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1 year ago: Restaurant Heuristic

3 years ago: I want to put an appendix in the REST book that lists...

7 years ago: On my way home. Tired. More later. Saw rabbit.

10 years ago: The joke interpretation colloquium is over now....

[No comments] : "You're a pigeon, my friend."

[No comments] Reviews of Not That Old Science Fiction Magazines: Apex Volume 1 Issue 11 (2007): Not to be confused with Abyss and Apex. I believe Sumana got this magazine from a friend in 2008 and gave it to me so I could study the market. I studied it enough to see "Science Fiction & Horror" at the top of the cover, and then put it in with the rest of my unread magazines. I do not like horror. I realize that this says more about me than about the genre, so I will spare you my half-baked opinions and nickel psychoanalyses of the horror writers profiled in this issue of Apex. Suffice to say that I am suspicious of any genre named after an emotion. Like if comedy was just called "laughing".

That said, there was one story in this issue I really liked. Sara King's "The Moldy Dead" is one of my favorite types of story: a first contact story with no humans in it, just alien-on-alien action. The horror element is surprisingly understated, and I appreciated it on an intellectual level when it came into play in the ending. It was kind of Star Trek-ish, though (if I may damn with faint praise) more interesting than any time Star Trek ever tried to do horror. (PS: Helpful hint to space explorers. If you go to a planet looking for intelligent life, and you find only one form of life on the planet, that might be it!)

I also enjoyed the title of one of the pieces: "Cain XP11 (Part 3): Sorry About All The Blood". That was the third part of a four-part novella about a government plan to clone history's great serial killers and train them as super-soldiers, a well-thought-out plan which surprisingly goes awry.

And that's the kind of thing found in the rest of the magazine. The ads are uniformly interesting: small-press stuff with the distinctive small-press art style, and because I don't believe in the reading conventions of horror the copy just makes me laugh. ("Resurrected against his will in an unholy deal with Hell, he must now use his surgical skills to harvest the living to feed an ever-growing army of the undead.")

However, I would like to give a special shout-out to David Wong, editor of Cracked.com and author of John Dies At The End, which in 2007 was advertised as available online for free, but which since then has been trapped in a paper book. Great title! I'm getting most of my entertainment here from the titles. ("Where Evil Lurks: Special Edition") Also Alethea Kontis had an editorial about curses that was pretty interesting.

Finally a note about the cover. I don't have my camera handy but it's a brownish painting of the face of some dude who looks like an octopus (or maybe it's the whole body, if dude really looks like an octopus). Tentacles, mottled skin, big round eye, etc. I looked at this cover and thought "Man, this is why I hate horror. I'm supposed to be prejudiced against this creature just because it looks like a tentacle monster. There's probably some Lovecraft ripoff story in this magazine, instead of a cool story about aliens." But no, the cover illustration was just a picture of one of the aliens from "The Moldy Dead", a cool story about aliens.

So that was a pleasant surprise. But then I started wondering how Apex readers distinguish between a horror tentacle monster and a science fiction tentacle monster. Then while looking at the ads I figured it out: teeth. The single most reliable indicator of horror art is exposed teeth (runner-up: an open mouth without exposed teeth).

Octopus-dude's teeth, if any, are not depicted on the cover. Its most prominent feature is the eye, which you'd think would be creepier (I'd rather see a tooth lying on the sidewalk than an eyeball), but in fact it creates empathy, letting you know that this other thing is a person. In the ads in this magazine, creepy things tend to have their eyes closed, or else their eyes lack pupils.

This teeth thing is also largely a matter of prejudice (there's a funny scene in Old Man's War that makes fun of this), but I think that's how the signalling works.

[Comments] (1) : I haven't been writing NYCB or the novel because I've been trying to write a paper for the First International Workshop on RESTful Design. I made a great breakthrough today when I decided to just cut a third of the paper and talk about that stuff later after I fully understand the problem, rather than to improvise something and get it in before Tuesday...

Except looking at the web page, I noticed that the deadline has been pushed a week into the future. I haven't gathered enough data to be sure, but it seems like conference paper deadlines always get extended. How come they never did that in college? A week is probably not enough time to do justice to that third part of the paper, but it gives me enough of a buffer that I can take it easy tomorrow and finish the novel chapter that's effectively already finished except for little details like the words not being on the page.

