Hi-Ho, Hi-Ho, Into the Canyon We Go

BERJAYA
They Might Be Giants, The World Is to Dig – It’s been about five years since the release of my favorite band’s last regular studio album, BOOK, which felt like a big production. After that, this one comes across as a bit understated. I tried to find something to write about every song, although I couldn’t think of a whole lot for some of them, and I took a fair amount of the trivia directly from the TMBG wiki.

Back in Los Angeles – It’s kind of weird that John Linnell sings this, since it’s loungey, and that’s more John Flansburgh’s thing. It has guest violinists on it, and it’s pretty absurd, with all of the places and activities mentioned being fictional but kind of sounding like they could be real.

Wu-Tang – This one is sort of about the Wu-Tang Clan, but is in a totally different style of music and doesn’t really say anything about the hip-hop group. It’s sort of like Frank Black’s “I Heard Ramona Sing” in that respect. Perhaps the heavenly warriors battling is a reference to how the Clan got their name from kung fu movies.

Sleep’s Older Sister – This is a favorite from early listens. The title makes me think of the mention of “sleep’s older brother” in “Three Might Be Duende.” Flansburgh mentioned Greek mythology as an inspiration, and in classical mythology Thanatos, personification of death, was the twin brother of Hypnos, god of sleep. I don’t know of any mentions of a sister, but I’d say some creative license is permissible. Hypnos lived in a cave on the outskirts of the underworld, where it was perpetually twilight, which sort of fits with the lyrics. And there’s a mention of crossing a river, like the one Charon ferried the dead across. The song has a dreamlike feel and a finality to it.

Je N’en Ai Pas – This one grew out of Linnell trying to learn French on Duolingo, and putting together some phrases he liked the sound of. The title means “I’ve got nothing.”

Outside Brain – This band sure does love songs about brains, don’t they? This a frantic song with lyrics about panic. It has a fast rhythm that’s quite compelling.

Let’s Fall in Lava – This is a lesser one, I think, if only because the pun is one I’ve seen used quite a bit before. The lyrics about a couple trying to commit suicide is an appropriate one for the band, but the song doesn’t really go anywhere. I do like the echoing sound on it, though.

Telescope – The shortest song on an album where only two tracks are over three minutes long, but enjoyable. It has some weird effects on the percussion, and stream-of-consciousness sort of lyrics. The line “cross the skies, cross your eyes, cross out the things you don’t feel” is some clever wordplay, as “cross” means different things in all three cases.

Garbage In – This a pretty mellow song with a good combination of piano and drums. It seems to be about choosing to hide away and avoid people. The concept of removing the head or destroying the brain shows up in Night of the Living Dead. And that makes two songs on this album that prominently mention brains. The solo kind of sounds like a kazoo, but it’s actually Flansburgh’s voice through a filter.

Get Down – This is another one that’s centered around a pun, in this case that it has a funky disco kind of sound that would imply it’s about dancing, but the words are really about a warning from invading aliens. Linnell considers it a white version of Afrofuturism.

New Wave Will Never Die – This is kind of like “Wu-Tang,” in that it references a style of music, but isn’t in that style. It’s more of a Caribbean sort of sound, especially with the percussion. It’s about nostalgia and aging (“painkilling’s now a full-time job”), and plays on the idea of thinking any trend will last forever. I like the lyric, “I shot myself with a starter gun.”

Overnight Sensation (Hit Record) – A cover of a song originally recorded by the Raspberries in 1974, which the Johns grew up listening to and loved the production.The original song is kind of slow with a fair amount of variation, but I don’t think the cover works that well. Doing it in more of an electric rock style makes the lyrics sound cheesier than they were before. When looking for the original, I realized that the Fastbacks had also done a Raspberries cover, “Go All the Way.”

Character Flaw – The beginning to this reminds me of “Flying V.” It does kind of have a kids’ song vibe to it overall, particularly with the lyric, “It’s the flawiest flaw that you have ever saw. It’s a fun Linnell song, very catchy, personifying a characteristic of a person in sort of the same way as something like “Hopeless Bleak Despair,” although that song isn’t much like this one in other ways.

Hit the Ground – There’s a funky sound to this. It would probably have worked as a Mono Puff song if they were still a going concern. It’s about a breakup.

What You Get – This was one Linnell originally wrote for Coraline, but I understand it’s been changed quite a bit from its original form. There are a lot of clever rhymes here, with the rhyme scheme reminding me somewhat of “I Love You for Psychological Reasons.” It also does with the word “make” what “Telescope” does with “cross.” It’s about existence and how you have to make your own meaning.

Slow – Not only is the song slow, but it’s about slowness. The wiki mentions that this is technically the second TMBG song with that title, although the other one is an instrumental that’s fifty-three seconds long. It comes across as being sort of a pulp horror story, maybe somewhat along the same lines as “2082.” The person it’s about drinks a potion that slows everything down, which results in their gaining enlightenment but being unable to do anything about it. It’s depressing but also has some jokes in its structure, like the person drinking more potion when they’re trying to get the antidote. I suppose it pairs well with “What You Get,” as that’s also about trying to find meaning, but presented much more cheerfully. It’s referred to as a microtonal composition. There’s an instrumental part that sounds quite similar to “Can’t Keep Johnny Down.”

In the Dead Mall – This is an upbeat, jazzy sort of song that also seems to be about nostalgia and aging, a recurring theme on this album. I’m not exactly sure what the lyrics mean outside of the references to malls, but it’s fun.

What the Cat Dragged In – This one is kind of a march based on the common expression. It’s not a favorite, but the arrangement is quite interesting.

