Archive for the ‘Otaku’ Category

Awesomely Quaint Advertisements From 1970s Comics

Saturday, December 11th, 2010

Back when I went to the Albany Comic Con I picked up a bunch of Star Wars comics from the late 1970s. These were the ones Marvel started publishing between Star Wars and Empire, and contained a random selection of generic sci-fi stories starring Luke and Han and the other characters but conspicuously avoiding any canonical elements, since Lucas was even then careful to keep the licensees away from canon.

Anyway the comics are nostalgically humorous… but the advertisements in them are just priceless. Here’s one that I know will trigger the memories of quite a few readers (click to enlarge and enjoy the details):

card1 card2

This is an advert for Sales Leadership Club. Children would (theoretically) sell greeting cards marketed by this organization and keep the profits for themselves. According to the ad, you could either make $1 a card set or redeem your sales for items from the toy catalogue. And what items they were! A ‘Transistorized Intercom Set’ for only 7 boxes of cards? Or a ‘JR CB Base Station’ for 14 boxes. Or even – for the very successful child merchants – a ‘Stereo Record Player’ for 26 boxes!

Now I did a bit of research here. $1 in those days (1978) equates to about $3.40 today. So the opportunity cost to the child was $3.40 per box in 2010 money. So that record player cost the kid about $88.40Β  in todays cash, which seems like a pretty good deal. Were I in the club, I would have almost certainly saved my credits for the ‘Telstar TV Game’ (20 boxes), which – at only $20 worth of credits seems too good a deal to pass up.

In Australia we had US comics in the newsagents. And although I rarely purchased any, I can remember adverts like this quite well. As a child I would often look at them and wish I could have joined and earned stuff in the catalogue. Such are the dreams of children, to think “All I have to do is walk the streets selling 20 boxes of greeting cards to random strangers to get a TV game system” is perfectly reasonable, not to mention possible.

Here is another advert:

battery

Read it carefully and then laugh (as we did, over and over) to KLS’s excited comment: “He’s a battery!”

(I also love that he clearly has no articulation).

Here’s a treat for your enjoyment:

Another wonderful advert that would have just sung to me as a child:

close

There’s so much on that one page I don’t know where to start. So I’ll just say I pity any parent who actually did buy a minimum of 24 loaves on Wonder Bread in only five weeks so their child could attempt to collect all 24 cards. (And let’s speculate, shall we, for how long the ‘CE3K Skywatchers’ newsletter remained in publication.)

Every comic has a page of tiny classified adverts. They are almost (> 90%) for stamp-collecting scams, where the company would send a few free stamps if you agree to preview others “on approval”. This means they keep mailing you stamps that you have to buy unless you send them back. Obviously the goal is to get customers to just buy them out of irritation, and apparently it was successful given how prolific the advertisements are:

ads

It’s all very quaint today. Stamp Collecting as a hobby seems so… yesterday.

Here’s a rather troubling ad culled from the classifieds:

seahorse

Seahorses are notoriously difficult to keep as pets, requiring very specific water conditions. The thought that someone sent them through the mail to children responding to an advert in a comic is deeply disturbing. I can only imagine how many died in transit πŸ™

This last ad is common of many kids mags from the 1970s and 1980s, in all countries I suppose. It’s the place selling silly gag items, that kids of all ages (use to?) find amusing:

girls

The thing I like best is the shamelessness of the ‘pocket spy scope’ blurb. Yep, you can use it to spy on girls. If that didn’t sell more than a few of them, I doubt anything would.

All of these ads were taken from two 1978 comics. Amongst those we didn’t scan were ads for a mail-order Zookeeper degree (no joke!), anΒ  ad for a muscle-building supplement that ran unchanged for 8 years, and a host of different Twinkies ads using Marvel art in which characters like Thor and Human Torch enthused about how delicious Hostess products were πŸ™‚

There Is No Future After The Fated Spell Is Cast

Thursday, December 2nd, 2010

One of the most popular entries on last years blog – viewed by over 100 unique visitors – was this. So in an attempt to drive up ad revenue, let’s do it again…

AW has been hard at work crafting a fiendish MTG infect deck. He has named it 22 Deadly Venoms and no doubt stuffed it full of cards like this or that. I can see it now and I shudder; it’s going to be a nasty piece of work indeed.