This entry got longer than I expected because I discovered the deadline got changed, but here's the link I was going to appease you with: weird Chinese fake Lego. (You can tell it's fake because it's not LEGO.)

PS: If my paper is not accepted, I'll post it on Crummy for you to read. I haven't written much about web services due to novel work, but the paper should give a little insight into what's been happening at my job.

[No comments] : Random link of excellence, I don't remember where I found it and it's seven years old, but check it out: Cartridge covers from Thai Atari 2600 games.

[Comments] (1) KJ Kabza: A few weeks ago when we went to Boston, we attended a dinner party with people from Julia's writing group. It's difficult for me to imagine setting up a dinner party for my writing group; we have enough trouble all getting together for the writing group itself. Anyway, one of the people I met, KJ Kabza, turned out to be a fan of mine! (Well, a fan of "Awesome Dinosaurs".) I had a great conversation with him, and this weblog entry gives me a reason to link to his webpage so you can check out his writing.

[No comments] Neti Pot: I've been subsceptible to sinus problems since I was a teenager, and many's the time I've wished I could just flush that system out with salt water. The neti pot is designed to do just that, but I didn't use it until recently, probably because I also have a deep fear of having water in my skull cavities. But it works great. Sumana got me one the last time I was sick, and it relieved the pain better than useless non-pseudoephedrine-containing medicine. Since then I think it's prevented an onset of sinus sickness, and even when I'm not sick, I've found it useful for generally not feeling miserable in dry weather.

So, at the risk of having told you more than you want to know about my sinuses, I recommend checking out the neti pot. Part of me wishes I'd had one when I was a kid, and part of me knows that me-as-a-kid would never have been able to use it correctly. I couldn't even swallow pills until I was about nineteen--too squeamish.

[Comments] (1) You gained "cows" and "hate"!: Hey, check out the Global Game Jam entry of Adam Parrish et al, Humans Hanging Out. A matching game in which you must pass the Turing test against opponents who can't pass the Turing test. Some luck is involved, but once you figure out the underlying rules you can win pretty consistently. (It helps to sniff the Flash application's Ajax requests to the web service.) Unfortunately, when you win the game you get a screen that's much more disturbing than what you get when you lose.

PS: Oh yeah, I forgot to mention the game includes another sweet Adam P. chiptune.

[Comments] (2) HP Sauce: Possibly the greatest Lovecraft sentence ever (from "The Strange Case of Charles Dexter Ward"):

To call it a dull wail, a doom-dragged whine or a hopeless howl of chorused anguish and stricken flesh without mind would be to miss its most quintessential loathsomeness and soul-sickening overtones.

Reminds me of a night when Kris and I were doing everything in Lovecraft style, like the "My most embarrassing moment" column in Seventeen magazine.

At once I felt a hideous upwelling of blood from within my bowels, a red stream of ichor that flowed without measure into the white trousers I had just purchased at this dying town's dusty Mercantile.

Kris also came up with the ultimate dinner-table line: "If you'll excuse me, I have to go give vent to certain measured sounds."

On a related note, does anyone else find it uncanny that the spokesman for Nintendo of America in the 1980s was named Howard Phillips?

[Comments] (2) Underrepresented in Wargames #2: I'm not a big player of wargames[0] but I like the idea of dramatizing interesting historical situations and/or exploring their tactical aspects. Especially the tactical aspects of non-military conflicts like protests, standoffs, and political struggles. After posting about UATWM! I mentioned this to Sumana, and spent a couple hours searching BoardGameGeek for wargames on such topics.

By the standard of interesting wargame topics, Ted Torgerson is our favorite game designer. He created Dawn of Freedom, a Twilight Struggle mod (?) that includes a Tiananmen Square track (not really tactical, but oh well), and Free At Last, a wargame about the civil rights movement. ("If the Non-violence track reaches Non-Violence Abandoned at the end of any game turn, the segregationist player wins the game.")

There are two games about the 1999 WTO protests: Battle Of Seattle and the longer-named N30: We Are Winning: The Battle of Seattle. Steve Jackson Games also published a tactical game about the 1980 attempt to free the American hostages in Iran.

In my experience a BoardGameGeek list is a fractal timesink as bad as TV Tropes, so instead of linking to "Wargames with Odd or Special Units" and "Overlooked but Important Battles" I'll just mention their names. If you go look at them, it's your own fault.

