Only your buddies know exactly how to send you veering off the rails into completely well-tread, insane arguments that can last for hours or days if you let them. That's why they're your buddies. If they were your enemies, you'd be screwed.
One good discussion that just pokes my emotional hornet's nest with a stick is the nature of reality in documentary form.
I know, it doesn't sound overly exciting or even something to get even slightly cranky about.... but it's truly fundamental, to a person telling a story in visual form from a collected set of images and recordings. If you pretend it's non-fiction, it should be somewhat real. The problem that immediately rises up is what is real and what steps one takes in the process of going from reality to a documentary may or may not upset the "realness". This can suck up hours. It's a tornado of controversy.
Let's get the basics out of the way.
Hundreds of hours of human life are spent recounting, to people either getting a film degree or who decided to take an elective class:
From these stated premises comes the following variant conclusions.
Personally, I buy into the idea that you can, utilizing care towards the subject and methods of filming, produce a relatively useful semblance of reality in documentary form. But it is so easy to mess up, and the reality you end up portraying may be totally different than what you ever expected your film to be about.
Documentaries have been around a long time, but two factors have changed in the past few years: Michael Moore and Digital Video.
Moore's his own thing, and I do enjoy his films (even though Fahrenheit 911 shows a lot of earmarks of being rushed out the door), but they're a different style of documentary, more Op-Ed pieces with video sidebars, couched together with really funny editing and a lot of moments of farce mixed in with claims of facts and situations and demanding/requesting people take action as a result of the statements in the film. This is a different breed of documentary than has often appeared before, and even the pre-Moore documentaries that do have a similar approach never got the worldwide attention his films do.
Digital Video, meanwhile, has dropped the cost of documentary shooting through the floor. I remember shooting with 16mm film (actual, spokes-in-a-line-of-kodak-film film) and the cost for me worked out, after development costs, to about $3 a minute. Compare that with an hour of Mini-DV tape which can record an hour for the same price. And you can re-use the tape if you screw up badly. And then, and this is critical, you can really really fuck with the final images really really easily.
Previously, manipulation of imagery on any scale beyond in-camera tricks or utilizing on-set manipulation to fake reality was prohibitively expensive. You could do it, but you had to have a lot of time, a lot of money and it was pretty noticable. That situation is no longer the case. You can change things on the fly, modify colors, fix up sound, and altogether make that sad little collection of 720x480 (or 1920x1080) frames do whatever the hell you want them to do.
So for my two little critical events, Moore and Digital Video, here are the outcomes.
People who are intent on deriding or castigating Moore's assertions in his film have gone about it a number of ways. Some of them are simply to compare numbers or stated facts. Fine. But others have gone after whether his film is a "documentary" or not, where the edited sequences fall in real time, what full speeches the decontextualized statements come from, and the rest. And the thing is, almost no documentary can sustain that sort of attack because all documentaries edit. If you make editing an inherently evil process, then all documentaries are evil. And if you dislike choices made in the film about what to say, then you will easily find a pile of inconsistencies or omissions you don't like. I contend that documentaries are no more or less flawed a medium than they ever were; the issue arising is laying an awful amount of load stress on a filmic architecture that can't sustain it. Class dimissed.
Digital Video, however, is a much more intractable problem. Like I just said, the cost of digital video is so much cheaper than film ever was and digital video tools are now ubiquitous and amazingly powerful. Here's some footage I shot out of a plane, which I then threw into a tool called "Deshaker" which is a plugin to a free tool called Virtualdub. It's 12 megs and in Windows Media format. Sorry about that.
But the point, for people not wanting to download it, is that the original footage is shaky and a little messed up. There's a small window in this footage showing it "after" I process it, where all my shaky camera work is gone. In other words, for free, I was able to eliminate camera shake, an ability the best-funded Hollywood blockbusters could not easily do through the majority of cinematic history. If you look for it, you can see shaking cameras everywhere in top-notch productions, because there was nothing that could be done. Now, for absolutely no cost, the image can be manipulated to take this problem out completely.
And there we have the lines I discuss.
We, filmmakers or people who just shoot video for fun, have at our disposal the ability to do almost anything we want to an image. Just a browse among Ryan Weber's VFX Page shows how much you can do with hand-rigged effects combined with digital trickery.
So that's the line. How much do you manipulate beyond even what editing does, and still consider your work truthful?
I'll disclose that several things were done to the BBS Documentary digitially. Color correction occurred, fixing badly tinted scenes. Sound was punched up to make someone's voice stand over the background. Boom mikes were digitally removed from scenes where they showed up in frame (it turns out the Canon XL-1's viewfinder is inaccurate). I removed myself from reflections in windows and shiny surfaces. In one case, I removed someone's stutter from their voice.