So I have to counter it, and I’m hoping between the nine decks heading south with me (540 cards total) at least one of them will be up to the task. In this post, I shall introduce each in turn with a little hint into their mysteries.

Elves

e1 e2

Guess what? This guy is full of elves. Every creature is an elf, and virtually every spell is elf-related. Lots of elf tokens as well. The idea is to get as many elves out as possible, buff them with the many lords in the deck, and start swinging. Basically a fast green weenie decks with lots of lords and very few spells.

Allies

a1 mutavault

Allies are cool cards that have effects that are triggered whenever an ally comes into play. Fill a deck with allies and things get crazy quickly. There are some good ones in this blue/white deck, but in test playing it is consistently winning by milling via the excavator. There are four of them in the deck, plus other cards that allow up to 7 more (using clones) PLUS 3 more cards than can turn themselves into allies every turn. It’s a bit combo-y, and a bit irritating to play against, but a real blast to use πŸ™‚

Black

b1 b2

So your opponent plays Maralen, and you laugh inside thinking “That’s going to help me more than it will him!” And then in his next turn he fishes out and plays Painful Quandary and you realise you just lost the game. That’s the idea at least, but given this evil, nasty, disruptive deck has got a whole motley bunch of cards in it who knows if it will ever happen. In tests this has only about a 50% win rate, and I’m not convinced it may not need a tad more tweaking.

Cloudhost (aka. “White Fatties)

arbiter w2

White is known for powerful weenie decks (low-costed soldiers, for instance). I thought I’d turn that on its head and therefore assembled a deck full of high-cost (no CMC < 4) stupidly powerful white fatties. The issue is mana of course, but I may have that beaten (the deck name contains a hint how), but even so this deck has a low win rate by virtue of it being a bit slow. When it ‘goes off’ it is unstoppable, and I expect it would fare quite well in multiplay. A very enjoyable deck to use despite it’s weaknesses.

Tokens

t1 paradise

And here we have the high-concept green/blue deck. I love the combo afforded by the above two cards, and I had to build a token-based deck around it. The exact for of the deck is still in flux, but my goal is a deck that absolutely needs tokens (including +1/+1) to win. Lets see how it works out when finished…

Eldrazi

el1 el2

There is nothing subtle about an Eldrazi deck. Basically it is all about getting your Eldrazi spawn out as fast as possible, and then sacking them for mana to make the truly big guys. The inclusion of the above two cards are to firstly let the big guys come out twice as fast (since spawn are now worth 2 mana) and to get the most out of Annihilator: “Just put those two lands you sacrificed on my side of the table please…”

Reach For The Skies (aka “Green Fatties”)

gf1 gf2

The inclusion of Heartbeast was because these decks are primarily designed for fun. It’s a fun card. Yes I know it technically helps the opponent as well (possibly more) but it also means that whoever playing against this green deck with any other deck should be a different experience if Heartbeat comes out. And it needs to be, since in test-plays this deck is one of two with a 100% win rate.

And to think that 100% has come about despite me never even casting Mr 13/13 up there πŸ™‚

Red/Blue Control

rb1 rb2

Without even realizing it I seem to have assembled a wickedly effective “Oh no you don’t” control deck. If this one gets going the opponent never keeps any creatures in play and either gets timmed to death or poked by one of several unblockable (and shrouded) creatures. The first deck containing blue control elements that I truly enjoy playing. A high win ratio as well.

Steel Army Of The Overseers

so so2

The other 100% win deck so far. (Yes, I should play it against green fatties). This deck has 57 artifacts in it – including every land – and so many token generators and break-the-game imprint-based card cloners and deck searchers it is just crazy and complex and completely mad to play or play against. Plus you can make everything indestructable as early as turn two!

But can it – or green fatties – beat 22 Deadly Venoms? Could my token deck be polished into a worthy contender? And which of these ten (including Venoms) will emerge with the highest win ratio after the extensive playing that will occur in that legendary Randwick apartment?