They Might Be Feral – This song builds up from a simple beginning to something much fuller. It’s been confirmed to be about some of the people Flans has encountered in rural areas. It’s not complimentary, but it’s not really insulting either, more of a commentary on trying to make sense of the world and often getting it wrong.

Posted in Frank Black/Black Francis, Greek Mythology, Humor, Language, Magic, Music, Mythology, Relationships, They Might Be Giants | Tagged , , , , , , , , , , , , , , | Leave a comment

Undoing the Undead

BERJAYA
Quest for Glory: Shadows of Darkness – This is the fourth game in the series, but the number doesn’t officially appear in the title. I think there was kind of a stigma on using numbers for too many sequels at the time. It seems to have worked out all right for Final Fantasy, however, and those aren’t even sequels in the traditional sense. And aren’t all shadows dark? I still call it Quest for Glory IV, even if that isn’t the official title. This is the installment with a lot of horror elements, and it takes place in the Eastern European country of Mordavia. The layout of the land is similar to that of the first game, with a small town that includes most needed amenities, and the rest of the map laid out on a grid.
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Characters and events appear on specific screens, rather than general areas like in QfG3. There’s another garden planted by the half-fairy sorceress Erana that serves as a safe space, and there’s more detail on Erana’s background here.
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Monsters show up from time to time, but they don’t seem to be quite as common as in earlier games. One sort you can run into is a vorpal bunny, which has also appeared in several other video game series.
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The battle system this time is reminiscent of Street Fighter, involving jumping and walking across the screen rather than just attacking and defending. I found it more challenging, but there is usually a way to back an enemy into a corner so they won’t be able to fight back. I found the monsters with projectile weapons particularly troublesome, including the wraiths that only show up at night.
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Baba Yaga is back in a setting more suited to her origins, and as before, she’ll help or hurt you depending on her mood.
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Also reappearing is Ad Avis, who’s become a vampire, which means he’s now in the service of their leader Katrina.
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They don’t get along, but they’re still working together to summon the eldritch creature Avoozl.
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Katrina does have a soft spot for the hero, and seems to genuinely want to make connections. There are some beings from Slavic mythology, including a Rusalka who tries to trick you into drowning but is friendly enough after she fails, a Leshy who plays games and asks riddles, and two Domovoi.
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And there are other characters more familiar from monster movies and the like. Interestingly, there are no werewolves in this setting, at least not in the sense in which they’re generally understood. There are, however, shapeshifting gypsies who can turn into wolves at will. The provider of healing potions this time is a Frankenstein-like mad scientist, Dr. Cranium, who is identified as the ancestor of Dr. Brain from some other Sierra games I’ve never played.
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He doesn’t believe in magic despite being in a world where it’s quite common, and considers pizza to be the fifth classical element. And I suppose the grue goo he uses is a Zork reference. The townspeople, living in a place so full of monsters and curses, are suspicious of you at first, but can be brought around as you do things for them. There’s a trio of farmers who sort of carry on the tradition of comedians showing up in these games, one sounding like Rodney Dangerfield while the other two are apparently both Jack Nicholson impressions. The voice actors ad libbed quite a bit, so the spoken dialogue doesn’t always match the text that appears on screen. And there’s a castle guard who’s based on Boris Karloff. This game also continues the trend of gnomes in this series being jokesters, this time with a jester named Punny Bones who’s been cursed by Baba Yaga to lose his sense of humor. After he gets it back, his jokes don’t actually seem any better, but they’re more successful. He teaches you the funniest joke in the world (shades of Monty Python), which you have to use to distract Ad Avis.
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I understand the fifth game is more of an action role-playing game, and I’m generally not very good at those, so we’ll see how far I can get. King’s Quest VIII is another one I feel I should play but I’ve heard is more action-oriented.

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Rex Nebular and the Cosmic Gender Bender – I got this game as part of a package. It was made by MicroProse, which was mostly a strategy game company, but also did a few adventure games. This one appears to be pretty heavily inspired by Space Quest, with a clumsy, clueless hero exploring a strange planet with a lot of comical dialogue.
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Yeah, Sierra had just done this bit in SQ4, but it’s still entertaining.
It’s a bit raunchier than that series generally is, though.
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When I play games like this, I usually try to examine as many items as possible. This does result in some useful information and a fair number of jokes, but there are a lot of things that just result in Rex getting bored of looking at them. It might have worked better if you just couldn’t interact with those things, because I got bored of reading those non-descriptions. I played it on easy mode, which as far as I can tell means that a few of the more complex puzzles are simplified quite a bit. The plot is that Rex is being paid to find a vase on a hidden planet that had undergone a literal war between the sexes.
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The women had wiped out all the men, which left them with no way to reproduce. They created a device that could temporarily switch someone’s gender, but they don’t like to use it. The population has also become stratified, with the technologically advanced women living underground and the others in huts on the surface.
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Not surprisingly, there are a lot of jokes based on gender stereotypes. One of the surface residents determines that Rex is really a man because he knows about tools but not about place settings. (Personally, I don’t know about either one.) His spaceship is a total mess with rotten food in the refrigerator. The ruined city of Machopolis (like “macho,” not ratios in air travel) has streets called Powertool Lane and Biceps Way. Rex has to turn himself into a woman at one point in order to access certain areas, and is rather disturbed by it.
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There are a lot of ways to die, but the game conveniently starts you back right before it happened rather than making you revert to your last save. And there are two separate occasions where you have to shove something into a dead animal. It’s all right to play, pretty standard for a point-and-click adventure of the time, but my main complaint is that it’s pretty small. There aren’t very many locations to explore, and there’s not a lot of variety in the humor either. It is interesting that, as in Monkey Island 2, the game is mostly a flashback being relayed to someone by the hero.
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I’ve just started playing Dragonsphere, another adventure game from the same company, that has a quite similar interface but a different style.

