A Quick Play With HTML5

I’ve been playing with HTML 5 a little this morning. It’s really quite fabulous: a lot of smart design decisions have been made and it looks like – given a good few years to get things up to scratch even after the specification has been finalised – it’ll really provide a lot of useful tools to help the web developers of tomorrow reach their goals more easily and in a more structured way.

I knocked up a quick test page to see how the code comes together, and, in particular, to play with the new sectioning elements that can be used to state what parts of the page have what purpose and what their relationship is to the rest of the document. So far, so good. Then I tried to style them.

HTML5 Test in Microsoft Internet Explorer 7

Internet Explorer 7 didn’t really stand a chance, I suppose. Microsoft don’t have any plans to support either HTML 5 or XHTML 2 – an alternative language for the future web – and that probably won’t change until they think they’re losing browser market share over it. That’ll happen, perhaps, but much slower than they lost market share to Firefox over issues of speed and security: the media make a far bigger deal of computer security these days than they ever will about standards-compliance, because standards-compliance doesn’t sell newspapers.

So yeah; IE7 got all the content, at least, thanks to the fact that HTML 5 is backwards-compatible (in a way that XHTML 2 simply isn’t), and the page is just about understandable. But it wouldn’t allow CSS styles to be applied to any of the "new" tags it didn’t understand, so the page is quite a bit more simplistic that it should have been.

HTML5 Test in Firefox 3 Beta 1

I’d expected more from the latest beta version of Mozilla Firefox – Mozilla are, along with Apple, perhaps the biggest supporters of HTML 5 as the future of the web. Unfortunately, I was mistaken.

Perhaps the majority of the HTML 5 support will come in a later release of Firefox – although it’d be nice it they supported at least the core, well-understood features in the final release of Firefox 3. Yeah, yeah, I know they’ve started to implement support for things like <canvas> and stuff, but it’s hard to get excited about things that, while cool, I’m just not likely to use.

Firefox understood that there was something to do with floating something in the <aside> element, but didn’t do a very good job of actually floating it, instead just drawing a box where it might have put it if it understood it better. This is actually just slightly worse behavior than IE, which failed to understand but didn’t half-heartedly try to interpret what it didn’t "get." Nonetheless, Firefox still rendered a readable, understandable page – good old backwards-compatibility, there.

HTML5 Test in Opera 9.2

Opera, as I’d have expected, excelled here. Opera’s support for emerging standards has always been impressive, and this was no exception, as it rendered the page almost exactly as I would have expected. It genuinely seems to understand the new sectioning elements provided by HTML 5 (although a later experiment has shown that this is possibly just because it will happily interpret CSS directives for unrecognised elements: however, this is a good future-proofing strategy for any browser – had Mozilla taken this approach, the majority of the page would have looked perfect in Firefox, too).

In short, we’re a long way from being able to use HTML 5 in any real way, and all the exciting things it’s bringing will have to wait for now. But I expect we’ll be seeing better and better compliance with the standard as the standard becomes more finalised next year and the geeks at the major browser manufacturers compete to have the coolest features first. My prediction? Lead by Opera, Safari, and Firefox (as well as Konquerer, which I gather is also likely to support HTML 5 early), we’ll start seeing usable snippets of some of the fun things the future of the web will bring us as early as next year, and Microsoft will – eventually – give in and implement them in Internet Explorer too.

In the meantime, it’s been fun to read through the current working draft specification for what I think is likely to be the more popular language of the next generation of the web. But that’s perhaps just because I’m the kind of person who enjoys reading specifications for fun.

Update: Two more browser snapshots (thanks Katie).

HTML5 Test in Camino

Camino, as you might expect, looks pretty much identical to Firefox.

HTML5 Test in Safari

Safari fares well, rendering the page in the same way as Opera did, seemingly understanding all of the elements perfectly.

LiveJournal For Google Reader v1.3 Update

Earlier this year, I released my LiveJournal Atom Feed Digest Authentication Proxy (also known as LiveJournal For Google Reader Users). This tool allows Google Reader users to subscribe to “friends only” posts in LiveJournal weblogs, which normally isn’t possible because Google Reader doesn’t support the necessary authentication methods.

Thanks to the hundreds of users that use the service, and in particular to Mike, Aaron, Thom, and Nat, who filed particularly valuable bug reports, this post announces the new version of the tool – version 1.3. If there were a tagline for it, it’d be “at long last, it’s stable!” The source code for this version is also available for download.

Here’s the “for dummies” guide to getting it working:

Using Google Reader To Get “Friends Only” LiveJournal Posts

There are lots of good reasons to use a newsreader (like, for example, Google Reader) to subscribe to your friends’ LiveJournals. The big and obvious one for me is that it’s possible to subscribe to your other friends’ non-LiveJournal weblogs, too, and to other comics and news sources and all kinds of things all from one place, so you don’t get stuck in a cycle of “check the LiveJournal friends page, now check this blog, now check that one,” and so on. But if you’ve used Google Reader already, you won’t need to be told about how great it is.

The problem is that if you just use Google Reader to subscribe to LiveJournal weblogs, it doesn’t pick up your “friends only” posts. That’s kind-of irritating, and could be a showstopper, unless somebody wrote a tool to get around the problem. Hey look, somebody did!

  1. You’ll need a Google Reader account. If you already have a Google Mail or similar account, you can use that, or you can make up a new one to make it hard for the all-seeing Google to link together all of your online activities into their massive databases. If somehow you don’t have one already, create a Google account here.
  2. Next, you’ll need a LiveJournal account. Unless you’re one of these fancy folks who uses OpenID to authenticate and read your friends’ “friends only” posts, you probably already have one of these. If not, create one here and then get everybody you know to add it to their friends list!
  3. Finally, you’ll need to log in to LiveJournal For Google Reader Users. This bit’s really easy, because you just log in using your LiveJournal username and password. If you don’t like the idea of your LiveJournal credentials being stored on some site somewhere that isn’t LiveJournal, you’ll want to download the codebase and run it on your own server.

Then you’re ready to go! Just click the “add to Google Reader” links (or use the “atom feed” links to get links you can use in other reader tools, if Google Reader isn’t your thing).

And Here’s The FAQ

What’s new in this version?