Do any of those cross lines? They don't cross any of mine as I made the film. But they may cross yours.
My friends have done things in their films, and I have heard of things in the commentary tracks and message bases of other films, that I think cross my own lines. Adding items to shots. Indicating that two people didn't eat together when they did. Indicating two people never met when they did. Having an actor play one part of an interviewee unwilling to be on camera. Omitting footage that makes concrete statements to prefer more vague ones.
But in our heated discussions, our back and forth, they don't see crossed lines, don't feel like they've hoodwinked anyone any more than I feel I've hoodwinked people by removing boom mikes. I'm so ready to stand on my own deceits and think that I'm doing the viewing audience a favor that I end up cornering myself into pointing at someone's similar intent and crying "for shame" at them. That's a crossed line too, I guess.
These are the things you think over, in your medium or sphere of choice. Little omissions, little constrictions or expansions, with the best of intentions, but the ever-painful situation of deciding whether or not you've gone too far.
As I work on the GET LAMP documentary, one of the things that keeps coming up is that Interactive Fiction/Text Adventures are a moving target. Even though to some people the subject might be closed and gone, trapped in historical amber, this just isn't the case. There's scattered groups of people composing, working on, and crafting new games and projects. I'll probably go into a number of these in coming months as I wend my way towards the end of my production, but one of these projects is about to pop up, and if you have any interest in the subject, it would do you good to check it out.
Traditionally, and by traditionally I mean for the last 15 years or so, the standard interactive fiction project was a solo affair taking months and more likely years of work, crafting and composing all the possibilities of the design you'd made, followed by months of bugtesting with your voluntary playtesters, finally releasing your work to the masses through the established distribution sites. At that point, the number of people playing it would likely number in the dozens, and your work would then join the pantheon of created IF works, and then, as far as a lot of the world was concerned, sink without a trace.
Now, this is a relatively glib way to put it all; in fact some games take off and are played far beyond the community of creators and players, some games are made in shorter times, some games are recognized as classics. One of the best aspects of text adventures is that playing one made in, say, 1998 holds none of the obvious earmarks of outdated software. You can boot up a game made 10 years ago and it will as fresh and enjoyable as one finished two weeks ago. But the problem of "how do we encourage more activity around the release of games" is one that's been recognized and considered a long, long time.
In 1995, a solution was created, and it's worked out pretty well: The IF Competition.
The IF competition basically sets up a framework where a bunch of games come out at once (giving players a bunch of games to choose from), around a deadline (helping to give people structure where there's no financial incentive), and setting up judging rules (ensuring standards among the games in terms of play length). This last situation with length is rather clever: the idea is that you can get a very good idea about the game in just a few hours of playtime. This encourages the writers to focus on smaller, tighter games instead of expansive, never-to-be-completed games. While sometimes you get front-loaded creations (they look great up through to two hours and then aren't as well done), what you often end up with are works that are understandable within an afternoon.
This may not sound like the games of old, but in fact a lot of people want to imagine they have the time to play massive games, but then they don't. Nobody, on the other hand, can't say they don't have a few afternoons to tackle some good puzzles.
Yet another excellent metric are the winning entries themselves; I have friends who play these games who use the IFcomp archives to find the top-rated winners of various years. It's a good way to know that you're not going to follow the trials and tribulations of a given work until you suddenly stumble on a uncompleted hallway and a sign saying "BACK LATER". Generally, the winners give a guideline of guaranteed quality.
So, we stand on the cusp of the 13th annual competition. On October 1st, the entries will be released into the wild, and you, yes you, can download the games, play them, and then rate them. Instructions on the IFcomp site give you all the guidelines for how this is done.
In other words, in just a few short days, you will be given not only a ton of crafted, honed games, but you will be asked to rate them, judge them, and reward those creators with prizes for their year of work. How could you resist?
See you there.
There's nothing like a good lesson. Well, except an expensive lesson. Or a lesson that can still make you go "oh yeah, that lesson" a full five years later.
My lesson is Andgor.
Ah yes, I was just a mere sprite those many years ago when I read on Slashdot a story about a concept that grabbed me by the throat: personalized action figures. The concept, so simple, so cool: send in a photo and this company would create a personalized action figure, a doll with a hand-sculpted head placed on a generic body, with additional possible custom features attached. What an amazing idea.
So I went to their page, with its flashy graphics and clear statement, and containing a bit more expendable cash that perhaps I deserved, I paid for a figure ($400), and, in what is now a laughable irony, an additional $200 for a "rush fee", so that the figure would be ready for the wedding it was to be a gift for. In my money went, and then I sat back and waited.