[0] But my current not-a-big-player state includes contingent factors like a lack of space to store games and a lack of friends who want to play them. In 2008 I played some Memoir '44 with Brendan and had a good time.

[Comments] (2) She-Hulk Tie-In: When I was in Boston Kirk showed me a few of his favorite games of the 2000s, including the Gamecube tie-in game for the Incredible Hulk movie. Kirk mentioned how he liked the game's dreamlike atmosphere of running up the sides of buildings, throwing helicopters, etc.

I was not as impressed. But this entry is not about how difficult it is to impress me. Instead I wanted to share my awesome idea for a She-Hulk tie-in game. It would be a courtroom adventure game like Phoenix Wright, except funnier and with the occasional fit of smashing. I can almost taste it--the only thing preventing me is the fact that video games generally have no flavor. It's such a great idea it would almost be worth having a terrible She-Hulk movie made so that this game could be the tie-in.

[No comments] Nethack Where You Don't Expect It: I decided to do something similar to my adventure to find the first known mention of the ARPAnet in popular culture. I'd find books that mentioned Nethack but were not books on computers or game design.

This adventure was fun but noticeably less successful. There were a number of government documents and books about oil mentioning "nethack agreements", but this was just an OCR error for "netback". I also saw one "setback" become "nethack".

There was a collection of User Friendly comics and one of BBspot news stories. I found only one work of prose fiction that mentioned the game Nethack: "Dyl", a self-published piece of French SF by Mirko Vidovic. Here's my machine-aided English translation of part of the section called "Rogue":

The system, which had seemed to boot normally, was suddenly seized with hiccups. The screen was going mad. Instead of presenting the expected prompt, Dyl found himself in the middle of a game of Hack, the successor to Rogue, itself the originator of Nethack.

"The system has managed to intercept the launching of Sarge [the Debian release?], and substituted the utility routines which it considers best suited to a strategic confrontation. Something tells me that in these dungeons are two antagonists which expect me," whistled Dyl. "I will play the game, go down there and beat them both."

Michael P. Kube-McDowell's "Vectors" contains the string "nethack", but it's a cyberpunk nonsense word ("covered with nethack gear"), possibly used as an in-joke.

Marylin Schrock's "Wake Up, Church! The Enemy Is Within Your Gates!: Astral Projection and The Church" tries to bring 80s-style Bible-thumping fantasy buzzkill into the Internet era by, near as I can tell, taking claims of astral projection at face value and blaming it all on Satan. Its big section on "Astral Projection in Our Culture" (hey, Wikipedia didn't want it[0]) says: "The astral plane is the final level of the computer game Nethack. The player must sacrifice the Amulet of Yendor to a deity in order to win." Otherkin, mentioned on the same page, are apparently an even bigger problem than Nethack.

On the other end of the spectrum, a Christian nerd with the ominous nom de plume of "Anakin Niceguy" has self-published "Rethinking 'Getting Serious about Getting Married' : A Biblical Response to Debbie Maken's Book and to the Assault on Unmarried Men by Religious Leaders". I know that religious leaders were always mounting assaults on me until I got married. Here's the Nethack graf:

A bachelor may indeed have his "golf or other hobbies" but married people have their weddings, receptions, honeymoons, McMansions, oversized SUVs [several other stereotypical status symbols elided], and piano lessons for Junior to make the parents proud. As a lawful [sic] as these things are, I fail to see how they bring a soul any closer to God than the time a single man spends in front of the computer playing NetHack.

I'm not really sure what is up with Benjamin Rowe's "The 91 Parts of the Earth", but I doubt Marilyn Shrock would approve of its "Enochian magick". The Nethack graf makes Rowe (?) sound like H.P. Lovecraft's most milquetoast narrator:

Possibly in reaction to this, I now find myself slightly reluctant to try entering the Part again. I've put off starting several times already today, on the faintest excuse, and a couple of times with no excuse at all. (In fact, I'm going to do so again as soon as I save this file, and play Nethack for a few minutes.)

Dishonorable mention to Ralph Roberts' "REBOL for Dummies", which implies that Nethack is a text adventure, and to Timothy Albee's "CGI Filmmaking: The Creation of Ghost Warrior" which implies that Nethack is a MUD. Frankly, I expected better from you.

[0] But seriously, folks: the section is largely plagiarized from Wikipedia.

