Showing posts with label nostalgia. Show all posts
Showing posts with label nostalgia. Show all posts

Thursday, 20 June 2013

Fond memories of childhood

Now I may have spent too much time gazing through the rose tinted glasses of nostalgia, but I think I’m fairly safe in saying that as a young lad summer was a far better time then than it is today. As an adult about all we do in summer, is work the same amount, maybe enjoy a beer garden or 2 and occasionally, if the saving has gone well, take a well earned holiday. While it’s not exactly horrifying (well the work side is), it’s not quite as much fun as a kids summer.


Think about it, when you were growing up, still at school, summertime was something to genuinely look forward, it was almost as anticipated as Christmas. The following are just a few of the reasons why:

  1. You had 6 weeks off school. 6 whole weeks with absolutely nothing to do, other than play daft games with your friends and be rarely seen in the house.
  2. Every day seemed to be hot. It probably wasn't scorching every day, but I'll bet you probably spent most days in shorts and t-shirt, or whatever young girls liked to wear and you had a tan created by a sunbed or painted on.
  3. Ice cream tasted better. Now this may not sound important, but summer is ice cream season and the better the ice cream the better the day! These days there's just too many varieties of ice cream and sometimes too much choice is a bad thing.
  4. Trips to the seaside. Seaside trips were one of the great delights of being a kid, even though you saw the place at least a couple of times a year, the seaside town you visited always seemed a bit more exotic than your hometown. I was a Blackpool kid and of course Blackpool had the Pleasure Beach, but I'm guessing those who went to Brighton, Skegness and Yarmouth had just as much fun as I did.
  5. No school. I know I mentioned it in the first point, but for a different reason. No school meant no lessons, no sitting in a stuffy classroom filling your growing mind  with information you'll likely never need (oh and how we learned the error of that type of thinking). For 6 weeks you didn't have to be structured, you lived almost by instinct.


How would a typical day go? I’ll have an attempt at recreating one:

8:00am ~ Wake up, realise you’re not in school, and actually get up without being dragged kicking and screaming from bed.

8:00am to 9:00am ~ Wash, brush your teeth, use Dads aftershave and try to scream at the shock of it on your face. Spend a while choosing your clothes, you’d want a pair of shorts that showed off the scars on your knees, war wounds were cool. Head off downstairs eat breakfast and watch cartoons.

9:00am to 12:00pm ~ Go knock on for friends, make sure a football is brought along at all times. You could play many games, and frequently did, but with a football you could either A) make those games more interesting or B) invent new games. A game of knockout* wall-y** was to be played before lunch.

*knockout was basically a kids simpler version of a knockout competition. A goalkeeper was selected and each person had to score a goal to proceed to the next round, one person was knocked out each round. The last round, the final, involved the last 2 kids and the winner was the first to score 3 goals.

**Wall-y involved finding a big wall and blasting a ball against it. You were only allowed to touch the ball once and that was to hit it against the wall. You had to hit the ball from where it stopped, or was rolling toward, and if you missed the target you were out.

12:00pm to 12:30pm ~ Dinnertime. You all congregated at someones house were their parents would make you all sandwiches and attempt to boost your sugar levels to insane amounts by filling you up with fizzy pop.

12:30pm to 5:00pm ~ More playtime, a whole afternoons worth of fun, games and lots of skinned knees. These were the best times of summer holidays, when you could have that whole afternoon to do whatever you wished without much fear of parental intrusion, that truly was heaven then. We had a little wooded area near our estate that we called “The Forest”, a lot of times we could be found in there, building dens, playing army and pretending we were outlaws after watching Robin of Sherwood.

5:00pm to 6:00pm ~ Teatime. One of only 2 times during a day when we were expected to follow a routine. Teatime was rigid, you were in at 5, washed and sat at the table ready to be served your evening meal. Either ketchup or brown sauce had to be at the table for tea.

6:00pm to 9:00pm ~ Back out for the final few hours of the day. This was the time for relaxing and serious debate; football, girls, who’d win in a battle between He-Man and Lion-O?

9:00pm ~ Time to go home. We had curfews back then and on pain of death we stuck to them! You didn’t want to be grounded for the summer for coming in late.

The following day would be more of the same, with few variations. Unless of course it was the day of the Blackpool trip, then it was a day for memories.

Those were the days; before responsibility, getting a job, earning a wage and having to be (almost) sensible. Wouldn’t you like to go back, if only for a day and see if the memories live up to the reality?

Childhood Games ~ Musical Chairs

In this continuing series dedicated to the games of childhood we now enter the cut-throat world of musical chairs.

Now this is a game that has damn near everything, in fact as far as games go it’s pretty close to perfection. It’s competitive, has a degree of risk and tension and is performed to corny party music, what more could you ask? I dare say that with the exception of pass the parcel, musical chairs is the ultimate party game.

To play the game is simple, to win it requires speed, anticipation and the ability to correctly use underhanded tactics. I never even got close to winning a game as a child, probably because I wasn’t ruthless enough and still am not, I bet I’d get beaten at a game today.

