Shared posts

30 Nov 18:04

Build the Perfect Team in Pokemon Sun and Moon Right Now

Plan your play right now with this handy unofficial tool.
12 Nov 03:21

#1111; A Beautiful Bridge Club Afternoon

by David Malki

The first rule of bridge club is that you don't specify what kind of bridge the club is about. The second rule of bridge club is in order to make a game in one hand you need to succeed in a contract of at least three no trumps, four spades, four hearts, five clubs or five diamonds. The third rule of bridge club is watch out for cops

11 Nov 15:19

Making Time for Side Projects: A Daily Habit

by me@briangilham.com (Brian Gilham)

With so many other commitments to deal with, it can be hard to find time to work on side projects. In this article, I discuss the need for carving out a chunk of time to get work done – each and every day.

When I read Brian’s Be Kind story, I immediately subscribed to his Monday Mailer newsletter. A while later I asked him if he’d be interested in writing something for Pony Foo, which he kindly agreed to. In this article, he writes about side projects. How to do more — when you already do so much?

Enjoy!

Side projects are a great way to grow as a developer, both personally and professionally. They let get out of your comfort zone, learn new skills, and exercise your creative muscles. But it can be hard to get anything done while juggling a day job, kids, friends, family, and countless other commitments. In the past, I’ve tried to cram side project work into the cracks between other items in my calendar. It was frustrating at best; completely ineffective at worst. I constantly felt like I was shortchanging the projects I was most passionate about.

Over the last two months, I’ve taken a different approach. I’ve been cultivating a daily side project habit. Each and every morning, I do something to push my side projects forward – even if I only have 15 minutes to spare. I’ve seen great results, so far. And I’ve learned that a small, focused task, done daily, beats a sporadic effort every time.

1. It’s easier to get started

It’s hard to gather the energy to start a new project – and even harder to re-start one after an extended absence. Working just a little bit, every day, means you never lose momentum. It’s easy to pick up where you left off because everything is still fresh in your mind.

2. The pressure is off

If you work on just one task a week, it’s easy to feel like it has to be perfect no matter what. I’ve fallen into that trap with my weekly newsletter, the Monday Mailer. If I wait until the weekend to start writing, I spend the first hour freaking out. But when I work at a steady pace, writing something every day, it’s a lot easier.

Once you have a daily side project habit, the pressure’s off. If you have a bad day – and you will – it’s okay. There’s always tomorrow. I’ve become more relaxed which, unsurprisingly, has improved the quality of my work overall.

3. You stop relying on motivation & inspiration

You don’t need to get ramped up; everything is still fresh in your mind from the day before. You don’t need to remind yourself where you left off, or what you need to do next. It biases you toward taking action, making it possible to be productive even when you’re short on time.

You see yourself making progress each day, making it easier to have the confidence to do the work the next day. It cuts down on procrastination and self-doubt. You get over the idea that doing a good job requires waiting for a magical moment of inspiration to strike.

It’s up to you

Of course, a daily side project habit won’t change anything if you spend that time scrolling through your Twitter feed. Don’t sabotage yourself. It’s up to you to carve out the time your side project deserves. Find a quiet room, silence your phone, close Facebook, and get down to work.

After a few days, you’ll be surprised how much you can accomplish.

11 Nov 15:08

Link: The Southern Poverty Law Center/Responding To Everyday Bigotry

by JenniferP

This excellent guide is full of gentle, direct scripts pulled from real situations.

Speak Up: Responding To Everyday Bigotry

 


10 Nov 23:29

Huh I feel real: Best protest songs

by humanizingthevacuum

Motivated by an instinct to avoid the usual suspects because as of two this morning we live in unusual times, I compiled a list of songs that protested boundaries, legislative and sexual.

1. Public Enemy – Fight the Power
2. Sam Cooke – Chain Gang
3. Bobby Fuller – I Fought the Law
4. Bronski Beat – Smalltown Boy
5. Merle Haggard – I’m a White Boy
6. Billie Holliday – Strange Fruit
7. Killer Mike – Reagan
8. David Bowie – Fantastic Voyage
9. Creedence Clearwater Revival – Don’t Look Now
10. Funkadelic – If You Don’t Like the Effect, Don’t Produce the Cause
11. Prince – Controversy
12. Nas – America
13. X-Ray Spex – The Day The World Turned to Day-Glo
14. Kendrick Lamar – King Kunta
15. Bruce Springsteen – Badlands
16. Pet Shop Boys – It Couldn’t Happen Here
17. Dead Prez – Hip Hop
18. Sonic Youth – Youth Against Fascism
19. Pulp – Common People
20. Lupe Fiasco – Words I Never Said
21. Grimes – Realiti
22. The Isley Brothers – Fight The Power (Part 1 & 2)
23. John Lennon – Working Class Hero
24. Gil Scott-Heron – Winter in America
25. Staple Singers – I’ll Take You There
26. Curtis Mayfield – (Don’t Worry) If There’s a Hell Below, We’re All Going to Go
27. Pearl Jam – World Wide Suicide
28. Sly & The Family Stone – Don’t Call Me Nigger, Whitey
29. Queen – I Want to Break Free
29. John Coltrane – Ascension
30. Sleater Kinney – Step Aside
31. Sylvester – You Make Me Feel (Mighty Real)
32. Public Image Ltd – Rise
33. Sterling Void – It’s Alright
34. Alex Anwandter – Siempre Es Viernes En Mi Corazón
35. Madonna – Into the Groove


10 Nov 21:36

Desktop Ensemble

by Andy Baio

more from Soft Object

10 Nov 18:57

Disney's Practical Guide to Path Tracing

by Andy Baio

modern animation techniques presented like a 1950s Disney short

04 Nov 14:55

Heart Cross Matching Guide

by Mantastic
Introduction I have been playing Myr  since her release and is my go-to leader for end game content provided I do not need to hit outrageous damage on a regular basis. As such, I have a strong understanding of how to form heart crosses along with the strategies used to successfully clear various dungeons. Thus, I … Continue reading Heart Cross Matching Guide →
03 Nov 15:26

Review: SpaceHeist

Taylor Swift

Looks like a dope local multiplayer roguelite.

Of all the genres that have made a resurgence as of late, rogue-likes sit atop the list of ones I’m glad to see back. Games like FTL, The Binding Of Isaac and even XCOM to an extent scratch an itch I didn't even really know I had until recently. So when SpaceHeist entered the fray touting co-op of all things I was interested to say the least.

In SpaceHeist, you and up to two friends captain a variety of ships through the cosmos whilst avoiding asteroids, enemy ships and solar flares that look more like miniature stars than anything else. It reminds me a lot of Pulsar: Lost Colony on the PC which shares a similar premise.

While you can play solo it’s really not advised, as even on the earlier levels you’ll soon find yourself overwhelmed by the amount of screens you have to jump between and the numerous problems flying (or floating) your way. There's little difference between the two and three player experience.

Screenshot 2016 08 15 13 44 50

This course looks fine to me. What could go wrong?

The game has three ships which can be earned by completing all the missions with the previous ship or by purchasing them via an IAP. Unfortunately only one of the ship's allows three people whilst the other two are affairs strictly for dynamic duos. The fact that the three player ship is one of the ones behind the £1.80/$2.13 paywall feels a little manipulative, but the flip-side is that only one person needs to own the ship for all three of you to play. You'll notice that ships also have more stations than there are people – four on a two-person ship, six on a three person. Simply put, staying at one station for the duration of a run can be rather boring so being able to switch between all of the stations helps alleviate that.

The gameplay itself is smooth if a bit simple. Going round all the stations on the first ship we have the laser station where you drag your two beams individually onto whichever target you please and they will do damage over time. Purple lightning bolts float by from time to time, nabbing and activating them overcharges your lasers allowing them to do extra damage for a short period. Next is shield control, which rather than having you manage energy bars, or something like that, has you spawn little shields in space that deflect dangers. You can deploy three at a time and they can only deflect one thing before disappearing so you have to use them wisely.

Screenshot 2016 08 15 13 45 40

"Did we hit something?" "Err... no."

The repair station is undoubtedly my favourite of the bunch: you select a damaged section and then have to do a quick word puzzle to repair it. None of the puzzles I’ve encountered were very challenging but it’s still an interesting way to handle that mechanic. Lastly we have the pilot station which involves you tapping out a path on the map, trying your best to avoid obstacles and such. This is easily the most lacklustre of the lot and it only really needs a quick glance every now and then to make sure you haven’t bumbled into an asteroid field.

It’s quite apparent that SpaceHeist is a low key project. The the sound effects are well done, but the door noise every time you start a game is louder than everything else for no reason and the game is utterly devoid of music. I’m aware not every game requires heart-wrenchingly beautiful soundtracks that took the composer an eon to complete but even some generic background music would help the game feel less empty and dead.

The lack of story and context are things I think I’m going to bring up ad nauseam on this site but SpaceHeist doesn’t even pretend it’s got either of those at all. I only realised the reason for the game’s name when a friend pointed out that the enemy ships you fight are likely police ships and so you’re probably robbers or thieves. There's no intro sequence going over the story and the only character is a woman in the tutorial who teaches you the basics and then rides off on her proverbial space bike, never to be seen again.

Screenshot 2016 08 15 12 00 44

It's different, but it works.

Lastly we come to the weakness hidden within SpaceHeist’s strength - local co-op. Now I don't pretend to know a lot about net code or running servers, and I appreciate this can be a nightmare especially for less experienced devs or ones who only do it part time. But with all that being said I genuinely feel SpaceHeist would greatly benefit from proper online play. At the moment the game does allow you to play online by sharing your public IP address with friends but this systems seems a bit unruly and is also not even mentioned on the store page. As it is the only time I could see myself and some friends playing this game casually would be when we’re out and waiting for someone to arrive or when we’re on a train/bus journey which isn’t all that often in my case. I am glad to report the game does allow android and IOS uses to play together though, which is something.

At the end of the day even if you’re vehemently disagreeing with everything I’ve just said about the game the one thing I want you to take away from this review is to give the game a shot. It’s free and a miniscule download so anyone can play it. Pockethop’s rather spartan site still says they are working on SpaceHeist and I hope that means they plan on supporting it for a while as I believe with a bit of elbow grease and love this it could turn into a nice little gem.

02 Nov 05:37

Report: Nintendo is shutting down Wii U production this week

The last Wii U console will reportedly be manufactured Friday, ending the production of the console after just 4 years. ...

31 Oct 18:15

Zeta Reticulans – by Ramón Sierra

by zacksoto

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21 Oct 17:48

Ombra in Harajuku w/ Michiko Koshino Streetwear & Tokyo Human Experiments Rings

by tokyo
Taylor Swift

"You have matched with CyberCris on ShittyTindr™"

Cristian Ombra is a London-based Italian model who we met on the street in Harajuku. Ombra was in Tokyo to model for Japanese designer Michiko Koshino.

Ombra is wearing a Michiko Koshino jacket and t-shirt with mesh pants and velcro sneakers. His silver rings are mostly from Tokyo Humanexperiments with one from the Fangophilia x Legiomade collection. He also has multiple tattoos and piercings as well at tattooed eyeballs.

Find Ombra on Instagram and Facebook for more pictures and information.

Cristian Ombra In Harajuku Michiko Koshino x Cristian Ombra Michiko Koshino Jacket Jacket by Japanese Designer Michiko Koshino Michiko Koshino x Face Tattoos Tokyo Human Experiments Silver Rings Ombra Neck Tattoos Michiko Koshino Hooded Jacket Fangophilia x Legiomade Siler Ring Velcro Sneakers & Mesh Pants

Click on any photo to enlarge it.

12 Oct 21:31

Here's How We Feel After Two Hours With Pokémon Sun and Moon

Taylor Swift

I am so ready for this to come out like right now

Our resident Pokémon Master takes on the latest game in the series.
12 Oct 19:27

Nelly Furtado – Islands of Me

by Will
Taylor Swift

Love it, love her

“Furtado Archipelago”… rolls off the tongue well, don’t it?