And waited.
Well, the couple who I got it for has had two children since then. One of the kids and I chat every once in a while. I started, filmed, and finished the BBS Documentary in that time. I've moved three times. And here I am almost done with GET LAMP and yes, there's no chance of my figure ever showing up. It has been 6 years.
Oh, I made my calls, my pleadings, my annoyed letters. I called the better business bureau. I even filled out a form with the Orlando Attorney General's office. That money, my friends, is gone. Gone, gone, gone.
Many people have written about being ripped off by Andgor. They are scam artists. Pages like this one abound, but there are many others marveling over the idea of getting a personalized action figure. They marvel over the idea; they do not marvel over what they actually got.
AndGor Toy 254 Ronald Reagan Blvd Suite 223 Longwood, FL 32750 407-331-5890 All Emails: sales2@andgor.com customerservice@andgor.com orders@andgor.com info@andgor.com
So, the question is, why do I sit back and "take it"? Well, for one point, let's be clear: the next time I'm in Longwood Florida, they are getting a brick through their front window. This is worth getting arrested for. I would love for them to try and get a judgment against me.
But until I get a chance to stop by and smash their window, I let this lesson, this painful lesson, bubble up to the surface of my thoughts every once in a while. Believe it or not, I'm a very trusting person. This little endeavor reminds me how there are people who, in the face of everything, will scam, scam and scam. They will hold their own and take advantage, and promise things they can't deliver and steal from people. I've been a very lucky person, scammed very little in my life. Andgor stands as my biggest betrayal. It's nothing compared to losing a home or a child, but it definitely sticks with me. And it reminds me how hard I should work, when doing business with people as a person who makes these films, to treat all people with respect and quick response. And to take the high road.
P.S. I am serious. I am going to break their window.
I've had an XBOX 360 for about 3-4 months now. Here's some sketched thoughts on it.

Back in 2005, I gave a talk at DEFCON called "Why Tech Documentaries are Impossible (and why we have to do them anyway)", which was about the documentary format, the lessons learned from the production of "BBS: The Documentary".
I was happy with the speech, ultimately. A good solid overview of documentaries and the issues involved.
This entry was posted on September 27th.
My job was simple: replace a couple USB hard drives on a server. The hard drives were sitting on top of the server. The server was high up in a cabinet. The cabinet had ventilation, in the form of a fan on the top of the cabinet plugged into a power strip in the cabinet.
So one moment I'm moving these drives around and another moment my hand has slapped against the top of the server, knocking over a drive, and my hand is bleeding. Super bleeding, that special kind of bleeding where you think the wound is kind of kidding, or a misdirection, and then it proves that no, no it isn't.
So what I'd done is lifted the drive up too much and my forefinger on my right hand went right into the fan.
I was quite lucky; it basically bounced off my fingernail, breaking it, and blowing my hand out of its way before cutting into something useful, like a joint.
The speed and fury at which my life could have changed is what strikes me. One instant, and I would have had an endless point of discussion and conversation at parties, as well as a slower (or different) typing speed, slightly floppy gloves, probably half a year of on-again off-again depression.
People make plans that encompass years and carve out priorities, and its this kind of stuff that reminds me that nothing is promised, nothing is assured. It's humbling.
Also, it hurts.
(A cracked, cleaned-up-of-blood fingernail looks like this, by the way. The little part at the bottom there has fallen off but things are healing a-ok.)
This entry was logged on September 26th.
Many schoolteachers were poison to me, enough that at one point early in my academic career, a principal sat down with my parents and explained, in alll seriousness, that it would be best if I was transferred to another school, specifically a private one, to prevent my actions from damaging other students with promising futures.
I remember a fourth grade teacher explaining to her students in the middle of a science discussion, how it was a very bad idea for us to drink orange juice in the mornings, because the cold juice would cause damage to our intestines, and the shock of this cold beverage would make us unable to function properly at school. She said this easily, couched between lectures of how many planets there were and how molecules worked. During an event called "Hat day" where the young folks were encouraged to wear silly hats, I wore a boot, which caused some (appropriate) stir, and of course she confiscated the boot, and then launched into an explanation that hats, when worn inside, caused dangerous overheating to our heads and would make us not think.
Somewhere out of this muck and mire of folklore and despair I came into contact with one of my best teachers ever, Mr. Perks. Stephen Perks, that is, a marathon-running kickassery of a teacher who could make good time for twenty-five miles and yet still lose hours after classes to help kids, kids who needed help, like me.