It works properly, for one. Previous versions have had bugs when picking up feeds of users whose usernames contained dashes or underscores, or when your username had uppercase letters in it. These irritating little bugs took a while to be found, and are the result of strange behaviour on the part of LiveJournal’s server. They’ve now all been fixed, and all feeds should work perfectly.

What about… OpenID…? Communities…? DeadJournal…?

If you’re looking for extra features; here’s the round-up:

  • Support for OpenID probably won’t ever happen, and certainly won’t happen soon, because it’s horribly complicated compared to the simplicity of the rest of the program. I love OpenID, I really do, but LiveJournal For Google Reader Users will probably never support it (unless you feel like writing that bit of it). Sorry!
  • Communities probably will end up supported in the next version, so you can pick up friends-only posts in them, too. Stop asking.
  • Related journalling systems like DeadJournal can probably be really easily supported by this or a similar system. I’ll implement it as soon as somebody asks me to.
  • Another feature that’s in the pipeline is an indication of friends-only posts. Right now, in Google Reader, there’s no little “padlock” icon to let you know that what you’re looking at is a friends-only post: they all look the same. This’ll probably be fixed in a later version.

Got other suggestions? Leave a comment to let me know!

I’m already using Google Reader to subscribe to LiveJournal. What should I do?

You should unsubscribe (sorry!) from every single LiveJournal you’re subscribed to, then re-subscribe to the addresses given to you by LiveJournal For Google Reader. It’s a painstakingly long process, and I wish I could think of a way to make it easier, but I can’t. If you want to do it a few blogs at a time, that’s fine – and I suggest you start with the blogs which most-frequently make friends-only posts.

Why do I have to give you my LiveJournal username and password?

To get access to friends-only posts in your friends’ feeds, LiveJournal must be supplied with your username and password. LiveJournal For Google Reader stores these for you and provides you with a complex URL that doesn’t contain your username and password (so people can’t work out your password just by looking at the list of feeds you subscribe to).

To help you feel more secure, the entire application is open source (you can read the code and see that it’s not doing anything malicious) and you can even run a copy on your own server, if you don’t trust me at all.

Alternatively, if security is a concern for you, open a second LiveJournal account and have your friends add that one to their friends’ lists, and use this new account with LiveJournal For Google Reader. This way, your own personal LiveJournal account remains completely protected. Can’t say fairer than that, I guess.

If you change your LiveJournal password or close your LiveJournal account, LiveJournal For Google Reader will stop working until you supply your new credentials.

Why do you get all mysterious towards the end of FAQs?

You’ll have to wait and see.

Curious Bug

I was playing the Chess game in Clubhouse Games on the Nintendo DS last night, and I’ve discovered a bug that can occur in a very unusual situation. Normally, the game quite rightly allows you to only make legal moves. For example, when in check, the only legal moves are those moves which get you out of check, either by (a) capturing the attacking piece, (b) blocking the attack or (c) moving the king in such a way that he is no longer in check.

However, it looks like the programmers of Clubhouse Games, when writing support for the en passant rule, gave en passant moves more importance than they should have, making them always valid moves (even when they shouldn’t be). Consider the scenario below:

Chessboard showing how to break Clubhouse Games with an en passant move

Black moves his pawn two squares forward, putting white’s king in check through his bishop. At this point, the only valid moves for white should involve moving the king out of check. However, Clubhouse Games will also accept the white pawn capturing the black pawn en passant as valid.

Of course, being a bit of a geek, I felt compelled to do this (illegal) move, just to see how the game engine handled it. The result was that I was told that I had lost, and then the whole game crashed and locked up.

Sloppy coding there, guys, which could easily have been avoided by putting the valid move check after the special moves. I wonder if similar problems affect castling…

10 Computer Games That Stole My Life

I don’t actually play many computer games: I’m quite selective. Sure, I try out each and every “next big thing,” but in general, I’m left unimpressed. Sometimes, however, a computer game is released that actually steals my life for months or years – something I come back to time and time again. Something that actually makes me into an addict, if just for a while.

Here’s my roundup of the top 10 computer games that stole my life:

10. The (Even More) Incredible Machine

The Incredible Machine 3I suppose I brought it upon myself. I’ve always been a fan of machines. When I was very young, kids TV programme Playschool used to have what they called the marble machine. It was dropped later, much to my disappointment. The marble machine resembled an upright pinball table, into which – at the end of every show – a bucket of marbles was deposited. The marbles would roll down through a series of see-saws and tunnels and tubes and rails and tracks, striking buzzers and bells and little things that would light up. It was spectacular. I tried to build something comparable with my marble run, but without success.

Two of my cousins used their expansive Lego sets to build a similarly complicated “Rube Goldberg machine,” once, and I was insanely jealous, mostly – I think – because I hadn’t thought of it first. The idea of these millions of moving parts, complex and un-necessary motion, and things that clicked and whirred… really appealed to me for the entirety of my childhood.

When The Incredible Machine was released in 1992, I persuaded my parents to buy it for me. No longer did I have to spend hours finding exactly the right-sized paperclip to slide down a string I’d set up in my room – I could do it all on my computer! In The Incredible Machine, players aim to solve puzzles by building and extending ludicrous machines. I eventually owned every release in the series. I’d use the freeform mode to build perpetual motion machines and to design mind-bending puzzles that I’d generally fail to persuade my friends to attempt. I’d play through the puzzles time and time again, trying to find marginally more efficient ways to solve them.

The Incredible Machine was probably the first computer game to genuinely “steal my life.” I dust off a copy of it or one of it’s sequels now and then and have a go, and I still adore it.

You can probably download a copy from some kind of abandonware site, but if you’re looking for a similar fix right now, I can recommend Armadillo Run.

9. NetHack

Nethack ascension in progress (not mine!).Since before I was born, people having been playing Rogue, the original top-down dungeon-crawling hack ‘n’ slash game. Rogue begat Hack, and Hack begat NetHack, which – miraculously – while I’d heard about, I didn’t end up playing for the first time until about 2002.

NetHack is free and open source. You could go download a copy right now and be playing it within a few minutes. But before you do that, read my warning: it will consume you. The first dozen times you play it, or thereabouts, you won’t have a clue what’s going on: you’ll have pressed a few buttons and gotten eaten by a grid bug or something. But then, usually after you’ve taken the time to read at least some of the manual, it’ll begin to click. You’ll have gotten the hang of it.

