The reason for the season

It may not feel much like the dead of winter right now, let alone the holiday season, at least where I am. Normally, around this time of year, we’d have at least a foot of snow on the ground, that would have been there for weeks, already. In 2023? We’ve got maybe an inch, and it’s supposed to be above freezing this weekend, with rain in the forecast, most of the week of Christmas. This is not a good thing, despite how “wonderful” most of the geriatrics who show up at my job proclaim it to be; just because you’ll be dead before the planet fully goes to shit doesn’t make rain in December, north of the 45th parallel anything other than a horrible warning sign of things to come. You might even say we’ve got dark days ahead, which in a roundabout and not at all existentially horrific way, brings us to today’s word.

solstice, noun - the day in the winter or summer with the fewest or most hours of daylight, respectively

Learned from: Solstice (NES)

Developed by Software Creations

Published by CSG Imagesoft (1990)

I never owned an NES growing up, but I do remember seeing ads for this fantasy adventure game released late in the console’s life cycle. At first glance, it looks a bit like The Immortal, or the underrated Genesis game, Landstalker, with its isometric cameras angle, and fantasy setting, but upon looking up gameplay, I don’t think there’s any combat. Instead, it’s more of a puzzle game, akin to Airball, or the much-later Lumo, where you’re trying to navigate your character through a series of traps and monsters, without directly fighting them. It was, I hope, an understandable mistake to make, because the wizard on the cover was buff as hell.

These sorts of games can be fun, but watching a playthrough of it, it looks like it does share something in common with Landstalker, in that your character doesn’t have a shadow…which has to make it incredibly frustrating to line up jumps.

Touching on the subject that I originally began this post with, I’m sorry to be a downer around what’s supposed to be a happy time of year. I hope that wherever you are, things look more seasonal, and you find yourself in more of the holiday spirit. Whatever you celebrate, even if it’s just the fact that days will be getting longer, I wish you nothing but the best. Now, have a stupidly ripped wizard, to cheer you up.

“Do you even lift, Gandalf?”

The new normal

Don’t worry, this isn’t going to be a post all about COVID. At least, not directly. Over the past few months, the company I work for has bled off no fewer than seven employees. We aren’t large, so this has really hurt. And because there’s a labor shortage in the US right now (the exact reasons why are a subject for another time), every place is hiring. That means we’ve had a ridiculously hard time getting people to apply–and if they do apply, most of them only stick around for a month or so before leaving to look for something less stressful. “Normal” this year has become an endless cycle of working extra hours because we’re so short-staffed, leading to a more stressful environment among those of us who have stuck around, and the new employees we do get pick up on that, and don’t want to stay, leading to more long hours, and more stress, and…

I miss the old normal. Which brings us to today’s word.

mundane, adj. – normal, ordinary, commonplace

Learned from: The Immortal (Apple IIGS, Amiga, Atari ST, Genesis, NES, PC, Nintendo Switch)

Developed by Will Harvey

Published by Electronic Arts (1990)

The Immortal was an odd, but memorable game. Part-adventure game, part-light RPG, it put you in the shoes of a rather old wizard, trying to find his mentor somewhere in a sprawling labyrinth. It sounds pretty straightforward (aside from the protagonist older than 30–how often do you see something like that, these days?), but the game was anything but. Your adventure was chock-full of clever puzzles to solve (or bash your head against), traps to avoid (or blunder into), monsters to fight (or sneak by, or even befriend), and spells to cast–even spells as “mundane” as fireballs, according to the manual.

The world usually felt threatening, sometimes alien (the will-o’-the-wisps stand out in my memory), and always lived-in. Even despite the clunky controls, and some would say unfair difficulty (how was I supposed to know that chest was full of spiders, ahead of time?!), I still have very fond recollections of my time with The Immortal. Despite the bland initial setup, the game is anything but mundane.

Believe it or not, EA publishing good, inventive games also used to be normal.

Your stupid minds! Stupid! Stupid!!

So, as you may know, today was Independence Day for those of us here in the United States.  As you may also know, we…haven’t been doing the greatest at following simple instructions designed to keep ourselves alive.  This combination brings us directly to today’s word.

lemming, noun –  a small, Arctic rodent falsely made famous for the belief that they willingly run off of cliffs

Learned from:  Lemmings  (Genesis, Amiga, NES, Super Nintendo, Game Boy, Game Gear, Atari Lynx, Sega Master System)

Developed by DMA Design

Published by Psygnosis (1991)

Video game developers seem to have a fondness for unusual animals, from echidnas, to bandicoots, to lemmings.  I probably wasn’t the only kid whose first exposure to some of these critters was through games featuring them.