Posted in Animals, Celebrities, Gender, Humor, infocom, lucasarts, Magic, Maps, Medicine, Monsters, Mythology, Names, Prejudice, quest for glory, Russian, Science, Sierra, Slavic, space quest, Video Games, zork | Tagged , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | 1 Comment

Rift of the Magi

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Ronan the Barbarian, by James Bibby – The joke in the title is perhaps a little too obvious, but this is a good comic fantasy overall. Ronan is the son of a blacksmith who makes flimsy weapons, and is killed by the warlord Nekros. In order to get revenge, the rather nerdy child goes to warrior school to train to be a barbarian hero. After graduation, he finds himself journeying with a guy who spends most of his time drinking in bars but also has hidden magical powers and might be part orc, and a ravenously carnivorous donkey. Our heroes are often able to talk themselves out of dangerous situations. Bibby has his own amusing takes on the standard fantastic beings, like elves who get drunk on seawater, and a chatty dragon who only eats people when he’s drunk. In one elven kingdom, the king had a policy of exterminating predatory animals, which leads to rabbits overrunning the country and a stoat being the most dangerous creature that can be found. And there’s a wizard named Anthrax who can draw items out of other universes.

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It’s Magic, You Dope!, by Jack Sharkey – This is another comic fantasy. A pretty ordinary guy named Albert Hicks finds that his girlfriend Susan, her family, and their house have suddenly disappeared with no trace. Shortly after that, he finds himself transported to the perpendicular world of Drendon, a flat plane with no horizon that was split off from Earth by Merlin. He soon meets a wood nymph who reminds him a lot of Susan, a faun who’s similar to her brother, and a witch who resembles her mother. Drendon is a land of weird magical creatures, including some from mythology and others that are original with this story, like the winged man-eating Kwistians and their emperor, the mushroom-like Thrangs who kill their pets with kindness, parasitic Cheesers that suck out blood sugar, and gooey Wumbls that absorb their victims like gelatinous cubes. There’s a rather entertaining exchange about frog-like creatures who eat their sexual partners and hence never reproduce. It ends with the two worlds merging again, so Susan ends up with a unicorn on her lawn.

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Magician: Master, by Raymond E. Feist – After the first part of this story brought the apprentice magician Pug through a rift in space and out of the narrative, here we find out that he ended up living in another world, Kelewan, where, starting out as a slave, he gets married and grows much more powerful as a magic-worker. His best friend Tomas becomes a great warrior and gains a spiritual connection to a Dragon Lord from long ago. And the war between the worlds continues for years, partially because the King of the Isles has gone mad. Eventually, Pug returns to his home world and the rift is closed. There are a lot of different plots and characters involved in this, way more than in the first part, which was fairly straightforward. It can be difficult to keep track of all of them, and it often means the familiar characters get overlooked a bit. There’s a lot of political maneuvering as well. I liked it pretty well, but I kind of think what worked about the first volume got lost in all the additional details.

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Through Gates of Garnet and Gold, by Seanan McGuire – The eleventh book in the Wayward Children series brings back Nancy Whitman, main protagonist of the first. She had returned to the Halls of the Dead, her chosen alternate world, where she spends her time as a living statue. It’s not something I would want, but she actually enjoys it. When she learns that the ghosts who inhabit the realm are destroying the statues, she chooses to return to Eleanor West’s home to recruit her old friends to figure out what’s going on. They find out that another established character is behind the plot. This one really didn’t stand on its own so well, which isn’t necessarily a problem in a long-running series, but it means I’m not going to rate it as highly as an individual book. I still liked it, and Sumi is quite entertaining as a supporting character.

Posted in Animals, Arthurian Legend, Authors, Book Reviews, British, Greek Mythology, Humor, Magic, Monsters, Mythology, Names, Roman, seanan mcguire, Wayward Children | Tagged , , , , , , , , , , , , , , , , , , , , , , , , , | Leave a comment