All you need to play, is a large room, plenty of chairs, an adult to control the music (and halt any potential kiddie riots), and a large group of over-sugared children. The chairs are set up in a circle (you could use a square but circles look better), making sure that there is one less chair than there is children. Once everything is set up just so, the music can begin.

So the music begins and all the kids start to walk sedately around the chairs, there may be some jostling of the slower kids but otherwise all is quite calm. Then the adult DJ hits the pause button, and pandemonium breaks out. The chairs become a great treasure that must be attained at all cost, friendship goes out of the window and even family ties are forgotten as each child strives to be the one who’s not standing at the end.

Ruthless Musical Chairs players forcing the weakest away from that precious last chair.


When the dust clears and peace is restored, one poor soul will be discovered, teary eyed and snotty nosed, defeated. With one child now eliminated a chair is removed, thus keeping the number of chairs lower than the number of kids, and it begins again. The game continues in this way until all but one of the children are removed. Sometimes this can last as long as three cheesy pop songs.

With the possibility of prizes awaiting the winner, is it any wonder that sneaky tactics become the norm? A sly elbow to the person behind, a little trip to the one in front, anything that can create a few precious seconds to gain the chair. Children are more ruthless than adults when they really want to win.


A lesson to be learned, winning at musical chairs increases the chances of a successful future (obviously this is scientifically unproven, but still it’s a good theory).

Wednesday, 19 June 2013

Childhood Games ~ Tig ... or Tag if you wish!

We come now in this series to what is perhaps one of the simpler childhood games (and considering the lack of complexity of most of the games we played, that truly is an outstanding/crap achievement). We’re here to take a look at the game of tag, sometimes known as tig, depending on where you are from. We actually called it tig, and thought tag was a silly name for the game.

As mentioned in the first sentence it’s a simple game, you simply run after someone and hit them.  Hey presto, just like that, they are “it”.

But for all its simpleness it’s a game that has many variations, all dependent on where you choose to play. There was basic tig, ball tig, off ground tig, sit down tig, statue tig, team tig and many others as ridiculous as those mentioned. Whichever of the variations you played had its own rules; ball tig you could only tig someone by hitting them with a ball, sit down tig you couldn’t be tigged if you were sat down and so on. The one basic rule common to all games, after you had tigged someone they couldn’t turn around and tig you straight back, that rule was inviolate and when it was broken war was declared and the UN were called.

Just took a quick break here and had a look at Wikipedia, and fuck me there’s more varieties than even I thought.

Because we used to have a half decent park near where I lived (the council have since pulled it down, bastards), our favourite version of the game was off ground tig. The kid who was “it” would chase everyone else around, obviously, the game wouldn’t be quite as much fun if the chaser didn’t do any actual chasing. “It” was not allowed on any of the parks equipment, however those who were not “it” could climb on the swing, slide or roundabout for anything up to 30 seconds at a time. Once they were off the ground as it were they were safe until their 30 seconds was up.

What it felt like when "It" was after you!



Theoretically a simple game of tig could last for years, because the game could not ever be fucking won. Thankfully most of us aren’t stupid enough to run around a small area yelling “tig, you’re it” and giggling like asylum inmates for years at a time.

I guess though that some of us still love the game and wish to play it, the popularity of the Facebook poke-wars attests to this. I’ve even been told that there’s a sexual variation on the game of tig, though as of yet I haven’t had the chance to experience it and so prove it exists.

Tuesday, 18 June 2013

Childhood Games ~ Hide and Seek

Here we are continuing our nostalgic look back at the games we used to play as wee little children. This article is about the extremely popular game known as hide-and-seek or hide-and-go-seek. The extra word made no difference to the game by the way.

Everyone who is anyone has played hide-and-seek, it’s virtually a staple of childhood; like watching cartoons, rolling in the mud and dreaming of being allowed to go to McDonalds on your own. You can even play hide-and-seek with imaginary friends, though I can pretty much guarantee that that’s one game you won’t ever fucking win. Have you ever tried finding the hiding place of someone who doesn’t even exist? It’s a bitch I tell you.

You need quite a large area with lots of stuff around to have a really good game, playing hide-and-seek in an empty meadow is just a bit silly.

So what is hide-and-seek? Well obviously it’s a game in which you hide and someone else seeks, duh! Just as a random thought, it’s also a great way of training up future special forces soldiers.

What happens is this; a place is selected to be home or base, or whatever you want to call it, someone is chosen to be “The Seeker”, usually the least popular or youngest kid there, the chosen one is then instructed to close their eyes and count to a pre-determined number. The count starts and everyone scatters, trying to find the perfect place of concealment. If the chosen play area has enough, houses, gardens, walls or trees, then the possibilities of finding a decent hiding place are nearly endless.

Once the seeker has concluded his count he’ll then start to hunt, using formerly unknown tracking abilities and thinking outside the box (under that car looks promising). Once he discovers one of the hiders, he then has to race his prey back to home/base/big fucking tree. Whoever is back first has to touch base and utter the phrase “Ollie, Ollie, oxen free” in a loud voice, the hand must be on base when they it. If the seeker is back first then the one he found becomes seeker for the next game.

