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Category: Vintage Treasures

Vintage Bits: How G.O.G. Rescued the Classic Forgotten Realms Computer Games

Vintage Bits: How G.O.G. Rescued the Classic Forgotten Realms Computer Games

Pool of Radiance SSI Gold Box-smallLast year I signed up at GOG.com, the digital video game distribution platform, because they had great deals on classic RPGs. I’m not kidding — this site requires some serious self control. I got Starflight & Starflight 2 for just $2.99, Planescape: Torment for $3.99, Wizardry 6 & 7 for $2.99, and Baldur’s Gate for $3.99. Best of all, they did all the hard work of converting the games to run on modern versions of Windows, so I could stop fussing around with DOSBox and my Amiga emulator. GOG is owned by CD Projekt, a Polish company that also owns CD Projekt RED, the developer behind the popular Witcher games.

A few weeks ago I was delighted to discover they were now offering a package deal on my all-time favorite computer role playing games — SSI’s Pool of Radiance and its various sequels, the so-called Gold Box games. I bought a package of eight games for $9.99 (and I swear I’m going to play them soon. All of ’em!) But I hadn’t realized the amazing story behind GOG’s new offering — that in order to secure these classic games, the company had to navigate a legal ownership maze to obtain the rights, before they could begin the hard work of converting them for modern platforms. Dan Griliopoulos at PC Gamer posted an excellent article yesterday exploring just what was involved:

With the trail running cold, GOG tracked down SSI’s original President and founder, Joel Billings. “As a huge fan of D&D he was willing to help walk us through a detailed history behind SSI mergers and narrow the search down to two potential candidates: Mattel, or Gores Technology Group (who had acquired The Learning Company). The latter was a hit. We had found the actual rights owners to the Forgotten Realms games, and after several more months of negotiations, they agreed to sell them to us outright.”

GOG managed to recover thirteen games this way. They are: the party-based RPG Pool of Radiance; its sequels Curse of the Azure Bonds, Secret of the Silver Blades and Pools of Darkness; C&C creators Westwood’s minigame RPG Hillsfar; the RPG construction kit Unlimited Adventures; Westwood’s first-person Eye of the Beholder Trilogy; the roguelike FPS Dungeon Hack; the two Savage Frontier games; and the Ultima Underworld-like Underdark exploration game Menzoberranzan.

Then they had the not-so-small matter of getting all thirteen running and bug-free for modern systems including Windows 10. Considering these were huge games — and not bug free in their release versions — that’s a massive task that the GOG team has been working on since April.

Read the complete article at PC Gamer — and check out the amazing and fast-growing library of old games at GOG.com.

Vintage Treasures: The Pocket Games of Task Force Games, Part One

Vintage Treasures: The Pocket Games of Task Force Games, Part One

Starfire Task Force Games-small Asteroid Zero-Four-small Valkenburg Castle-smaller


Three Task Force Games: Starfire (1979), Asteroid Zero-Four (1979), and Valkenburg Castle (1980)

Task Force Games, based in Amarillo, Texas, was one of the very best board game companies in the business in the 80s, especially for science fiction fans. They published the majestic Federation & Empire (and its follow-up, Federation Commander), Kings Bounty, Godsfire, Battlewagon, Armor at Kursk, Musketeers, and the RPGs Crime Fighter, Prime Directive (based on Star Trek), and the glorious Heroes of Olympus — among many, many others — before the company was sold to Might & Magic developer New World Computing in 1988, and then went out of business.

Of course, who could afford big games like that? Not me, that’s for sure. But that’s okay, because Task Force Games was also a pioneer in the microgame market, with a line of truly stellar Pocket Games, starting with Starfire in 1979. Starfire was one of the most successful microgames ever released. It sold a zillion copies, went through six different editions, and is still being sold today by Starfire Design Studio. It was so popular it eventually inspired a series of novels by David Weber and Steve White, including the New York Times bestseller The Shiva Option.

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Adventures In Benign Cults: Parable Of the Talents

Adventures In Benign Cults: Parable Of the Talents

Parable Of the Talents-smallIf a book vaults from mere printed text to a work of serious literature by virtue of posing a question, and then exploring it through the course of the story, then Octavia Butler’s The Parable Of the Talents fits the bill very neatly indeed.

Its primary question seems to be discovering meaning in what is for Butler a necessarily godless world, but it takes on secondary questions galore. Among these: what is the difference, if any, between a religion and a cult? How fine is the line between healthy determination and destructive obsession? And just how often do we reject others simply on the grounds that they challenge those (shaky) convictions on which we’ve built our lives? In other words, we blame and hold accountable people who represent our own failings.

Butler has a field day with all of these and more in charting the life of Lauren Oya Olamina, founder of Earthseed, a cult that locates God in change — the concept of change — and sets its sights on the stars when life on earth (or at least in the Disunited States of the 2030s) is nothing but chaos.

Formally, Butler’s Parable Of the Talents (the sequel to Parable Of the Sower) is epistolary work. The story is related through select journal entries, mostly Olamina’s, with other voices interspersed. These include her husband, her lost daughter, and her estranged younger brother.