[Video][Website]
[6.29]

Juana Giaimo: In opposition to the magnificent style of The Spirit Indestructible which, as its title points out, aimed for vibrant songs full of energy, in “Islands of Me” Nelly Furtado is completely perplexed. “Islands of Me” is characterized by instability, shifting from bright moments — like those playful synths imitating her voice after the chorus — to the depth of herself. She advances carefully, not relying on a solid structure. It carries me back to my younger self, who thought that when high school would be over, I’d finally be free and I’d magically find happiness. Almost four years later, I am asking the same questions Nelly Furtado is asking this time. I picture her trying desperately to find new paths, not giving up because she owes it to herself — and because everything is better than to still keep on daydreaming — but sometimes being just too tired to continue trying, especially when you know that in the end there is only one thing you can find: islands of me.
[9]

Joshua Copperman: I was expecting something trend-chasing like The Veronicas’ “In My Blood,” but instead, I got something quite low-key. She sounds like she’s been paying attention to people like CRJ here, going for a slightly left-of-center pop sound, but without blatantly trying to emulate the style of other artists. Sure, the opening is a little bit unsettling, but I had no idea John Congleton produced it until the day this blurb was published. It’s bizarre that the man who produced albums for Swans and crafted that guitar sound for “Shut In” by Strand of Oaks would do something so shockingly simple.
[6]

Olivia Rafferty: The sparse, wobbly production almost seems like an intellectual parody of pop. That, combined with Furtado’s soulful delivery, makes me immediately jump to a Mozart’s Sister comparison. It’s clever, understated and weird — and by god, it grows on you.
[9]

Katie Gill: This is wonderfully weird! It’s a drum machine backing mixed with something vaguely chiptune mixed with Furtado’s detached vocals mixed with a bassline that wouldn’t surprise me if it came from Kylie Minogue. You’d think that this mess of a song wouldn’t work but weirdly, it does. It’s just a pity that Furtado’s vocals occasionally get swallowed by the electronic everything surrounding her.
[7]

Will Adams: The dark synth pulse that opens “Islands of Me” was mesmerizing, and I had fully prepared myself for a world in which Furtado went full-on hazy electro. The choppy drums and plinky major arpeggios barged in, and I awoke from my dream.
[5]

Alfred Soto: I appreciate the Jenny Lewis impersonation, the keyboard lines sound as if someone took the time to play melody lines on them, and the squelchy percussion track goes on its merry way. Too spare and eccentric to give Furtado a comeback, but I hope it attracts Shura fans.
[7]

Cassy Gress: I hate to be one of those “she changed it, now it sucks” sorts of assholes, but this is a mess. It’s Disney lyrics (“Is this the meaning of being free / When the only one on this island is me”), bad scanning (“making time FOR day DREAMin”), wobbly out-of-tune synths, sporadic distorted bass drum, and a C-Dm-Em-Dm chord progression in the chorus that reminds me of how disappointed I was when I binged on all the songs I could remember from the radio as a small kid (mid-to-late 80s) and realized how many of them were not that great. I listened to the swampy fireflies of “Turn Out the Light” so many times when I was 18 and “Maneater” still bangs. Dammit.
[1]

12 Oct 17:33

The Manhole

by Jimmy Maher

The Manhole

Because the CD-ROM version of The Manhole sold in relatively small numbers in comparison to the original floppy version, the late Russell Lieblich’s surprisingly varied original soundtrack is too seldom heard today. So, in the best tradition of multimedia computing (still a very new and sexy idea in the time about which I’m writing), feel free to listen while you read.

The Manhole



Were HyperCard “merely” the essential bridge between Ted Nelson’s Xanadu fantasy and the modern World Wide Web, it would stand as one of the most important pieces of software of the 1980s. But, improbably, HyperCard was even more than that. It’s easy to get so dazzled by its early implementation of hypertext that one loses track entirely of the other part of Bill Atkinson’s vision for the environment. True to the Macintosh, “the computer for the rest of us,” Atkinson designed HyperCard as a sort of computerized erector set for everyday users who might not care a whit about hypertext for its own sake. With HyperCard, he hoped, “a whole new body of people who have creative ideas but aren’t programmers will be able to express their ideas or expertise in certain subjects.”

He made good on that goal. An incredibly diverse group of people worked with HyperCard, a group in which traditional hackers were very much the minority. Danny Goodman, the man who became known as the world’s foremost authority on HyperCard programming, was actually a journalist whose earlier experiences with programming had been limited to a few dabblings in BASIC. In my earlier article about hypertext and HyperCard, I wrote how “a professor of music converted his entire Music Appreciation 101 course into a stack.” Well, readers, I meant that literally. He did it himself. Industry analyst and HyperCard zealot Jan Lewis:

You can do things with it [HyperCard] immediately. And you can do sexy things: graphics, animation, sound. You can do it without knowing how to program. You get immediate feedback; you can make a change and see or hear it immediately. And as you go up on the learning curve — let’s say you learn how to use HyperTalk [the bundled scripting language] — again, you can make changes easily and simply and get immediate feedback. It just feels good. It’s fun!

And yet HyperCard most definitely wasn’t a toy. People could and did make great, innovative, commercial-quality software using it. Nowhere is the power of HyperCard — a cultural as well as a technical power — illustrated more plainly than in the early careers of Rand and Robyn Miller.

The Manhole

Rand and Robyn had a very unusual upbringing. The first and third of the four sons of a wandering non-denominational preacher, they spent their childhoods moving wherever their father’s calling took him: from Dallas to Albuquerque, from Hawaii to Haiti to Spokane. They were a classic pairing of left brain and right brain. Rand had taken to computers from the instant he was introduced to them via a big time-shared system whilst still in junior high, and had made programming them into his career. By 1987, the year HyperCard dropped, he was to all appearances settled in life: 28 years old, married with children, living in a small town in East Texas, working for a bank as a programmer, and nurturing a love for the Apple Macintosh (he’d purchased his first Mac within days of the machine’s release back in 1984). He liked to read books on science. His brother Robyn, seven years his junior, was still trying to figure out what to do with his life. He was attending the University of Washington in somewhat desultory fashion as an alleged anthropology major, but devoted most of his energy to drawing pictures and playing the guitar. He liked to read adventure novels.

HyperCard struck Rand Miller, as it did so many, with all the force of a revelation. While he was an accomplished enough programmer to make a living at it, he wasn’t one who particularly enjoyed the detail work that went with the trade. “There are a lot of people who love digging down into the esoterics of compilers and C++, getting down and dirty with typed variables and all that stuff,” he says. “I wanted a quick return on investment. I just wanted to get things done.” HyperCard offered the chance to “get things done” dramatically faster and more easily than any programming environment he had ever seen. He became an immediate convert.

The Manhole

With two small girls of his own, Rand felt keenly the lack of quality children’s software for the Macintosh. He hit upon the idea of making a sort of interactive storybook using HyperCard, a very natural application for a hypertext tool. Lacking the artistic talent to make a go of the pictures, he thought of his little brother Robyn. The two men, so far apart in years and geography and living such different lives, weren’t really all that close. Nevertheless, Rand had a premonition that Robyn would be the perfect partner for his interactive storybook.

But Robyn, who had never owned a computer and had never had any interest in doing so, wasn’t immediately enticed by the idea of becoming a software developer. Getting him just to consider the idea took quite a number of letters and phone calls. At last, however, Robyn made his way down to the Macintosh his parents kept in the basement of the family home in Spokane and loaded up the copy of HyperCard his brother had sent him. There, like so many others, he was seduced by Bill Atkinson’s creation. He started playing around, just to see what he could make. What he made right away became something very different from the interactive storybook, complete with text and metaphorical pages, that Rand had envisioned. Robyn:

I started drawing this picture of a manhole — I don’t even know why. You clicked on it and the manhole cover would slide off. Then I made an animation of a vine growing out. The vine was huge, “Jack and the Beanstalk”-style. And then I didn’t want to turn the page. I wanted to be able to navigate up the vine, or go down into the manhole. I started creating a navigable world by using the very simple tools [of HyperCard]. I created this place.  I improvised my way through this world, creating one thing after another. Pretty soon I was creating little canals, and a forest with stars. I was inventing it as I went. And that’s how the world was born.

For his part, Rand had no problem accepting the change in approach:

Immediately you are enticed to explore instead of turning the page. Nobody sees a hole in the ground leading downward and a vine growing upward and in the distance a fire hydrant that says, “Touch me,” and wants to turn the page. You want to see what those things are. Instead of drawing the next page [when the player clicked a hotspot], he [Robyn] drew a picture that was closer — down in the manhole or above on the vine. It was kind of a stream of consciousness, but it became a place instead of a book. He started sending me these images, and I started connecting them, trying to make them work, make them interactive.

The Manhole

In this fashion, they built the world of The Manhole together: Robyn pulling its elements from the flotsam and jetsam of his consciousness and drawing them on the screen, Rand binding it all together into a contiguous place, and adding sound effects and voice snippets here and there. If they had tried to make a real game of the thing, with puzzles and goals, such a non-designed approach to design would likely have gone badly wrong in a hurry.

Luckily, puzzles and goals were never the point of The Manhole. It was intended always as just an endlessly interesting space to explore. As such, it would prove capable of captivating children and the proverbial young at heart for hours, full as it was of secrets and Easter eggs hidden in the craziest of places. One can play with The Manhole on and off for literally years, and still continue to stumble upon the occasional new thing. Interactions are often unexpected, and unexpectedly delightful. Hop in a rowboat to take a little ride and you might emerge in a rabbit’s teacup. Start watching a dragon’s television — Why does a dragon have a television? Who knows! — and you can teleport yourself into the image shown on the screen to emerge at the top of the world. Search long enough, and you might just discover a working piano you can actually play. The spirit of the thing is perhaps best conveyed by the five books you find inside the friendly rabbit’s home: Alice in Wonderland; The Wind in the Willows; The Lion, the Witch, and the Wardrobe; Winnie the Pooh; and Metaphors of Intercultural Philosophy (“This book isn’t about anything!”). Like all of those books excepting, presumably, the last, The Manhole is pretty wonderful, a perfect blend of sweet cuteness and tart whimsy.

The Manhole

With no contacts whatsoever within the Macintosh software industry, the brothers decided to publish The Manhole themselves via a tiny advertisement in the back of Macworld magazine, taken out under the auspices of Prolog, a consulting company Rand had founded as a moonlighting venture some time before. They rented a tiny booth to show The Manhole publicly for the first time at the Hyper Expo in San Francisco in June of 1988. (Yes, HyperCard mania had gotten so intense that there were entire trade shows dedicated just to it.) There they were delighted to receive a visit from none other than HyperCard’s creator Bill Atkinson, with his daughter Laura in tow; not yet five years old, she had no trouble navigating through their little world. Incredibly, Robyn had never even heard the word “hypertext” prior to the show, had no idea about the decades of theory that underpinned the program he had used, savant-like, to create The Manhole. When he met a band of Ted Nelson’s disgruntled Xanadu disciples on the show floor, come to crash the HyperCard party, he had no idea what they were on about.

But the brothers’ most important Hyper Expo encounter was a meeting with Richard Lehrberg, Vice President for Product Development at Mediagenic,1 who took a copy of The Manhole away with him for evaluation. Lehrberg showed it to William Volk, whom he had just hired away from the small Macintosh and Amiga publisher Aegis to become Mediagenic’s head of technology; he described it to Volk unenthusiastically as “this little HyperCard thing” done by “two guys in Texas.” Volk was much more impressed. He was immediately intrigued by one aspect of The Manhole in particular: the way that it used no buttons or conventional user-interface elements at all. Instead, the pictures themselves were the interface; you could just click where you would and see what happened. It was perhaps a product of Robyn Miller’s sheer naivetee as much anything else; seasoned computer people, so used to conventional interface paradigms, just didn’t think like that. But regardless of where it came from, Volk thought it was genius, a breaking down of a wall that had heretofore always separated the user from the virtual world. Volk:

The Miller brothers had come up with what I call the invisible interface. They had gotten rid of the idea of navigation buttons, which was what everyone was doing: go forward, go backward, turn right, turn left. They had made the scenes themselves the interface. You’re looking at a fire hydrant. You click on the fire hydrant; the fire hydrant sprays water. You click on the fire hydrant again; you zoom in to the fire hydrant, and there’s a little door on the fire hydrant. That was completely new.

Of course, other games did have you clicking “into” their world to make things happen; the point-and-click adventure genre was evolving rapidly during this period to replace the older parser-driven adventure games. But even games like Déjà Vu and Maniac Mansion, brilliantly innovative though they were, still surrounded their windows into their worlds with a clutter of “verb” buttons, legacies of the genre’s parser-driven roots. The Manhole, however, presented the player with nothing but its world. What with its defiantly non-Euclidean — not to say nonsensical — representation of space and its lack of goals and puzzles, The Manhole wasn’t a conventional adventure game by any stretch. Nevertheless, it pointed the way to what the genre would become, not least in the later works of the Miller brothers themselves.

Much of Volk’s working life for the next two years would be spent on The Manhole, by the end of which period he would quite possibly be more familiar with its many nooks and crannies than its own creators were. He became The Manhole‘s champion inside Mediagenic, convincing his colleagues to publish it, thereby bringing it to a far wider audience than the Miller brothers could ever have reached on their own. Released by Mediagenic under their Activision imprint, it became a hit by the modest standards of the Macintosh consumer-software market. Macworld magazine named The Manhole the winner of their “Wild Card” category in a feature article on the best HyperCard stacks, while the Software Publishers Association gave it an “Excellence in Software” award for “Best New Use of a Computer.”

We aware that The Manhole was collecting a certain computer-chic cachet, Mediagenic/Activision didn't hesitate to play that angle up in their advertising.

Well aware that The Manhole was collecting a certain chic cachet to itself, Mediagenic/Activision didn’t hesitate to play that angle up in their advertising.