And it’s only then you’ll realise quite how huge the scope of the game is. Every time you play, the dungeon map is different. Potions, rings, wands and spellbooks – all carefully identified in your last games – will change their purpose. The only thing you’ll find in common is your own corpse, littering the dungeon, from your previous incursion.

And it’s clever, too. There’s a saying in NetHack player circles – the dev. team think of everything. I remember once, my character was trapped in a dangerous situation and surrounded by monsters. I was likely to die if I stayed put, so I scrambled through my inventory to try to find a clever combination of objects that might get me out of the mess I was in. Suddenly it hit me: I had a potion of levitation and a wand of digging: I could drink the potion, float up to the ceiling, and then aim the wand upwards to tunnel my way to the floor above and to safety! The plan worked, but sadly my newly-created hole appeared right underneath an altar on the floor above. The last thing I saw in that game was my gravestone, which read: “Here lies Scatman Dan the Samauri, killed by a falling altar.” Yes, that means that someone on the development team anticipated that one day somebody might dig underneath an alter, and ensured that the text was in there to accommodate. It’s insane.

NetHack stole months and months from my life, and – now and then – I still go back to play it. I’ve never won (“ascended”). Statistically speaking, based on the amount I play it, I never will. But sometimes I get a little bit closer. Perhaps it’s that that makes it so addictive.

8. Super Mario Kart

Super Mario KartI wasn’t always such a Nintendo fanboy as I am now. In fact, before I really embraced Nintendo-fandom, I had to get hold of a second-hand SNES with Super Mario World and Yoshi’s Island and… Super Mario Kart.

Ah, the original Mario Kart. Zipping round pixelated tracks in stupid little buggies with frustrating computer opponents who cheated – cheated, damn it – by firing power-ups they hadn’t actually picked up. And the multi-player! Two players, head to head, taking on the pack and competing for the cup, or “bursting each other’s bubbles” in a one-on-one.

The rest of the franchise rocked, too – Mario Kart 64 for the N64 and Double Dash for theGameCube, as well as the Nintendo DS version – but it was the original Mario Kart that stole my heart (and countless hours of my teenage years). Perhaps it was the cutseyness, or the not-quite-a-game-of-skill (but close enough that I could, after a while, royally whip everybody I knew at it) quirkyness, or the instant “sit down and play”-ability of it… I don’t know… but Nintendo really hit this one on the head. Sneaky tricks such as saving your “feather” power-ups for the secret routes through the tracks and bunny-hopping to “snake” your way around rough ground really added an extra something to it, too, and the music gave each track an atmosphere all of it’s own, albeit one in bleepy 8-bit sound.

While I don’t play the original these days, I still enjoy an occasional blast on the sequels.

7. Ultima VII

Ultima VII: The Black GateNowadays, if you want to play a huge, open, expansive, deep roleplaying game, you install Morrowind or Oblivion. Oblivion comes on a DVD-ROM and it’s huge. But back in the early-mid nineties, when we wanted that kind of experience, we installed Ultima VII. Ultima VII came on only seven floppy disks (assuming that, like me, you bought the 3.5″ copy rather than the 5.25″one) but packed a ludicrous amount of compression onto them – so much so that I vividly recall spending almost an hour watching the installer and swapping disks when I first installed it on my 33MHz 386 with no maths co-processor.

It was all worth it, though. Ultima VII’s game world dwarfed anything that came before it. Sure, you could rush through the game, sticking to the well-trodden paths, and not taking any side quests and (if you were good enough to survive such an ordeal) complete the game within about 50 hours of playtime. Not including the expansion packs, of course. But that’s not what the game was about – it was about taking your party along, being distracted by something moving in the woods, following it, losing it, finding something else interesting, taking side quests, trying things out (there are a million and one easter eggs)… I particularly enjoyed injuring a monster I was previously unable to beat by having the strongest member of my party drop all his weapons so that he could carry a cannon all the way from Lord British‘s castle (with other members of the party carrying balls and powder) to the monster’s lair, firing it at the beast, handing him back his weapons, and getting on with the fight!

It’s deep and it’s clever and it’s spectacularly well-made. It was the first game to introduce the idea of “losing” things in your own backpack (chuck too much stuff in there, heaped on top of itself, and it’s very easy to misplace your lockpicks… and why were you carrying all these spellbooks, anyway?).

It was over a year between me first getting this game and first finishing it. And even now, thanks to a great community and emulators like Exult, it’s possible for me to play it again, and, 13 years on, I still see new things in it. It’s a masterpiece.

6. Dune 2

Dune 2This list really couldn’t be complete without tipping my hat to Dune 2. Dune 2 is pretty much single-handedly responsible for inventing the modern real-time strategy genre (no, Stonkers doesn’t count).

I got Dune 2 in 1993, and found it infinitely more playable than Doom (which was still good fun, at least in multiplayer: my friends and I had endless games across null modem cables and via direct dial-up), which was released in that year. It was a strategy game with a heavy emphasis on war and scenarios, like Battle Isle, which I’d already fallen in love with, but it was run in real-time. Real-damnit! If you weren’t quick or smart enough, the enemy could quite rightly sneak up on you and trash your base (or, more annoyingly, your harvesters).

All the key elements that became the backbone of modern RTS games were there: a set of missions each with a video (well, animated to save space and processor cycles, of course) introduction, each introducing more and more technology, the capacity to build and upgrade buildings, harvest resources, and buy troops, and fast and furious combat in between short periods of “turtling” behind your walls and turrets. And it rocked: the three sides (Atredies, Ordos, and Harkonnen) were sufficiently different to make the game challenging whichever way you played it, the scenarios were different depending on which side you played (for example, the Sardaukar – the Emporer’s crack troops – always sided with one of the other two houses!), the missions were varied, the sandworms were vicious… and it had speech: speech in a computer game!

I played Dune 2 long before I read the Dune books, saw the film, or played the original Dune computer game (which shares a lot more in common with the stories than Dune 2 – which is just an abstract RTS game set in the “Dune” universe – but which I also adore), and I loved every minute of it. Eventually, my friends and I did battle through every one of the 13 levels as each of the three sides, and then we did it all over again with different strategies.

