Games to Play With Your Child in Which You Barely Have to Move or Talk

This article is a repost promoting content originally published elsewhere. See more things Dan's reposted.

Games to Play With Your Child in Which You Barely Have to Move or Talk by by Raquel D’Apice (The Ugly Volvo)

I see a lot of ideas online for things to do with your child, but most of them are a lot of work. Many of them involve an unnerving amount of craftiness and/or require going out to buy things. Almost all of them involve moving around which, many days, is fine, but some days can be pretty rough. N…

I see a lot of ideas online for things to do with your child, but most of them are a lot of work. Many of them involve an unnerving amount of craftiness and/or require going out to buy things. Almost all of them involve moving around which, many days, is fine, but some days can be pretty rough. Not that I don’t love getting down on the floor and playing with my kid (I love it a great deal) but I’m an adult in my mid-thirties. I can pretend to be a dinosaur for about 90 minutes (something I happily list on my professional resume) but after an hour and a half, all bets are off. And given that many days I’m home with my son for over eight hours, things can get a bit dicey.

I’ve taken the liberty of brainstorming some fun child/parent activities in which your child can be adventurous and creative and you can lie on the sofa reading a book. Here’s my list so far.

We’ve Always Hated Girls Online: A Wayback Machine Investigation

This article is a repost promoting content originally published elsewhere. See more things Dan's reposted.

We’ve Always Hated Girls Online: A Wayback Machine Investigation by Julianne Aguilar (Longreads)

Julianne Aguilar | Longreads | February 2018 | 14 minutes (2,894 words)
Once upon a time, in 1999, when the internet was small, when it came through your phone and not just on your phone, when the first browser war had not yet been won, when you had to teach yourself a few lines of code if you want…

Once upon a time, in 1999, when the internet was small, when it came through your phone and not just on your phone, when the first browser war had not yet been won, when you had to teach yourself a few lines of code if you wanted to exist online, when the idea of broadcasting your real name for anyone to see was unthinkable — in those early days, before Twitter revolutions, before Facebook Live homicides, when the internet was small and most people didn’t understand it, and only the nerds hung out there  even then, it was already happening.

Even then, people hated girls on the internet.

Lunar Lander

Just want to play my game without reading this whole post? Play the game here – press a key, mouse button, or touch the screen to fire the thrusters, and try to land at less than 4 m/s with as much fuel left over as possible.

In 1969, when all the nerds were still excited by sending humans to the moon instead of flinging cars around the sun, the hottest video game was Rocket (or Lunar) for the PDP-8. Originally implemented in FOCAL by high school student Jim Storer and soon afterwards ported to BASIC (the other dominant language to come as standard with microcomputers), Rocket became the precursor to an entire genre of video games called “Lunar Lander games“.

Source code of Rocket and sample output.
Like many pieces of microcomputer software of the time, Rocket was distributed as printed source code that you’d need to carefully type in at the other end.

The aim of these games was to land a spacecraft on the moon or similar body by controlling the thrust (and in some advanced versions, the rotation) of the engine. The spacecraft begins in freefall towards the surface and will accelerate under gravity: this can be counteracted with thrust, but engaging the engine burns through the player’s limited supply of fuel. Furthermore, using fuel lowers the total mass of the vessel (a large proportion of the mass of the Apollo landers was fuel for use in the descent stage) which reduces its inertia, giving the engine more “kick” which must be compensated for during the critical final stages. It sounds dry and maths-y, but I promise that graphical versions can usually be played entirely “by eye”.

Atari's Lunar Lander (1979)
Atari’s 1979 adaptation is perhaps the classic version you’d recognise, although its release was somewhat overshadowed by their other vector-graphics space-themed release in 1979: Asteroids.

Let’s fast-forward a little. In 1997 I enrolled to do my A-levels at what was then called Preston College, where my Computing tutor was a chap called Kevin Geldard: you can see him at 49 seconds into this hilariously low-fi video which I guess must have been originally shot on VHS despite being uploaded to YouTube in 2009. He’s an interesting chap in his own right whose contributions to my career in computing deserve their own blog post, but for the time being all you need to know is that he was the kind of geek who, like me, writes software “for fun” more often than not. Kevin owned a Psion 3 palmtop – part of a series of devices with which I also have a long history and interest – and he taught himself to program OPL by reimplementing a favourite game of his younger years on it: his take on the classic mid-70s-style graphical Lunar Lander.

Psion Series 3
I never owned a Psion Series 3 (pictured), but I bought a Series 5mx in early 2000 out of my second student loan cheque, ultimately wrote most of my undergraduate dissertation using it, and eventually sold it to a collector in about 2009 for almost as much as I originally paid for it. The 5mx was an amazing bit of kit. But I’ll blog about that another day, I guess.

My A-level computing class consisted of a competitive group of geeky lads, and we made sort-of a personal extracurricular challenge to ourselves of re-implementing Kevin’s take on Lunar Lander using Turbo Pascal, the primary language in which our class was taught. Many hours out-of-class were spent in the computer lab, tweaking and comparing our various implementations (with only ocassional breaks to play Spacy, CivNet, or my adaptation of LORD2): later, some of us would extend our competition by going on to re-re-implement in Delphi, Visual Basic, or Java, or by adding additional levels relating to orbital rendezvous or landing on other planetary bodies. I was quite proud of mine at the time: it was highly-playable, fun, and – at least on your first few goes – moderately challenging.

Dan's Lunar Lander (2018)
I sometimes wonder what it would have looked like if I’d have implemented my 1997 Lunar Lander today. So I did.

Always game to try old new things, and ocassionally finding time between the many things that I do to code, I decided to expand upon my recently-discovered interest in canvas coding to bring back my extracurricular Lunar Lander game of two decades ago in a modern format. My goals were:

  • A one-button version of a classic “straight descent only” lunar lander game (unlike my 1997 version, which had 10 engine power levels, this remake has just “on” and “off”)
  • An implementation based initially on real physics (although not necessarily graphically to scale)… and then adapted as necessary to give a fun/playability balance that feels good
  • Runs in a standards-compliant browser without need for plugins: HTML5, Canvas, Javascript
  • Adapts gracefully to any device, screen resolution, and orientation with graceful degredation/progressive enhancement

You can have a go at my game right here in your web browser! The aim is to reach the ground travelling at a velocity of no more than 4 m/s with the maximum amount of fuel left over: this, if anything, is your “score”. My record is 52% of fuel remaining, but honestly anything in the 40%+ range is very good. Touch the screen (if it’s a touchscreen) or press a mouse button or any key to engage your thrusters and slow your descent.

End point of Dan's Lunar Lander (2018)
“Houston, the Eagle has landed.” Kerbal Space Program, it isn’t. Here’s a very good landing: 3 m/s with 48% of the fuel tank remaining.

And of course it’s all open-source, so you’re more than welcome to take it, rip it apart, learn from it, or make something better out of it.

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