I could take up way too much time singing Mr. Perks' praises but I especially wish to give a specific example of where he ruled and, by combining forces, he was made to rule even more.
By luck of a draw that explains my never winning raffles since, Mr. Perks was transferred from 5th grade to 6th grade the same year I was; that means I got him twice. After an amazing year (where, among other things, he read us The Hobbit in class), he was one of my teachers yet again.
The 6th grade was the highest grade taught at Fishkill Elementary, and was in the old part of the school, which was what could only be described as a multi-story schoolhouse with bell tower on top. The rest of the modern, flat crap they built in the 50s was around the base of this little marvel, like sleeping dogs. When you went to the 6th grade, you literally walked up the stairs into another world. The ceilings were high, the doors massive, and just two classrooms were on each floor, with a staircase of enormous proportions. I could make a Harry Potter reference but it doesn't quite fit, because the approach in this older location was modernity itself.
Mr. Perks came into his own, joining up with two other teachers who basically formed a triumvirate of educational power. One of these other two teachers was Mr. Foley. Mr. Foley was a rotund but not obese fellow with a beard and glasses, and a metric ass-ton of energy. He cared, and that was critical. I can imagine these three teachers sitting around a porch, sipping beers and trying to figure out how to make things even more kick-ass while staying within the guidelines.
The first thing they did was share classes, so that one teacher taught a subject that the others didn't, and so on, and the students would have to walk between these classes during the day. This was not what a lot of sixth grade classes did; they did it, they told us, to train us for junior high school and up, when a bell schedule would be in effect. In other words, they looked ahead at what we were going to do and prepared us for that as well as their own requirements. This is how you end up with students who are in college and taking third-year courses while others are revealing that, in fact, they can't conjugate verbs reliably.
Of all of the teachers, Mr. Foley was specifically worried about something that, in my later years, I realize is the root of my own interests: media and social criticism. No, I don't mean we sat around and said the new movie was "good" or that we read a book and it was "good" or that crap. No, he took time to lecture us and specifically arm us against the absolute onslaught of misleading garbage that was going to come our way through television, newspapers and social interaction. In today's world, 6th grade would be way too late, but at the time, it was just what the doctor ordered but the schools would never have prescribed.
He had a coffee maker way up on a shelf/closet in this room; a big old metal affair, probably good for a crowd of 30. At some point during the year, he pointed out this coffee maker and told the story of how he got it. The answer, you see, was a time share seminar, one of those terrifying high-pressure sales gigs where you're promised a gift and a trip and whatever else, and they lay into you endlessly with how great a deal whatever they're selling is. He wove a story, now lost in my memories, of how he and his wife sat through it, and what the person wanted, and how, after they resisted purchasing the product, they got treated meanly and grudingly. He wanted to open our eyes, and I know he did it for me, how not every transaction is out there to help you, that not every deal is a good one, and how exactly even your greatest resolve not to be taken could still be overcome. A great story.
Mr. Perks and Mr. Foley, along this line, cooked up this experiment. Looking back, it was a moment of sheer brilliance, one of those life lessons I got with my allowance instead of my mortgage.
They set up an auction between the classes. One would be buyers, one would be sellers. We were the buyers, and Mr. Perks' were the sellers.
The sellers had to sell something, something inexpensive, that they owned. They would make a paragraph about their item (writing skills!) and then it would be put into a little newsletter (publishing!) and then that newsletter would go to my group, who would read it (reading skills!) and then we'd bid on them (mathematics! purchasing! games!) and then we'd get the items.
And, like the wave, it came out better as a lesson than I think anyone could imagine.
See, the secret was, the items absolutely sucked.They were broken, they were small, they were half of what was needed. They were sub-par items, you see. We were being, to some amount, had.
The language of the paragraphs, worked on with the kids by the teachers, were absolutely true. They were accurate and forthright, but they were hardly comprehensive, and they were in most cases misleading. You would read them and go "wow, what a cool toy" and then you'd get it and it just sucked.
I mentioned "the wave" because these items were meant to go at rates of, as I recall, a dime or a quarter, and some of the items were ultimately sold for a dollar or more, 10 times the original offered price. (I could be fudging that; it was, after all, nearly 30 years ago, but I recall debate among the teachers about the rising prices).
On the day of our getting the items, I remember opening my little box of whatever I'd bought, and hoo boy was it garbage. It was some flimsy piece of plastic that I, for all I could remember, should have been metal, 20 feet high and capable of lifting a truck. I remember toy cars missing wheels, and half a crayon box. The lies in the paragraphs were lies of omission.
What a lesson!