The only thing we could fault it on was the lack of a multiplayer mode. At that time, modern multiplayer games were just starting to appear (Doom’s multiplayer features, for example, were added as an afterthought; it was thought that only a few people would ever bother to use and enjoy them – but it was this action that eventually made it essential that all first person shooter games had a multiplayer mode), and I’d never seen or heard of a multiplayer real-time strategy game before. We played a lot of Dune 2, but our wishes for multiplayer were only realised in 1995, with the next item on this list.

5. Command & Conquer

C&C. A cut scene featuring the Ion Cannon.Now here was a game that you could get into. Command & Conquer, released by Westwood Studios – who’d already stunned us with Dune 2 – in 1995 made real-time strategy into a real art form. While on it’s surface just a re-write of Dune 2 (Arrakis is replaced by Earth, the Atreides and Harkonnen are replaced by the GDI and the Brotherhood of Nod, Melange is replaced by Tiberium, and so on) it added so much more.

For a start, it added real live action videos with hammy acting, blended right into the game. It also added a real sense of attitude: everybody who played through the GDI campaign remembers the first mission where you have to play “Commando,” the ass-kicking sniper with a stack of C4 (the level itself isn’t terribly challenging, and mostly consists of remembering to do all the actions in the right order, a-la Rick Dangerous, but it’s the attitude that made it stand out). The music has attitude. The FMV actors have attitude. The military hardware has attitude. The whole game reeked of it. You genuinely felt like some kind of general, sending his troops to the front line.

Even the installer had attitude: animations, speech, and a stereotypical movie “military supercomputer” user interface. The installer was simplified for the later Windows 95 Compatible (basically the game with a few patches on it) release of the game, and I resented them for it: that installer was still one of the coolest I’ve ever used.

It added lots of clever new features to the genre, too: transports that could have troops loaded into them, well-balanced superweapons, and the “right-click default action” idea that because so popular for so many games for so long to come.

What really made it stand out to my friends and I, though, was the multiplayer features. By this point, we’d gotten the hang of setting up LAN parties at short notice. We had stacks of null modem cables and even a few old network cards, scavenged from parts bins, and we knew IPX/SPX inside out (skills that would come in very useful when Duke Nukem 3D, one of the best multiplayer shoot-em-ups ever, would come out the following year).

So we played two player battles (by modem and null modem). And we played four-player battles (over networks of various kinds). And we modded the game (we made levels, we made new weapons). And we got better at it. The potential for the game was limitless. Every weekend for several months the attic at my dad’s house became our warzone: battle after battle with different strategies every time. I favoured engineer swamping and fast strikes at ill-defended construction yards. One friend preferred to tank rush. Another friend liked to turtle. A further friend enjoyed the frowned-upon habit of harvester-baiting. We all had our own strategies, our own alliances, and our own favourite maps. And we played it to death.

4. (Open) Transport Tycoon (Deluxe)

Transport TycoonI’d played Railroad Tycoon, of course, because everybody who was anybody had played that. And I’d played A-Train, which was a lot more obscure and with good reason – it wasn’t really very good. But I’d never really been bitten by the transport simulation game until my dad – a transport consultant – bought me Transport Tycoon as an (unexpected) Christmas present.

I was sceptical. How much fun could it really be? Laying roads and rails, sponsoring schemes in towns, and building a network of trains, buses, lorries, planes and ships sounded – thanks to my understanding of “what daddy did” – a lot like work, rather than fun!

I played it non-stop. Despite it’s faults (stupid computer players, shaky pathfinding, etc.) it was a marvel: a clever, easy-to-learn, fun transport sim that you could play on many different levels. At it’s simplest, you can lay point-to-point track and run trains around, making “choo choo” noises all the way. At it’s most complex, you can set up clever track combinations to make efficient use of stations, provide passing points on single-track, flood valleys to use as canals, chain together stations to move cargo in a “leapfrog” method with greatest efficiency, and choose the best combination of locomotives to prioritise your passengers over your freight.

Then came Transport Tycoon Deluxe, an “enhanced” re-release. At a glance it just provides some silly theming, but looking a little deeper you soon discover how much bigger the game world just became: one-way signals – such a simple concept – enable the construction of far more advanced track configurations. The extra themes aren’t just themes; they provide whole different experiences (such as having to deliver fresh water to towns in deserts in the “tropical” theme to allow them to grow).

I was still playing the occasional game of Transport Tycoon Deluxe in the early 2000s, when OpenTTD started to appear on the scene. OpenTTD is an open-source remake of Transport Tycoon Deluxe, but, over the last few years, it’s exploded in size and now offers a lot more than official releases ever did: enter/exit signal “blocks” allow for complex station approach/exit designs, a (brilliant) improved pathfinding algorithm makes it possible to design very advanced track/road layouts and still have vehicles reach their destinations, electrified track is improved, stations can be “chained” together into larger stations, vehicles can “share” orders (like a symlink!), there’s a load of new kinds of airport and heliport, and, perhaps most exciting of all – it’s possible to extend the game even further with “NewGRF” add-on packs. In particular, I like the one which provides “realistic” British rail stock, including trucks with speed limits, believable diesel acceleration, and more.

And it’s still being developed: now and then I compile the bleeding-edge version from the repository, and it blows my mind. Trams are on the cards for a near future version, by the look of things, as is the ability to customise the colours on individual subclasses of vehicle. Very new is the ability to build “on-road” bus stations, which is nice, and to have the game automatically pause itself when it first starts (a popular option amongst micromanagers like myself!).

It’s thirteen years since the original Transport Tycoon was released, and I still regularly play the games derived from it. This is truly a “computer game that stole my life.”

3. Ultima Underworld II: Labyrinth Of Worlds

Ultima Underworld 2Most of the games in this list stole my life simply because I kept coming back to them time and time again, even years after I’d finished them or thought I’d seen everything there was to see in them. A couple of the games in this list stole my life because it took me so long to explore them fully – to do everything there was to do in them, to complete them on the hardest difficulty level, etc.

Ultima Underworld II stole my life on both counts, but especially on the latter. It’s a real-time first-person roleplaying game; something that – before Ultima Underworld – hadn’t been fully realised before (okay, okay, there was Dungeon Master…). In any case – what it provides is an immersive 3D dungeon experience with dynamic lighting, bridges, moving floors and walls, secret doors, switches and triggered interactivity, the ability to “look” up and down, and other fantastic graphical and gameplay engine improvements that wouldn’t be seen in the first-person-shooter genre until two years later, with the release of Rise of the Triad (and then, it could be argued, not quite so beautifully).