First published in 1998, Parable Of the Talents won the Nebula Award in 1999. Like a good many other Nebula winners (such as The Speed Of Dark, which I wrote about here recently), this is not hard science. If you’re looking for the nuts and bolts engineering or chemistry found in Kim Stanley Robinson or Andy Weir, look elsewhere. Butler’s near-future tale focuses on social disintegration, and its rebirth via the benign (?) cult of Earthseed.

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Vintage Treasures: The Timescape Clark Ashton Smith

Vintage Treasures: The Timescape Clark Ashton Smith

The City of the Singing Flame-small The Last Incantation-small The Monster of the Prophecy-small

Clark Ashton Smith is one of the greatest pulp writers of all time, and certainly one of the greatest early fantasy writers. Over a century after his first collection appeared (The Star-Treader and Other Poems, in 1912) virtually all of his work is still in print. That’s an extraordinary statement.

Of course, when I say “in print,” I mean it’s available in an assortment of limited edition hardcovers and trade paperbacks from Night Shade Books, Prime Books, Penguin Classics, and others. Meaning the majority of volumes are priced chiefly for the collector. There hasn’t been a mass market edition of Clark Ashton Smith in over three decades, since Pocket Books’ Timescape imprint released a handsome three-volume paperback collection of his most popular stories between 1981 and 1983.

The City of the Singing Flame (1981)
The Last Incantation (1982)
The Monster of the Prophecy (1983)

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Vintage Treasures: Flamesong by M.A.R. Barker

Vintage Treasures: Flamesong by M.A.R. Barker

Flamesong back-small Flamesong spine-small Flamesong-small

In my last Vintage Treasures article, I talked about M.A.R. Barker’s first novel The Man of Gold, the first of five fantasy novels set in the famed world of Tékumel, one of the most celebrated fantasy settings ever created.

Barker followed The Man of Gold a year later with an even more ambitious sequel, Flamesong. Flamesong was highly acclaimed… but only by those few who read it. It’s a tough find today; unlike the first book, which was reprinted by DAW, had a British edition, and is currently in print in both trade paperback and digital formats, Flamesong vanished shortly after it appeared. It has never been reprinted, and is highly sought today by Tékumel fans.

Click on the image at left to read the back cover text (or any of the images above for bigger versions.)

Flamesong was published by DAW Books in September 1985. It is 412 pages, priced at $3.50. The wraparound cover is by Richard Hescox. It is currently out of print, and there is no digital edition.

Fantastic, June 1965: A Retro-Review

Fantastic, June 1965: A Retro-Review

fantastic June 1965-smallAt last I return to an issue of Fantastic from the Cele Lalli era. Indeed, this is the very last issue of the Cele Lalli era.

The June issues of Amazing and Fantastic were the last published by Ziff-Davis. They were sold to Sol Cohen’s Ultimate Publishing, and resumed appearing as bimonthlies with the August Amazing and then the September Fantastic.

At this time they began publishing mostly reprints, drawing on the huge library of stories published originally in Amazing and Fantastic, for which they had, legally, unlimited reprint rights. (Eventually Cohen was forced or shamed into paying a small fee.)

Perhaps because this is the last issue before the transfer to new ownership, there are no features: no interior art, no book review, no editorial, nothing. The cover is by Gray Morrow, never a favorite of mine, illustrating Roger Zelazny’s “Thelinde’s Song.”

Click the image at left for a bigger version.

I don’t like it much – the color is a muddy red, and the menaced virgin on the altar isn’t very attractive. (Shallow of me, I know, but there you are!)

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Vintage Treasures: The Man of Gold by M.A.R. Barker

Vintage Treasures: The Man of Gold by M.A.R. Barker

The Man of Gold-smallI remember exactly where I was when I learned M.A.R. Barker had died. I was at the games auction at Gary Con IV on Saturday, March 24th, 2012, when Luke Gygax solemnly paid tribute to the industry giants we’d lost that last year — and he announced that M.A.R. Barker, the brilliant creator of the world of Tékumel, had passed away at the age of 82. When I got home that night, the first thing I did was write an obituary for Black Gate, honoring the man who’d done so much for the hobby.

Tékumel was a unique creation in fantasy gaming. It was home to one of the earliest RPGs ever written, Empire of the Petal Throne, published by TSR in 1975, and later a series of well-received fantasy novels by Barker, beginning with The Man of Gold, published by DAW with a marvelous cover by Michael Whelan in 1984.

Tékumel is a distant world populated by both humans and aliens, who have built a vast and intricate civilization over thousands of years. Ruled by the upper clans of the land, the planet’s culture is based upon the teachings of gods and demons, upon the ways and wiles of alien races, and upon the layered traditions of monarchs ancient and current. Tékumel is an exquisitely detailed world where surprise and adventure are as natural as night and day.

The Man of Gold is the first novel based on the Tékumel: Empire of the Petal Throne RPG. Follow the quest of Harsan, acolyte of the temple of Thumis, as he ventures forth to seek a forgotten empire’s super weapon known only as the Man of Gold.