Had that been left to be that, The Manhole would remain historically interesting as both a delightful little curiosity of its era and as the starting point of the hugely significant game-development careers of the Miller brothers. Yet there’s more to the story.

William Volk, frustrated with the endless delays of CD-I and the state of paralysis the entire industry was in when it came to the idea of publishing entertainment software on CD, had been looking for some time for a way to break the logjam. It was Stewart Alsop, an influential tech journalist, who first suggested to Volk that the answer to his dilemma was already part of Mediagenic’s catalog — that The Manhole would be perfect for CD-ROM. Volk was just the person to see such a project through, having already experimented extensively with CD-ROM and CD-I  as part of Aegis as well as Mediagenic. With the permission of the Miller brothers, he recruited Russell Lieblich, Mediagenic’s longstanding guru in all things music- and sound-related, to compose and perform a soundtrack for The Manhole which would play from the CD as the player explored.

An important difference separates the way the music worked in the CD-ROM version of The Manhole from way it worked in virtually all computer games to appear before it. The occasional brief digitized snippet aside, music in computer games had always been generated on the computer, whether by sound chips like the Commodore 64’s famous SID or entire sound boards like the top-of-its-class Roland MT-32 (we shall endeavor to forget the horrid beeps and squawks that issued from the IBM PC and Apple II’s native sound hardware). But The Manhole‘s music, while having been originally generated entirely or almost entirely on computers in Lieblich’s studio, was then recorded onto CD for digital playback, just like a song on a music CD. This method, made possible only by evolving computer sound hardware and, most importantly, by the huge storage capacity of a CD-ROM, would in the years to come slowly become simply the way that computer-game music was done. Today many big-budget titles hire entire orchestras to record soundtracks as elaborate and ambitious as the ones found in big Hollywood feature films, whilst also including digitized recordings of voices, squealing tires, explosions, and all the inevitable rest. In fact, surprisingly little of the sound present in most modern games is synthesized sound, a situation that has long since relegated elaborate setups like the Roland MT-32 to the status of white elephants; just pipe your digitized recording through a digital-to-analog converter and be done with it already.

As the very first title to go all digitized all the time, The Manhole didn’t have a particularly easy time of it; getting the music to play without breaking up or stuttering as the player explored presented a huge challenge on the Macintosh, a machine whose minimalist design burdened the CPU with all of the work of sound generation. However, Volk and his colleagues got it going at last. Published in the spring of 1989, the CD-ROM version of The Manhole marked a major landmark in the history of computing, the first American game — or, at least, software toy (another big buzzword of the age, as it happens) — to be released on CD-ROM.2 Volk, infuriated with Philips for the chaos and confusion CD-I’s endless delays had wrought in an industry he believed was crying out for the limitless vistas of optical storage, sent them a copy of The Manhole along with a curt note: “See! We did it! We’re tired of waiting!”

And they weren’t done yet. Having gotten The Manhole working on CD-ROM on the Macintosh, Volk and his colleagues at Mediagenic next tackled the daunting task of porting it to the most popular platform for consumer software, MS-DOS — a platform without HyperCard. To address this lack, Mediagenic developed a custom engine for CD-ROM titles on MS-DOS, dubbing it the Multimedia Applications Development Environment, or MADE.3 Mediagenic’s in-house team of artists redrew Robyn Miller’s original black-and-white illustrations in color, and The Manhole on CD-ROM for MS-DOS shipped in 1990.

In my opinion, The Manhole lost a little bit of its charm when it was colorized. The VGA graphics, impressive in their day, look a bit garish today.

In my opinion, The Manhole lost some of its unique charm when it was colorized for MS-DOS. The VGA graphics, impressive in their day, look just a bit garish and overdone today in comparison to the classic pen-and-ink style of the original.

The Manhole, idiosyncratic piece of artsy children’s software that it was, could hardly have been expected to break the industry’s optical logjam all on its own. Its CD-ROM incarnation, for that matter, wasn’t all that hugely different from the floppy version. In the end, one has to acknowledge that The Manhole on CD-ROM was little more than the floppy version with a soundtrack playing in the background — a nice addition certainly, but perhaps not quite the transformative experience which all of the rhetoric surrounding CD-ROM’s potential might have led one to expect. It would take another few excruciating years for a CD-ROM drive to become a must-have accessory for everyday American computers. Yet every revolution has to start somewhere, and William Volk deserves his full measure of credit for doing what he could to push this one forward in the only way that could ultimately matter: by stepping up and delivering a real, tangible product at long last. As Steve Jobs used to say, “Real artists ship.”

The importance of The Manhole, existing as it does right there at the locus of so much that was new and important in computing in the late 1980s, can be read in so many ways that there’s always a danger of losing some of them in the shuffle. But it should never be forgotten whilst trying to sort through the tangle that this astonishingly creative little world was principally designed by someone who had barely touched a computer in his life before he sat down with HyperCard. That he wound up with something so fascinating is a huge tribute not just to Robyn Miller and his enabling brother Rand, but also to Bill Atkinson’s HyperCard itself. Apple has long since abandoned HyperCard, and we enjoy no precise equivalent to it today. Indeed, its vision of intuitive, non-pretentious, fun programming is one that we’re in danger of losing altogether. Being one who loves the computer most of all as the most exciting tool for creation ever invented, I can’t help but see that as a horrible shame.

The Miller brothers had, as most of you reading this probably know, a far longer future in front of them than HyperCard would get to enjoy. Already well before 1988 was through they had rechristened themselves Cyan Productions, a name that felt much more appropriate for a creative development house than the businesslike Prolog. As Cyan, they made two more pieces of children’s software, Cosmic Osmo and the Worlds Beyond the Makerei and Spelunx and the Caves of Mr. Seudo. Both were once again made using HyperCard, and both were very much made in the spirit of The Manhole. And like The Manhole both were published on CD-ROM as well as floppy disk; the Miller brothers, having learned much from Mediagenic’s process of moving their first title to CD-ROM, handled the CD-ROM as well as the floppy versions themselves when it came to these later efforts. Opinions are somewhat divided on whether the two later Cyan children’s titles fully recapture the magic that has led so many adults and children alike over the years to spend so much time plumbing the depths of The Manhole. None, however, can argue with the significance of what came next, the Miller brothers’ graduation to games for adults — and, as it happens, another huge milestone in the slow-motion CD-ROM revolution. But that story, like so many others, is one that we’ll have to tell at another time.

(Sources: Amstrad Action of January 1990; Macworld of July 1988, October 1988, November 1988, March 1989, April 1989, and December 1989; Wired of August 1994 and October 1999; The New York Times of November 28 1989. Also the books Myst and Riven: The World of the D’ni by Mark J.P. Wolf and Prima’s Official Strategy Guide: Myst by Rick Barba and Rusel DeMaria, and the Computer Chronicles television episodes entitled “HyperCard,” “MacWorld Special 1988,” “HyperCard Update,” and “Hypertext.” Online sources include Robyn Miller’s Myst postmortem from the 2013 Game Developer’s Conference; Richard Moss’s Ludiphilia podcast; a blog post by Robyn Miller. Finally, my huge thanks to William Volk for sharing his memories and impressions with me in an interview and for sending me an original copy of The Manhole on CD-ROM for my research.

The Manhole: Masterpiece Edition, a remake supervised by the Miller brothers in 1994 which sports much-improved graphics and sound, is available for purchase on Steam.)


Comments
  1. Activision was renamed Mediagenic at almost the very instant that Lehrberg first met the Miller brothers. When the name change was greeted with universal derision, Activision/Mediagenic CEO Bruce Davis quickly began backpedaling on his hasty decision. The Manhole, for instance, was released by Mediagenic under their “Activision” label — which was odd because under the new ordering said label was supposed to be reserved for games, and The Manhole was considered children’s software, not a traditional game. I just stick with the name “Mediagenic” in this article as the least confusing way to address a confusing situation. 

  2. The first CD-based software to reach European consumers says worlds about the differences that persisted between American and European computing, and about the sheer can-do ingenuity that so often allowed British programmers in particular to squeeze every last ounce of potential out of hardware that was usually significantly inferior to that enjoyed by their American counterparts. Codemasters, a budget software house based in Warwickshire, came up with a very unique shovelware package for the 1989 Christmas season. They transferred thirty old games from cassette to a conventional audio CD, which they then sold along with a special cable to run the output from an ordinary music-CD player into a Sinclair or Amstrad home computer. “Here’s your CD-ROM,” they said. “Have a ball.” By all accounts, Codemasters’s self-proclaimed “CD revolution,” kind of hilarious and kind of brilliant, did quite well for them. When it came to doing more with less in computing, you never could beat the Brits. 

  3. MADE’s scripting language was to some extent based on AdvSys, a language for amateur text-adventure creation that never quite took off like the contemporaneous AGT

11 Oct 14:07

Dua Lipa – Blow Your Mind (Mwah)

by jbradley
Taylor Swift

Uhhhhhh yes please????????

She sends kisses…


[Video][Website]
[6.91]

Leonel Manzanares: Dua Lipa is keeping a pretty solid batting average — not only she hasn’t released a bad single, but every new track feels like an improvement. “Blow Your Mind” gives us Dua’s lush, hefty voice set to some crunchy nu-disco beats and her signature in-your-face drums. It’s quite catchy, and the sassy lyrics sell it completely. The way she goes: “We fight and we argue, you’ll still love me blind/ If we don’t fuck this whole thing up / Guaranteed, I can blow your mind” in the chorus is a bad-ass display of confidence; it’s the kind of confidence you need to ride those gorgeous synth-bass hits. 
[7]

Iain Mew: Last time out Dua Lipa’s powerful vocals wrung a lot out of material that couldn’t match her intensity. This time there’s no need to work so hard, but as she relaxes into a fun song with a hint of The Fame about it, she’s just as impressive turning her skills to keeping it playful with a suggestion of more.
[8]

Thomas Inskeep: I’m not exactly sure how, but this is simultaneously subtle and widescreen; the dynamics here are almost like (early) Pixies-level pop: restrained verses and a big chorus. And that “mwah” gimmick shouldn’t work but totally does. 
[7]

Ryo Miyauchi: While some may save the “mwah” as the secret weapon of a pop hook, Dua Lipa’s kiss off sounds more of an afterthought. And it sounds even cockier this way. Her character is already written with enough of a personality for her to not rely on any catchy ad lib to make her theme song pop. But she blows the kiss anyway for the simple fact that she can, like just another of her throwaway gestures to put the attention all on her.
[6]

Peter Ryan: The “mwah” is a shameless bit of flexing — “and tonight I’m alive in a dollar sign/guaranteed I can blow your mind” is already some top-notch earwormery, but with punctuate it with the actual sound of kissing the haters goodbye and I am fully vanquished. I’m guilty of finding some of her previous singles a bit leaden, but from go this has a healthy dose of kineticism, building from the bed of accented sixteenth picking that underpins the verse up to a syncopated sunburst of a chorus. It crackles with easy confidence, but above all else it works because Lipa sounds like she’s having way more fun than the critics.
[8]

Joshua Copperman: Part of what made Dua Lipa’s “Be The One” so good is how effortless it was, and while follow-up “Hotter Than Hell” definitely sounded fussier, it still left enough space for Dua’s yelps to stand out. This new one is clearly a result of too much effort, with none of the playfulness of her other songs. That “mwah” tries to be playful, but it doesn’t work. The backing track seems to ignore the “mwahs” — why not have it drop out every fourth bar? Or add some Swiftian “heys” in the first half of the chorus, because for all the percussion, it still sounds like it needs more layers? It’s possible that this is a grower, but I expected something more interesting from Dua.
[5]

William John: A serviceable bop with one curiosity; the post-chorus hook, delivered with delightful nonchalance, almost sounds like Lipa is celebrating being in a dollar sign, which I initially regarded as some sort of anti-“Cheap Thrills” teenspeak for 2on-ism with coin. Closer inspection reveals that Lipa is asserting that she “ain’t,” in fact, “a dollar sign,” which is perfectly sensible in context (her album, after several push-backs, finally has a release date; the bad news is it’s 10 February 2017, still four months away, which smells strongly of corporate industry idiocy). Whether this pop Esperanto was merely coincidental or a cleverly disguised cry for help is anyone’s guess, but I find Lipa’s voice likeable enough to be impressed by the double entendre.
[7]

Tim de Reuse:  A lot of pop is unconvincingly braggadocious in that paradoxical “Here’s three verses about how great I am but I still don’t care what you think” kinda way, you know? Dua Lipa sidesteps that by being less confrontational and more confident, teasing and grinning the whole way through. My favorite little detail: the titular “mwah” is replicated in both stereo channels, tweaked to be unpleasantly crisp, with its highest frequencies pinching at your eardrums. It’s a cocky production move, to be sure, but it’s a friendly challenge instead of a “fuck off.”
[8]

Edward Okulicz: Best “mwah” in a song since Holly Valance danced in her pants. It’s so casual that she can’t be doing anything other than laughing at you, especially the very last one in the song. Elsewhere it’s a crisp bit of electropop which bowls me over with a quality chorus, and then unleashes the gimmick immediately. There’s something about her accent that I find a bit dorky but still brash and confident at the same time.
[8]

Adaora Ede: Dark moombahton merging into electropop may be more conventional than appears. It’s songs like this from teenage/twentysomething talent that make me yearn for 2013, where Young Pop’s perspective was altered by the introduction of artpop in the realm of Lorde. “Mwah” is not as visceral as the introductory music implies; Lipa quickly skips beat into a chorus that can be compared solely to something out of a Zayn song; whether that is a good or bad thing is entirely up to y’all. There’s nothing alternative about chambré tropical house anymore, kids! Still, Dua Lipa delivers her self-imposed indietronica kid sound through her vocals, which offer more than enough bombast to get through a dicey cliché of a bridge.
[6]

Alfred Soto: Proud of her husky cyborg drag queen, Dua Lipa goes for the open Kesha-Britney market using Weeknd synths for the verses and K-pop sawtooth synths for the choruses. As generic as it looks on paper, Lipa gives the impression that she blows air kisses around your cheeks and actually says “mwah.”
[6]

10 Oct 19:05

Stardew Valley Massively Updated with Version 1.1

Taylor Swift

I really gotta sit back down with this game, these changes sound great.