[Comments] (1) : I was watching Computer Networks: Heralds of Resource Sharing, the excellent 1972 documentary about the ARPAnet, and one statement jumped out at me: "the large superfiles, the 1011-bit weather files which we're putting on the Illiac". That's about 13 gigabytes, which will fit on a couple DVDs today but which was damn impressive in 1972.

Some Moore's Law style inflation shows just how impressive: an equivalent amount of data today might be 370 petabytes. They must have had a whole tape library devoted to that weather data.

[Comments] (2) Little Joke: via Lucian.

Have you heard about the new corduroy pillows? They're making headlines!

The end.

Game Time:

[Comments] (4) Reviews of Old Science Fiction Magazines: F&SF 1986/03: A good issue, but the whole time I was reading, I was waiting for the story that fulfilled the promise of the cover. A spaceship landing (or, I suppose, taking off) near a stegosaur! Which story would it be? "Good Night, Sweethearts" by James Tiptree Jr.? "Still Life" by David S. Garnett? Probably not "The Dog of Truth" by Kit Reed. Well, I'm at the end of the magazine, by process of elimination it's gotta be "Sea Change" by Scott Baker. But no, it was just a misleading cover image that has nothing to do with any story in the magazine. Oh well.

I think the best story is "Sea Change", despite the stegosaurus disappointment. Although it has a little too much of a "I went on vacation and had a really evocative experience, so I wrote a story" feel. So maybe the Tiptree is the best. They're both very good.

Also recommended are Karen Joy Fowler's "Wild Boys", and Neil W. Hiller's "Peace Feelers", in which invading aliens have the same military structure as the US Army. (Points deducted for puns.) It's always strange to be on the New York subway reading about someone trying to blow up the New York subway.

Paul Di Filippo's "Skintwister" and David S. Garnett's "Still Life" are both the "eternal youth is possible but only for the rich--and at what cost?" story that was written a lot in the 80s, or maybe is written a lot by writers approaching middle age.

George Zebrowski is now officially my "writer whose work I find compelling when described but disappointing when I read it." He's got a story about semidecidability called "Gödel's Doom" (originally printed in Popular Computing!), but the story just can't happen. The Incompleteness Theorem says it can't happen. The author knows this. The characters in the story know this. They spend much of the story exchanging dialogue: "The Incompleteness Theorem says this can't happen!" "But what if it can?" And in the end it happens and makes no sense and is boring. Ted Chiang did it better ("Division by Zero").

On the plus side, because of "Gödel's Doom" I found MathFiction, which lists fiction about math and critiques the math. Here's its get-off-my-lawn page about "Gödel's Doom". Here's 29 more works of fiction that involve Gödel somehow. MathFiction also loves "Division By Zero".

In movie reviews, Harlan Ellison can't shut up about how great Brazil is (or, indeed, anything). It's an enjoyable column. Algys Burdis's book review column contains a review of Schismatrix and The Postman, which I just read. (3/4 kickass adventure, 1/4 David Brin's cranky blog!) Also the phrase "Now, Bruce Sterling is what they have begun calling a 'cyberpunk'", and these two footnotes:

*Someday if they don't stop giving Brin awards and money long enough to edit him properly, he, his publishers and we his readers will all lose. The initial burst of charming and/or socially praiseworthy ideas will have slackened a little, the need for a better grasp of storytelling per se will make itself felt, and Brin, like many another bright young star before him, will be left wondering where his career has gone. This will be a notable shame, in his case.
*At this point, I began picturing [Philip K.] Dick as a squid among the stars grappling Arthur C. Clarke's whale from Childhood's End. Fortunately, in most realities this footnote does not exist.

No interesting ads (apart from some classifieds pushing Halley's Comet kitsch), the cartoons still suck. The end.

: Origin of Mother 3's save frogs--revealed! Even if you don't know or care about Mother 3, check out the song's cute lyrics.

[Comments] (1) Leonard Nitpicks the Showtunes:

New York, New York, it's a hell of a town
The Bronx is up and the Battery's down

That's not really very convincing.

[Comments] (2) Things You've Probably Seen Already: 1. "Two Gentlemen of Lebowski" I think if Shakespeare had written The Big Lebowski he would have quoted his own plays a little less, but it's good stuff. And there's a New York performance in March!

Our ringer was a ringer for the same
In odious Lebowski's rotten game.