Lemmings is a puzzle game.  You’re tasked with safely guiding a bunch of the titular creatures (depicted as green-haired humanoids in blue robes for some reason), across a series of hazards, by assigning them different tasks.  The lemmings, themselves, have no sense of self-preservation, and will walk blindly into lava pits, spikes, acid pools, and many, many other deadly fates.  It isn’t an easy task, and the fact that I was playing the Genesis version (with very sluggish controls in a real-time game) only made it harder.  Still, it’s considered a classic for good reason, because it is a lot of fun.  Certainly more fun than…

lemmings

This is an image taken today from a local beach.  Half of these people are probably tourists, which means it’s anyone’s guess how many people they came into contact with, across how many states, before they got here.  The faces of anyone close enough to be identified have been replaced with something more fitting.

So, about the Archon series…

I realize with my last post, I jumped into the sequel without talking much about the game that came first, though I have learned words from both of them.  In an odd, meta-narrative way, this is actually fitting, since I did play Archon II before I ever gave the first one a shot.  Since they’re both pretty fun games, with different things to offer, I felt I should give the original some attention.  Which brings us to today’s word.

manticore, noun –  a mythical creature with the head of a man, the body of a lion, and the tail of a scorpion, also (sometimes) the wings of a bat

Learned from:  Archon: The Light and the Dark (Apple II, Atari 8-bit, Commodore 64, Amiga, PC, Macintosh, NES, Amstrad CPC, ZX Spectrum, PC-88)

Developed by Free Fall Associates

Published by Electronic Arts (1983)

In many ways, the first Archon is a much more straightforward game than its sequel.  It has the same system where if two units land on the same square, the screen shifts to an abstract representation of the battlefield, where you fight in real-time, but there’s less environment variety.  Instead of elemental planes, you’ve got what amounts to a chessboard with white and black squares.  The gimmick comes in the fact that the board undergoes a constant day/night cycle, where the Light side is stronger during the day (and on white squares), while the Dark side is stronger at night (and on black spaces).  There are also in-between squares that shift colors along with the time of day.  This injects a bit of strategy, where your most mobile units can get to the enemy leader faster, but taking them to their max range in a turn might leave them on the wrong-colored square as day/night is approaching.

And oh, are there a lot of unit types.  From basic soldiers, to trolls, to shapeshifters, to the manticore.  The description of it above comes from Arabian mythology, and I have to admit, it’s pretty cool…but at the time, I had no idea what I was supposed to be looking at.  The thing was just a vaguely quadrupedal mass of blue pixels, with something that looked as much like a satellite dish as a tail.  Not exactly frightening.  Thankfully, my parents had an encyclopedia with a better illustration, and from that point on, my imagination filled in the blanks better than any graphics of the time could have (cheesy as that probably sounds).

archon

If this looks like an old album cover, you’re not entirely wrong.  Some games from this era came in what were essentially record sleeves.

My coworkers can’t spell

In the back storage room where I work, there’s a bunch of stuff that probably hasn’t been touched in years: paper files dating back almost a decade, microfilm copies of records that are older still, outdated equipment, etc.  There is also, inexplicably, a plastic container of 3.5″ floppy disks, labeled, and I quote:  “MICS DISCS”.  Putting aside the fact that “discs” should be spelled with a K in this instance, they abbreviated “miscellaneous” wrong.  Which brings to mind today’s word.

miscellaneous, adj. –  not falling into any set category, having numerous and varied traits

Learned from:  Dragon Wars  (Apple II, Amiga, Commodore 64, Tandy, PC)

Developed by Interplay Productions, Kemco (NES version)

Published by Activision (1989)

Dragon Wars was a first-person dungeon crawler, that had more of an RPG aspect than some other games in the genre (there were actually NPCs to talk to, and choices you made actually mattered, so it wasn’t all about the combat/puzzles).  It was a difficult, at times weird game that had an unexpected amount of depth.  And to some degree, that depth extended to the magic system.