New farm options, new marriage choices, and more are a part of Stardew Valley's new update.
10 Oct 18:28

Halusky (Cabbage and Noodles)

by Beth M
Taylor Swift

This looks????? So good??????????

You know how pasta with butter is unjustifiably good? Like, something so simple shouldn’t be so delicious and satisfying, but it just is. Well, cabbage is the same way. Sauté it down until tender, add some butter, salt, and pepper and I’m in heaven. Someone a long time ago (hundreds of years, I imagine) in Eastern Europe realized that noodles and cabbage together with butter is even better, and Halusky was born. Of course their Halusky was undoubtably made with homemade noodles, but I’m not picky. Using egg noodles is the fastest, easiest way to this simple and satisfying dish. So, if you’re the type who can’t be bothered with fixing anything more than buttered noodles for dinner (you know who you are), try adding a little shredded cabbage next time. It’s a great way to turn buttered noodles into a legit meal.

Traditional Halusky also has a ton of butter (because YUM), but my 21st century mostly-sedentary lifestyle can’t support copious of butter, so I cut back a little. I used just enough butter to sauté my onion and cabbage, then added a touch more at the end to drench the dish with creamy goodness. Adding butter at the end gives it a nice little buttery pop without having to use a pound of the stuff. If you want to go extravagant, though, you could even crisp up some bacon first and use the bacon fat in place of butter. Bacon is cabbage’s best friend, after all.

One last thing. Halusky isn’t traditionally served with an egg on top, as pictured below. But if you know me then you know my motto is “put an egg on it” so that’s what I did here. Halusky is also great with sausage, like kielbasa, or just about any grilled or roasted meat.

Halusky (Cabbage and Noodles)

Halusky is a simple, filling, and inexpensive dish made with sautéed cabbage, tender egg noodles, and butter. BudgetBytes.com

4.8 from 13 reviews
Halusky (Cabbage and Noodles)
 
Prep time
Cook time
Total time
 
Total Cost: $3.41
Cost Per Serving: $0.57
Serves: 6
Ingredients
  • 8oz. wide egg noodles $1.00
  • 3 Tbsp butter, divided $0.33
  • 1 yellow onion $0.25
  • ½ head green cabbage, shredded (5-6 cups) $1.78
  • Salt and pepper to taste $0.05
Instructions
  1. Cook the egg noodles according to the package directiosn (boil until tender) and then drain in a colander.
  2. While the noodles are cooking, thinly slice the onion. Remove any dirty or damaged outer leaves of the cabbage. Cut the cabbage into wedges, remove the core, then slice thinly to shred.
  3. After draining the noodles, add 1 Tbsp of the butter and the sliced onions to the pot used to cook the noodles. Sauté the onions over medium heat just until they begin to soften (about 3 minutes). Add the cabbage and continue to cook until the cabbage is tender (5-7 minutes).
  4. Return the drained noodles to the pot with the cabbage and onion. Add the remaining 2 Tbsp of butter and stir until the butter is melted and everything is evenly coated. Season the cabbage and noodles liberally with salt and freshly cracked pepper. Serve warm.
3.5.3208

Halusky is a simple, filling, and inexpensive dish made with sautéed cabbage, tender egg noodles, and butter. BudgetBytes.com

Step by Step Photos

Sauté Onions in ButteCook 8oz. wide egg noodles according to the package directions, then drain in a colander. While the noodles are cooking, thinly slice one yellow onion and shred 1/2 head of cabbage (about 5-6 cups shredded). After draining the noodles, use the pot to cook the onion and cabbage. Place 1 Tbsp butter in the pot along with the sliced onions. Sauté over medium heat until the onions begin to soften.

Sauté CabbageAdd the shredded cabbage to the pot and continue to sauté until the cabbage is tender.

Add Cooked Noodles to Cabbage and OnionAdd the drained noodles back to the pot with the cabbage and onion, along with 2 Tbsp butter. Stir until the butter is melted and coating everything. Season liberally with salt and freshly cracked pepper. The salt and pepper really make the dish, so don’t skimp! :)

Halusky is a simple, filling, and inexpensive dish made with sautéed cabbage, tender egg noodles, and butter. BudgetBytes.comEnjoy your Halusky as a side dish, or “put and egg on it” and make it your meal. You never have to feel guilty about eating buttered noodles for dinner again. ;)

The post Halusky (Cabbage and Noodles) appeared first on Budget Bytes.

10 Oct 17:13

Enormously Heavy by Alix Alto

by Basement Babes
Taylor Swift

, or, Poet Absolves Self After Argument

Enormously Heavy

By Alix Alto

 

A poet with an enormously heavy head

Who liked to be stroked quite gently in bed

And all of the terrible things she said

Upon which my mind predicates.

Beckoning feverish might with the tips

Of small, dexterous hands and gossamer lips

Renders volition conceptual, rips

Me toward her but she or I hesitates.

Verdant torment seeps from her tender face,

Or was it cerulean – no, lighter – or base?

Was this several occasions or was it one case?

What evidence hereby elucidates?

Preoccupation with the disjunction between

Tangible impulse and forces unseen

Will surely bind us to dynamics unclean

– One claims and one prevaricates.

 

Featured in Basement Babes, Issue 16

10 Oct 16:11

Something good is gonna happen: the best of Kate Bush

by humanizingthevacuum
Taylor Swift

A great list, but tainted by the revelation that somebody is paying Thomas Inskeep to write about the minor deity Kate

My first experience with Kate Bush was listening to “Don’t Give Up,” her duet with Peter Gabriel: a top ten in the UK and a lesser one in America. My second experience was her ebullient sample in Utah Saints’ immortal “Something Good,” adapting the best lyric of her career (“I just know that something good is gonna hap-PEN!”) for lubricious ends. 1993 was not a good time for English eccentrics who peaked with concepts and Fairlights six years earlier, which is why I overrate The Red Shoes. A finalist in my top ten that year, 2005’s Aerial suffers from muddled execution on its song side; “Pi” and “Joanni” sound like B-sides in search of a home and context (I love’em anyway). The second disk — a depiction of aesthetic and sexual actualization set like Virginia Woolf’s The Waves to the chronology of the tides — dawdles for fifteen minutes before “Nocturne” and the title track demonstrate how much Bush has learned about dynamics; her mastery of pitch and song form find their correlative in compositions that churn with a palpable sense of relief and release. “I feel I want to be up on the roof,” accompanied by rhythm guitar chugging, is as weird a hook as the one in “Cloudbusting,” ranking just below the part in “Get Out of My House” in which she mimics a donkey. Too bad 50 Words For Snow lacked songs for a concept. No matter: Kate Bush is worth the wait.

Here are my favorite Kate Bush tracks. I wish I owned The Kick Inside and Lionheart. Her induction into Stylus’ Hall of fame inspired a few excellent appreciations, not least of which is Thomas Inskeep’s of “Experiment IV,” one of the best songs recorded expressly for a compilation (The Whole Story). I also recommend Single Jukebox colleague Katherine St. Asaph’s One Week One Band omnibus.

1. Hounds of Love
2. A Coral Room
3. Breathing
4. Get Out of My House
5. Cloudbusting
6. The Big Sky (The Meterological Mix)
7. Experiment IV
8. The Sensual World
9. Rubberband Girl
10. King of the Mountain
11. Army Dreamers
12. Nocturne
13. Running Up That Hill
14. Big Stripey Lie
15. Under the Ivy
16. Suspended in Gaffa
17. Violin
18. Sat in Your Lap
19. The Man with the Child in His Eyes
20. And So Is Love
21. Joanni
22. Heads We’re Dancing
23. This Woman’s Work
24. Wuthering Heights (New Vocal)
25. And Dream of Sleep


07 Oct 17:52

LIVE VIDEO-DJ SET IN THE GARAGE

by Italo Deviance
Taylor Swift

Would hang with Marcello, no question


Online the video-dj set recorded last week in Marcello Giordani's Garage. 
100% Italo Disco vinyl and other vintage stuff from his collection.
07 Oct 01:41

Rebecca Black – The Great Divide

by Will
Taylor Swift

I find myself really happy for Rebecca Black for refusing to give up singing after becoming a human meme, and also, Thomas Inskeep needs to shut the fuck up

But wait, why aren’t they covering this song on Fr[JOKE REDACTED; EDITOR TERMINATED]


[Video][Website]
[4.56]
Katie Gill: Straightforward break-up song or an allegorical kiss off to “Friday” and ARK Music Factory? You decide! I’ve got to say though, I’m adoring this paint by numbers track more if I view it through that latter, slightly conspiracy theory lens — she never needed you, Patrice!
[7]

Will Adams: Don’t call it a comeback; in the five years since that song, Rebecca Black has trickled out singles and developed a considerable (and supportive) audience as a YouTuber. It’s the least she deserves after bearing the brunt of the backlash for so long. But “The Great Divide” has piqued interest on the basis of “wow it’s actually good” as if that were somehow shocking, as if Black herself had some inherent inability to be competent at music. Just as there’s little use in shitting on her for still surfing on the success of “Friday,” there’s little use in applauding her for clearing a perceived low bar. Especially when “The Great Divide” is good on its own merits. Not perfect — namely, Black’s vocals follow the Perry-Lovato school of thought that exertion = impact — but good. Crash Cove’s remix swaps the original’s appeal to serious artistry with exactly what it needed: booming, obvious dubstep that, in line with today’s pop M.O., is designed to heighten emotion to its extreme via swoops and plunges and electronic fripperies. The inextricable legacy of “Friday” may mean that Black will never be taken seriously as a pop star, but in light of her YouTube success I question whether that’s even her objective anymore. “The Great Divide” makes a strong case for the line between novelty and disposability; being the latter is not necessarily a bad thing.
[7]

Tim de Reuse: The circumstances that led to this song’s existence are inseparable from the experience of listening to it in 2016 and, unfortunately, much more interesting to think about than the song itself.
[5]

Alfred Soto: As a mild admirer of “Friday,” I wish the metaphor were more than a line she drops at the end of a chorus, and I wish the electronic taffy-pulling of the production didn’t substitute for a commitment she couldn’t muster anyway.
[4]

Joshua Copperman: It’s hard to imagine something similar to “Friday” happening today, where everything is think-pieced to death and the only viral videos are utter nonsense. So years after “Friday” and various other songs, Rebecca Black returns not as a novelty, but as an Emotional Serious Artist Person. And so, the original piano-based version is “Skyscaper,” and the remix is “In The Name of Love.” If I had never heard the former or latter, both of which I really like, I would give “The Great Divide” a higher score. So maybe it’s poor timing, but this definitely feels derivative and maybe not as epic as Black or Crash Cove thought it was. I’ll give this a good score anyway, because Rebecca Black deserves at least a little bit of respect for her performance here, even with the Melodyne artifacts in that “i-i-i-i-i-ide” vocal run. She really does belt, giving it what she couldn’t when she first became famous at a perilously young age.
[6]

Thomas Inskeep: I’m old and crotchety enough to feel that YouTube-created “celebrities” are not actually celebrities at all. Especially when they have little-to-no talent other than over-emoting and looking doe-eyed in their music videos. P.S. the song’s terrible.
[0]

Jonathan Bradley: “The Great Divide” is Rebecca Black’s grueling trudge back from meme status, having already failed to alchemize her accidental fame into intentional stardom. Her vocal exertions seem premised on redemption: see, I can sing now. Please may I have my dignity back? The effort is neither necessary nor pleasant: high-speed nostalgia has finished transforming Black from viral bathos to warmly remembered pop-cultural ephemera. She can’t be faulted for taking another shot at a musical career — after all, she wanted it enough in her younger years to have her parents send her to Ark Music Factory’s pop singer fantasy camp, and time has proved again and again that great singles can come from anywhere. One hasn’t come from this all-grown-up animated GIF: it’s telling that the most appealing moments of “The Great Divide” are when Black allows one of her familiarly warped vowels to slip through.
[2]

Iain Mew: The verses set up Rebecca Black as a decent Iselin Solheim-like singer for the right kind of track; the right blend of light and precise to go with elemental slow trance. “The Great Divide” isn’t quite that track, because the chorus reaches too far to justify her name being the one up there and comes off the worse in a contest with waves of bubbly drops.
[5]

Edward Okulicz: I could believe Rebecca Black as a plausible but not particularly accomplished or charismatic pop star based on this alone. That said, I’m not sure what the payoff could be here, certainly not a proper hit or a long career.”The Great Divide” is too lifeless, the chorus too awkwardly stuck between Leona Lewis’ “Collide” and Years and Years’ “Without,” and her voice too plain for the theatrics of the former or the yearning of the latter. It’s a nicely produced track but like the vocals, plain and lacking emotion. Given an actual melody she doesn’t sound too bad, but the lack of emotion means she still sounds like a robot, just in a different way to before.
[5]

06 Oct 18:39

Prince- I Would Die 4 U (on a Prophet 6 synthesizer) by Luke Neptune.

by matrix
Taylor Swift

Please enjoy the worst cover of my favorite song.

