss from LoM is that lords used to fight enemy armies; here they just fight other lords (though they can be killed by armies). It was fun to hear, in the after-battle report, that “Luxor slew one hundred and twenty of the enemy. His riders slew…” πŸ™‚

Anyway, as with virtually every Spectrum game, you can get it (legally) at World of Spectrum. I also recommend Chris Wild’s excellent Doomdark’s Revenge resource.

The (Eventual) End of SEO?

I’ve just read a thought-provoking article, Has SEO Peaked?, which links to another article called Someday, the sun will set on SEO β€” and the business of news will be better for it, and I’d like to share my thoughts on that subject.

One of the questions raised in the above articles is this: if search engines were perfect, then everyone could use the “I’m feeling lucky” option on Google (which takes you immediately to the search’s first result), or its equivalent on another engine. After all, the first result would be the best one, wouldn’t it? The fact that very few people ever do that is proof that people don’t trust search engines, because they often fail. Either they put a bad quality page on top, or one that isn’t really what the user was searching for.

But what if they didn’t? (more after the break)

Continue reading The (Eventual) End of SEO?

Expospeak

Since I mentioned the As You Know trope before (the one where characters tell each other things they both know (usually beginning with the words “as you know…”), just for the benefit of the reader), I couldn’t resist sharing an even more exaggerated variation of it: Expospeak, where characters unrealistically explain things and do “exposition” for the setting they’re in, even in what should supposedly be normal dialogue.

The TV Tropes page linked above has what I believe to be a perfect example, though it’s an intentional one, written for a bad short stories competition:

“Send a message back to Command Central on Earth and ask for their advice, which we will be able to receive immediately even at this great distance, thanks to the ingenious manipulation of coherent radiation through a Bose-Einstein condensate and the bizarre influence of the Aspect effect, which enables us to impart identical properties to remotely separated photons,” Captain Buzz told the feathered Vjorkog at the comms desk, “and tell them our life-pod is going to explode in eight seconds.”

It’s exaggerated, of course… but a lot of science fiction (and, to a lesser extent, fantasy) is guilty of this trope. Writers, if you really need to explain how something works, do it in the narration. People don’t talk about how cars work every time they drive one, you know. πŸ™‚

TGomL: Sid Meier’s Alpha Centauri (PC, 1999)

Note: this post is expanded from one in my old blog, The Games of My Life.

This game should have actually been named “Brian Reynolds’ Alpha Centauri”, but Sid Meier was (and is) the best known name, and it draws heavily on Meier’s original Civilization, so… Sid Meier’s Alpha Centauri it was (or “SMAC” to its friends). By Firaxis Games, distributed by Electronic Arts, shortly before the end of the last century.

Sid Meier's Alpha Centauri - title

SMAC, believe it or not, is still a very popular game these days among strategy fans, and for good reason. In my opinion, it’s still the best Civ-style game, and has yet to be surpassed: Civ 4 was indeed a great game, and so is Civ 5 (though I can’t agree with a couple of design decisions), but, to me, SMAC remains the best Civ-style game. Unfortunately, it didn’t sell as well as it should have, possibly because most people — even most strategy buffs — aren’t science fiction fans, and it’s much easier to understand what you’ll get by inventing The Wheel” or “The Alphabet” than what “Bioadaptive Resonance” or “Controlled Singularity” even are. In short, it scared away many Civ fans, which was a shame.

Sid Meier's Alpha Centauri - gameplay

But it has some things no other game of its kind has:

  • style – the spartan ((no, I’m not referring here to the Spartans, a survivalist faction in the game :))) interface, the voices, the graphics, the sounds, the descriptions, the movies. It really made you feel like you were in a different, but viable world.
  • personality – the Civ games’ leaders, even though they’re supposed to be real life ones, have little or no personality. SMAC’s had. A lot. Who can forget Chairman Yang, Lady Deirdre, Sister Miriam, or CEO Morgan? They actually have different goals in mind, and act towards them. They all speak in their own way. And they all have great quotes — all of them spoken in the game by the characters.
  • a story – yes, a strategy game with one. Really. And it doesn’t always end the same way (and I don’t mean just because you lose the game in the middle).

As I said, it’s still my favorite game of its kind, after 12 years. You can probably find the Planetary Pack (the game plus the expansion pack on a single CD) for sale somewhere, though it’s harder than it used to be. And you really should, if you’ve ever been interested in the Civilization series, or strategy games in general. Note, however, that getting it to run perfectly on modern Windows operating systems may constitute a challenge.

Links: Wikipedia entry, Official site.

P.S. – did you know that this game has inspired 3 novels (which I have), a comic book (which I also have) and a GURPS book (dammit…)? Not bad for a turn-based strategy game… πŸ™‚

A new Lords of Midnight for iOS (and others)?

Good thing I’m not superstitious, or I would find this kind of coincidence very weird. After “resurrecting” a 2005 post of mine (more than 50% of it is new, though) about Lords of Midnight, I follow the link that was already in the 2005 version of the post (which I had initially merely checked to see if it was still live, when posting), look around a bit more, find out that Chris Wild (the site’s owner, and author of the Lords of Midnight and Doomdark’s Revenge DOS ports) has a blog, and then I see these three posts

… dated March 8, 2011, that is, two days ago…

Lords of Midnight (lord)… announcing the development of a new Lords of Midnight, (initially) for the iPhone and iPad, but eventually for Android and other systems (including PCs), turn-based, with landscaping such as the originals, but with new graphics, better AI, other small adjustments…

… and to be a collaboration between Chris Wild and Mike freaking Singleton, author of the original games in 1984.

