Long time no post, I know. 🙂
Still, I couldn’t resist sharing the new web-based version of Blagtron (or BlaGTroN, if you prefer the classic capitalization)—my light-cycle game from 1994! Originally crafted in Turbo Pascal starting back in 1989 (yes, I was still in high school then) and later ported to Borland Pascal 7, it’s a nostalgic trip back to the MS-DOS era and the chaos of having a bunch of friends hunched over a single keyboard. It’s also genuinely fun to play!

There’s no installation and no ads. It supports 2 to 5 players (plus a 1-player practice mode), works with keyboards and game controllers (no touchscreen controls; those wouldn’t suit this style of game), and more features are on the way. Eventually, that might include bots, though not anytime soon—I want to preserve its multiplayer roots for now.

one single keyboard with 3 more people. 🙂
I lost the original Pascal source code about 30 years ago. However, modern AI managed to decompile the old 16-bit MS-DOS executable (available from my previous post, for instance) and reconstruct a working Pascal codebase, which was then translated to JavaScript. I took the opportunity to implement a few ideas I’ve toyed with over the past three decades, but I deliberately kept the core logic true to the 1994 original.
Give it a spin, especially if you have a friend or two around (the fun factor scales exponentially once you hit 3+ players). If you have feedback or suggestions, feel free to drop me a line via the contact link on the game’s page. (Keep in mind I won’t be adding anything that radically alters the core gameplay, though I might stash good ideas for future projects!)
What you need to play:
- PC, Mac, or Linux: Supports up to 4 players on a single keyboard. Alternatively, any player can use a gamepad.
- 5-player matches: Requires at least one gamepad (or up to five, if you have enough controllers for everyone).
- Mobile / Tablets: While touchscreen inputs aren’t supported, you can connect Bluetooth keyboards and controllers just like on a desktop.

When I started this blog, one of the conscious decisions I made back then was to avoid the common “look at this cool thing I’ve just found!” posts. The reasons are several: because that tends to “date” posts (i.e. what’s novelty now will be old hat in a couple of months), because that makes a blog little more than a collection of links, and because tons of other blogs already do exactly that.
Time Commanders is a BBC2 show that ran for two seasons, between  2003 and 2005. In it, four players controlled one army (two as “generals”, two as “lieutenants / captains”) in a classical era battle, with a preliminary version of the Rome: Total War engine (which wasn’t yet released at the time, so Total War fans were actually seeing the upcoming game for the first time, at least during the beginning of the first season). Interestingly, instead of players competing against each other (either solo or in teams), all of them were on the same side; their opponent wasn’t run by an AI, but was instead controlled by (unseen) technicians, instructed to use tactics similar to the actual ones used in that battle. Incidentally, the show took care to select players without video gaming experience, which I think actually makes things more interesting: they don’t see it as a “video game” they have to beat, but as an important battle that actually happened, some 2000 years ago. Which is exactly how one should look at it.
Before the actual battle, there were mission briefings (shown, again, using the R:TW engine) in which both the team and the audience were told about the historical background for the battle, the generals and forces involved, what was at stake, and which key troops both sides had available. The lieutenants / captains were also responsible for the initial scouting of enemy forces and positions, and for relaying that information to the generals.
Meanwhile, two actual historians and/or military instructors (one permanent, the other one rotating between several people from episode to episode) gave more insight on the battle, and commented on the team’s tactics, outside the hearing range of the players. Only after the battle ended would they tell the players what they did rightly and wrongly, and how the battle actually went, historically. Note also that quite often the team would lose the battle, and lose spectacularly; in a way, watching how much some of the players could “blow it” was one of the series’ most entertaining aspects. 🙂
In short, this show — sadly cancelled after only two seasons — combines four things I love: history, video games, strategy, and British humor. What more could anyone want? 🙂 The episodes don’t seem to be available on DVD or Blu-Ray, unfortunately, but most of them, if not all, are currently on YouTube (just search for “time commanders“), and, of course, if you’re inventive, there are always other places to look for them. I’d still buy the series on DVD, if it were ever released, just to have it in better quality.



… 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…