I don't even know what passes for media criticism in many educational institutions; I remember running into college students in later years with what I considered a fantastic unicorn-filled outlook at the world, but I was, even by age twelve, wary, suspicious and careful about promises and deals. Granted, I still got conned into getting a credit card at 18, but I ascribe that to the underhanded techniques of Emerson College and their "partner" credit card firm than any wariness I had built in. One pitfall in my younger life, compared to the hundreds I negotiated around deftly thanks to the seeds planted by Mr. Foley and Mr. Perks. You guys ruled.
This entry logged on September 26th.
One of the greatest things to come out of my documentaries are friendships.
I've interviewed hundreds of people. Some I would see randomly, in the middle of events. (This was what I'd try to do to prevent easy biases, which sort of worked.) And others I would make arrangements with because they were experts in something, or conveniently located, or who had experienced something I thought would work out well in the quilt of interviews. I certainly wasn't choosing buddies.
But you know, every few dozen interviews, I'd find someone I really admired or got along with or found that a couple hour interview turned into an afternoon of hanging out. And sometimes we'd even hang out on later days or see each other at cons. And if I was in town, I'd hang out again.
Like I said, never intended, but now I've gotten:
In the speech I gave at Defcon I went off at the end about "Living a full life", and was talking about breaking out of standardized patterns that can entrap and deaden your interactions with the world. The trick I used was to go out and meet many people on their own terms and in their own homes. It was great.
If nothing else comes of it, many of these friends are for life. That's just indescribably wonderful.
And as the piles of BBS Documentary discs goes out the door (the pile is really getting low!) and after the pile is gone, I'll still have these friends. Who could ask for more?
The Frontaclues are provided to assist you with further enjoyment of the It Is Pitch Dark video.
Have you found:
Have you tried:
A small note: As you might guess, Frontalot's video as it will appear on the GET LAMP DVD set will have a number of extra features wrapped into it, including alternate angles and shots.

I get interesting packages in the mail.
These were all in separate auctions from one seller. I bought out most of his inventory. All are likely to go up on cd.textfiles.com. Some are probably pretty rare, others much less so. They range from shareware compilations to really crappy "game" compilations of demo/shareware versions of commercial games, to what appears to be a directory of CD-ROMs that were available in the mid-1990s, which will likely be a treasure of sorts.
Good thing I added 750gb of disk space to the textfiles.com machine last week, huh.

So everyone who reads this weblog has been hearing of this video since I started working on it. So here's the big day when you can get a copy of it.
When it was made, Frontalot and I had a handshake deal: I shot it for him, he could release it when he wanted, and I could release it on the final GET LAMP project down the line. Well, today he released it on his website.
There's a bunch of local copies I have as well, and for the impatient, there's a youtube version. It's quite something to see a 1280x720 music video squelched down that far; it doesn't look that bad, but you can't actually make out a lot of detail we put in. So choose wisely, music video warrior.
There's not much else I can say about this sub-project that I haven't said somewhere in these entries:
Would I do it again? I'd be setting up the first shot before you got halfway through the request.
See you tomorrow.
Gold fell into my filmmaking lap today. Pure, refined gold.
I recently put a teaser trailer to the GET LAMP/Text Adventure Documentary up on the site and uploaded it to youtube. Checking the referrer logs and a couple other sources, I discovered there was another location to view a copy of the trailer, and that a lot of people were viewing it that way.
One of the classic entities that bottom-feed the content related to media is a site called gametrailers.com. They collect trailers, put them up, classify them to some degree, and then allow downloads and messages with ads sprayed down both sides. Fair enough; hope the weather's nice down there. The trailer's licensed in such a way that they can do that.
But taken another way, this was spectacular. I have no affiliation with gametrailers. They put it up and subject their (large) audience against it, and between the first of September and now it's been viewed over three thousand times.
But more critically than that, it allows people to comment on the trailers. And here's the gold, because I get immediate, non-affected-by-me feedback about the effect of the subject matter and the approach I took with the trailer. I get it without being in the face of the person, inciting them to agree with me or be contrarians or otherwise change their output based my presence. I just get the flat-out reaction.
The reactions are here and here's an archived version of same, as things are different with me betraying knowledge of the link and sending readers there.
The teaser trailer is obfuscative, no doubt about that - it never says "text adventures" (doesn't say "get lamp", either), it doesn't tell you who anybody is or what, for example, Steve Meretzky (the first face you see/hear), is talking about. (He's talking about his time at Infocom). The music is strangely sad. The shots are odd, although one is definitely of a computer-like nature (the printout of source from Super Stud, the pre-version of Softporn Adventure put out by On-Line Systems, later Sierra On-Line). But nobody says computers have much to do with it, other than maybe Nick Montfort using the term "Virtual World". In other words, it functions like a teaser trailer often does, as a kind of fogged-glass glance into a room of activity without much clarity as to what's going on until you walk into the front door. This delights and damns the audience, to various degrees. I know all this, so those choices were, if not 100% conscious, ones that I can observe looking at the final work.