Hiding from a seeker in a typical game of hide and seek.


However if he doesn't catch anyone the poor little bastard to do it all over again next round!

While he has ensured, probably, that the next time around he’ll be among the hiders, there are still others to be found. Not much of a fun game if you only have to catch one person is it? As in most games, the winner is the last to be caught, or last to get to base and declare themselves safe.


With the exception of choosing a dangerous hiding place, hide-and-seek is one of the safer childhood games, the emphasis of the game is on being really quiet and also really fast, rather than being able to pancake whoever you’re trying to catch.

Monday, 17 June 2013

"You killed my father, prepare to die!"

Six fingered men, chatty duellists, scheming Sicilians, rodents of unusual size and oodles and oodles of revenge!

Ladies and gentlemen, boys and girls, humans and aliens, allow me to introduce to you a true cinematic epic, a timeless classic of the silver screen, a modern masterpiece...

Hmm, maybe the above was a bit over-exaggerated? Alright, we'll scrub the cinematic epic and silver screen classic bit, I'm sticking by masterpiece though, because it bloody well is!

What is? I hear you ask breathlessly ..... Oi! Stop laughing over there!

It's The Princess Bride of course. The single greatest over the top fantasy/revenge/comedy/romance movie ever to delight my formerly innocent eyes. They're jaded and cynical eyes now by the way! The movie that made revenge look cool and edgy, that made Sicilians look slimy, that made marriage look scary and pirates look dashing. The Princess Bride!

*Looks at all the blank, confused faces*

Sheesh! Bloody hell!!

You know it's shocked me on more than one occasion the amount of people I know who've never seen, or even heard of this film. Another shock is those who dismiss it as crap without having seen it, purely because it's a fantasy tale.

Can I call people morons in a kind way?
Ah fuck it, if you dismiss a film 'cause you ain't seen it then you're a moron! Ha it's my blog I'll say what I wish, deal with it MoFo's! ... I'm smiling and saying that friendly like!

Anyhoo back on topic. The Princess Bride! I'm not going to do a review here, those rare souls who've read previous entry's will know I don't do reviews, well I don't think they're reviews, I prefer to call it an overview.

Anyhow our story starts off, kind of, with young Stablehand Westley (our hero). Stablehand Westley like any young man his age dreams of chopping people up in to bacon sized chunks and wooing beautiful, rich  women (the chopping people up dream may not be strictly true).



As luck would have it (and a convenient plot), young Westley becomes the infatuation of the beautiful and rich Buttercup. Awwwww! See, you can always achieve your dreams if you live in a fairytale land.


If memory serves aright (to my shame I've been a few years without seeing the film), Buttercup is a bit of a dominatrix at first, constantly ordering poor Westley about. Bloody privileged people huh? However, eventually, true love develops between them ... it is fantasy after all. 

Buttercup and Westley enjoy an unspecified amount of time getting to know each other and doing all the things that loved up couples do. Fortunately we're spared from watching those antics! For reasons I can't quite remember, Westley then decides that he must make his fortune and promptly heads off for sea. Doesn't that strike you as odd? He's getting all hot and heavy with a stunning bank account and then decides to run off to be a sailor? Kinda screams commitmentphobe to me, hmm! No wonder us men are so stereotyped when that's happening on the big screen! Westley I had high hopes for you, now you've left me sad...

The abandoned Buttercup lives on in hope that her wayward beau will return to her, we all cling to something I suppose, then she receives dire news. Westley has been cruelly murdered by the Dread Pirate Roberts!

Dread Pirate Roberts? Doesn't quite have the same menacing ring to it as Blackbeard, does it?

Poor abandoned Buttercup isn't destined to spend her life alone though. Riding in to her life comes the brave (cowardly) and dashing (idiotic) Prince Humperdinck.



The Pratty Prince is on the hunt for a woman who can see past his title and hate him for who he really is. That's not hard trust me, watch the film and you'll agree. What Humperdinck lacks in personality and wit he more than makes up for with complete buffoonery.

So Prince Buffoon meets Abandoned Buttercup and they fall in apathy and agree to marry.

Prince Humperdinck is a bit of an evil twit as well and he wants to start a war, as any true politician always does! So he employs his evil henchman, Count Rugen to come up with a nefarious scheme.



Count Rugen, a man blessed (or cursed) with an extra digit upon his hands (six fingered men now has an explanation), comes up with a brilliant (ha), evil and dastardly scheme to have the soon to be Princess Buttercup kidnapped and a neighbouring nation blamed for it. Scandalous! Never trust anyone with a title, they're all evil, underhanded bastards!

Little note here; I'm not precisely sure that The Six Fingered Man hatched the Buttercup kidnapping plot, but for the purposes of this blog he did, so nit picking from the informed please.

Count Rugen hires a crack (snorts) team of mercenaries to abduct and flee with the poor, young lady. I bet she was thrilled actually. I mean if your future involved spending the rest of your life with someone who has less personality than a store mannequin wouldn't you want a change of scenery pretty quickly? Thought so! So late one night the future Princess Buttercup is stolen away from her comfortable and boring existence.