2. Art Clokey died on Friday. I've been a Gumby fan for ages--I'm pretty sure it's the first thing I ever saw on television[0]--but I didn't know much about Clokey until I watched the 2006 biopic "Gumby Dharma", which was really excellent and which I should have mentioned on my 2009 film list. It's got fourth-wall-smashing interviews with Gumby and Pokey themselves--I'm pretty sure Gumby claims that Pokey was prone to cocaine binges, or maybe vice versa. It's not on DVD but they used to play it on the Sundance Channel all the time, maybe they still do.

At this point in my life I'm becoming accustomed to the likelihood that any random old person has accumulated a whole lot of interesting life experiences, but even so, Art Clokey's experiences were a couple standard deviations further out than I was expecting.

[0] In kindergarten I'd walk with my friend Tony after school to his house and watch cartoons for a bit. There was Gumby, and, I believe, the Thundercats.

[Comments] (1) : I'm in Boston, having fun with friends. In lieu of a NYCB post, here's Julia's summary of today, with pictures.

Captain Raptor!: My now-undirected ongoing search for the phrase "awesome dinosaurs" has picked up another example of what if this was music would be called dinocore. From The Aviary I found out about a series (two is a series!) of illustrated children's books called "Captain Raptor": "CR and the Moon Mystery" and "CR and the Space Pirates". I got copies today and they're awesome. 1) dinosaurs in space! 2) everything's drawn like those gorgeous old-fashioned movie posters. 3) since it's a children's book you probably learn a valuable lesson. Minus points for stereotyping dinosaurs based on their species (which I also did).

[Comments] (1) Kandinsky vs. the Guggenheim Museum: On Sunday, our last day of vacation, Sumana and I went to the Guggenheim museum for the first time. We'd planned to go about a week earlier, and then we got to the museum and there was a line wrapping around the block, in freezing cold weather. No thanks. We went to the Cooper-Hewitt museum instead. (Which was really small for the price, and also really preoccupied with the people and corporations that had been given awards by... the Cooper-Hewitt museum.)

It turns out you can buy Guggenheim tickets online, so I bought some for the 3rd. I cannot stress enough how important it is to buy tickets in advance. You don't want to be standing in the cold for 90 minutes. When we got into the museum we saw that the wraparound line wasn't even the whole line. There was insane chaos on the ground floor including milling tourists, a coat check off to the side, a small pond conveniently located for falling into, and a whole other winding line to the ticket sales area itself.

I should have seen this coming. My general theory of Frank Lloyd Wright is that his stuff is really beautiful but would be aggravating to use. I really love the FLW living room they have in the Met, but if I lived there (a la The Mixed-Up Files of Mrs. Basil E. Frankweiler), probably within an hour I'd reach for a magazine and bash my hand on something right-angled. And the Guggenheim is an amazingly well-designed museum so long as nobody is in it.

At the Met, the main entrance is really noisy and as you go into the exhibits it gets quieter and quieter. The entire Guggenheim is one big room. The whole time you're at the museum, you're in the same room as hundreds of people waiting in line for tickets, discussing with their friends what to do next, making phone calls, etc. You can't get away. They're a hundred feet away, but it's a hundred feet straight down through open air. You can see and hear everyone else just fine.

If you're the Guggenheim's only visitor, you'll find toilets are distributed for maximum convenience. Seemingly on every turn of every level you'll find a unisex toilet. That one person at a time can use. In real life you get people waiting in lines outside a toilet, blocking the ascent for everyone else, not willing to give up their space in line in hopes that a quarter-turn up or down the corkscrew is a toilet that doesn't have a line.

The same phenomenon happens whenever a timeline or exhibit description is painted on a wall. The Guggenheim is full of little inset niches containing 2-3 artworks each, where people can stand and admire the art without blocking traffic. This is good design. Good thinking, anticipating that an art museum would have art in it. Unfortunately, the same allowances have not been made for random walls with text on them. Bottom line, people stand immobile before these walls, reading, and you can't get past.

One good thing about the Guggenheim is the reading room. It's just a quiet room full of art books. Sumana and I killed time in there, reading (did you know that Alexander Calder painted full-size working airplanes? One of which was blown up in the movie "Bad Boys"?) and it was a good time.

I haven't mentioned the art itself because that changes all the time, and the museum's architecture is eternal. But wow! We went to see the Kandinsky exhibit (it's closing soon), and it was AMAZING. Kandinsky's stuff started out pretty dull--Sumana compared it unfavorably to Chagall, and I don't like Chagall in the first place. But around the time he joined Bahaus, Kandinsky literally shaped up. He started using stencils, clean lines, and proto-airbrush techniques, yielding nerdily precise paintings that look like scientific diagrams (eg. "Movement I" from 1935) or safety notices in an alien language (eg. "Succession", also from 1935).