So naturally, dropped without too much context on the group, we get a percentage who are just sideswiped with confusion, and enough to post about it:
DarkZeen
And this is?
Spawn7
huh
malyarchuc
what are they talking about? a game? a movie? a book?
JulianP
I'm confuzzled.
A percentage of these go on like this, something in the range of roughly 10 to 15 percent. They don't know what the hell is being talked about and there's scant little for them to then run off to. Obviously getlamp.com works but that's not particularly obvious and besides, a lot of people don't really feel like going on an easter egg hunt to get what the hell's being referred to. So there's one expected bit from the teaser trailer - some folks are just confused and they're lost (for the moment, until, with luck, they hear of it in a more concrete form).
Next are the people who do know what's being talked about, and want the others to know:
lvl54spacemonkey
It's a documentary film about Text Adventure games that were common on early computers. Hitchikers guide to the galaxy had an awesome one. The phrase "get lamp" came from one but I can't remember what. It was a command to, unsurprisingly, get a lamp. If you've never played a text adventure you should try it once. They are real difficult. Especially the early ones that required exact wording for all the commands.
Sarkan
lvl54spacemonkey, thank you. was trying to write a sensible answer to this. And god yes, text based adventure games were awsome games. Miss these kind of games, where puzzles were solved, due to your imagination being able to create a picture of the scene at hand, just due to the text. Text adventure games and the adventure RPG's you got in book form. Good times good times...... Hitchhiker's Guide to the Galaxy stil is one of my favorite text based games! Just wish I could remember where "Get lamp" was from... though it could just be a general refrence to the way you played these games; "pick up toothbrush." or "open door".. "go west". :) again, good times... good times..
AtomicMime
Haha, people who are confused are displaying their youth for all to see.....
....or maybe they're just not geeks AND old... ...like me.
Ryddah
its a text input adventure game.... you type WALK EAST and you get a back a description of your new surroundings. Kinda like your point and click adventure without the pointing or clicking or anything else really.
Think Monkey Island but played thru console commands and without comedy.
So what we see there are people who feel they want to explain the subject, who take enough of an interest to spur further discussion about what it is and what I'm doing the movie on (in some way). Obviously they don't know me or what direction I might take, but this set of obtuse references was enough to make them reconsider the subject and tell others about it.
Then, of bigger interest, are the people who see it and aren't pleased:
jaymathews
I didnt get the trailer. Sounds interesting...but I dont know what this is :/
Shuckles
text adventure film, rubbish
UziSuicide
get lame
Color
Hey, King of Kong was kickass....but this does look kind of boring.
Maybe it was just Billy Mitchell...
Poppinfresh
Kind of a dumb name, but i guess it fits.
And then, finally, the people who see it, get what's being talked about, and are happy to see it. Some of them seem to know of me, even if they don't know me personally.
Radamathys
Interesting, kinda taking an old and one of the very first concepts of interacting gaming and turning it into a film, this was before my time, so i don't a whole lot about it, but it look very interesting none of the less.
Trellisaze
The name's not catchy at all, but otherwise it looks incredible.
DavidRaine
Fantastic! I grew up on Interactive Fiction; I'll have to find this when it comes out. I see the director has also created a BBS documentary, but that's a bit before my time.
What do I learn coming away from this selection? Well, as expected, people are shut out by the odd approach to the trailer. There's definitely people who would want to see a "text adventure movie", while others are highly skeptical of the idea. The title is odd (hence I registered textadventuredocumentary.com as well) and so any promotional material will likely say "the text adventure documentary" or similar subtitle under it. I should be mindful that people will have no idea what a text adventure is (I already was doing that) while others remember them with fondness. And some people are excited about it, just watching the trailer.
Not a total wow, not a total flop. It is very very bad to make a film to try and please the most people; you please nobody. Hardcores will like it, I hope, and as much of the general audience to bring in as I can I will. But not, ultimately, at the expense of it being cohesive.
More tea leaves to read between edits. Pure gold.
Archivists don't always talk about it, but you have to do refreshes occasionally if you really want your stuff to survive. Pawing through piles, blowing off dust, scrubbing down computers. It doesn't matter how nice your facility is but you have to do these things. And my facility (my house) ain't so nice. I've been going through my collections/projects in my office and found a bunch of stuff that I have to get moving on.