Again, these posts are from two days ago… or one day before my LoM post on this very blog. And I swear I hadn’t visited Icemark.com in years (I think last time I did, Chris didn’t even have a blog). If this isn’t a coincidence, I don’t know what is.

Needless to say, I’m very excited about this. Especially because they’re promising that they won’t change genres, make it real-time, or anything else to screw up the game. Too many remakes or sequels lose sight of what made the original great (“oh, no, we can’t have a turn-based game in 2011, the kids wouldn’t have the patience…”).

Unix/Linux trick: ‘cd’ back to the previous directory

You know when you’re in a very “deep” directory, such as
/usr/local/src/this/that/thatother, and you type “cd” and press enter by mistake ((happens a lot when you think there’s only one directory where you are, so you type "cd <tab><enter>“, but there was in fact more than one, and the tab key didn’t add anything)) and go back to your home directory, and would love to go back to where you were before, without having to type all the path again (or copy and paste it, or do a CTRL-R back search)?

Just type “cd -” (that’s a single dash, or “minus” sign). Believe it or not, I didn’t know that until today, and I’ve used Linux since 1994 or so. Slightly embarrassing, I know. πŸ™‚

If you enter the command a second time, you will return to where you were before typing the first “cd -“. In other words, the command can be used to toggle between the previous directory and the current one.

It’s also not just a bash thing; I’ve tried it on FreeBSD’s sh and OpenBSD’s default ksh, and it works there as well.

(Found here, after someone asked me and I didn’t know the answer.)

P.S: – Welcome to the first technical post on Winterdrake. (Hey, it’s geeky stuff, too!)

TGomL: The Lords of Midnight (ZX Spectrum, 1984)

Note: this post is expanded from one in my old blog, The Games of My Life.

Do you like “The Lord of the Rings”? Tolkien’s epic, the best known fantasy book in the world? Did you enjoy Peter Jackson’s fantastic movie adaptations? If so, isn’t the idea of living the epic, even if “just” in a video game, tempting?

If you want to re-live the movies, the best choice is Electronic Arts’ two games, “The Two Towers”, and, especially, “Return of the King”. They’re fantastic, whether on a console or on the PC ((this section was originally written in 2005; while those two games are still excellent, they probably won’t look as good 6 years later, with their “PS2-era” graphics, even on the PC. Another more recent choice is The Lord of the Rings Online, but that’s a different kind of game.)). But they’re movie adaptations – basically, you “play” the movies’ main battles, with the movies’ looks, the movies’ music, and the movies’ actors doing the voices. Those two are great action games, I’m not trying to diminish them in any way. Other excellent movie-licensed adaptations include the RTSs Battle for Middle Earth I and II — Christopher Lee and Ian McKellen are especially wonderful in the first one).

But if you want to re-live the books

The Lords of Midnight #1 The Lords of Midnight #2

… there’s probably not a better choice than Mike Singleton’s 1984 classic, The Lords of Midnight.

Nope, it’s not “Tolkien-licensed”. It’s not an official LotR adaptation in any way, though the inspiration is obvious. And Mike (formerly an English teacher) actually wrote a short novella, which was included with the game, and was a joy to read.

But the game, a mix of adventure and strategy, was, 27 years ago, and is, right now, the best way to re-live Lord of the Rings — not an exploration of Middle Earth, not a meeting with Tolkien’s characters, but, instead, what Gandalf — who orchestrated the entire strategy — must have felt, and the challenges he had to meet.

Lords of Midnight is the perfect, still unequaled blend of grand strategy – defeating, or stopping, or at least delaying the Dark Lord’s seemingly endless armies by force of arms – with high adventure – a heroic quest of a brave hero who attempts, without an army behind him, using only stealth and courage, to destroy the Dark Lord’s main source of power – which, obviously, can only be done deep inside the Dark Lord’s territory. Sounds familiar, doesn’t it?

And that’s the beauty of the game: you control both lords with armies — think Aragorn, ThΓ©oden and such –, though you start with none and must recruit them, and individuals such as Morkin (the equivalent of Frodo, though here he’s really incorruptible, unlike everyone else), and other recruitable characters such as Fawkrin the Skulkrin (who would be the Gollum-equivalent) and Farflame the Dragonlord (an actual dragon, who moves faster than everyone else in the game and can easily, when rested, crush a 300- or 400-man army in one night, but can’t recruit troops). There’s also a complex hierarchy of “can-be-recruited-by” (which would get even more detailed in the sequel), which means that some lords can be recruited only by a couple of characters in the entire game. A LoM game is never short, unless you purposely screw things up, but it’s also never a forgettable experience. In your first few games you will really feel despair, because Doomdark’s (the Sauron-equivalent) armies seem endless (they aren’t), and recruiting a large enough number of lords to make a difference is far from easy. And your other option, Morkin’s quest, is virtually doomed to failure unless you put up enough of a military challenge to Doomdark to distract him ((which, you’ll note, once again parallels The Lord of the Rings…)).

Really, play this game. There’s a reason why it still has an active community, with enhancements, remakes, multi-player versions and so on… after 27 years. By the way, the fact that the game isn’t played in real-time and doesn’t require precise controls makes it better than most other old games for playing (emulated) on a mobile phone.