The Eldritch Hero

BERJAYA
Cthulhu Saves the World – I enjoyed Cosmic Star Heroine from Zeboyd Games, so I checked out this earlier game. It’s a throwback to the sixteen-bit era with much of the same style and sense of humor, but it’s shorter and has less of a story, being sort of a parody of a role-playing game. It’s a pretty straightforward experience for the most part, and it has several attributes that simplify the gameplay somewhat, including the ability to save any time, a limited number of random encounters in each dungeon, a spell that can teleport you to any previously visited town from anywhere, and full health being restored after each battle. Full magic power is not restored, although you can get a little bit back as you increase in levels, there are usually spaces that fill it up before a boss, and inns are free. That doesn’t mean it’s always that easy, however. Even regular battles sometimes include tough enemies that can wipe out a party pretty quickly.
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But then, it’s also not that much trouble to try again. You can get 1-ups to start a particular battle from the beginning, but since you can save any time, they’re more of a slight convenience than actually all that helpful.
Saving the world is not something you’d expect Cthulhu to do. Quite the opposite, in fact.
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The story is that a mysterious wizard has sealed the Great Old One’s powers, and he can only get them back by becoming a hero. In order to do so, he has to fight other beings from H.P. Lovecraft’s mythology, with Nyarlathotep, a Shoggoth, Dagon, and Azathoth showing up as bosses.
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But other boss monsters are just strange, like the Ape Princess and a living tombstone. As in CSH, every monster you encounter has a description, often with amusing references to other games. The narration makes a lot of those as well, and Cthulhu frequently argues with the narrator. I caught homages to Final Fantasy VI and VII, Bad Dudes, Maniac Mansion, Day of the Tentacle, Space Invaders, Zelda II and Ocarina of Time, and Super Metroid; and I’m sure there are others I missed.
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A lot of the places you visit are Lovecraft references as well, so I guess the game takes place in New England, although the geography doesn’t reflect that.
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Through the course of his travels, the would-be hero gains several allies. There’s Umi, who has water-based powers and fights with a trident, and has a crush on Cthulhu; Sharpe, a giant living sword; October, a goth necromancer who amasses a large collection of magic spells; Paws, an alien cat with high-tech claws who turns against his fellows’ conquering ways; Dacre, a forgetful old priest who reminds Umi of Santa Claus; and Ember, a fire-breathing dragon who also serves as air transportation.
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The new Faces of Death movie stars an actor named Dacre Montgomery, but he doesn’t look like Santa.
There’s a secret character as well, DEM, but recruiting him requires winning a really tough fight, and I didn’t even come close. Each character has their own skills, and specific weapons and armor that no one else can use. You can use four party members at once, although the others tag along and gain experience even when they don’t participate in battle. I mostly stuck with a party of Cthulhu, Umi, October, and Paws. I probably should have tried some of the others, but it’s such a short game that I didn’t really get the chance. I might argue that it’s too many playable characters for something of this length, but they’re fun creations.

While CSM felt a lot like Chrono Trigger with some Phantasy Star elements, this game reminds me a lot of Final Fantasy Mystic Quest. Like that game, it’s streamlined quite a bit, but has a lot of mazes and a heavy focus on status effects. The monster sprites change when they’re made insane, and MQ was big on changing sprites. The graphics are similar overall, there’s a soundtrack with a good amount of rock music, and the map changes after certain events.
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I don’t know whether this was intentional, but I wouldn’t be surprised, since that was also a short and kind of silly game.

I understand there was a Christmas-themed sequel to this game released in 2019. And the package I bought the game in also included the earlier Breath of Death VII, so I’ll try that at some point, but not right away.

Posted in Animals, Final Fantasy, Humor, lucasarts, Magic, Metroid, Monsters, Music, Names, Technology, Video Games, Zelda | Tagged , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | Leave a comment

G.U.E. on Nine Zorkmids a Day

I recently wrote about the Zork gamebooks, but there were also a few novels published back in the day. As far as video game tie-ins go, they’re pretty good. They often feel like pretty standard fantasy with some Zorkian humor mixed in, but that’s okay.

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Wishbringer, by Craig Shaw Gardner – I was already familiar with author from his books about Ebenezum and Wuntvor. The novelization of this game identifies the protagonist as Simon, a small-time con-artist who runs a rigged shell game on the Fun Pier in Festeron. When he gets caught, he finds himself subjected to the town’s strange legal system. He’s sentenced to be a postman, which the court seems to consider a fate worse than death. On his rounds, he’s accompanied by a man named Sneed whom no one else notices, and is revealed to be a former postman himself. He also finds himself in possession of an Acme Kitchen Wonder, an appliance with a lot of useful features; and a radio that appears to be sentient. These items aren’t in the game, but they fit with its style of humor. More information is given about the Evil One, whose real name is Gladys. In addition to the magic shop owner Gail, she has another sister named Hortense, the one who gives Simon the Kitchen Wonder. The book goes into more detail about how the change to Witchville alters people’s personalities. The nice and sweet Gloria, on whom Simon has a crush, becomes cruel. The postmaster Corky Crisp and librarian Violet Voss relish the change as a chance to show their darker sides, and are shown to have a fetish for torture. The giant library stamp that they use as a torture device reminds me of the Kafka story “In the Penal Colony,” which has a machine that kills people by carving descriptions of their crimes into their bodies. And Sergeant MacGuffin, who’s quite mean even in the daytime, has plans of taking over the town. Perhaps as a reference to how you can play the game multiple times with some slight differences, there are indications in the story that the sisters have been going through the same thing for years, with a series of postmen thwarting the Evil One’s plans, but nothing much changing in the long run. This is suggested to be the last time because Gladys gets desperate and breaks the rules, but the ending hints otherwise.

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Enchanter, by Robin W. Bailey – I don’t know this author, although I did come across a reference to his writing a Fafhrd and the Gray Mouser sequel. This one is specifically not a novelization of the game itself, but rather a sequel to it set some years later, with a different protagonist. Anesi is a young man who’s the grandson of the great wizard Stribel Wartsworth, and studied magic at a university himself for a while until his father made him drop out. A bunch of rowdy and eccentric enchanters invade their quiet home one day, trying to enlist Anesi to help defeat the Great Terror. Part of the game is a puzzle to trap the Terror, whom Krill had unwittingly freed in the basement in Castle Largoneth. But apparently a flaw remains, as the Terror is able to escape and spread his hatred and horror on the land. Anesi soon gains several companions on his quest: his best friend Fidget, the tough but dimwitted Brogmoid Cubby, the Nymph Tyrillee, the strange old man Humble Bellows who’s obviously keeping a lot of secrets, and even a dragon. Together, they manage to trap the Terror inside a tree. Tyrillee refers to herself as a Dyriadnaiad, but admits that humans generally just call her people Dryads. This book doesn’t come off as jokey as most of these Zork tie-ins, with the humor mostly being in a characters’ eccentricities, aside from a recurring joke where everyone initially hears Anesi’s name as “uneasy.”