Among this is cd.textfiles.com, that erstwhile collection of shareware CD-ROMs and CD-ROM-based archive stuff that has ballooned well past every other site on textfiles.com. Weighing in around 205gb, it's just a monster to deal with. But that's not the problem.
The problem is I'm about to triple its size.
Some time ago, I was asked to provide ISO images of these CD-ROMs where possible, providing pristine digital captures of the data. I agreed, along with label scans and the rest. These will be added to cd.textfiles.com over time. Additionally, I'll be adding Apple Macintosh disks, in some way that makes sense. (It's a little weird to add them.) I have over 100 of those to add. And their ISOs.
So really, there's this cascading flood of data I'm about to blow out onto the net. It's going to make a lot more stuff available. It's going to be quite exciting. It's also meant I bought another hard drive I'm installing into the server, a 750gb, to handle all this incoming data.
This, and all the similar issues I'm encountering, are delightful crises; the problem of too much stuff, the problem of too much interesting things to do, the problem of so many things to accomplish. My days are not filled with aimless wandering; they're filled with excitement of wondering which amazing thing to work on, and how much more of stuff to add to the piles.
It's a busy bunch of months ahead, indeed.



I doubt this has seen the light of day for 13 years.
While doing compilation and collection of media for GET LAMP I found a 1994 CD-ROM insert for a magazine that contained audio/graphical reviews of various contemporary computer games, as well as a preview for a number of other games, including the never-finished "Planetfall II: The Search for Floyd" (or Planetfall III, as it was sometimes called).
Also contained on this CD was an interview with Steve Meretzky, in the middle of doing work with Boffo, Legend of Entertainment, and potentially working with Activision on the Planetfall project. He's 37 years old, and in good spirits.
The interview was actually 40 320x240 VFW 1.1 (Video for Windows) clips, which connected to a DOS program that would summon them in a window as you pressed different buttons. Separately was a data file with the questions they asked (or, more accurately, grafted onto the clips afterwards, because some only tangentially connect to what Steve is saying).
I've gone ahead and yanked these clips into my video editor, added the questions as title cards between them, and rendered it, giving you a 16-minute video interview with Steve Meretzky that likely, as I said, hasn't been seen for over a decade.
Grab the MPEG-2 video file here. (94mb, 0:16:26).
But wait, there's more.
The disc also contained a (again, only workable through the DOS program) preview of this version of Planetfall, including initial graphics and screenshots. I've gone ahead and edited that into something usable.
So go ahead and grab that here. (21mb, 0:02:17). Or, if you prefer, this one was small enough to fit as a youtube video.
So what happened?
As I understand it, creative differences between Meretzky and the producer over the direction and approach to the finished product was a major reason for the project ultimately being shut down; other reasons might have gone into it that are lost to time. Either way, the world lost out on what likely would have been a great little game.
Steve Meretzky gives great interviews (I have a couple with him of my own). This is no exception.
What else is in my collection that I haven't found yet?
Update: I have been told that this interview was conducted by John Voorhees, who also authored the original software for the question and answer setup, and that these days he's a folksinger at johnvoorhees.com.
I have a friend.
He's not a close friend; we don't talk on the phone, and we don't live in the same area, but in a room of people I don't know well I'd be very likely to walk over to him and start talking. Online life breeds a lot of friendships like this, and perhaps they're not as great as the buddy you hang out with in person all the time, but I don't mind.
My friend and his other friends bought a toy.
It's a very nice toy, somewhat expensive, but really cool in that way that toys built to be fashionable are. It looks nice, and the toymaker told a lot of people about it all over the world so a lot of people heard about the toy and many thought they wanted one.
The toy was broken.
Not completely broken, of course, because if the toy was completely broken my friend and his friends would have asked for their money back and gotten a different toy. But the toy was just working enough that most people would think it was working completely, or overlook any broken parts because it might be fun.
My friend fixed the toy.
Now, as it turned out, the toy was pretty broken but easily fixed. If you swapped some parts out of it, snapped off some wires and whirlygigs inside the toy, it would work properly. My friend and his friends figured out how to do this, and let a lot of people know about it. People who would buy the toy would find out they could make the toy even better.
The toymaker didn't like this.
But the toymaker broke the toy in the first place so obviously he wanted it to stay broken, so his opinion wasn't all that relevant to how broken it was. And anyway, it wasn't his toy anymore. He sold it to my friend and his friends, and they paid full price for it, and so it was theirs. It wasn't rented, borrowed, or stolen.
So some guys with machine guns showed up at my friend's house a little while ago. At 7am.
Again... Machine guns. 7am. Because he fixed a broken toy.