Tékumel has been revisited many times by talented game creators over the decades, and is now the setting for multiple game systems.

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Galaxy Science Fiction, November 1952: A Retro-Review

Galaxy Science Fiction, November 1952: A Retro-Review

Galaxy November 1952-smallThe November 1952 issue of Galaxy Science Fiction features cover art by Jack Coggins of an Earth satellite. This satellite is more like a space station than satellites I typically think of. But considering that the first artificial satellite (Sputnik 1) wasn’t launched until about five years after this issue hit newsstands, everything was still left to the imagination at this point.

Before I jump to the fiction, I want to comment on Willy Ley’s “For Your Information.” In part of the column, he discusses Mars and its vegetation. I thought that was rather odd or presumptuous for him, but at this time, scientists were observing coloration on the planet’s surface that changed seasonally. That coloration plausibly suggested vegetation, and if there’s vegetation, what other life might be there? Then Mariner 4 did a fly-by in 1965, showing reality. Additional Mariner spacecraft confirmed more of the same — that Mars was a dead planet.

I wonder how many people were crushed by this, including authors of science fiction. There might have been some who feared Martians coming to destroy us and felt relief. But I also think that the possibility of life on Mars offered a kind of hope to some — that humanity wasn’t completely alone. With the truth of Mars revealed, that hope had to extend beyond the neighboring red planet. It will be interesting to see how science fact continues to influence science fiction, not necessarily by devestating our hopes and dreams but by helping to reshape them into new possibilities. And even without life on Mars, the planet still has an allure to it — a vacant planet that beckons to be explored and perhaps settled.

“The Martian Way” by Isaac Asimov — Mario Rioz and Ted Long work together on a small ship near Mars, tracking and scavenging the abandoned shells of Earth spacecraft. These jettisoned pieces are essentially rocket stages cast off as part of the flight, and they contain metal the humans on Mars can reuse.

A rising politician on Earth named Hilder points out that Mars doesn’t reimburse Earth for the shells, and the monetary investments will take many years to return. But worse than that, Mars can never replenish the water it takes from Earth to propel its ships. As Hilder’s voice gains more attention, other politicians begin mimicking him, which leads to new policies that prevent the scavenging of shells.

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Atlantis, Vikings, and the Hordes of Kublai Khan: Merlin’s Ring by H. Warner Munn: Part I

Atlantis, Vikings, and the Hordes of Kublai Khan: Merlin’s Ring by H. Warner Munn: Part I

Merlin2-smallMerlin1-smallA few months ago I wrote an article about H Warner Munn’s excellent books The King at the World’s Edge and The Ship From Atlantis. Munn wrote both in the 1930’s, although the latter was only published later. By all accounts he took a hiatus from professional writing to concentrate on raising a family and providing the financial security that entails.

His passion for writing had not totally subsided, and as his “day job” career wound down, Munn embarked upon what many consider to be his magnum opus: Merlin’s Ring. Please note that this article does contain a few spoilers, which are necessary to explain certain concepts.

The volume sat on my shelf for years, like so many under the “one day I’ll read it” tag, but having undertaken the previous two books in what is now considered the Merlin’s Godson Cycle, I felt obliged to start Merlin’s Ring.

Merlin’s Ring continues the tail of Gwalchmai, whom we last encountered in The Ship From Atlantis. The book was published by Ballantine in 1974 with a cover by Gervasio Gallardo. It appears to have been republished a few times under the same imprint and later by Del Rey, with the same cover, until 1981. (Click on the images at left and right for more detailed versions.)

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Cloud Sculptors, Dragon Riders, and an Unearthly Craps Game: Nebula Award Stories 3, edited by Roger Zelazny

Cloud Sculptors, Dragon Riders, and an Unearthly Craps Game: Nebula Award Stories 3, edited by Roger Zelazny

Nebula Award Stories Number Three-smallNebula Award Stories Three
Edited by Roger Zelazny
Pocket Books (193 pages, $0.75, February 1970)

It looks like there were 16 works of shorter fiction nominated for the 1968 Nebula awards. Seven of them appear in this collection. Although the Ballard story included doesn’t appear on the ballots I found listed at various reference sites.

In any event, there are some holes in my reading history represented here. I’ve read lots of Ellison over the years and a fair amount of Ballard. As for Leiber, Moorcock, McCaffrey and Delany, not so much. But there’s some great stuff here, by my reckoning, and a few good ones and one that was not so much.

PICKS

“The Cloud-Sculptors of Coral D,” by J. G. Ballard

As the title suggests, actual cloud sculptors are sculpting clouds in this one. At first they do it for small change and later for a wealthy and not-so-nice woman. Things fall apart at this point, in rather spectacular fashion.

“Gonna Roll the Bones,” by Fritz Leiber

Last things first. Leiber’s story has one of the best last lines I’ve read for a long time. And the story that precedes it isn’t half bad either. It’s actually quite good and deserving of an award. You could go wrong in so many ways when writing a story that’s just a play-by-play rendition of an unearthly craps game. But Leiber carries it off well.

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