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The Zork Chronicles, by George Alec Effinger – Published in 1990 as part of a series of books based on Infocom properties, this story goes all over the place. It starts with a supernatural guide named Glorian attending a conference at the Valhalla Hilton, where he receives an order to assist the barbarian hero Mirakles of the Elastic Tendon in exploring the Great Underground Empire to find the Golden Dipped Switch for the time machine from Zork III. Mirakles is the Prince of the Sunless Grotto on the Frigid River, who was conceived when the god Thrag appeared to his mother, Queen Desiphae, in the form of a year’s supply of microwave popcorn. And his magic sword smells of baking bread when danger is nearby. They enter the Empire by means of the White House, and Mirakles immediately rushes in without a light source and finds himself fighting a bunch of Grues. He and Glorian meet up with another guide, Spike, son of the thief from Zork I with Threnia, the Muse of Modern Fantasy. (I wonder if Alexandria Wolfe knew about this?) The three of them visit many of the locations from the first three games, and often provide humorous commentary on them. Since the adventurer from the games has beaten the monsters and taken the treasures, there isn’t a whole lot left anymore. Morgrom, a shape-shifting evil being, has been trying to restore the Empire, but most of what he’s been able to provide is rather pathetic. The characters make references to both the Zork world and our own, which makes sense for Glorian, who has visited many different worlds, but not so much for the others. It still works, though. The gods include some who were actually worshipped in our world, but the two most powerful are the Autoexec (who is revealed to be a villain) and Control Character. I quite liked Glorian’s technique of drawer forwarding, which allowed him to transport things from his hotel room to his current location.

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The Lost City of Zork – This is another one by Bailey, and it bears clear similarities to Enchanter. It has more jokes, but not all of them really worked for me. The story is a prequel taking place in the time of King Duncanthrax, and giving an origin for the Great Underground Empire. The young Caspar Wartsworth leaves his rural hometown after tricking a sexual predator, and travels to the city of Borphee to become a sailor. Instead, Duncanthrax forces him to become a galley slave on a ship where he teams up with a thief named Sunrise and another goofy wizard, Satchmoz the Incomparable, who uses a lot of spells from the Enchanter trilogy. It’s revealed that the vaxum spell, which makes anyone friendly, can be counteracted with mean talk, which I don’t think comes up in the games. There’s also another Brogmoid who alternates between baby talk and tough street slang. The travelers then encounter a girl named Esmerelda, who’s been put under a sleeping enchantment by her stepmother Nasturtium, whom she calls Nasty. Esmerelda is mean to everyone, but with hints that she and Caspar have feelings for each other. They don’t end up together, but there are indications that Satchmoz might get together with Nasturtium. The party finds out that, after conquering the island nation of Antharia, Duncanthrax has commissioned the Frobozz Magic Tunneling Company to begin vast subterranean excavations. But they then learn that the head of the company is actually impersonating the new king after being told that his plans were too expensive. Still, the real Duncanthrax decides to keep the cave construction going and pay for it with advertising, and to retain Antharia as well. There are references to real-world media like Disney movies and The Wizard of Oz, but the characters don’t seem to know they’re making them. And even though both this and Enchanter have characters named Wartsworth, it’s never explained whether there’s any connection between them. And the title seems inaccurate, as the only city I can recall featuring in the book is Borphee, which isn’t lost.

I found this document that tries to pull all of the different Zork-related materials into a coherent whole, including the books and the short-lived MMO Legends of Zork. I tend to be interested in that kind of thing when it comes to fictional worlds.

Posted in Authors, Book Reviews, craig shaw gardner, Greek Mythology, Humor, infocom, Magic, Monsters, Mythology, Norse, Relationships, Video Games, zork | Tagged , , , , , , , , , , , , , , , , , , , , , , , , , , , , | Leave a comment

Always Chasing Rainbows

Today, I’m reviewing two Oz books, one new to me and another that I first read a quarter of a century ago.

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The Black Rainbow of Oz, by David M. Keyes – The second book in the New Oz Chronicles returns to a version of Oz that’s largely consistent with the original series, but with more dark secrets and characters falling out with each other. The Scarecrow and Tin Woodman are constantly arguing, Betsy Bobbin has left Ozma’s court, and Kabumpo is at odds with Prince Pompadore, who has become King of Pumperdink. Sir Hokus also makes a prominent appearance, acting like his old self, but with no acknowledgement of the events of Yellow Knight other than an indication that he had retired. The Black Rainbow itself is a remnant of a war between the sky fairies that can cause violence and destruction, and Mombi has enlisted the help of Dr. Nikidik to summon it. They’re also assisted by Gugu the Leopard, who has lost his kingdom to a council of four animals from different parts of Oz, and is made more vengeful due to enchantment by Mombi. Another character is the Silver Parrot, who serves as a companion and sort of a conscience for Nikidik, but abandons him after he takes up with Mombi, and befriends Nick Chopper. The story builds on elements from Nightmare, and introduces things that will almost certainly become significant later on.