I wrote down the names of our favorite paintings and I'll try to round up some links to pictures later. I'm absolutely not someone who tries to interpret abstract art in representational terms, but if you rotate 1932's "Black Grid" ninety degrees counterclockwise, it really looks like a seascape with airplanes, modern (for 1932) steamships, and old-fashioned sailing ships, all in front of a city. Plus a black grid and a bunch of random shapes in a corner to fool you.

Conclusion: Kandinsky is awesome, the Guggenheim is aggravating. Unfortunately, the other owns a lot of the one! We were talking about this at the New Years party; how the Guggenheim really loves collecting Kandinsky, how Charles Simonyi seems determined to buy up every Lichtenstein painting in the world. What artists would you buy up, if you had, say, a billion dollars to spend on art and could thus acquire a good chunk of anyone's ouvre?

Audio Bonus #3: Snuggles the Pillow: The end-of-year bonuses don't stop just because the year is over. Here's the seventh crummy.com non-podcast podcast, "Snuggles the pillow". In this episode the eponymous pillow visits our household, with wacky/disturbing results.

[Comments] (2) Apples to Whatever: I came up with another AtA (or A2A, as we in the enterprise game business call it) variant: "Apples to Placebos". Unlike vanilla Apples to Apples, Apples to Placebos can be play with only two or three people. In each round, the non-judge players play a red card to be judged, but their cards must compete against random cards from the draw pile. The judge draws one (three players) or two (two players) placebo cards from the draw pile, shuffles them into the submitted cards, and then judges the cards normally. If the judge picks one of the placebo cards, nobody gets the point.

Bonus: from the A2A game at the New Years party last night: "I just realized that 'The IRS' spells 'Theirs'. I feel like a stand-up comic should have pointed this out to me long ago. 'Where'd my money go? It's not mine anymore, it's TheIRS.'"

My original Apples to Apples variant is still the best way to end a game of A2A--proved, yet again, last night.

Nostalgiathon 2009: Best of Multimedia: Welcome to this gala end-of-end-of-year event. First off, it's a special presentation of The year in Internet video:

Film: I don't watch a lot of movies. I think I only went to the theater four times in 2009: to see "Star Trek", "Moon", "My Winnipeg", and "Ponyo". Most of the time Sumana and I watch movies at home. That said, the Crummy.com Movie of the Year is "University of Laughs", a 2004 Japanese movie that I've been looking for since 2005. (We eventually imported it from Yes Asia for an exorbitant sum.) It's an awesome film. Like, imagine "The Five Obstructions", except instead of Lars von Trier playing a funny prank on you, it's a police censor and your livelihood is on the line. And the film is hilarious. We saw it with Lucian and couldn't stop laughing. Between this movie and "Game Center CX", I'm coming to appreciate how dependent is Japanese humor on body language. Truly, this is the real secret of manzai.

Runner-up: the thematically similar "The Lives of Others", which won a lot of awards and you probably don't need me telling you how great it is. If for some reason you demand that I give the 2009 award to a film released in 2009, then I give it to "Moon", despite its huge plot holes.

Television: After Battlestar Galactica ended in disaster, I watched only one TV show: the ultimate Sumana/Leonard guilty pleasure, USA Network's Psych. The show's silliness continually breaks the fourth wall and the old dictum how "if it ain't on the page, it ain't on the stage". The "Tonight's Episode" episode titles are the clear spray-on preservative that gives the icing on the cake its gloss.

Food: Is food a "medium"? I say yes, and give appreciation for three New York restaurants that started in 2009 (or very late 2008): Vesta and Bare Burger here in Astoria, and Dos Toros (Mission-style taqueria!) near Union Square.

Books: I read 88 books in 2009 if you count the one I created, which I'm going to because that means I read exactly twice as many books as in 2008. I made a special effort to read more books this year, and it definitely succeeded. The Crummy.com Book of the Year is "Mason & Dixon" by Thomas Pynchon. Reread of the Year: my mother's copy of Stephen Jay Gould's "Bully for Brontosaurus", the book that originally introduced me to evolutionary theory (a ringer, it was practically my only reread of the year). "The Complete Dying Earth" was amazingly fun, as mentioned earlier. I also had a really good time with two espionage books: "Tinker, Tailor, Soldier, Spy" and "The Zimmerman Telegram".