There weren’t really character classes in Dragon Wars, per se, and it was really a character’s stats and training that determined what they were good at.  So, you might have someone who’s really skilled in Sun Magic, but had no High Magic spells.  If I remember correctly, there were five schools of magic:  Low (entry-level stuff), High (better versions of Low spells, and more versatility), Sun (for those who really wanted to cast the spells that make the people fall down), Druid (less damage, more summoning), and finally, Miscellaneous.  I don’t think there were many spells in Miscellaneous Magic, and thematically they didn’t seem to fit anywhere else–sort of a haste spell, and a high damage spell that wasn’t elemental or sun-based, I think.  There may have been more, but I honestly don’t recall.  But if it really was only that handful, it seems like they could’ve found some way to tweak them so they’d fit in a different school, and get rid of the pointless appendix that was Miscellaneous Magic.

Just like we should really just get rid of “MICS DISCS” at work.  I’m sure Mic won’t miss them.

dragon_wars

Unrelated note, but I really do miss hand-painted box art.  They don’t make ’em like this anymore.

1,000 Points of Light

By this point, I’m sure most of you know about the situation in Australia.  If somehow you aren’t, the continent is on fire.  Millions of animals have died, thousands of people have been displaced, and as of right now, the fires show no signs of stopping.  Today’s word should be self-explanatory….

inferno, noun –  an intense, uncontrollable blaze

Learned from:  Shadowgate  (Apple IIGS, Atari ST, Amiga, CD-I, Game Boy Color, Macintosh, NES, Palm OS, PC, mobile phone)

Developed by ICOM Simulations, Inc.

Published by Mindscape (1987), (Kemco, 1989 for the NES)

Far from the real-world horrorscape that is Australia right now, opening a door to find just an entire chasm full of fire seems downright passe.  Shadowgate was known for being unpredictable.  Each door, or hatch, or hallway could just as easily lead to a wizard’s laboratory, or a dragon’s hoard, or a bridge over a sea of flames.  The sheer variety of scenes led to an equally broad set of creative solutions in order to progress.

Sadly, there’s no icy crystal orb we can shatter against the ground to put out the infernos raging across Australia.  Indeed, once you see some of the photos from the area, it can be easy to feel like there’s no solution at all.  And for any one of us, that’s true.  Fortunately, fixing this–or any other problem of this scope–doesn’t fall on the shoulders of any one person.  The most any one of us can do is what we can.  If you’re inclined to spit in the face of impossible odds, and do all that anyone could ask, this article has a list of things you can do to help, at the bottom.  Again, no one person could be expected to do all of them, but any of us could do at least one.

Even a cold can be good for something

As the title suggests, I’m sick right now.  Have been, for about half a week or so, with a very irritating head cold.  It started with my throat hurting, and my voice dropping an octave, then only coming out as a croaky whisper, like a mummy that just woke up after a millennium-long nap in the desert sun.  It’s since migrated (somewhat) from my throat to my nose, and if you compressed all the tissues I’ve used back into solid wood, you could probably build, if not a house, then at least a garden shed.  All of which brings us to today’s word.

phlegm, noun  The buildup of thick mucous in the respiratory passages.

Learned from:  Xenophobe  (Atari 7800, Amiga, Amstrad CPC, Arcade, Atari 2600, Atari ST, Commodore 64, Lynx, NES, ZX Spectrum)

Developed by Bally Midway

Published by Bally Midway (1987)

Xenophobe was, at its heart, a ripoff of Aliens.  It’s a side-scrolling action game, where you have to travel from space station to space station, clearing each one of an alien infestation before the self-destruct sequence counts down.  All in all, it’s a decently fun game, with a good variety of weapons and monsters–from little ones that just crawl along, to ones that roll into balls, to the big ones that spit phlegm at you from a distance.

I know it was phlegm and not acid, because the instruction manual (remember those?) said so.  As a kid of about seven or eight, I of course knew the term “snot,” but I knew “mucous” as well; phlegm was new to me, though.  So much so, that I thought this weird amalgamation of letters was a typo (which weren’t really uncommon in manuals at the time).  So, I asked my father–pronouncing the word wrong, I’m sure–and boom, I had a new entry in my burgeoning vocabulary.  As well as a hilarious mental image of a hulking alien beast killing your character by covering them in snot.  (Hilarious to seven-year-old me, at least.)

Fun fact:  Xenophobe also taught me a bit of the Greek alphabet, as each station was Alpha, Beta, Gamma, etc.  I won’t be including those as entries here, since they’re just letters, not full-fledged words, but I think it’s neat that this simple run & gun shooter taught me so many varied things.

xenophobe

Hideous alien hellbeasts–you know, for kids!