It’s a non-linear, slightly combat-heavy RPG with lots and lots of character… and lots and lots of characters, too. It’s got a complex magic system, a surprisingly deep combat system, bartering, the need to eat and drink and sleep, swimming… and lots of “the dev team thought of everything” moments when you, for example, weigh up your options in any particular subquest: “There’s a Despoiler Demon guarding that key I need… I could fight him; wonder if I’ve got any potions that could help with that? Maybe I could steal the key and try to run away? How good is a Despoiler’s eyesight? And can he swim?”

Better than that, it’s surprisingly big. About 8 hours into your first attempt at the game… and that’s a very variable amount of time, because there’s a lot to do and try if you want to, being a non-linear game… just when you’ll be starting to think that you’ve gotten the hang of everything, you’ll come across a portal and you’ll find that the game is nine times larger than you’d been lead to believe. The fun will be only just beginning.

The plot is complex and coherent, and you can genuinely feel like you’re “getting somewhere” if you need to. There’ll be monsters you can’t face but that you can come back later and attack, puzzles that you can’t solve until you’ve found clues elsewhere, and a storyline that’ll make you laugh, and cry, and think.

It’s also the first game I ever played that made me physically jump with fright (it was the first time I found a highly-poisonous, dog-sized monster called a Dread Spider… little did I know I’d blundered into a lair full of them…).

Ultima IV and Ultima VII (the later of which is also on this list) will always been my favourite Ultima games, but Ultima Underworld II did a better job of stealing my life. About two years passed between first playing it and first finishing it (although I’d had a few “breaks” from playing it), and I still sometimes go back and play as an unusual character class, or with a more or less heavy-handed approach. And it still pleases me.

2. Quake

QuakeI bought Quake on the day of it’s release: June 22nd, 1996. It didn’t matter to me that I was on holiday at the time and wouldn’t be anywhere near my computer for another four days: I had to have it then and there, just so I could enjoy the smell of the manual or something.

I’d been involved with the beta test for almost six months, and it’s chugginess had been instrumental in my insistence that I be allowed to upgrade my PC. I got it home and played it non-stop until I’d finished all four campaigns on hard difficulty, and started on nightmare.

If this were any other game, that’s where the story would end. But Quake was special. After seeing how people had received Doom all those years ago, iD Games had put a lot of careful thought into how Quake should work. Within weeks, I was playing multiplayer deathmatches and co-operative monster hunts with my friends. The following year, still playing it, my college buddies and I would take control of the computer labs in order to have huge blast-fests with mods like Team Fortress installed.

I made maps. I’d done this before in Doom and in Duke Nukem 3D, but Quake – with it’s actual 3D-ness – made the whole process exciting again. I learnt enough C to write mods, and distributed them on the internet (one of my weapons, the Orgeslayer, a rotating-barrelled shotgun, still occasionally appears in mod packs, and it surprises me to see my handle still floating around with it, complete with obsolete e-mail address).

And every week we’d get together and play the maps I’d created. Times changed, and new mods appeared, and we played them too. Quake Soccer was a classic, kicking each other’s disembodied heads around a pitch. Rocket Area was a plain old blast-em-up distraction. Superheroes was a very cleverly-made adaptation. We played them all, and we played them to death.

I played through Quake 2 and Quake 3, and quite a bit of multiplayer of both, when I was at University, but the appeal was never quite the same – by this time, the Unreal Tournament series had stolen my interest. Now and then I still play a quick game of Quake, though.

1. Civilization

Civilization 4And so we come to the number one life-stealing game for me, perhaps forever: Civilization (and it’s many sequels).

Let’s start by looking how I got into Civ (as it’s known to us veterans), though, because I’m in the unusual position of having a perfect memory of the first ever time I played it.

Back in 1991, my mum was subscribed to some kind of software club – you know, like those book clubs – that would send us a catalogue every month. In this particular month, they were raving about Civilization, a new strategy/wargame (yes, that’s how they chose to describe it). Sounds interesting, so she bought it. This was the original, v1.0.0.0, proper boxes set of Civilization. It came with a many-hundred page manual that just about squeezed into it’s big box, and four 5.25″ floppy (yes, actually “floppy”) disks. It could be run from the disks, and we didn’t have a hard drive at the time (just a CGA [four colour] old 286) with 480K of RAM, so that’s how I’d have to play it – switching disks to watch the introduction or to load up the help (Civilopedia).

The first time I ever played, it took me awhile to “get it.” I played as the Americans, and I had three cities that were doing okay when the Zulu first invaded my territory, bringing with them three or four units phalanx. I managed to fight them off, and continued to develop my technology and economy, eventually building myself an army of three knights! They set out, and immediately ran into the new Zulu army and their shiny new tanks.

And so, they kicked my arse. But I’m not so easily put down, and within a few weeks I’d gotten the hang of kicking arses and getting the occasional space race victory too. Not bad for a 10-year-old.

I played Civilization consistently for several years, and, when Civilization II came out in 1996, pounced on a copy of that too. Civilization II made a huge difference to the game: more technologies, more units, larger maps, more complex diplomacy, more wonders, stronger espionage, and, thanks to the extra storage space offered by compact discs, FMV clips of advisers, wonders, and other special content. This game was spectacular, and I played it at every opportunity for years to come. That it was released between my mock and final GCSE exams might have something to do with my grade drop between the two.

Civilization II didn’t support multiplayer gaming (at least, not in it’s initial release – the later Multiplayer Gold Edition did, which I also bought) so I bought a copy of CivNet. CivNet is a Windows-based remake of the original Civilization with multiplayer options, including an innovative “simultaneous moves” option which drastically changes the way the game is played. Along with Quake, CivNet became a staple of my college gaming group.

Civilization III, which was a bit of a disappointment to many long-term Civ fans, impressed me more than most when it was released in 2001, but it wasn’t until Civilization IV‘s release in 2005 that I found the game series truly stealing my life once again. Civilization IV’s development saw active contribution from Sid Meier, and it shows in just how well-designed the game is, and how well-balanced it is. I continue to play several hours in a typical week, and every time that begins to wane, a new add-on pack is released, giving me more things to explore and to get addicted to all over again.