The professional kidnapping mercenaries flee across the sea with their prize, guided by their leader, the brilliant, scheming Sicilian, Vizzini. For them to be led by anyone else would be inconceivable.....


Ah Vizzini, a man who's intellect is so vast he can call Aristotle, Plato and Socrates morons and utterly believe his own words. Would anyone ever willingly challenge him? After all it's well known that you never go in against a Sicilian when death is on the line.

The man is actually an idiot!

Without his giant, musclebound henchman Fezzik to watch his back, Vizzini would be nothing more than an annoying mouth.


Loyal, brave, strong and utterly dumb Fezzik. I guess every mercenary gang in history needed a big brute to do all the donkey work for them, you know; throwing boulders, crushing heads and moving small countries, that kind of grunt work. Step up Fezzik, you may not be much in the brains department, but you don't need to be, you have a sneaky, bald Sicilian to do your thinking for you. You poor bastard you!

Despite their brains and brawn, neither Fezzik nor Vizzini would be able to pull off a daring kidnapping without the blade of a master swordsman to protect them. In a medieval fairytale land the sword is boss and everyone pays attention to it. To be sure of success in a daring raid you need to have a better swordsman than your adversaries do, you need a man so driven by vengeance that he wills himself to be the best! Here he is.


Meet Inigo Montoya, swordsman extraorinaire, driven by extreme vengeance to kill people with more than the required number of fingers on their hands. Well when you're seeking vengeance for something, having such a distinguishable feature does tend to narrow down the number of people you have to skewer!

Mr Montoya is searching for a man with six fingers, believed to be culpable in the murder of his father. Have you seen any six fingered men yet? He intends to recite him something (I'm guessing it ain't poetry), before entering a sharp bit of metal in to his body. Nice!

So there we have it, a princess to be has been kidnapped, the kidnappers have been revealed and for some reason they're being pursued across the sea by the totally non-scarily named Dread Pirate Roberts. Why has he even got involved? Maybe he just wants a wench he can put across his knee and spank every so often, hmm...

What follows on is the main meat of the film, which I shall not reveal to you, save to say there will be death, duels, swamps full of fire, dangerous rodents of a quite unusual size, witty one liners, sneakiness, more death, some part death and the oh so joyous revenge! As well as pure badassery like in the only clip I shall show you:



Be amazed at the awesomeness there!

So there you have a brief, totally non-review like look at The Princess Bride. I implore you to watch it, to enjoy it and to quote the hell out of it like lots of us knowledgeable folk do online!

Have fun storming the castle!

To the pain!

Goodbye!







Sunday, 16 June 2013

Rod, Emu and Grotbags ~ The Unholy Trinity!

“There’s somebody at the door, there’s somebody at the door”

Can I ask, has anyone ever been so excited by someone knocking on their door that they’ve all but had an orgasm at the thought of having a visitor? Nope? I thought as much. So it’s just the freaks and window-lickers then!

But I suppose you can’t really blame Rod Hull for getting a tad enthusiastic about the possibility of adult conversation, all he had to talk to really was a bunch of waster kids and a psychotic puppet that resembled an emu. Any conversation that didn’t make him feel like a paedophile must have been a welcome relief. And seeing as his house was called “the pink windmill” adult visitors must have been few and far between.



In curiosity, what kind of visitor could a man who lives in a pink fucking windmill, and constantly has his hand up Emu’s arse expect? Certainly no one rational, no one he can talk politics or any of the major issues of the day with. Would you want to travel to a bright pink windmill and run the risk of getting pecked to death by a glorified hand-puppet?

So really it’s no surprise that poor old Rod looked like he’s made an excited mess in his pants every time there was a rap at the door. Even if it could have been the police, coming to arrest him for “doing a Michael Jackson” with all those kids.

And now we’ve brought him up, what the fuck was Emu’s problem? This was a puppet who’d made it, he was the celebrity of celebrity’s in the puppet world, eclipsing anything that squeaky voiced idiot Orville could do. He’s had a successful showbiz career spanning a few decades and some fairly successful TV shows and he’s rumoured to be up for the lead role in the new version of Animal Farm. Yet he’s a dick! All he wants to do is attack people, peck at them until they accept his mastery. Did you know poor Michael Parkinson is still in therapy, years after Emu’s vicious and unprovoked attack upon him? Only Rod’s little friends seemed to be safe from Emu’s attentions.

So why do we love this uncontrollable and rage filled puppet? Is it because we are an inherently violent species trying to be civilised, and thus we have to live vicariously through Emu to indulge those violent tendencies? Or is that far too complex an answer? If anyone has a theory I’m open to hearing it!

Emu did have someone other than Rod who wanted him around, though I’m sure Grotbags had a completely different reason for it.

Ah Grotbags, has there ever been another witch quite like her? Assisted by her two helpers; Robert Redford, a gay robot and C3PO wannabe and Croc, a huge idiotic crocodile who’d leave even Steve Irwin feeling unimpressed, Grotbags manages to fuck up just about every plan she hatches. Since most of her plans involve kidnapping Emu we can only be sorry that she fails all the time.