Time will tell…

Yes, I Still Love The iPad

Tuesday, November 23rd, 2010

It’s been more than seven months since we bought an iPad, and to say it has changed the way we use a computer at home is an understatement.Β  Almost 100% of our web-browsing is now done on the device, and I use it exclusively for email as well. I turn on my desktop rarely, and usually only to watch a video that is unsuported in the iOS (such as the new Ultraman movie trailer) or – ironically I realize – to update this blog.

That’s not to say I couldn’t do either on the iPad, it’s just that the WordPress app is currently woeful. Unlike the Books app, which in the last update turned the device into an incredible PDF reader. As you can see I made good use of this:

4

Yesterday was the long-heralded and greatly anticipated 4.2.2 update to the iPad OS. This gave the device several new features, including folders, multitasking, a new mail app, new browser functionality, the Game Center, wireless printing and a few other bells and whistles. I eagerly downloaded and installed the update, and here’s my impressions.

3

The shot above (the ‘desktop’ of our iPad) shows the new folders. To make one, just drag an app over another and hold it for half a second. They are an obvious feature that should have been there from the start, but I would have preferred had Apple gone even further with desktop customization. Such as adjustable icon sizes, ways to rearrange the grid or place items where we wanted (like Android does). Folders are a nice start though – the other features will come in time, I am sure of that.

Incidentally the background image of Sydney (click on the picture, I have included full-resolution screencaps in this post) was captured with the Maps app included with the iPad.

Frankly I don’t care about multitasking, especially since I rarely juggle between different apps. But it works and seems to work well. When I quit Angry Birds and switched to the browser before returning to the game had me exactly where I left off. A nice feature, but hardly necessary in the world of instant-start iApps. A bigger deal for the iPhone I reckon, for me multitasking just means a (new) slight pause every time I close an App.

The new Mail app is cool, and collects all your inboxes into one grand inbox. Thankfully this is entirely optional, especially relevant to micromanagers like myself that doesn’t want to cross the streams of my work and home inboxes πŸ™‚

1

Game Center! What is this? Well, it’s a bit of an PSN for iPad, and includes achievements, friend lists, leaderboards etc. If you are using iOS, please send me – Richardjesperson – a friend request and we can compare our Angry Birds achievements πŸ™‚

Now the big addition, for me, is the trivial ability to now search for words in-page in the browser. This has been my #1 missed browser feature since switching over to the iPad and I’m happy Apple not only added it but did in in an inobtrusive manner (since one goal of the iOS is to simplify everything). Here’s a shot:

2

To use it, just enter a word into the Search bar (upper right) and choose the new option to search on the page. Fantastic!

I haven’t used (or even discovered, to be honest) any of the other new features in the iOS, so I’ll end this review/tutorial here. I know quite a few of you use iOS on phones or the iPad, so I’m curious as to your opinions of the update (or the device in general).

For me the iPad has become all but irreplaceable, and 4.2.2 just makes a great thing better in my opinion.

To me, it will always be Ayer’s Rock

Wednesday, November 17th, 2010

Since I know that none many of you are avidly ignoring following the progress of my MTG basic land collection, I have an exciting announcement!

Recently, from a source that will remain un-named, I came into possession of the best land card ever printed. I present to you, the APAC Blue Plains:

MAGPRM108

Yes that’s a real card. And yes I love it. And I’m guessing you do too πŸ™‚

D&D “Red Box” review

Saturday, November 13th, 2010

I’m sick and a bit miserable today, and spent the morning doing schoolwork. What better way to relax this afternoon than to crack open the new D&D Red Box and play through the solo adventure? As I do it I figure I’d review it as well, so you can decide if it is worth your $20…

dnd-red-box

As you can see, there is a fair amount of loot inside. The map folds out and will be used for the solo adventure. The two books (DM guide and players manual) are not very long (~35 pages on average) but are full colour and contains a lot of information. There are dozens and dozens of tokens and cards, but the quality could be higher (especially from the company that makes MTG). The dice are plain but functional. One of the better inclusions is not listed: four very attractive and full-colour character sheets.