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The Hidden Prince of Oz, by Gina Wickwar – I thought it might be a good idea to give this one a reread as sort of a memorial thing, since both the author and the illustrator, Anna-Maria Cool, recently died within the same week. This book was published in 2000, as the winner of the centennial Oz book contest sponsored by International Wizard of Oz Club Secretary Fred Meyer. I bought it at the Centennial Convention, and both of them were in attendance and discussed their books. I remember noticing that Anna-Maria gave Princess Vitrea a very similar hairstyle to her own.
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I saw Gina at a few other Oz events after that. I feel that the story itself has a lot of influence from Ruth Plumly Thompson, as it’s about a search for a disappeared royal of a small Ozian territory who turns out to be hidden in plain sight. It also has some of her tendency to have characters thrown off course during what seems like a straightforward journey and stumbling into adventures, as well as a bit of infrastructure that ran away. L. Frank Baum gave some precedent for these things, but I associate them more with Thompson. The titular character is Cyan, Prince of the Blue Mountain, who courted the Princess of Silica 101 years earlier before vanishing. In the present, Silica, a country known for glassworking, is celebrating the dedication of its Royal Glassworks when two outsiders, an orphan girl from Arizona named Emma Lou and Chief Thundercloud, a recently animated cigar store wooden Indian, magically arrive there. Emma Lou is said to live at an orphanage that doesn’t have birthday parties, which reminds me of Bob Up in Cowardly Lion reflecting that his orphanage doesn’t allow laughing. It’s a very old-fashioned idea of a ridiculously strict orphanage, although I guess it’s possible that the one in Arizona just doesn’t get the funding for parties. The Chief also seems a bit out of place in a book from 2000, as while I’m sure there are still some such wooden statues around, they’ve largely fallen out of favor due to the associated stereotypes. Our old friend Bungle the Glass Cat also comes to Silica, as she was invited there, and is revealed to have been made there before Dr. Pipt brought her to life. The Chief also has some Silican glass, a set of beads that can grant wishes under certain circumstances, which he gives to Emma Lou as a gift. When Vitrea recognizes the beads as ones she gave to Prince Cyan, she realizes something might have happened to him, and sets out for his home along with the three visitors and her weak-willed cousin Vitrix. It’s funny that Vitrea and Vitrix’s uncle Vitriol is very obviously a villain, and the visitors realize this, but the Silicans just think he’s eccentric.
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Anyway, the party gets swept off course by a mishap involving a drawbridge that’s actually drawn with a giant pencil, and they meet up with some others. The parrot Beak and teacup poodle Penny, who can shrink down to fit inside a teacup she carries around with her, are pets of a former sorcerer named Zeebo, who used to be part of the Prince’s court, and had magically vanished in a storm. They team up with Ketzal, a glamorous feathered boa with a Southern accent; and Paddy O’Paint, the leprechaun in charge of painting the Rainbow.
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The party gets pretty large, as even the characters themselves acknowledge, especially when the Tin Woodman and Polychrome show up. The former remembers being distracted by Zeebo and the Prince right before rusting all those years ago, and there’s a bit of flirtation between the Rainbow’s Daughter and Vitrix. I’ve seen criticisms that the identity of Prince Cyan is too obvious, and that may be true, but I do think the story is crafted well around the characters involved in what happened a century earlier, even if the plot means they sometimes ignore the obvious.

I remember Gina saying about ten years ago that she was working on another Oz book about Queen Zixi, and while that’s not of particular relevance right now, I do wonder how much of it exists. As far as other Oz stuff goes, I usually do a reread of the centennial book around Baum’s birthday, which is coming up in ten days. It’s a Thompson book, Hungry Tiger, but I still maintain the tradition.

Posted in Animals, Art, Book Reviews, Characters, Gina Wickwar, Humor, L. Frank Baum, Magic, Magic Items, Oz, Oz Authors, Places, Relationships, Ruth Plumly Thompson | Tagged , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | 1 Comment

When the Going Gets Tough

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I’ve had an idea for a political post as of late, the main concept being the obsession with leaders being tough. Tough on crime, tough on immigration, tough on foreign policy, etc. The best ways to deal with anything are violence or threats of violence. This obviously predates Donald Trump being President, but as usual, he’s so much more extreme, more blatant, and more idiotic about it, so it’s not as easy to ignore as it has been in the past, even if it seems like plenty of Democratic politicians are trying. A few weeks ago, I read this post about how Trump acts like a mob boss, which is definitely something I’ve noticed before. At least, he acts like a fictional mob boss. I’m not sure about the real ones, but I assume those mannerisms came from somewhere. He threatens people and tries to shake them down, but on a global scale. This is someone who treats entire nations, like Venezuela and Iran, like people who are messing with his racket. It would be funny if it weren’t so terrifying. It’s kind of funny anyway, although I’m sure that’s mostly an attempt to cope with the horrors. Trump is someone who constantly repeats the rhetoric that everyone is laughing at the United States, but he doesn’t consider that it might help to act less buffoonish. I’m not even sure he realizes that’s how he comes across. I’m sure he’d prefer people to treat him with a mixture of respect and fear. And I’m certainly afraid, but I sometimes can’t help but laugh as well. I obviously don’t have any respect for him, and I feel like he’s dragging down the office of President of the United States with him. But I suppose you can’t argue with the results of giving Iran a deal more favorable to them than the one Obama already made and he broke, because he also thinks jealousy is a valid way to govern. It also seems rather contradictory that a career criminal can claim to be tough on crime, although criminal organizations are often quite tough on each other. It also very much calls into attention how the law has never really applied equally to everyone, so he can criticize crime committed by some people (mostly minorities) and not by others. I have to suspect that a significant amount of Trump’s appeal comes from people who wish they could get away with the kinds of things he can. They can’t, because they don’t have the money or connections, but it’s something for them to aspire to. I’ve also noticed that when someone makes a point of being tough on crime, it also means that people who didn’t commit any crimes are fair game for violence and intimidation as well. It’s acceptable collateral damage, I guess. I think people tend to confuse being tough with being effective. Toughness might sometimes be necessarily, but our justice system is at least theoretically based on rehabilitation for all but the worst offenders. And with negotiations, I’m sure it’s important to be confident and resolute, but that doesn’t mean always acting like you have the upper hand in everything. I have to wonder if Trump’s macho idiocy is having the opposite effect of what he wants. The US is able to maintain a show of strength at least partially due to geography, with friendly nations on either side and oceans between it and potential enemies. And here we have Trump trying his best to piss off Canada and Mexico, as well as allies elsewhere in the world. His tendency to escalate American aggression while lessening assistance can’t be doing much for the goodwill of the world towards this nation. I have to suspect it’s going to hit a breaking point eventually, and that probably isn’t good for me as an American who doesn’t support these policies.