Published on Oct 6, 2016 Luke Neptune "A Prince classic on the Sequential Prophet 6 synthesizer."
06 Oct 18:16

Jason Shiga

Taylor Swift

JASON SHIGA IS THE BEST and, uh, the fact that he runs his own Riso explains a lot about the print quality of the Demon singles

Jason Shiga

Who are you, and what do you do?

I'm Jason Shiga. I'm most well known for the children's book Meanwhile, an interactive comic where the readers make decisions that lead them through different story paths and endings. My newest comic is Demon, about an actuary who checks himself into a filthy motel room in Oakland to kill himself but then discovers that he cannot die. The first chapter is available on my website for free.

What hardware do you use?

I pencil with a Paper Mate ballpoint pen on normal letter size copy paper; I enlarge the "pencils" to ledger size on a photocopier and then ink over them on a lightbox using a Windsor Newton size 222. Again on copy paper. I letter by hand with an 08 Micron by lightboxing over computer lettering that I printed out ahead of time. I go through pens, brushes and paper like Kleenex so for me it's about using the cheapest crappiest materials and getting them to look as good as possible.

For printing, I use a RISO RP3700 Risograph Duplicator that I bought off Craigslist a few years ago. Getting that machine to work is like alchemy. There's always something misregistered, faded or some weird red stripe going down the middle of each page. But I guess that's the charm of it too.

And what software?

Photoshop for the coloring. These days I'm doing mostly 2 color coloring. I have a palette of all the different combinations of red, white and black. After everything's colored, I use the Pelt plugin to flatten my colors for printing. Then I separate them into a red layer and a black layer using a ridiculously long Photoshop action I set up long ago.

What would be your dream setup?

A drawing desk 3 feet deep that stretched 10 miles long and a pedal-powered chair that rolled along a track.


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06 Oct 17:54

Röyksopp ft. Susanne Sundfør – Never Ever

by katherine
Taylor Swift

Yyyyyyyyyup

Won’t you come and take me out of this black hole?


[Video][Website]
[7.78]

Josh Winters: As someone who named her most recent album Ten Love Songs yet often associates her amorous desires with savage impulsesSundfør portrays herself more as a siren than just a simple romantic, alluring prey into her dangerous web to do whatever she pleases to them. When Röyksopp invite her into their mad scientist laboratory, she becomes a megalomaniac surging with power, gripping on to exposed cables as tightly as she is onto her unfortunate lover. She’s the same as she ever was; all that’s different is her disguise, and she’s just as dangerous.
[8]

Iain Mew: I don’t know how much of it comes from associations with Sundfør’s own work, but I hear so much depth and darkness under the surface in her vocal. There are leagues lurking within “I’ve been dying to see you,” and whether I hear the last line of chorus as either a cheerful “now that I’m in love” or “not that I’m in love,” the implications are disturbing. And all that is beneath a surface so dazzling it would be satisfying on its own, even before Röyksopp and Sundfør use the bright chunky synth sounds and chopped-up vocals to go on an expansive tour through pure pleasure in sound. It matches the giddy joy of the bridges in Robyn’s “Indestructible” or Perfume’s “Spring of Life.” and the only question left is the fact this is tagged as an edit of a complete version — could it really get any better?
[10]

Katherine St Asaph: A perfectly fine, if slight, reprise of “The Girl and the Robot.” But I prefer the Sundfør of “Accelerate” and the Röyksopp of “Compulsion“; the Sundfør tracks on The Inevitable End disappointed me for not being that, and this isn’t it either.
[6]

Alfred Soto: When she writes and produces for herself, Susanne Sundfør mixes melancholy and a grand manner with uncanny power; working with the Norwegian electro pop act she’s Ellie Goulding with a catch in her throat.
[5]

Cassy Gress: Man, this is a [10] with some stupid stylistic choices bringing it down. The entire song sounds like a rocket, but not the initial explosion of liftoff or the silent soaring through space; it’s the part where it’s shuddering and shaking through the atmosphere. It’s fiery and forceful and expansive, and Susanne Sundfør’s voice sounds like a meteorite. Then Röyksopp fucks it all up by jolting things to a stop in every chorus on “I don’t wanna cry,” then flatly ending the song on the downbeat. Either fade it out or end it on the upbeat — otherwise, the last memory I have of your song is of being suddenly underwhelmed.
[8]

Edward Okulicz: “Never Ever” is catchy and professional, and that is definitely enough. But the slight lack of satisfaction comes from those moments where Sundfør rises as if towards an emotional peak, and this song is much less full-blooded than anything on Ten Love Songs, so it never demands the same level of physical or visceral surrender. It’s not that there’s anything wrong with it — it’s just that the stakes and payoff are lower. The imperious terror hiding behind the fairly open, simple lyrics doesn’t emerge, and I badly want it to.
[7]

Peter Ryan: This begins with a malfunction: “get (get) / get you / (I) / I don’t / (get you) / I don’t / oh / oh / oh / oh-ohhhh”. It’s at odds with the jaunty surroundings, but from artists that traffic in various poppy shades of doom it’s a welcome signal that we won’t be subjected to any unnecessary levity. What follows is nothing but gloriously bad news — infatuation from afar transmogrified into “NOW THAT I’M IN LOVE!”, tacit acknowledgement of the prospect of rejection amid active efforts to will it out of existence — another entry in the storied tradition of putrefied crushes set to deceptive arrangements. A master of hooks in even her artiest solo work, Sundfør tempers Röyksopp’s meandering impulses — they’ve created a precise racket with her vocal stitching everything together, lending itself at once to choppy robo-treatments and moments of soaring human desperation. It’s my new favorite thing to stomp down the street to.
[9]

Cédric Le Merrer: Probably a great cardio training song. Röyksopp and Susanne Sundfør go hard and fast, treating the beat like a punching ball. Or maybe the “you” in the song is the one being punched. “Never ever let you go now” sounds as much menace as promise.
[8]

Will Adams: Sundfør’s terrifying and fatalistic vision of love is still here, but it’s the contrast with Röyksopp’s peppy arrangement that makes “Never Ever” even more sinister. “I’ve been dying to see you,” she begins over the bright electropop, making her intentions clear. From there, she distorts the love story until the central line — “Never ever gonna let you go now/Now that I’m in love” — has become a taunt. She’s already won by the final chorus, and the funk guitars and astral synths carry you to your grave.
[9]

06 Oct 13:05

Pixies – Head Carrier (2016)

by exy
Taylor Swift

KIM SHATTUCK IS NOT A FUCKING SESSION BASSIST!!!!!! WHO THE FUCK WROTE THIS?!?!??!?!?!?

pixiesThough they crafted a signature — and endlessly copied — style, Pixies’ music never stayed in the same place for long. During their early years, the band relished change, moving from Come on Pilgrim‘s scrappy apocalyptic visions to Doolittle‘s gleaming pop to Trompe Le Monde‘s riff-rock at a rapid pace. Indeed, it could be argued that part of the reason their 2014 comeback Indie Cindy underwhelmed was because it tried too hard to recapture the past. On Head Carrier, Pixies usher in more than a few changes, the biggest being bassist Paz Lenchantin. Replacing a member may be inconsequential for some bands, but for this one, it’s a big deal (pun intended): Founding bassist Kim Deal departed prior to Indie Cindy, and the use of a session player on the album only underscored…

320 kbps | 80 MB  UL | MC ** FLAC

…that a vital part of the group’s appeal was missing.

Thanks to Lenchantin, Pixies sound like a full — if slightly different — band again, whether she’s sweetening “Oona”‘s crunch with her harmonies or helping shape the album’s character in general. The rest of the band’s ease at having her in the fold is audible, and Head Carrier is a surprisingly nice album. “Classic Masher” and “Bel Esprit” recall the amiable jangle of “Here Comes Your Man” and the band’s cover of “Winterlong,” and the easygoing vibe continues on “All the Saints”‘ slo-mo surf and “Plaster of Paris.” However, the niceness turns strange on “All I Think About Now.” A musical thank-you note to Deal written by Black Francis and sung by Lenchantin that shamelessly borrows from “Where Is My Mind?,” it manages to be both jarring and overly nostalgic. As on Indie Cindy, when the band looks back too much, it feels forced; “Baals Back” is shrieky and Biblical, but lacks the true oddness of their best songs about fire and brimstone. Fortunately, the high-speed chase that is “Um Chagga Lagga” and the roaring title track are in the vein of Pixies’ classic rockers without feeling contrived. “Talent” is even better, a piece of satirical, snotty garage-rock that reaffirms Francis doesn’t need to sing about the Bible or aliens to let loose.

While it feels like Pixies are still figuring out how to continue their legacy, Head Carrier‘s best moments suggest they’re heading in the right direction.

05 Oct 17:09

Node.js Roku Remote

by David Walsh
Taylor Swift

Sharing to come back to later

Roku Remote

I own an Apple TV 4, Apple TV 3, Roku 4, Chromecast, and a Firefox OS TV.  From that you can probably gather that I love streaming content, particularly sports and movies.  I obviously also love coding, which is why I loved being a Partner Engineer for Mozilla’s Firefox OS TV — I was enthusiastically testing out TV apps and exploring edge APIs and responsive techniques.

I’m always interested in finding a way to do interesting stuff with JavaScript and streaming instantly hit me.  I can’t do anything with a closed ecosystem Apple TV but there are known ways of working with a Roku so I set out to do something interesting with the Roku and Node.js — create remote control functionality.

Node.js Roku Remote

There’s a nice utility out there called node-roku which discovers Roku devices, providing the IP address of each Roku so that you can network with it.  The node-roku utility also provides an API to retrieve device information and app listing from the Roku.  I chose to create a script which, once started, allows the user to use their computer’s keyboard to navigate around a Roku, select and launch apps, and more.

Let’s start with version 0.1.0 with the source code:

const readline = require('readline');

const request = require('request');
const Roku = require('node-roku');
const xml2json = require('xml2json');

// Will be populated once a device is found
var address;

// Map to this URL: http://******:8060/keypress/{key}
const keyEndpoint = {
  // Arrow Keys
  left: 'Left',
  right: 'Right',
  up: 'Up',
  down: 'Down',

  // Standard Keys
  space: 'Play',
  backspace: 'Back',
  return: 'Select',

  // Sequences (shift key)
  H: 'home',
  R: 'Rev',
  F: 'Fwd',
  S: 'Search',
  E: 'Enter',

  // Other
  r: 'InstantReplay',
  b: 'InfoBackspace'
};
const xmlToObject = xml => {
    return JSON.parse(xml2json.toJson(xml));
}

readline.emitKeypressEvents(process.stdin);
process.stdin.setRawMode(true);

console.log('Looking for the (first) Roku...');

// Find the Roku
// TODO:  Allow for selection of multiple Rokus; current assuming only one
Roku.find((err, devices) => {
  if(err) {
    console.log('`roku.find` error: ', err);
    process.exit();
  }

  if(!devices.length) {
    console.log('No Roku devices found.  Bailing.');
    process.exit();
  }

  address = devices[0];
  Roku.getDevice(address, (err, deviceDetail) => {
    console.log('Connected to Device: ', xmlToObject(deviceDetail).root.device.friendlyName, ' (', devices[0],')');
    console.log('Press keys to navigate the Roku and select content!');
  });
});

// Start the keypress listener
process.stdin.on('keypress', (str, key) => {
  var endpoint;

  // Ignore everything until we're connected
  if(!address) {
    return;
  }

  // "Raw" mode so we must do our own kill switch
  if(key.sequence === '\u0003') {
    process.exit();
  }

  // Handle commands
  endpoint = keyEndpoint[key.name] || keyEndpoint[key.sequence] || 'Lit_' + key.name;

  // Ignore undefined keypresses (no name or sequence)
  if(endpoint === 'Lit_undefined') {
    return;
  }

  // Send command!
  request.post(address + '/keypress/' + endpoint);
});

Now let’s explain what’s going on with the source code above:

  1. xml2json is required because device information is returned as XML
  2. Interaction with the Roku is done via POST requests with the URL format of http://******:8060/keypress/{key}; a POST is sent on each keypress
  3. readline.emitKeypressEvents(process.stdin); and process.stdin.setRawMode(true); directs Node.js to operate outside of normal shell operation, thus we need to explicitly check for CONTROL+C to shut down the remote and Node.js process
  4. The keypress logic is this:  we use an object, keyEndpoint, to map logical keypress events to known endpoints; if a key isn’t designated, we pass it along to the Roku as a keypress (i.e. a key to a search box, for example).