The solo adventure is contained in the players manual, and is basically a 97-entry gamebook that you play through to create your character. I’ll be doing this first, so here goes…

I am instructed to take a few moments to imagine the basic information about my character, and to assign a name, gender and race. After a few moments, Jesper Richardson the male human is ready for adventure!

Immediately I am attacked by goblins, and I am given 6 different options as to what to do: melee, magic, backstab, healing, stealth or… something else. Without pause Jesper takes the last option (he’s thinking of perhaps mentally dominating the subhuman attackers) but… I am referred back to the previous entry in the absence of a DM.

Jesper casts a freezing burst spell and kills two of the three goblins instantly (I had to roll dice for this). Apparently I have chosen his role in life a wizard. I’m exposed to counterattack now, and find the combat mechanics a little too… not D&D. (At this point I’ll explain I own and have read all the 4e manuals and think D&D has strayed too far from it’s roots…)

Is that a typo in entry 21? Shouldn’t that AC be 10?

Scaring off the remaining goblins gave me 100 XP. In D&D 4e encounters are worth XP, as opposed to creatures. It is a subtle difference, but significant if you wish to consider how the game has changed.

Another error: I never got hit by a Goblin, so I skipped the entry that introduced hitpoints and constitution. Very inexperienced players would be extremely confused at this point if they had rolled my numbers. Not good, Wizards Of The Coast, not good!

The next few entries help establish the alignment of my character. Intriguingly, the game prevents the player from being evil-aligned. Interesting to see the current solution to the age-old argument of should players play evil characters is a straightforward “no”. Jesper himself is apparently good, although not too good. He will help the merchant retrieve what the goblins had stolen.

Oh, now they have a fix for the constituion problem from above. I still think the design could have been less confusing. These next few entries help decide my skills, which end up including History and Insight. Very fitting for a member of the “4e Diogenes Club”.

I’m in general impressed with how they have designed this product, although the actual ‘game’ part of the gamebook is more or less nonexistent. But it is a clever pseudo-randomizer for character design, and even introduces non combat skills. For instance, I just used my diplomacy skill to obtain the location of the major villian from a dying goblin.

In real life, Jesper would never do such a thing. He’d mentally dominate πŸ™‚

Now I’m writing down all my equipment. How amusing that Jesper (and in fact every character) carries 50 feet of rope with him at all times! Good to see the inherent unrealism of even the mundane aspects of the game seems to have continued. A later entry requires a die roll to decide the additional language Jesper speaks, and – again appropriately – the result is “Deep Speech (the language of horrible monsters of the deep earth)”. I’m going to just go ahead and assume that Cthulhoids speak that as well!

Ok, now things get a little clumsy. Only in the penultimate entry does it tell me to open up the map, and instructs me to place myself and some goblins on the map and then fight them. Only rudimentary rules are provided, and it is more or less left up to me to carry out the fight. Here is a weakness in the product: a large component of D&D 4e is the tactical combat (played out on a map) and this introductory set does a very poor job of introducing this to the player. Thumbs down.

And that’s that for the player’s manual; a very brief introduction if ever I have seen one. Is it any good? Well it does a fair job of helping a new player create a character, especially by not overwhelming them with choices, but doesn’t do much of a job at all of introducing the combat. I suppose one could say that no D&D product ever has (since that is up to the DM and the game itself), but this is in nothing more than glorified character creation and in way a “solo adventure” (as it is advertised on the box). It barely even uses most of the contents of the box.

In other words, as a solo-game, this gets a failing grade.

On the other hand the DM guide seems fairly robust (it is about 60 pages, all in colour) and there certainly seems to be enough content in this entire package to design and run a decent introductory adventure for far less than the cost of buying all the hardcover manuals separately. So in that regard, I suppose this box set could be considered a success.

As a last comment, the nostalgia value of the product is much lower than the packaging may suggest. Very little beyond the box design harkens back to the red box of our youth. So don’t buy this thinking to rekindle old memories – this is strictly a cutely packaged introduction to D&D Fourth Edition.