Instead of being like any normal and respectable witch and carrying a wand, the green faced old trout carried along a freaky looking thing called a “bazazzer”. Looking like a cross between an arm and an umbrella it was hardly likely induce fear in even the most abject coward, and the most use she put it to was to beat her incompetent assistants around the head while shouting “bazazz” to activate the thing.


And there readers is a brief description about a trio of the freakiest characters ever to disturb young minds. Don’t exactly sound like role models do they?

Friday, 14 June 2013

Street Hawk ~ The complete promotion of dangerous driving.



Back in the mid-1980s American TV finally achieved something it had been threatening to do for years, it reached the upper peaks of cheesiness. Television viewers the world over thought that peak had been reached with both the A-Team and Airwolf, but those shows while being inherently cheesy had a few qualities that lifted them into the lower echelons of comedy drama. But with Street Hawk the TV executives had struck the golden cheese!

It was bad, so terribly bad, yet I loved it. I suppose back in the 80s I loved anything to do with speed (still do I guess), and I was fascinated by the idea of detective work, whether that be by the police or a genius P.I. TV shows like TJ Hooker, CHiPs, Magnum P.I and The Fall Guy were all favourites of mine. Street Hawk combined the 2 and thus was instant success in my juvenile mind.

Basically Street Hawk was about a police officer and his pet, top secret government motorbike. This was a bike designed to go fast, now you may say that all bikes are designed for that, however Street Hawk was so fast that it could fucking outrace the Starship Enterprise! At warp 10! And with the guy riding it looking in no danger of ever falling off. In fact our hero looked so relaxed while riding the bike he could have been chilling in his favourite armchair with his morning newspaper instead of travelling at ridiculous speeds and enduring insane amounts of G force.



This is Jesse Mach, an ex-motorcycle cop, injured in the line of duty. Now a police troubleshooter, he's been recruited for a top secret government mission to ride Street Hawk--an all-terrain attack motorcycle designed to fight urban crime, capable of incredible speeds up to three hundred miles an hour...and immense firepower. Only one man, federal agent Norman Tuttle, knows Jesse Mach's true identity. The man...the machine...Street Hawk.

There we have the introduction to our hero, all around American nice guy Mr Jesse Mach. This introduction always followed on from the opening theme music:



If you’ve read any of my earlier blog posts, you’ll know just how much I enjoyed the theme music.

What isn’t said above is that while Jesse Mach is a police officer by day, at night when out breaking light speed records he’s a friggin’ vigilante, and his own daytime boss wants to arrest him. Said boss doesn’t know that one of his underlings is the ruthless vigilante motorcycle warrior. Well obviously otherwise he’d just slap the cuffs on him when he arrived for work in the morning and bitch slap him a few times just for the trouble he’s caused.

You have to wonder though, if he’s pulling a full shift during the day and riding around like a one man army at night, when does he find the time to sleep? Is Jesse Mach actually A) a robot, B) possessed by his own bike or C) a shit police officer who sleeps on the job? Due to America cancelling the show we’ll never know the answer. I like option B personally, so I’ll let myself stick with that explanation.


So there we have Street Hawk, a man possessed by a bike to hunt down criminals, while evading the law and acting like a criminal.


Choose your own adventure ~ Be the hero of someone else's story.

How many of you have read a book and imagined yourself in the role as the main protagonist? I’m guessing everyone, well everyone with an imagination at least. Imagine my delight back in my early years of reading when I first discovered the joys of the “choose your own adventure” books, it was probably similar to how a hormonal teenager feels when first discovering free porn online. They were a revelation, a chance for you to really be a hero, without ever leaving the comfort of your own room.

There were quite a few series’ of choose your own adventure, but me being the fantasy geek naturally gravitated towards the fighting fantasy stories written by Steve Jackson and Ian Livingstone (the founders of Games Workshop). I had a lot of fun with those books back in the day, and they are one of the reasons I took an interest in writing. So if I ever get published you’ll know who to vent your anger at.

The basic premise of choose your own adventure was simple. You start the book as you normally would and read a couple of pages. Then it would get interesting. A scene would end and you’d be presented with a list of choices. Usually it would go something like this:

The evil goblins have decapitated your best friend. Do you...
  • Hunt the goblins down? ~ Turn to page 56.
  • Try to stitch his head back on? ~ Turn to page 100.
  • Shrug and go for a pint? ~ Turn to page 20.

Each choice you made had varying consequences, you could end the story rather quickly and boringly, come to a grisly end by being eaten by something nasty or save the day and become a true hero (in your mind of course). I have to admit, every time I met a grisly end I would skip back a few choices and try again, guess I didn’t like dying, even if it was on paper.

It’s a shame you don’t see these books around anymore, there is still definitely a niche in the market for them. I could quite easily imagine a Twilight choose your own adventure, where you had the opportunity to behead Edward Cullen (fake apologies to all Twilight fans here…).


Anyways there’s my little piece of nostalgia about a once big thing in my life. Look out for these books, then maybe you too can choose your own adventure and have some unforeseen fun.