Civilization games are deep, complex strategy games with a huge focus on resource management and empire building, and a not insignificant amount of war and diplomacy. The AI is typically brutal enough to make single-player games almost as fun as (and quite a lot faster than) multiplayer ones, and the game is designed well enough to cater for casual players (who will happily turn on the Governor options, automate production, etc.) and for micromanagers like me (who can tweak every little aspect of the way their cities operate, view reports on spending, and customise to their heart’s content). Civ 2 and (particularly) Civ 4 are easy to mod, too, and I’ve played a variety of custom scenarios, alternative rulesets, and other modifications to the core game over the years.

So Civilization, and it’s children, sits right at the top of the list of “computer games that stole my life.” For sixteen years I’ve been playing it, and I still haven’t beaten any of them on the highest difficulty levels or achieved every victory type with every race in any of them except the first. Here’s to you, Civilization. You stole my life.

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Google Reader For LiveJournal Users

There’s a new version out: click here!

My previous post reminded me that I’d never gotten around to writing something I’d promised a few of you already: that is, a guide to using Google Reader and LiveJournal together effectively (Google Reader doesn’t support digest authentication, which means that it’s not possible to use Google Reader to pick up, for example, “friends only” posts, so I’ve written a bit of software that bridges the gap).

I’ve used a number of bits of newsreading software over the years before realising that what I really needed was a web-based reader that I could use from “wherever.” I implemented my own, Dog, which worked adequately, but Google Reader has since matured into a wonderful program, and it seemed a waste not to use it.

In case there’s anybody else out there in Abnibland who wants to be able to use Google Reader to centralise all their blog reading into one place and who has LiveJournal friends who make “friends only” posts (it’s nice to have all the comics I read, all the news I’m interested in, and all of the blogs I follow – including those on LiveJournal – integrated into one place with reminders when new stuff appears, searching, etc.), here’s my guide:

Google Reader For LiveJournal Users

  1. You’ll need a Google Reader account – if you’ve got some other kind of Google account (e.g. GMail), just log in, otherwise, sign up for one.
  2. You’ll also need one or more LiveJournal accounts through which you can read the “friends only” posts you’re interested in. Another advantage of this system is that if you have multiple LiveJournal identities you can read the blogs of the friends of both in one place. If you don’t have a LiveJournal account, why are you bothering with this guide? Just go use Google Reader itself like a normal person.
  3. Log in to LiveJournal Feed Fetcher using your LiveJournal username and password. Then, just click on each of the “Add To Google” buttons in turn for each of the friends whose blogs you’d like to syndicate.
  4. Remember to add other people’s (non LiveJournal) blogs to your Google Reader account, too!

Now, whenever you log in to Google Reader, you’ll be presented with the latest blog entries from all of the blogs you read, including “friends only” posts, if available, from your LiveJournal buddies.

Advanced Tips

  • Install the Google Reader Notifier plugin (mirror) for Firefox. This sits in the bottom-right corner of your browser window and lets you know how many new posts you’ve got to read, and provides a convenient shortcut to your Google Reader account.
  • In Google Reader, click Settings, then Goodies. Under “Put Reader in a bookmark” you’ll find a bookmarklet that you can drag to your Firefox Bookmarks Toolbar (or a similar place on the user interface). This will appear by default as a “Next” link that you can click to immediately go to the web page of the next item in your reading list.

I hope this short guide will reduce the demand for further maintenance of abnib help people to get a handle on Google Reader and on reading syndicated LiveJournal blogs. The LiveJournal Feed Fetcher can very be easily extended to cope with similar systems (DeadJournal, etc.), so just let me know if there’s anything it’s “missing.”

Plasma Pong

I promised Jimmy I’d try not to distract him with computer games that would appeal to him while he’s revising. It turns out I lied.

I’ve just discovered Plasma Pong. It’s like Pong – you know, two paddles, a ball, that whole lark – except it mixes the genre up with some of the fastest computer models of two-dimensional fluid dynamics to put a completely new twist on things. The paddles and the ball are in a tank of coloured fluids, in which ripples can be created (by, for example, the movements of the paddles and the ball). Better yet, by holding one or the other mouse button, the player can "inject" fluid into the arena, suck it out into a vacuum, or blast a shockwave out. It starts pretty tame, with players trying to "push" the ball past one another, but as ripples and currents begin to appear, players have to work fast to manipulate the ball to get it past their opponent.

Sorry Jimmy.

New Phone

New Number

I’ve got a new mobile phone, and with it, a new number – if you don’t have it, you can get my number by either:

  • Visiting my contact details page, if you’re able.

  • Looking me up on Facebook or any of the other services I mention my mobile number on, if you have an account on any of these services.

  • Following the instructions on any Q Card issued before today.
  • Asking me for it, or asking somebody who already has it. I’ve tried to send a text message to pretty much everybody who I think might care, as well as a few people who probably don’t.

Nokia N95

My new phone is Nokia‘s stunning new smartphone, the N95. I just wanted to share with you what a sexy piece of hardware this is. Really.

Aside from the usual stuff a mobile phone isn’t complete without today, the N95 carries a fantastic 5MP digital camera (with a flash), a sophisticated media player, TV-out, 802.11b/g WiFi, an FM radio, hot-swappable MicroSD memory cards of up to 2Gb each, both Bluetooth and IRdA… and GPS. Yes, GPS. Whip out the phone and within a few seconds it’ll draw a map of your immediate locality, plan routes for you, and more.

It took me by surprise after I first booted it up and it used the GPS to work out where I was, established a GPRS internet connection, and then used the two together to get me a list of local radio station frequencies which it cached in the FM radio. The interoperability of the compenents (plus the API that allows them to be accessed by developers) makes this particular phone a beast and a half. And a bit more.

It’s a very, very powerful piece of kit. Aside from all of that lot, it’s the usual Nokia mid-high end offering: large, bright screen, Symbian OS 9.2, USB connectivity, a nice web browser, media controls, and a fab user interface. In fact, I’d do better to write about the things that I don’t like about it, as they’re fewer. I don’t like the flimsy-feeling sliding panel, which I feel like I might break if I’m not careful. I’m not very impressed with the resolution of the GPS (about 8-13 metres, in my trials) or the assumptions made by the integrated mapping application (will have to install Mobile Google Maps). I don’t like the fact that sliding the phone shut doesn’t – and can’t be configured to, by the look of things – end a call. I’m slightly displeased that the volume control does nothing when not on a call or using a media player (feels like a waste of a perfectly good button to me).