Get roku-remote

I’ve published my Roku Remote code to both GitHub and NPM — install and usage instructions are available in both places.  Please give it a run, file issues, and I’d love contributions if you have them!

A web interface for roku-remote would be sweet; it could have different Roku’s you could direct, a listing of apps which could be clicked to launch, and so forth.  I’m happy with this first step because it fits my needs, is easy to use, and there’s plenty of room to grow.  Happy streaming!

The post Node.js Roku Remote appeared first on David Walsh Blog.

05 Oct 13:28

Who needs SVG when you’ve got ANSI?

by Josh Renaud
Taylor Swift

A great question in general.

Presidential election years are great times to work at a news organization. As a designer at a newspaper, I love to explore the cool election maps developed by folks at places like the New York Times or the Guardian. My favorite is probably the 2016 Election Forecast from FiveThirtyEight.com, which is full of cool visualizations, […]
28 Sep 17:19

Guest Post: Why the Economy Sucks in the SSI Gold Box Games (Part 1)

by CRPG Addict
Taylor Swift

This is INCREDIBLY EXHAUSTIVE and extremely niche, but has a lot of great asides about early D&D.

To wit: "'Cone of Cold,' for example, was developed specifically by Gary Gygax’s son Ernie, because he was sick of ruining all of the treasure they’d find when he’d cast a "Fireball" at a group of opponents."

In the midst of my experience with Pools of Darkness, I thought it was time to offer this guest post, written by frequent CRPG Addict commenter OldWowBastard. Aside from the overall title, I found Bastard's article a great primer on the development of D&D games and the adaptation of tabletop rules to a CRPG format.

I edited the content and provided the images, so if any errors remain, that's on me.

****

Why the Economy Sucks in the SSI Gold Box Games
Part 1: Examining SSI's adherence to AD&D rules
by OldWowBastard
   
When it came to "riches" and "making your fortune," this advertisement for mercenaries certainly didn't lie.
   
Strategic Simulations, Inc. (SSI) acquired the license to create officially branded AD&D computer games from TSR, the owners and creators of D&D and AD&D, in the mid/late 80s. Of the products created by SSI between 1987 and 1995, the "Gold Box" series of games (so named due their distinctive gold packaging) was the most popular. Between 1988 and 1993, 13 games were released in this series.

SSI created ten of the Gold Box titles in house. A series of 4 is set in the Forgotten Realms: Pool of Radiance (1988), Curse of the Azure Bonds (1989), Secret of the Silver Blades (1990) and Pools of Darkness (1991). They also created a series of 3 games set in the world of Krynn: Champions of Krynn (1990), Death Knights of Krynn (1991), and Dark Queen of Krynn (1992). The SSI series is rounded out by two Buck Rogers XXVc adventures--Countdown to Doomsday (1990) and Matrix Cubed (1992)--and a Forgotten Realms: Unlimited Adventures construction set (1993).

An additional series of two Forgotten Realms games, Gateway to the Savage Frontier (1991) and Treasures of the Savage Frontier (1992), along with an early MMO that was run on AOL, Neverwinter Nights (1991), were created by outside studios, using the SSI tools, under license from SSI.

This series of games is generally regarded by RPG and CRPG fans as one of the best adaptations of the AD&D 1st edition style rules. Their adaptation of the AD&D 1st edition combat system in particular is well executed. To the point that, despite the aging interface and older style of presentation, many still find these games very enjoyable. 

Unfortunately, as many fans know, there is one glaring flaw in these games: they essentially lack any sort of useful economy. Money, in almost every game in the series, is essentially useless, because of the fact that the party is given copious amounts of it, at every turn, as a reward. Unlike most other games of the era, there is simply nothing worthwhile to spend money on. In an average play-through your party will throw away literal mountains of copper, silver, gold and platinum.

My goal, in this article, is to examine the how's and why's of this situation, and to essentially assign responsibility for this state of affairs as I see it. During the course of this post we will discuss several points about these games. SSI's company line that they were forced to use the rules as written, the changes made by SSI to the written rules, how money sinks were avoided, and how they clearly followed treasure tables, while ignoring written rules in the DMG that were supposed to be used in conjunction with said tables.

Let's begin.

0. A quick discussion on the origin of the rules

It makes sense to review the origin and purpose of the AD&D 1st edition ruleset, and do a quick review of the versions publicly available when these games were released, prior to any deep dive discussion. At the time, the general perception of D&D/AD&D, and the commonly accepted playstyle, were heavily shaped by all of the available versions.

It was quite common, in active play at the time, for the rules from the disparate rule sets to be intermixed as “house rules”--especially since at least one of the systems “suggested” that one start with Basic and then move to 1E.

0.1. OD&D

Dungeons and Dragons was originally released in 1974 as a boxed set of 3 booklets. This ruleset is generally referred to as OD&D, or the LBBs (an acronym for Little Brown Books, as the three booklets were brown and fairly small in size). It was originally attributed to Gary Gygax and Dave Arneson. This game was initially, essentially, an expansion of the Chainmail wargame/mass combat rules released by Guidion Games written by Gygax and Jeff Perrin in the early 1970s.

One of the original "Little Brown Books."
   
This was a fairly bare bones release. Combat rules were omitted, and referees were instead supposed to use systems from the parent game, Chainmail. In its earliest form, the game only had three classes: fighting man, magic user, and cleric. Hobbits, dwarves, and elves were included; the former two were only allowed to be fighting men, while the latter could be a fighting man or magic user, per the player’s choice at the start of each day.

Every aspect of this ruleset, from syntax to rules descriptions, assumed the reader had an extensive background in wargaming. Miniature sand table scale was often used in place of specific ranges or areas of effect, for example.

Very little direction was given to the DM (then just called a referee) in terms of creating a campaign world, lore, or story. He was supposed to instead just build a dungeon and stock it with an assortment of traps, treasures, and monsters.

If one wanted to attempt overland exploration, the referee was instructed to use the hex map from Avalon Hill’s Wilderness Survival game, or another similar pre-generated map, and simply utilize the wilderness random encounter tables. Said tables included fairly deadly challenges, so this was generally considered an option for higher level characters.

0.2. OD&D Supplements

OD&D was quickly supplemented as the initial rule set exploded in popularity.

Its first supplement, Greyhawk, introduced the thief and paladin classes and added new combat rules that allowed referees to run the game without owning a copy of Chainmail.

Its second supplement, Blackmoor, added the druid and assassin classes and included the first pre-made scenario. This supplement contains one of the first appearances of the term "Dungeon Master."

Eldridch Wizardry and Gods, Demi Gods and Heroes added psionic rules and stats for deities and heroes, respectively.

By the time the last supplement was released, most of what would become the core of AD&D was in place. A few classes still not in the game officially (ranger, monk) had been detailed in Dragon magazine (TSR’s AD&D magazine) or the Strategic Review (its predecessor.)

0.3. Holmes Basic

By 1977, D&D had become fairly popular, but as the rules were spread around a boxed set and 4 supplements, it was a bit unwieldy for the novice.

Dr. J. Eric Holmes essentially volunteered to re-write the game for a “younger” audience, in a single package, which resulted in the version colloquially referred to as the "Holmes" edition of Dungeons and Dragons. Technically, it is the first product that was titled Basic Dungeons and Dragons.

This version was released shortly before AD&D 1st edition and is essentially a bridge between OD&D + Greyhawk, and AD&D 1st edition. It is a re-write and distillation of the OD&D rules, plus the Greyhawk supplement and monsters from a few other sources. It includes the thief class from Greyhawk but omits the paladin from that supplement, for example. It only covers levels 1-3 and instructs players and referees to graduate to AD&D after that point.

0.4. AD&D 1st Edition

By 1976 or so, OD&D had been widely adopted and heavily extended by third parties. Gygax was frustrated to receive letters from campaigns that had characters with levels in the 100s, capable of defeating entire pantheons of gods.

This frustrated TSR; having seen the success of Judge’s Guild’s adventure modules and campaign info, they had plans to release similar supplemental published materials for DMs. These materials were difficult to produce if a baseline for the game did not exist. A module for characters level 8-12 would be useless for a DM in a campaign that had characters in the 100s, and allowed characters to surpass those levels in a single encounter.

D&D tournaments at gaming conventions had become quite popular as well, so there was a desire to better codify the ruleset in order to facilitate easy tournament DM-ing.

Primarily due to these factors, AD&D 1st edition was created.
 
The Dungeon Masters Guide leads off the first edition rules.
    
As this edition was written on a fairly rushed schedule, rules are often explained in a contradictory or unclear manner. Disparate sub-systems are utilized to resolve similar situations, often because the writer or creator of sub-system A did collaborate with the creator of sub-system B.

This is a drastic contrast to something like the D20 system when most actions boil down to “roll a D20, add bonuses, try to hit a target.” Some of those flaws are examined in a bit more detail in the body of this work.

It is worth noting that there is also some evidence that AD&D was created to split the product line, so TSR could stop paying royalties to co-creator Dave Arneson. Arneson brought suit against TSR for royalties and, by all accounts, eventually won a “per book” royalty rate for all AD&D 1st edition products.

0.5. B/X - Moldvay/Cook

By 1980, Dungeons and Dragons had experienced a massive surge in popularity due in part to the hysteria surrounding the disappearance of James Dallas Egbert.

AD&D 1st edition was completed with the release of the Dungeon Master’s Guide in 1979, but early acceptance was not universal, and as the rule set was built for tournament use, it was a bit complex to DM. As a result, with the influx of new users, there was a clear need for a new ruleset that was easily understandable and teachable. Moldvay/Cook was written to fit this niche.

In most cases, rules are influenced by OD&D and AD&D but are presented in a clearer and more concise manner. Subsystems tend to be minimized, and the language used is geared more towards elementary or middle school aged readers, as opposed to the “high Gygaxian” (complex prose that mixed old English and obscure wargaming terms with actual colloquial English) used in 1E.

It was fairly common for people to use the “meat” of the rules from this system (e.g., how to adjust combat and exploration) while using the “fun stuff” from 1E: spells, classes, monsters, magic items, and so forth.

0.6. BECMI

After the success of B/X, and with the impending release of the D&D Saturday morning cartoon, TSR decided to revamp the “Basic” D&D line one additional time in 1983. This resulted in the release of the BECMI (Basic, Expert, Companion, Masters, Immortal) set of boxed products.

These releases featured high-quality illustrations by Larry Elmore, with interior art by Elmore and Easley. This was the origin of the iconic “Red Box” D&D Basic Set, which was the first product released in the series. It was a fairly massive step up in presentation for the D&D or AD&D line, by the standards of the day.

Initially, the rule set was identical to Moldvay/Cook up until the Companion set. Beyond that, TSR introduced new material (e.g., the immortal rules, weapon mastery, proto-"prestige" classes) or massively re-written versions of OD&D or AD&D rules. The Basic and Expert sets were essentially a re-presentation of the B/X versions of those products, albeit with the introduction of a "solo" adventure to allow one to learn to play without a group.

This product line was the most common introduction to D&D or AD&D for most people in the 1980s. As with B/X, it was fairly common for 1E DMs, in the mid- to late 1980s, to incorporate combat, surprise, and exploration from this edition, alongside the classes, spells, weapons, magic items and monsters from 1E.

1.0 Rule changes

SSI has always stated that their license with TSR required them to follow the AD&D 1st edition rules. Their stance is that any issues with the economy were endemic to the rule set. From the CRPG Addict’s discussion with SSI Producer Victor Penman (contained in a posting on Champions of Krynn):

I asked Mr. Penman about [the problems with the in-game economy], and he attributed this problem mostly to the AD&D rules, which gave experience rewards based on both enemy hit dice and the amount of treasure collected…. TSR required SSI to use official rules for both experience and treasure… Penman somewhat brusquely told me that, "Following the rules and providing XP were our concerns, not what people spent money on."

Unfortunately, this statement is heavily inaccurate as SSI modified the AD&D core rules substantially in order to fit them into the paradigm of the game they wanted to make. Changes were made at several levels in order to adapt a table top, human moderated experience, into a computer based, pre-programmed experience. In some cases, rules were changed as their written implementation would not work in actual play. The rest of this article examines the many changes that SSI was not afraid to make to AD&D 1st edition rules.