Thursday, 23 May 2013

Knightmare: the quest to learn about left and right!


“Enter, stranger”

And so it began, with those two simple words. They were an invite to great adventure, to undertake quests of world shaking import and to finally learn the difference between left and right.

The speaker of those words of invitation was Treguard of Dunshelm, a man with the beard of a super-villain and a shit taste in clothes. He was the dungeon master, the quest giver and he preferred the company of kids. Hmm not sure about you lot but that seems a bit dodgy to me.



So what was Knightmare? Well besides being about a creepy bearded guy who liked luring youngsters to his lonely castle, it was about sending those youngsters on quests in his maze and forcing them to solve stupidly fucking difficult puzzles. I’m pretty sure that Treguards’ maze was a major breach of health and safety regulations; it had crumbling walls, collapsing floors, falling ceilings and the place was infested with vermin, and he bloody well sent kids down there. The man was a bloody sadist!

“Oooh nasty”, said with a chuckle, was his way of greeting some poor kids death.

What would happen is 4 youngsters would be lured to Knightmare castle by the promise of riches, fame and the possibility of sex with an elf (or was it only me who felt that last?). Treguard the beard would “welcome” them and tell them what he wanted them to do. Only one hopeful adventurer could enter the maze, the other three were made to sit in a room and watch his progress with a weirdo stood behind them. You may ask why they were even there at all if all they were going to do is sit around and eat sweets, but they were very useful/useless indeed as you will find out. The youngster chosen to be the teams hero (from now on called the dungeoneer), would have a great big fucking helmet, with horns and no eye slots on it, called the Helmet of Justice.

Did it really bring justice though? I mean I’ve never heard of it being worn in a court of law, though given the state of our justice system these days, I’m sure it couldn’t harm anything to wear the damn thing in court.
So the helmet rendered the dungeoneer blind, poor little shit. But at least it gave the 3 remaining kids something to do, they became seeing-eye dogs (in most cases they had less intelligence than a dog). They would guide the dungeoneer through the deadly quest, using such complex instructions as, “sidestep left/right”, “walk forward”, “halt” and “oh fuck, run you’re going to die”. As these were children, and their knowledge of things such as left and right was a bit lacking, this could lead to some catastrophic fuck ups.

“Dungeoneer sidestep right”, meaning left. Dungeoneer falls into a lava pit and frys quicker than an egg.



Anyhow, with the helmet on and the trusty companions to give advice, the dungeoneer enters the maze known as the dungeons of deceit. I never knew of a dungeon that was deceitful before, I thought they were all quite open and honest about their overall purpose.

Let’s get one thing straight, this dungeon was fucking dangerous. Not only did it contravene health and safety regulations as I mentioned above, but it was full of nasty shit that wanted to kill people, quite of while gloating evilly. There were dragons, goblins, horribly monsters trapped in walls and there was even a giant spider. And what did the dungeoneer have to help him in his quest? Not a hell of a lot, some wimpy elves and dwarves and a group of friends generally possessing all the intelligence of a brick wall. I told you Treguard was a sadist!

The dungeon was all about the puzzles though, and they were hard, Stephen Hawking would probably have struggled with them. Usually if a puzzle was failed the dungeoneer would die, just another thing for the poor little bastard to worry about. Many a time watching I felt sorry for a dungeoneer, not only did they have morons guiding them, but also every goblin and his dragon was out to get them.

Perhaps unsurprisingly there were only a few teams to ever beat the game. And what became of these mighty heroes? What glorious prize did they walk away with? Where are they now? The answer to all three questions is ….. I have no bloody idea. Which goes to prove that fame and fortune were just lies offered by a pervy old man who got a kick out seeing kids struggle.

Tuesday, 14 May 2013

Baldur's Gate: the curse of the spacebar!


So back in the day when I was just getting in to the world of PC gaming (about the turn of the millennium), my friend Allan and I discovered the game which would turn into our version of crack cocaine. Seriously the game was that addictive we'd even forget to drink coffee for hours at a time. Yeah it was that bad!

The game was Baldur's Gate, a CRPG (computer role playing game) of sheer and utter amazingness! Its sequel which was rather ingeniously titled Baldur's Gate 2 I shall talk about at a later date.





So where do we begin? Well we opened the box (as you obviously do), removed all 600 million discs (was about 5 but it felt like a lot more at times), and proceeded to read through an instruction manual so large it could probably have brought whole planets into its orbit. Next was the game installation, always fun on the old computers, you'd generally wait a week just for the chance to install disc 2. 

With the game now installed (and us having gone through sleep and shaving deprivation waiting for it) we could now play. Little did we realise that those first few notes of the intro music would haunt our dreams forever after.



After a few minutes spent imagining swinging swords at charging orcs we click off the music and move on to the first and arguably most important part of the game. The creation of The Main Character!

This is serious business now, what happens here will echo through eternity! Yeah that's bullshit, but I can't resist a dramatic line, so sue me.

First you have sex, by that I mean choosing whether your computerised avatar will be male or female, so all minds out of the gutter please!