Other than those few little niggles, it’s an amazing phone that’s made me really glad I came back to Nokia after my hiatus in Windows Smartphone 2003-land. Recommended.

Abnib Events

Abnib Events, InlineIn order to reduce the amount of time my blog spends being used to organise events like Black Red Dwarf Adder Nights and whatnot, I’ve launched Abnib Events, which aims to centralise the organisation of such get-togethers. You’ll also find that the next upcoming event appears on the Abnib front page, in the upper-right – like the upcoming Eurovision Night.

Obviously I’ll still end up mentioning these events here sometimes, but this still feels like a step forwards.

You’ll find that you’re able to subscribe to the XML or ICal feeds for the list of upcoming events, so if you use Google Calendar or similar software, you’ll be able to have Abnib Events appear right alongside your existing appointments. I’ll sort out RSS/Atom feeds for you newsreader fans at some point soon.

Right now, Paul and I are administrators of Abnib Events. If there are events you think are worth publicising to the Abnib community at large – Troma Night or other related film or TV series nights, barbeques and bonfires, house parties, nights out, board game or poker nights, for instance – get in touch with one of us two.

40 Days On Facebook

Dan Q's Facebook profileI’ve been playing with Facebook for the last 40 days or so, to see if it’s any good. Here’s some of the things I’ve observed that I like (and don’t like) about it, followed by my conclusions:

Observations

In no particular order.

  • Nice. It’s a good platform for keeping up-to-date with your friends for the “littler things” that don’t really warrant blog entries, for helping you remember your friends’ contact details, birthdays, etc., for quickly sharing photos without too much hoo-hah, and so on.
  • Nice. It imports XML feeds, so you can integrate your Facebook presence with your blog or whatever else.
  • Nasty. It doesn’t export XML feeds! What is this, the middle ages? There’s a slight risk that some users may begin to use Facebook “notes” as substitute for blogging, and I and others who depend on RSS/Atom will end up not reading what they write as a result of it, but the notes system is pretty simplistic (as it should be) so it’s not terribly likely, at least for the time being.
  • Nasty. Searching for people is a little clunky: it could at least allow me to filter by country, or intelligently suggest people from my own country before showing me people in other countries.
  • Nice. Easy bulk-addition of friends from your address book. I’m an untrusting bugger, so I wouldn’t give them my webmail passwords (but I know others who have), but the CSV import tool, combined with a little scripting, quickly achieved very similar results, plus more.
  • Nice. Unlike many other social networking sites (and particularly the ridiculously bad myspace), it doesn’t allow arbitrary HTML to be splattered all over your profile page, so at least the user interface stays consistent and you’re not horribly vulnerable to cross-site scripting attacks every time you use it.
  • Nice. Good reciprocal “friends” system (including a wealth of FOAF-like “how do you know this person” links that make for interesting exploring when you start looking through your circle of friends) and well-designed privacy options so user have a great deal of control over who sees what.
  • Nasty. On the other hand, some people still seem to treat it like myspace: trying to join the most groups, have the most friends, or whatever, as if it were some kind of popularity contest. This probably also extends to people with silly names. Thankfully, they’re pretty few and far between, and – at least in my experience – they don’t harass you with endless messages a-la myspace.
  • Nice. The ads (it’s mostly an ad-supported service) are sparse and discreet. No big flashing animGIFs, flash, or banners.
  • Nasty. I can see why they’ve done the “networks” thing, but it can get on your tits until you get the hang of it. Why can’t I be in an alumni network for Aberystwyth? Because I didn’t have a Facebook account when I was at Aberystwyth, apparently. Why couldn’t Matt join the original Troma Night group? Because it, like me, was in the Wales regional network (because I hadn’t specified otherwise when I created it, and he’s not in Wales, is he!).

Conclusions

It’s a nice little social networking platform. It suffers from a lack of subscribable output feeds, a very slight “myspace factor” amongst some of it’s users, and weak search tools. However, it does a remarkably good job of providing a secure environment in which to publish your up-to-date contact and other personal information to your friends, share photos, pass simple messages around, arrange events, and discover the links within your friendship groups. I’ve heard good things said about using it instead of Friends Reunited and similar services, for getting in touch with old friends, but I’m not interested in that – I just like to be able to keep in touch more easily with the friends I have.

I’m making the Facebook team aware of these comments (and gripes) and hopefully it’ll become even better. In the meantime: if you haven’t tried it, I’d recommend giving it a go: they’ve got a nice, ethical account closure policy if you decide it’s not for you. A 40-day test drive had me… not hooked like some people, but… contented and impressed nonetheless: something I genuinely didn’t expect.

Away For The Weekend

Apparently I’m giving a presentation at 9am tomorrow morning in Keele about a bit of software I’ve been working on. Suppose I ought to pull my finger out and decide what I’m going to say.

In any case, this of course means that Troma Night this week will be hosted by Paul (if it’s on at all – apparently lots of folks are out of town or otherwise engaged).

In my absence, here’s some things to keep you amused:

  • Andy‘s put a fab lateral thinking puzzle on his blog. Shouldn’t tax an experienced puzzler too hard, but it’s good for keeping your brain warm for a few minutes, at least.

  • Think love is too complicated? I was tickled recently by the very charming Simple Guide to Relationships ("I said simple, not easy!"). Smart tips for all kinds of relationships.

  • There’s a new Japanese device that plans to revolutionise ear-picking: no more of the "fumbling around with an ear bud, trying not to puncture your eardrum." Only in Japan could somebody invent this and not get laughed at.

  • And finally, The Daily Mail have a fantastic interview and pictures from the skydiver who fell 15,000ft without a working parachute and landed on thorny bushes the other week. He recounts accepting his fate and "waving bye to the helmet-mounted camera" once he reached about 550ft. Cool and then some.

Have a great weekend, y’all.

Armadillo Run

Over the last few days, I’ve mostly been distracted by Armadillo Run, a fabulous little shareware game (Windows only… for now) somewhat reminiscent of The Incredible Machine. It’s great fun, and the download is under 2MB, which makes it a reasonable download even if you’re on a modem (who does that, these days?).