Trump comes across as someone who wants to scare both his detractors and supporters, except in the former case they’re supposed to be afraid of him, and in the latter he’s the one who’s going to save them from threats that are usually made up and generally racist. While both groups have some of the same fears, a major difference I see is in thinking the solution is to hurt other people. I’m sure some of these are the same ones who insisted that people were “living in fear” during the pandemic, and Biden was hiding in a basement when he was in quarantine, or whatever that rhetoric was. I kind of think living in fear was a natural reaction in that situation. Considering how quickly the country decided to stop enforcing even the most basic precautions, maybe it would have been a good idea to be more afraid. I think back to the time after the September 11th attacks when the government was telling everyone that the terrorists would win if we didn’t go shopping and eat at restaurants, as if that’s the healthiest way to cope with grief and anxiety. But at least the terrorists were people who would notice how Americans were reacting to the attack. With viruses, even that shaky rationale doesn’t apply. That was the same time when it was in vogue to refer to the terrorists as cowards. Bill Maher’s show was cancelled for going against that narrative. And this is Maher we’re talking about, so he probably said several more offensive things in that same episode, but that was the one that stuck with people. I’m not exactly sure how bravery is even relevant to the discussion. They were mass murderers, and people think the worst insult they could use against them was, “They weren’t even brave!” I suppose such people can be ruled by fear, but they can’t admit to having it at all. It’s normal to be afraid. Sometimes it’s healthy, although obviously not always. I’ll admit I’m somewhat bogged down in irrational fears. For that matter, maybe I’m criticizing the policy of toughness because I’m pretty wimpy. But then, is Trump really all that tough all by himself? He’s certainly a physically bigger guy than I am, but he also comes across as whiny and scatterbrained. Can’t people just stop listening to his dangerous ideas? Does he still have that much support, or are people just that used to doing whatever the President says?

Posted in Current Events, Health, History, Politics, Prejudice, Television | Tagged , , , , , , , , , , , , , | 1 Comment

Words Getting Married, Song Is a Wedding

I’ve recently been listening to a few albums released in March, so I might as well write about them. Getting new music isn’t the same kind of event it used to be, but I still keep up on my favorite artists when I can.

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St. Vincent, Live in London!
– This is a recording of a show at the Royal Albert Hall, with an orchestra conducted by Jules Buckley. It sounds very full and powerful. Background singers on “The Strangers” Annie really emphasizes the “only motherfucker in the city” line in “New York.” She DOES say they’re getting rowdy at the beginning of it.

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The Young Fresh Fellows, Loft – I appreciate the callback to the band’s second album, Topsy Turvy, with the cover art. The liner notes include some omitted and replacement lyrics for the songs. Drummer Tad Hutchison retired since the last album, so John Perrin from NRBQ takes over on percussion. It begins with an overture complete with trumpet, Mellotron, bass harmonica, and sleigh bells. “I’m a Prison” is a noisy song with searing guitar. “Three Gasconading Saints” is a fun song with surreal lyrics. I don’t think I’d realized before looking it up that “gasconading” means bragging or boasting. There was a St. Gemma Galgani who is believed to have levitated. And I suppose “Battleship Eisenstein” refers to the movie Battleship Potemkin and its director Sergei Eisenstein. This one makes good use of the accordion by Jenny Conlee of the Decemberists, who also does backing vocals.  “Before the Deluge,” a more serious song about alcoholism, features violin by Jonathan Segel of Camper Van Beethoven, as well as mandolin and piano. “Death Becomes Us” has a lot of the same kind of psychedelic song as the Beatles’ “Love You To.” “Destination” has Neko Case as the lead singer, and apparently part of the reason is that she had a song with the same title on her last album. “Harpoon in the Hay” brings in vibraphone and saxophone, and I think there’s a bit of a Bob Dylan delivery on Scott’s vocals. “Exit Music/Theme” has a dreamlike sound and an organ.

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The Puppini Sisters, The Birthday Party – The title comes from this being a celebration of the group’s twentieth anniversary. Marcella Puppini and Kate Mullins still provide vocals, while the third member here is Rosanna Schura, who had performed with the group years ago. The Sisters do a great job with “Dream a Little Dream of Me.” Also fun are “Monster Mash” with some surf riffs; and “Ma Nah Ma Nah,” the song people know from The Muppet Show but was originally composed for a mondo film. I don’t think the arrangement of “Total Eclipse of the Heart” really works for me, and I can’t say I’m a fan of “Kokomo,” although that isn’t because of their take on it so much as overexposure to the original when it was new. “Take Five” was originally an instrumental recorded by Dave Brubeck, with lyrics added by Marcella. And “Postcards from the Edge” is an original with an old-fashioned style.

It’s weird that there’s a new They Might Be Giants album and I’ve still only listened to it once. I found it enjoyable, but not especially exciting. Nothing really stood out for me. But it’s certainly possible I’ll change my mind with more listens. I believe Tori Amos also put out a new record this week.