Oh, sure, the toymaker makes a lot of noise and throws out a lot of numbers and can, definitely point to a law the toymaker got passed that makes fixing broken toys illegal, and I can totally understand that we're now in a situation where fixing broken toys breaks the law and therefore my friend broke the law and so he should have guys with machine guns show up at 7am to arrest him. I don't have to like it. I don't have to like it at all.
What did we give away, 9 years ago?
...because it's no good for the projects I'm working on if I die!
Simply put, my muscle mass has increased significantly this year, and so my weight, that is, the basic number, has risen. If I went by the number alone, I'd look pretty bad, but my body mass index is going more towards the muscle and away from being a big marshmallow, which is where it was. Even looking at the Defcon video I linked to, I can see the difference in my shoulders and gait. I've moved, as of last week, to a much more intense schedule, where I'm going to the gym on any night I'm at home. (Obviously I don't go while traveling in other states, where I can't get to the gym and am running around for the sake of the production).
For my trip to Seattle/Oregon and PAX, I drove over 800 miles in the weekend to be able to interview people, and that took a toll on my legs, making them beyond sore and contributing to more kidney stones (or maybe just aggravating already extant stones, which is more likely). So there are times I just can't run for an hour, and I have to concentrate on upper body stuff. So be it.
The point is, I'm not stopping. I've passed the gate, I'm over the hump, I'm doing this thing. Workouts are now a part of my life and I don't know if it'll make me look like a sculpture or if it'll just be something in the background that explains why I pick stuff up easier. Either way things go, I know I'm doing myself some big favors that will help me down the line.
Now, check out these guns! Hurrrrrrrrrrrrrrrrr!
Oh, how very lucky you are, my friends.
A mere three years ago I posted a review of the musical version of The Last Starfighter, an unexpectedly touching and well-arranged stage production of the 1984 film about an arcade game turning out to be an alien recruitment tool. I gushed in buckets about how I walked into the theater expecting a campy and dashed production and instead got a deep and emotional experience, and a realization that geekdom can reach new levels.
The musical's success ramped up the more people heard of it until by the end of its too-short run it played to a packed house. (Granted, it was a small house, but still, a packed house night after night!) And then it was gone, leaving behind an excellent cast album and some very special memories.
Well, like I said, your lucky day has arrived: The Last Starfighter Musical is returning.

It'll be playing in New York City from September 28th through to October 7th, with a handful of performances available for you to enjoy this pinnacle of geekdom. I've already written, to great length, in my previous weblog entry about how the musical was for me personally and how the scenes flowed in a musical format; trust me, it's everything you could imagine it'd be like.
I could spend paragraphs convincing you why you should go, but really, the phrase "Last Starfighter Musical" will either light a switch within you like a Manchurian Candidate or it will not. If it does, then I must merely have notified you of the fact this event is happening to look forward to seeing you there.
Why are you still reading this?
So, I had the opportunity to go to PAX, the Penny Arcade Expo, in Seattle. I had a great time, enjoyed the combination old-E3 room and the levels of pure gaming going on, and so on. The concerts were good, I met Wil Wheaton, and got to play a bunch of upcoming games. All in all, I'd do it again, and intend to.
MC Frontalot was in attendance, and so we hung out a bit, and he let me know that one of the panels would show the "It is Pitch Dark" video we shot as a "World Premiere". Naturally, I went along for the ride and was in the room. It was the first thing they played, and audience reaction seemed good for suddenly being subjected to a 5 minute video out of the blue.
So, someone bootlegged it! Held up what was either a cell-phone camera or a regular camera (I can't tell) and just flat-out recorded the thing in shaky-cam auto-focus majesty, then put it on YouTube.
Am I annoyed? Nah. Imagine that I have something I made people consider worthwhile to sneak out to the world. That's pretty cool. I won't link to their site, though. Frontalot indicated he will probably put the video out for general download soon, and so will I, at that point. There's a lot of detail missed in this shaky-cam wonder, so you might want to get the point and then watch the "real" thing later.
Roy of SAC posted a copy of the video recording of my talk at DEFCON, "The Edge of Forever: Saving Computer History".
This was kind of a Hail Mary pass to get into DEFCON; a general nebulous subject, a short explanation of what I was going to do, and graciously, DEFCON's organizers accepted the speech. I was planning for a one hour (50 minute) speech and then saw that they'd blocked off 2 hours of talk for me. So, I added a couple stories in and blew it out to an hour and a half, plus another 20 minutes of question and answer. I've had worse days.
I'll avoid giving too much context to this speech; I figure it stands on its own, pro or con.
You can watch it here.