Second there is choosing your race (not the 100 metre's by the way), so here you can choose to be a pointy eared, bitchy elf, a psychotic looking dwarf, or any of the other various races on offer for your selection delights.

Third, choose your class (maths and science are not options here). Do you want to run around with a six foot length of sharpened metal, chopping your enemies up into little bloody chunks? Or would you rather mutter shitloads of mumbo jumbo and end up throwing random fireballs around the scenery? The choice is up to you.

Now we get to the fun bit, the selecting of the stats. This is a process that could easily keep the most dedicated gamers busy for the rest of their natural lives! Seriously, I think we spent more time trying to get the perfect stats than we did actually playing the game.

Finally we can think up a name, preferably something appropriate to the in-game universe like Chugga the Chunker.

Now that Chugga is created (we never actually called either of our characters Chugga by the way, but for the purposes of narrating through the games storyline that's the name I'm going to use), we can jump in to the action. After a brief intro scene Chugga is deposited in the courtyard of a big castle called Candlekeep, it's supposedly a library but we'll get there later.



Before I carry on with the business of enthralling story telling I must make one important point. There is nothing in the entire Baldur's Gate universe more important than the spacebar on the computer. The spacebar pauses the game, this is useful because near enough every single fucking enemy on the game can squish you like a bug for the first few hours of gameplay! So during every battle the game is paused, a lot, sometimes for long periods of time while you assess the best routes for running away screaming. Eventually you'll end up going through the entire game with one finger poised nervously above the spacebar, thus giving you the ailment now commonly known as spacebar finger. It is possibly the worst form of RSI known to man.

Anyways back to our story...

Chugga is wandering around Candlekeep waiting for his step daddy Gorion to finish packing up his dentures so they can go on a long journey never to return. Because he's basically a nice but dim lad, and because he's been raised pretty well he's doing some nice little chores for some seriously ungrateful bastards. From finding books lost in haystacks (obviously), to curing sick cows (he wanted to go to university to become a vet) and beating the shit out of some giant rats, he does the lot with a vacant smile on his face and receives no thanks apart from a few measly gold coins. You need a union to join Chugga, they'll fight the battles so your simple mind can rest easy.

Finally Gorion is ready, his spare dentures packed away with his nighttime pipe. And they're off. Off to have adventures and rescue damsels in distress and what-not, or maybe just to find a pub and get pissed up on cheap booze. 

Tension time is approaching, our storyline's antagonist awaits!



When this guy steps out of the shadows you know he's not there to invite you to sit round his campfire, toast marshmallows and sing camping songs.

After watching Gorion get cut down and bravely deciding to run away rather than offer his help, Chugga realises that he's now alone in the world, well nearly, here comes his best and only friend Imoen. She was seriously pissed off that she wasn't invited on the damsel rescuing, cheap booze swilling journey, but she's followed along and there ain't no chance an armoured moron like Chugga will be ordering her back!

I think it's fair to imagine that all of Chugga's wet dreams and perverted fantasy's have been about little Imoen. Jus' saying you know...

Anyways our merry twosome are now happily gamboling around the woods, feeling free to pick up any companions they like, and there's quite the motley crew of people standing around just waiting to be asked to join up and head off towards certain death. The characters have a nice range, from an insane necromancer with a hard-on for dragon rabbits, a megalomaniac sorcerer with persecution issues and the largest man ever in computer game history who takes life advice from a hamster, and all manner of crazy in between.



Ah Minsc and Boo, a handsome pair, just a pity they're batshit insane!

After lots of pissing around in various woods and towns, our hero decides that it's high time he became a brave warrior and made a significant impact in the world. Doing his best to protect life, liberty and the Baldur's Gate way. So he heads off to some poxy little iron mine to clear out some kind of infestation. Now despite Chugga not following any health and safety regulations and having no experience of the mining industry, the foreman hires him on the spot without even asking for any references. How the fuck did this guy make it into management?

With lots of swings of his brand new, yet trusty sword (and lots of help from his far more experienced companions), Chugga clears the mine in record time, and as he contemptuously defeats the end of level boss he learns of a dastardly plot! Apparently some shady organisation is sabotaging all the iron mines in the area and attempting to start off a mining rights war (possibly it's more serious than a war over some holes in the ground, but it sounded good). This is serious business now, if iron prices go up then swinging a sword at anything and everything like a moronic imbecile is not going to be a wise move. Especially when the risk of the sword breaking is a very real possibility.

It's obvious now that Chugga has to save the day, well none of the other lazy bastards in the world will, they'll just bitch and moan and drink cheap booze!

First off in his new quest to bring justice and cheap iron to the free world is a bandit problem. Well wouldn't you know it, there just has to be bandits! Apparently these lawless scum are attacking caravans bringing in iron from outside the region (I think all merchants must be gypsies in the Baldur's Gate world, why travel in caravans otherwise). This is the kind of problem Chugga can easily deal with, if he can just figure out how to read the conveniently found map with directions to the bandit camp on it. Chugga struggles a tad with directions.