1.1 Combat

Arbitration of combat in AD&D 1st edition has in practice been performed incorrectly more often than it has been performed correctly. This is due to several reasons, including the complexity of the rules, their general incompatibility with "heroic" roleplaying, and the fact that many of the rules used to arbitrate combat are documented in the DMG in a manner that is simply not clear or well organized.
     
Combat in a CRPG allowed implementation of more complex mathematics than pen-and-paper players were willing to put up with.
   
For a quick illustration of the “complexity” statement above, I will direct the reader to the ADDICT document, which comprehensively details how to accurately arbitrate the surprise and initiative rules in AD&D 1E, when all of their apparent inconsistencies have been accounted for. This document is 20 pages, including footnotes, and it details nothing beyond “which side is surprised at the start of an encounter” and “what order to actions occur in combat, in the course of a round."

Rules of a complexity to require a subsequent 20-page long companion document to explain are built to spill, and were obviously rarely, if ever, run by the book in actual play.

As noted above, combat in the Basic versions of D&D available commercially alongside AD&D 1st edition was substantially less complicated and easier to run. Those rules allow for a simple “roll a die, the side with the [higher|lower] number goes first” for the purposes of determining initiative, for example. Much simpler than the aforementioned 1E rules.

As a result, many players substituted B/X or BECMI rules with AD&D combat rules, as their approach to combat was substantially clearer and streamlined.

Many of the combat changes made in the Gold Box games resemble a B/X or BECMI rule set approach, and they ignore rules that were key to combat pace and feel in AD&D 1st edition.  Several of these changes are outlined below.

1.1.1. Moving into melee/charge

As written, a character may not move into melee range and attack an opponent in the same round, without using the "charge" maneuver. Charge provides the victim with a to-hit bonus, opens the charging party to some special attacks, and removes the ability of the user to use dexterity-based armor class modifiers. When charge is used, the combatant with the longest weapon strikes first, regardless of initiative.

To counter, the combatant receiving the charge may “set” a spear or pole arm to receive the charge; if they successfully hit the charging opponent, the weapon will do double damage. This makes charge into a somewhat risky maneuver. This becomes additionally risky, as the receiving combatant with a spear or pole arm “set” to receive a charge will also strike first, unless the unit initiating the charge is using a longer weapon.

Alternatively, a character or monster may choose to move into melee range without utilizing a charge. If this option is taken, no attacks may be made by the moving party as the round is spent closing into melee range carefully while fending off any "attacks of opportunity."
   
Karnov has no problem charging and attacking the pyrohydra in one round.
   
SSI completely ignored these rules in the Gold Box games. There is no charge maneuver. Characters can move into melee range, without an attack of opportunity by their opponent even if said opponent has a longer weapon, and then perform a standard melee attack. [Ed: is the ability of characters and monsters to "Guard" in the SSI games related to rules about charging and setting weapons? Or was this a separate action in the tabletop rules?]

Given the risk associated with a charge, this change has a dramatic impact on the pace and nature of combat. One can move into melee multiple times in a round, if multiple attacks are available, in an SSI game. One cannot do so in the rules as written. The written rules allow a set of units effectively to block access to a more vulnerable unit; without those rules, it becomes easier for units to target vulnerable foes without a chance of impediment. Thus, these changes drastically alter the feel and flow of combat.

This was likely done because the average CRPG gamer would have seen that set of terms as unacceptable. “I have to move to the monster and just sit there a round before I can attack?! Wtf?!” would likely have been a common reaction.

Most AD&D 1st edition players ignored that rule as well. BECMI and B/X allow one to move and then strike without a charge, and that was generally the accepted play style.

As a result, in terms of "popular play style," the SSI modification was truer to a standard experience. It was however a clear and obvious example of a drastic change to a very basic rule to improve the gameplay experience.

1.1.2. Item/treasure breakage

Another important rule that was omitted is the concept of item breakage during combat. In AD&D 1E it was fairly easy for magical items and treasure to get destroyed in the course of combat.

"Cone of Cold," for example, was developed specifically by Gary Gygax’s son Ernie, because he was sick of ruining all of the treasure they’d find when he’d cast a "Fireball" at a group of opponents.

Per the table on the 1E DMG page 80: "Metal, soft or Jewelry" saves against a Fireball on an 18-20 on a d20 roll. So, with RAW, anytime you’d cast a fireball you have an 85% chance of melting any gold or jewelry on the target. It only fails its save 5% of the time vs. "Cone of Cold" or "Ice Storm," though.

It should be noted that this applied to everything. A character caught in a "Fireball" had to roll for any money on his person, any jewelry, any armor or weapons.

Metal, Hard, saves 75% of the time, with a +5% bonus per +1 on a magical item, but that still means over time you’d lose a lot of treasure, and personal weapons and items, to fireballs. Even a +4 or +5 suit of armor would, statistically speaking, get blown to bits by the twentieth-ish fireball that hit you, since they would still fail a save on a 1 d20 (5% chance).

These rules were, it should be noted, generally not used in "standard" play. It’s pretty cumbersome to make 7+ die rolls, per character, per fireball. As a result, most people would not have expected them to exist, and their exclusion is understandable.

It should also be noted that the BECMI and B/X versions of D&D did not include this rule. I cannot find them offhand in OD&D, but it has been stated that Gygax used them with that ruleset, so I may simply have missed them or they may be in the parent Chainmail rules.

Whatever the case, there is simply no mechanism whatsoever for breaking or destroying player inventory or treasure in the Gold Box titles.

My spellcaster prepare to destroy the enemies and, according to the rules, most of their stuff.
   
1.1.3. Firing missiles into melee

In the rules as written, it was somewhat difficult to hit a specific target when firing into a general melee. Specifically, one was not allowed to pick the target and instead the target hit would be diced for.

Essentially, the DM was instructed to assign a value to each unit in melee, based on size, and then roll to determine which combatant was hit based on said value. An example would be two medium sized combatants and a large one in a combat. DM would assign a value of 1 to each medium target, and 2 to the large one. He’d then roll a D4, 1 indicating medium target 1, 2 indicating medium target 2 and 3-4 indicating the large target.

Therefore, in a melee of 4 friendlies and 4 hostile opponents you would have a 50/50 chance of hitting an ally, if you fire into said melee.

In the Gold Box games these rules were removed, and you can target any combatant within range with missile fire.

1.2. Monster reactions

Rules for resolving how non-plot-based, wandering monsters react to PCs in AD&D 1st edition are covered in a few tables in the DMG. These tables are heavily based on dice results, and while there is room for player action, good or bad dice rolls can have a stronger effect in many cases than player action.

In SSIs Gold Box games, most of the time monsters will attack immediately. In the cases they do not, there are a few different potential options.

1) Party is presented with a basic yes/no, attack/run, set of binary options. In some cases, you are provided a legitimate fight/do not fight option and can bypass said combat. In others this is more accurately a "fight this now, or come back later" choice as said combat must be completed in order to clear the area and/or progress the plot.

2) Party is presented with an "attitude" menu, do they react Haughty, Sly, Meek, Nice, Abusive? Monster response is pre-programmed to those cases, it appears. Monsters respond as programmed. In Pool of Radiance, for example, acting "abusive" towards lower level humanoids will generally make them flee.
    
Encounter options in Pool of Radiance replace what was supposed to be a more flexible system.
    
This is drastically at odds with the system presented in AD&D 1st edition. The system presented in AD&D 1st edition would allow most parties to avoid those "truly" random encounters. Any monsters not specifically angry at the PCs current incursion can potentially be convinced, or die-rolled, into a neutral or even potentially positive stance.

Gary Gygax himself often stated that avoiding combat was preferable to combat, in D&D. This is supported by several facets of the game. An easy example is the fact that gold and treasure XP is often much higher than the XP acquired from killing monsters.  

One can see why this system was adapted, as the permutations possible in the written system would be almost impossible to arbitrate or control properly in a game. In an organic situation, the DM can simply play the role of the monsters and react to the PCs accordingly.

Programming a similar set of reactions would not have been a real option in the late 1980s. This process requires human judgment to be applied in a very situational manner. There are also no accommodations in the Gold Box engine to allow complex player interaction with monsters. There’s no “I give the orcs 300 gold and tell them to not bother my party of Level 6-9 heavies” button.

Due to those programming limitations, and the inability of a “digital DM” to accommodate those types of plans, SSI simply ignored these rules and re-wrote them to fit their engine. Although understandable, it is nonetheless a dramatic re-write of a rule that is very core to the source game.

1.3. Classes

AD&D 1st edition includes several classes that were not included in the Gold Box games. Assassins, illusionists, druids, and monks simply do not make an appearance in this series. As many know, the paladin and ranger are not present in Pool of Radiance, the first game in the series, as well.
    
Even a late entry in the Gold Box series omits several canonical classes.
    
I've never seen a reason provided for this specifically, but when you look at each class there are some issues with each that prevent an easy translation into a CRPG.

It’s easy to see how the illusionist's spells are a bad fit as they require human arbitration and player DM interaction to work properly. Spells like "Phantasmal Force" are the bread-and-butter of the class, but are wholly open ended. Do you cast "Phantasmal Force" and make a dragon appear to breathe fire on a pack of orcs, causing them to save vs. magic or die from heart attacks? Use it to create an illusionary magic item to bribe them with? A majority of the illusionist's spells fall into the “tell me what you’re going to do with this” category, in a way that was not parse-able by systems in 1988. It’s a class that demands creative play, and that is simply not possible in a CRPG context, with 1980s resources.

Druids have a number of odd open-ended abilities; one example is a 3/day shape shift into "any" animal form (within size limits) that again would be nearly impossible to program around, especially in 1988. They also have a spell list that is similar to the cleric, but different, with a number of more wilderness-oriented spells. Many of them are summoning spells or, essentially, follower-acquisition spells. Based on a deep look at the 1E druid, a lot of their power comes from their ability to collect animal “henchmen” or summon animals which would have required additional programming to accommodate.

Since memory-per-disk was a limitation, including the druid's and illusionist’s additional spells would likely not have been possible.

Assassins were likely omitted due to the nature of their primary special ability. Essentially, they can assassinate a target, on a successful D100 roll, based on their level and the target’s level. This ability as discussed in the DMG (p. 75) indicates that the ability works for a PC assassin as follows:

1)  The assassin’s player details the assassination plan to the DM

2)  DM takes a few environmental and situational factors into account; for instance, does the target trust the assassin, how well guarded is the target, are they impaired or asleep when the attempt occurs.

3)  DM then consults a table, cross checks the assassin’s level vs. the target’s, and modifies the percentage chance of success based organically on factors from item 2 above. There is no written guidance on how to arbitrate those modifications other than “you may adjust slightly for optimum conditions” and “you must deduct points if the intended victim is wary, takes precautions...”

4)    Assassin PC rolls a D100 and needs to roll under the % determined by the DM in step 3. If they succeed, the target is successfully assassinated. If they fail this roll, there is no guidance on how to arbitrate the failure, other than “weapon damage always occurs and may kill the victim even though ‘assassination’ failed.”

This ability is quite open-ended, and the rules seem to hover between it being an all-encompassing ability (e.g., the D100 roll includes every step of the assassination) or a more limited one (e.g., the D100 roll is to kill the target only, other factors do not matter). While the rules for modifying the role seem to indicate it is an all-encompassing roll, the “Weapon damage always occurs...” addendum seems to indicate the opposite.

Due to the complexity involved on either side, and the potential for plot disruption, I can see why this class was exorcised.

Lastly, monks have some open ended abilities like druids that would be hard to arbitrate. At lower levels they are somewhat useless, they cannot wear armor, and they do not get dexterity modifiers to AC. This prevents them from being a front line fighter, as they’re very easy to hit and do not have a large enough pool of hit points to make up for their lack of AC. Their unarmored AC and open hand damage, which both improve per level, become unbalanced around level 7, and then later become game-breaking by Level 14 or so.

These classes are a core part of the game, but they were exorcised completely. A massive change to the rules.

1.4. Races

AD&D 1st edition, in the original form, had at least one playable race that the SSI games omitted: the half-orc. To this day, I have yet to see a reason or justification for this. In my own mind, I cannot find one. This race was removed from AD&D 2nd Edition, which was released shortly after the first Gold Box game, but the reason for their omission is simply unknown.

Programmatically, I cannot see how including the half-orc could have caused any problems outside of minor memory overhead, particularly since there are half-orc NPCs and enemies in the game. Their lack of inclusion as a PC race is simply puzzling.
   
If this bandit leader can be a half-orc, why can't I?
   
They were dropped from 2E, apparently due to TSR’s desire to reduce parental and religious backlash against the game, and as this product came out so close to 2E it is possible they were omitted for similar reasons.