Each level challenges you to get a rolling “armadillo” to maintain a position somewhere in space, by hooking up ropes, poles, cloth, metal sheets, rubber panels, elasticated ropes, and rockets, and modifying them with greater or lesser tension or by setting them to self-destruct on a timer. When you “run” your proposed solution, these objects interact with one another and with the armadillo in order to try to solve the puzzle.

The thing that makes it notably different from The Incredible Machine, apart from the very powerful physics engine – mentioned above – is the huge degree of flexibility you have in implementing a working solution. In The Incredible Machine, you had in your toolbox a set number of varied “parts” – everything from candles to monkeys. While there are less different “parts” in Armadillo Run, each “part” has a cost, and you must spread your budget accordingly and try to get a high score by saving as much money as possible. It’s remarkably cool, because this means that there are a huge number of solutions to any given puzzle.

Give it a go. I’ve got the full version if you’ve played the demo and would like to try a few of the actual levels before committing your £10 to buying a copy.

Abnib Breaks Stuff, Fixes Stuff, Keeps Ticking

As you might have seen, the new version of abnib went live this afternoon. Just so I don’t keep getting the same comments over and over:

  • Right now, it’s a little fixated on the PST time zone. I’m not sure why this is, but I’ll fix this soon.

  • For some reason, it’s silently rejecting all applications for a username and password.

  • There’s no link to Abnib Gallery.

What’s new?

  • If you’re logged in (hah!) you can block posts by author. Later there may be other ways to filter and prioritise posts.

  • It automatically refreshes as new posts come in. No longer do you need to keep whacking "refresh" every time you get bored: if you’ve got JavaScript enabled, it’ll quietly check for new posts in the background and pick them up and make them appear on the page.

  • It integrates with the as-yet unreleased new Troma Night website, so you can see where and when the next Troma Night is at all times. Yeah, and this updates itself without refreshing too.

  • It’s prettier. I liked the old theme, but I know it wasn’t to everybody’s tastes, and the "it’s ugly" people were louder than the "it’s pretty" people.

  • A couple of extra features that you can’t see because you can’t log in yet, either. Ahem. Will fix that soon, then.

The Legend Of Zelda: Twilight Princess

Well, that’s Twilight Princess for the Wii finished. And quite a spectacular game it was too. Highlights [warning: spoilers] include:

  • Predictably Zelda: many of the best elements of Zelda games gone by made it into Twilight Princess, so much so that the predictability of some of the plot elements will make accomplished players groan, such as the "you must collect 3 parts of this, scattered throughout the land," "you must restore power to the Master Sword," and the "if you’ve just got a new weapon, you’ll need it to escape the room you found it in and to beat the boss of the dungeon you’re in right now" cliches.

  • Replay value: having finished it, there are still several things I’d like to go back and do again, do better, or actually do. Disappointingly, by comparison to Wind Waker, there is no option to save progress having defeated the final boss and carry on playing: instead, I’ll have to use my just-pre-boss save game as a springboard to explore the things I didn’t get a chance to do earlier, which feels somehow incomplete, but nonetheless I’m looking forward to trying out a few extra things.

  • Music: yes, it’s a Zelda game. There’s not so much emphasis on musical puzzles as there was in, say, Ocarina, but there’s still some (mostly related to transforming into a wolf and howling at stones, which gets to be just about challenging enough to keep you amused, by the end of the game). As usual, the soundtrack is stunning.

  • Imaginatively-designed bosses: some of the monsters you’ll fight are particularly interesting. A whole selection of varied fight scenes litter the game: jousting against a monster on a boar’s back across a flaming bridge; tripping over a balrog-like beast by strategically grabbing the chains around it’s ankles so that you can reach it’s face; and swinging around – Spiderman-style – from towers in order to gain altitude on a dragon are three of my favourites, but there are plenty more great fight scenes.

  • Controls: the Wii release of the game makes great use of the unusual Wii controllers: typically, the nunchuck "stick", in the player’s left hand, is used to move around (or look around, in some modes), and the right-hand "Wiimote"  is swung in order to move Link’s sword, or aimed at the screen either as a cursor (for choosing weapons and items from the inventory, options in the menu, etc.) or as a crosshair (for firing the bow and arrow, for instance). There’s a great variety of clever special moves to be learned, and while the swordfighting can be a little cumbersome at first, the learning curve is shallow enough. Later on, you’ll be flicking the Wiimote and the nunchuck in unison to perform advanced moves – rolling around your enemy to strike them from behind, knocking them off balance with your shield, and Link’s signature "spin attack," for example. The bait fishing puzzle is a little simplistic, but the lure fishing (which you’ll discover far later in the game), which makes use of both controllers – one as the rod, and one as the reel – is a satisfying example of the kinds of things that Wii developers will be giving us plenty of in the near future.

Stuff that wasn’t so great:

  • Fighting one particular boss involves swimming around in 3D space while avoiding the tentacles of a huge aquatic beast. Now that’s all fine and a great idea for a boss, but it feels somewhat clunky in implementation: it’s hard to see where the tentacles are and if you’re in range of them, as they seem to suddenly "jump" around without fluid animation.

  • Like all the recent Zelda games, Twilight Princess has an extended "tutorial" period, which gradually opens up into the full game, but Twilight’s feels longer than it needs to be, and it feels a little like it’s holding your hand for a bit too long. This could simply be because it’s been released on a new console which Nintendo are hoping will attract new players to videogaming, and they wanted to reduce the initial complexity of the game, of course, but nonetheless: by adding more small mini-quests in the early part of the game – things that experienced players could to in order to feel like they’re in control of their own destiny, and not just following instructions from the other characters – would have been nice. I remember playing a little Morrowind on the PC, and being pleased to find that on my way to the first destination of my quest, I was able to wander off course and help (or hurt) numerous other characters in the game world, getting back "on track" whenever it suited me. I know that’s not what Zelda’s aiming for, but even Wind Waker felt more like it was open-ended and free, even early on (although having a boat and an entire ocean of islands ahead of you will have been a major factor in that). Just a minor rant, of course.

Total playtime for me was about 43 hours, but I’ve left a few stones unturned. In any case, a highly satisfying game and very recommendable. If you own a Wii but don’t own Twilight Princess, get it. If you don’t own a Wii, consider getting one to play Twilight Princess.