Posted in Albums, Beatles, Camper Van Beethoven, Catholicism, Christianity, Muppets, Music, Neko Case, Religion, Television | Tagged , , , , , , , , , , , , , , , , , , , , , , , | Leave a comment

Of Nymphs and Nuns

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Three Novel Nymphs, by Piers Anthony – These books are pretty much all by the numbers at this point, but there hadn’t really been that much about the Nymphs, who spend all their time being chased by fauns and having sex in a retreat, not remembering anything from day to day. In this volume, three of them leave the retreat to go on an adventure and save Xanth from destruction by tectonic plate activity. One of them turns out to be a Nereid from the sea who ended up in the wrong place. They receive assistance from Ecstasy, a maker of figurines, in animating the personifications of the five elements, who then join the quest. And there’s a knife character, who doesn’t really do that much, but it’s interesting that I read this around the same time as Brigands & Breadknives. The party also meets Ouroboros and Lilith, and hear an alternate version of the Adam and Eve story that’s pretty clever. And they visit the Andromeda Galaxy, with the Greek myth of Andromeda playing a significant role. As usual, pretty much everyone pairs up, including the Demon of the Big Bang with Andromeda. It’s not a great story, but I do like the incorporation of more mythological elements. The socks that protect from the elements are also entertaining. There’s an occasion where an autistic girl becomes better able to concentrate and socialize with one of these socks protecting her from the Void, which is a more developed joke than most of the ones in this series, but also kind of seems a bit adjacent to thinking autism is something that needs to be cured.

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The Hearing Trumpet, by Leonora Carrington – The author of this book was a surrealist painter born in England who spent most of her life in Mexico City. She was in a relationship with fellow surrealist Max Ernst for a while. I liked what I saw of her art, which mixes themes of mysticism and feminism with weird beings and a kind of sad aesthetic, but didn’t know she’d also written some novels. As expected, this is pretty surreal as well and covers similar concepts, although it starts out normal enough. A woman in her nineties is sent against her will by her family to live in an institution. It’s run by a doctor with weird religious views, and the buildings are shaped like toadstools, boots, and other strange things. Some of the residents kill another one with poison, and the remaining women go on a hunger strike. They then survive a frigid apocalypse that kills most of the population. It also involves a quest to return the Holy Grail to the goddess Venus, a werewolf, and the bard Taliesin.
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There’s an incorporated story about a nun whose picture is in the institution, who tried to take the Grail from the Knights Templar. It doesn’t make a whole lot of sense, but I appreciated the references and the stray bits of philosophy.

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Paladin’s Strength, by T. Kingfisher – The second book in the Saints of Steel series brings back Istvhan, a berserker paladin of a dead god who is on a search for some clay-headed killer golems who had appeared before, and also felt somewhat similar to the Clocktaurs. He teams up with a nun of St. Ursa named Clara, whose fellow sisters had been captured. Istvhan is pretty much immediately attracted to her, and there’s a bit where he wonders if a nun who didn’t take a vow of celibacy is a fetish for him. He also finds out she can turn into a bear, as the name of the saint she follows suggests. There’s a lot of sexual tension between the two of them. After traveling with a medicine man and visiting a rabbit hive mind, the two acolytes come to a gladiatorial arena where both the other bear-nuns and the clay men have been forced to fight, and they learn the origin of the corpse-stealing Smooth Men.

Posted in Animals, Art, Authors, Book Reviews, Greek Mythology, Health, Humor, Magic, Monsters, Mythology, Philosophy, Piers Anthony, Relationships, Religion, Ursula K. LeGuin, Xanth | Tagged , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | Leave a comment

It’s Educational

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The Lurking Horror – This Infocom text adventure game is heavily inspired by the cosmic horror of H.P. Lovecraft. It includes references to the Zork series, and I’ve seen suggestions that it might be part of the same universe, but that seems unlikely. It takes place at G.U.E. Tech, a school with a name that evokes the Great Underground Empire. But it’s largely modeled on MIT, which designer Dave Lebling and some other Infocom employees attended, with specific references like the Infinite Corridor, the Tomb of the Unknown Tool, and the underground tunnels between campus buildings.
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The supplemental materials specify that it’s named after its founder, George Underwood Edwards, rather than the Empire. There is a G.U.E. Tech in Zork: Grand Inquisitor, and it also has an Infinite Corridor, but it presumably isn’t the same place.
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The one in this game does, however, have Grues and a Frobozz product. The booklet also explains the origin of “frob” as something from techie slang at the time, basically just meaning any small object. I suppose Lovecraft’s Miskatonic University is also in Massachusetts. The school also has an alchemy department with a mad professor who summons a demon to create the Elixir of Life, so even though it’s presumably set on Earth, it’s a somewhat fantastic version of it. The game starts with your character, a student, visiting the computer lab during a snowstorm to finish a paper due the next day. Your paper somehow gets mixed up with some stuff from the Alchemy Department, and since it’s pretty much impossible to walk around outside, you have to traverse the tunnels to get to different places. Without even intending to, you uncover a plot involving missing students and extraterrestrial monsters. Most of the items you need are in set places, but there’s one where you need to get the attention of a wandering kid. I don’t know whether he has a set movement pattern or just spawns occasionally, but that was the most time-consuming part of the game for me. I found the game to be more on the silly than the spooky side, but it’s pretty well-crafted and enjoyable, at least with a guide. If you don’t know what you’re doing, you’re likely to end up with a dead flashlight or run out of the Coca-Cola you need to stay awake.

Posted in Alchemy, Education, Food, Humor, infocom, Language, Monsters, Technology, Video Games, zork | Tagged , , , , , , , , , , | 1 Comment