I can recommend two books from 2009 that you've never heard of. First, "Monday Begins on Saturday" by the Strugatsky brothers, obtained from Susan McCarthy. Second, "A Time of Gifts" by Patrick Leigh Fermor, which sat on my wishlist for 4 years after I heard about it on Crooked Timber. It's a book where I start every tenth paragraph thinking "This is it, the purplest prose ever, there's no way Fermor can pull out of this nosedive!" and by the end of the paragraph I'm like "Good show, old chap! Pip-pip, what?"

Worst book that I read all the way through in 2009: Reward for Retief, one of Keith Laumer's last novels. (My LibraryThing review: "Man, what a train wreck. Give us more Groaci!") I read it all the way through because I'm a Retief completist and because I admired Laumer for continuing to write after his stroke. Objectively speaking, he should have stopped in the mid-80s, but I'm sure he needed the money. Keeping a midlist author on your publication rolls as he passes his prime is not the most efficient method of wealth transfer, but it's a time-honored one.

I read about 150 individual short stories (ie. not part of collections), from magazines, writing group, and the TE slush pile. There is no Crummy.com Short Fiction of the Year this year because I recuse myself for conflict of interest. Also I can't really think of one, though you can't go wrong with Jack Cady's "The Night We Buried Road Dog".

Video games: I was talking about this with Kirk. Here's the thing. When I read a book, even a book I don't like, I learn something about writing. But when I play a video game, even a good game, I don't usually learn much about game design. There's probably fifty games I spent at least an hour playing in 2009, but I can only think of one that was both as stylistically interesting and as viscerally enjoyable as, say, "A Time of Gifts".

People who love movies might make a similar distinction. There are really interesting movies, there are really enjoyable movies, and every once in a while there's a movie with crossover appeal, the first movie to tell a really fun story using some previously introduced innovation. I think comparing video games and movies is a sucker's game so that's as far as I'm going to take this analogy.

When I think of 2009 games that are pure fun I think of a lot of entries in series: the "Metal Slug" anthology I picked up, "New Super Mario Bros. Wii" in multiplayer, Mega Man 9, the DS Grand Theft Auto game (I really love sandbox games, but most 3D first-person games make me nauseous, so I liked having a modern GTA I could physically play). All of these games combine a close allegiance to some longstanding series with solid implementation and attention to detail. I also think of "Retro Game Challenge" and my "Cave Story" replay, games that are just a collection of well-executed callbacks to older games.

When I think of games I that have a lot of innovation I think of "Scribblenauts", an amazingly creative game that has huge, huge conceptual and implementation problems. I think of "Barkley: Shut Up and Jam: Gaiden", a game that presents a deadpan sarcasm I can't remember seeing outside of interactive fiction, but objectively speaking not a game I want to play all the way through. I think of "Treasure World", a game that I was obsessed with for a couple weeks but which is not technically a game at all.

"Spelunky" is the only game I played in 2009 that I would consider fully successful in both enjoyment and innovation. It took the least popular aspects of roguelike games (permadeath and extreme dependence on randomness) and made them crowd-pleasers by incorporating them into a preexisting genre (super-difficult platformer), introducing roguelike replayability to people who hate ASCII graphics and turn-based keyboard controls.

The fact that I'm describing Spelunky in terms of other games and genres implies that it's not all that innovative. But creativity is almost always the combination of two preexisting things. The ideas in this year's innovative titles will be synthesized into 2011's crossover hits which will lead into 2015's soulless cash-cows.

OK, time to start work on the New Year's Eve party. Happy new year!

Today's Pictures: Best-Of: Yes, it's time to get totally consumed in nostalgia, with a bunch of reruns from old picture galleries. There are a couple new pictures in each gallery, from sets like Sumana's graduation that I didn't include in the "misc" gallery.

2008 gallery features Bird, Mother 3, and Godzilla.

2009 gallery features an empty room, the unholy trinity, and many friends.


This document (source) is part of Crummy, the webspace of Leonard Richardson (contact information). It was last modified on Wednesday, November 25 2009, 12:33:38 Nowhere Standard Time and last built on Tuesday, February 09 2010, 12:56:08 Nowhere Standard Time.

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