Half orcs were brought back into 2E with the release of the Book of Humanoids player’s book. Regardless, they were omitted here which is a clear change to the rules.

1.5. Spells

The following sections detail changes in the adaptation of the spell system to the Gold Box titles.
   

1.5.1. Missing spells

AD&D 1st edition, as written, contains a plethora of spells available for your spell casters to utilize in the course of role playing. Some, like "Fireball," are holdovers from the game's wargaming roots, and therefore were included as they are easily administrable in a combat situation, and are generally created wholly for that.

Many others, however, are substantially less destructive. Some are only useful in specific situations, when utilized by a good player.

In the Gold Box games, a majority of the spells involving travel, enchanting, divination, or really anything outside of the combat game and combat resource management portion of the game, are omitted.

In many cases the number of spells omitted per level exceeds the number included. This is exacerbated if you count the spell lists in Unearthed Arcana as “canonical,” which technically they would be.

Again, any justification for their exclusion would be pure speculation on my part. Many of the omitted travel spells would be game-breaking in the exploration portion of Gold Box games. "Fly" or "Teleport," for example, both really break something like Secret of the Silver Blades. "Teleport without Error" breaks any geographic barrier that could be thrown at you.

Why hike through miles of Ice Crevasses when your mage can just cast "Teleport without Error" and bam, you’re at the Dreadlord’s castle, in his boudoir, and he’s staring at you in his Lich undies with a confused look.

Many divinations could be game-breaking as well. "Speak with Dead" would allow a plot bypass in any “we need info from this guy” situations. "Contact Outer Plane" would as well. "Clairvoyance" spoils the encounter behind the door in front of you. [Ed: But including it would have solved one of the most frustrating issues with Gold Box combat: you don't know it was time to buff until you've already stumbled into combat.]

In a tabletop game, the DM has to find ways to work around this stuff, if they would break the game. Or you allow them and work around it. In a CRPG, it would be impossible; hence, their omission.

1.5.2. Spell Books

In AD&D 1E, magic users needed to access their spells in written form to study them. Said spells were written in either standard or travel-style spell books. These were heavy items, with limited spell capacity. In the context of a normal game, it would be quite difficult for a traveling magic user to have access to every spell he or she had written down.

Loss of a spell book, or several spell books, would be a major crisis as the character would need to somehow re-acquire their lost spells and pay for new books. This would likely require substantial expense and adventuring time.

Spellbooks from enemy spell casters become useful items in this context. Need to learn "Fireball"? Kill that mage that just cast it on you, take his spellbook, and read.

This concept of the spellbook as an inventory item, or series of inventory items, was hand-waved in the Gold Box games and was simply omitted.

1.5.3. Spell components

In 1st edition AD&D, many spells require an additional material component to cast. In some cases, these components are somewhat trivial in nature; for instance, the primary component for "Fireball" is a bit of bat guano. In other cases, they can be somewhat expensive. "Raise Dead" requires a 1,000-gold-piece gem.

These were completely omitted in the Gold Box games.

Including them would potentially have been simple. A store or two could have been devoted to spell reagents/components a la Ultima IV, and/or they could have potentially been harvestable from downed foes.

That said, the first game in the series was created when disk storage was exceptionally expensive. Their inclusion would have incurred a cost at several layers, and was likely not considered worthwhile as a result.

These components are often hand-waved by DMs when they’re not exceptionally expensive in nature. So their omission is understandable.

1.5.4. Magic item creation

Magic Item Creation in AD&D 1st edition is allowed, and is a very valid money sink. That being said, the rules in the Pre-3.x versions of AD&D/D&D are much less codified, and structured, than the ones you would find in 3.x+, Pathfinder, et al.

A DM is first instructed to force the players to pay a sage or high level character for the initial formula for any magic item created, be it a potion, weapon, armor, wand, or other item. As written, the processes involved in creating magic items are simply not known to common folks.

From there, we have a ton of very loose procedural rules. For potion creation, a lab must be built at a cost of 200-1000gp, plus a 10% upkeep cost. Potions generally cost 200-500 gp to create and require rare and hard-to-acquire substances. A list of suggestions for various potions is provided: troll blood is a potential ingredient for a Potion of Extra Healing, for example. Said list does not cover every potion detailed in even the 1E DMG, so most of this is left to the DM to determine.

Mages from levels 7-10 can only brew potions if they pay an alchemist for assistance; mages from 11+ can brew them without aid. There are no rules listed to allow clerics to brew potions.

Scrolls can be scribed by any spell caster 7th level or higher. In this case, the rare ingredients are used to make the ink used to scribe the scroll. Suggested items to make said ink really are not purchase-able and require the mage to gather them from downed foes, in most cases. The rules required to make said ink are codified well, unlike the potion ingredient rules.

There is a chance of failure per spell scribed, modified upwards by the spell level, and downwards by the inscriber's level. A failed attempt means the entire scroll is ruined, and any ink already used is wasted.

Other items have much more vague guidelines involved. Essentially they instruct the DM to make up the costs on the fly, depending on the item the player wants to build. A Ring of Protection, the book's provided example, would require a masterwork-quality non-magical ring as a base. 5000gp is given as an example cost for a "base" item.

Mages need to use the "Permanency," "Enchant an Item," and/or "Enchanted Weapon" spells to make items with a +x factor, such as a Longsword +1.

In other cases, the mage would need to cast spells into a desired item then “seal” it in with a "Permanency" spell. In most cases, the spells required to enchant an item with a specific trait are basically left up to the DM to determine.

Between limited spell durations, and failure chance, there was an odd balancing act in place with this process. Enchanting a +5 weapon, for example, would be tricky due to the time limit and long casting time of "Enchant Weapon" and "Permanency." Additionally, a player was not told during the enchanting process if a step failed, and would instead be told at the end. Basically this kept PCs to the creation of +3 or +4 weapons/armor, unless they were exceptionally lucky, or very high level. Spell memorization limits came into play here was well.

As a result of this balancing act, the mage performing the enchantment would often need to cast some spells from scrolls. This would likely require the mage in question to pre-scribe the scrolls needed for the enchantment, incurring additional time or monetary costs.

For clerics and druids, the rules are absurdly simple and much clearer: pray daily, at a special altar, and there is a 1% cumulative daily chance of the item being empowered by the cleric's deity. So by day 50+ or so you're pretty much set.

Regardless of the item made, or method, any non-scrolls or potions made incur several days of inactivity on the part of the creator. 1 day/100xp value of the item is suggested. This is a fairly bad penalty, as a Mage that creates a Staff of the Magi, for example, would have to rest for 150 days afterwards.

More complex items are explicitly excluded from creation. Any of the Manuals that provide XP or improve stats cannot be created, nor can items like the Hammer of Thunderbolts. There is little codification as to which items are supposed to be excluded. This is again left to the DM to determine.

It is a bit disappointing that these rules were excluded from the Gold Box games. In Curse of the Azure Bonds, for instance, a sage in each town might have sold a magic item recipe for a high price. You could then undergo the required steps to make that item, if it seemed worthwhile, burning more money in the process and perhaps taking the mage character out of commission for part of the gameplay. [Ed: I'm thinking of a system that combines the way weapons and armor are created in The Magic Candle with the way characters must leave the party to work regular jobs.]

That being said, this is a completely understandable change. As-is, a mage does not have direct access to "Permanency" until they can cast 8th level spells, so it’s omission outside of Pools of Darkness and Dark Queen of Krynn is in line with the games' own power curve. If they had included a magic item creation process in those games, they would have also needed to provide "Permanency" scrolls.

These games also had memory restrictions that forced them to include text in an external manual; I cannot imagine they would have had room left over for an item creation sub-game that would have involved collecting “parts” from fallen foes.

1.6. Experience from story/plot actions

In Champions of Krynn, SSI started to include experience rewards for completing plot points. These were often rather substantial XP rewards and in later games are quite essential in the overall leveling process.

In the AD&D 1st edition rules, there is no precedence for this. As mentioned in the 0.x sections above, AD&D 1st edition is really just a distillation of the 1974 D&D rules, with the 3 supplements added in. OD&D circa 1974 was a game of exploration, not story. Story happened because of the exploration, but characters were in the dungeon because it was there, not because of a plot justification.
  
A character gets experience for talking his way out of combat. This isn't supposed to happen.
    
OD&D was a sandbox game and AD&D 1st edition, when written, was not modified to be a story-centric game. As a result, Gygax did not consider or include rules for XP rewards due to plot points. XP was given for defeating foes, gathering treasure, gaining and creating magic items, and a few other edge cases.

One could argue that the XP rewards for treasure, since they were only given once the treasure was successfully brought back to civilization, were used as a meta reward to include any plot-specific XP gained in the course of said acquisition. This is my personal belief as well based on my interpretation of the rules; 1 xp per gp was simply used as a blanket reward for successful adventuring.

AD&D 2nd edition did include rules for story-based XP rewards as the game had evolved into more of a story-telling game than a sandbox dungeon/wilderness exploration game. It should be noted that AD&D 2nd Edition core rules do not provide XP for treasure as a baseline. They do acknowledge that as a potential optional rule, but even in the suggested optional rule description, xp is supposed to be rewarded for gold at a ratio lower than the 1:1 that 1E had. They recommend 1 xp per 2-5 gp in those cases.

As SSI included story rewards, they did not stick to 1st edition rules.

1.7. Unearthed Arcana omissions

In 1985, TSR released the Unearthed Arcana expansion volume for the AD&D 1st edition rules. This volume detailed several new character classes (cavalier, barbarian, thief-acrobat) expanded existing classes (notably the ranger and druid), introduced weapon specialization into the game, added several character races, increased the level caps and class options for non-humans, and added a number of new magic items and spells.

Of all of the rules introduced in this expansion, the only things included in the Gold Box games were a small handful of spells and a few magic items (most notably Dart of the Hornet’s Nest). All character-related additions were ignored. All additional classes, all of the additional races, the increased racial class level caps, weapon specialization, new armor and weapons, along with the majority of the aforementioned added spells and magic items.

There is some logic to this. UA was generally considered to be unbalanced, was play-tested minimally, was released when TSR was cash-strapped, and was heavily “errata’d” in Dragon magazine. Both the cavalier and barbarian were re-tuned in at least one Dragon article each, to bring them in line with “normal” characters.

While the omissions might therefore make sense, it's worth noting that at the time, AD&D 1E’s core rules really only consisted of Player’s Handbook, the Dungeon Master’s Guide, 3 books of monsters (Monster Manual 1 and 2, and the Fiend Folio) and Unearthed Arcana. Leaving the majority of an entire book of rules out of these games is a big omission as a result.

1.8. Weapon proficiencies

In AD&D 1st edition, characters are given a small number (2-4 depending on class) of weapon proficiency “slots." These are used to select in which weapons the character is proficient. Non-proficient weapon use incurs a to hit penalty of -1 to -4 (based on class). Characters gain slots as they level, which allows them to become proficient in new weapons.

As briefly mentioned in 1.7, Unearthed Arcana introduced weapon specialization. This system allows fighters and rangers to spend a second proficiency slot on a weapon, which then bestows a faster attack rate, and to-hit and damage bonus. Essentially, they are given +1 to hit, +2 to damage, and their attacks per round with said weapon increase by 1 step, allowing 3 attacks every 2 rounds at level 1 or 2 attacks every round at level 7, for a standard melee weapon.

These rules were wholly omitted in the Gold Box games. This does make some sense as the pre-Unearthed Arcana system is a “penalty only” type of system. Specifically, there are no advantages to being proficient in a weapon, but there are substantial disadvantages in being non-proficient in a weapon. This type of system is generally frowned upon in modern game design. Regardless, its omission is worth noting as it is a clear rules change.




In summary, SSI was not above making significant changes to the AD&D first edition rules in adapting them to the CRPG medium. Thus, slavish, contractually-mandated dedication to the ruleset cannot justify the broken state of the economy. While most of the changes above resulted in a better CRPG experience at best or a neutral result at worst, changes to rules regarding training, "Monty Haul" gaming, placement and prevalence of treasures, among others, conspired to create a series of games in which money becomes more of an encumbrance than an asset after the first hours of the first game. In the second part of this article, we'll look at the specific treasure-based factors that resulted in a Gold Box economy that fundamentally sucks.

26 Sep 16:48

Harajuku EDM Group Member in Resale Fashion w/ Suspenders & Silk Trousers

by Tokyo Street Style

We met Ayaka – sporting suspenders and trousers – on the street in Harajuku. Ayaka is an 18-year-old student and member of the Japanese EDM idol group Stereo Tokyo.

Ayaka’s look features resale fashion clothing that includes a white button down shirt, brown suspenders and striped, silk trousers from Me. Platform creepers and a canvas tote bag complete her look.

Ayaka’s favorite brand/shop is Romantic Standard and she loves shopping at used/resale shops. Follow her on Twitter for more of her info.

Harajuku resale fashion w/ Me Button down shirt and suspenders Canvas tote bag Striped silk trousers and platform creepers

Click on any photo to enlarge it.