It's a fine morning for bandit smiting, the sun is shining, the birds are singing, the flowers are all smelling pretty and Chugga has the hangover from hell! Shouldn't have drunk all that mead at The Burning Wizard last night Chugga.

Our surly, hungover hero and his merry band finally stumble upon the bandit camp and proceed to slaughter anything that moves, including some poor prisoner who was only trying to escape. Life sucks then some big moron decapitates you. The discovery of yet more convenient letters and maps leads to a bit more of the plot being revealed and another mine, this one guarded by giant spiders. Giant fucking spiders! I guess arachnophobes won't be going iron mining out that way any time soon.

Oh well it's more walking, no one should complain though, it's good cardio-vascular exercise, perfect for the growing warrior.

Now Chugga is about to become a hero to women everywhere, he's going to destroy an entire spider population, swoon before him ladies, swoon before him. With this comforting image in his mind, Chugga and friends happily settle into their new career in pest control, ah bless their rusty iron socks. Spiders, wytherns and the occasional pacifist druid are all met bravely and exterminated (cue visions of me seeing all 6 party members as medieval daleks).

Here goes Chugga again, completely disregarding health and safety rules to plunge in to yet another mine (the bureaucrats are going to be tearing their hair out). This mine is just a little bit more difficult than the first, as at the very bottom is a rather nasty magician with a very annoying habit of throwing electricity at people. Doesn't he realise that power company's are raising their prices thanks to clowns like him?

Finally he's dead and British Gas and EON can stop sending him red letter bills.

There's a big hurray moment here as Chugga  finally learns the name of his spiky assailant from the beginning. His name is Sarevok and apparently he's a bit creepy. No shit!

Finally the Scooby Gang ... erm party of brave warriors can hit the big city; bars, brothels and fashion boutiques baby! Apparently the city of Baldur's Gate is the place to be if you want to mingle with the rich and famous.




But all is not well, there's sinister things afoot, and weird things happening to normal people. Once again with no asking for references Chugga and friends are hired in to jobs they've never done before, they are now Baldur's Gate's version of the F.B.I.! If nothing else they're going to have quite the CV when everything is settled.

As they are now fully fledged hero's and can't get squished by simple monsters anymore, cleansing the city proves to be little more than a light afternoons work As a reward, and because the head honcho's of the bad organisation are there, Chugga is allowed to return back to Candlekeep, where he spent many fruitful years learning not to read books and being treated like a general fucking dogsbody. And with a snap of fingers the gates of Candlekeep appear. See that's what it's like if you're a high level RPG sorcerer, instant travel, no more travelling bullshit map areas and taking months to get anywhere.

And Chugga is home. He's greeted and welcomed by suspicious looks and questions about why he looted the body of his step father and left him for the carrion to eat. There's also an oddly suspicious chap by the name of Koveras on the look out for information (you wouldn't believe how long it took us to click on to the name Koveras). 

Finally, after what seems a lifetime (and probably was), entry is granted to the grand library of Candlekeep, the repository of all the knowledge in the known universe. Apparently though there's not many authors, great or otherwise, in the Baldur's Gate universe, as on each bookcase in the grand library is precisely one fucking book, and they are damn history books at that! Where's the boys own adventure story's? The great philosophical musings? The erotic literature? This library actually really sucks!

But wait, Chugga is told that upstairs in his old rooms there is great information awaiting him. And there is, really this time. It's a letter. A letter from a dead man. A letter from Gorion. Why the hell he would leave the boy a letter in his vacated rooms when he was taking him along to get drunk and wench rescued damsels is anyone's guess. Maybe he could see the future? But if so how come he didn't see his own grisly end at the hands of a lunatic wearing spiky armour? Such questions have no answers, so all Chugga can do is read his letter (give him time it may take quite a while).

It's fucking momentous! Chugga, simple warrior and all around dogsbody is the son of a god. A friggin' god!! He's a dead, evil god mind, but still. The last will and testament should be fairly interesting to read.



That's Dad, he's not much in the looks department...

Weird things are happening now, it turns out that the head bad guys who Chugga came here to kill have been killed, and Chugga is being framed for the murder. Well isn't this interesting.

Chugga is now behind bars, not only that he's squeezed in a one person cell with all five of his friends, and they haven't had a bath for weeks. Still things could be worse, he could have been transported deep underground into a maze filled with evil beasties ... oh he has been, all in the name of helping him escape of course. Well at least old Tethtoril didn't believe that Chugga is a murdering lunatic with no redeeming qualities whatsoever, maybe he does but at least he had the decency not to give voice to his opinions. Let that be a lesson Ulraunt, oh lord and mighty ruler of Candlekeep, opinions are like arseholes, everyone has them and they usually stink. Especially yours you bitter old toad!

Once again Chugga is leaving Candlekeep, this time via the not-so-scenic route. He's getting to do his heroic thing again though, as yet another nation of giant spiders is living under the library. Maybe they have a copy of Lord of the Flies to read?

This running around trying to follow a simple plot is really starting to stress Chugga out, and he throws a massive strop and refuses to go any further until he's had a cup off coffee (well actually I did this when I got fed up of being constantly turned to stone by a pair of basilisk's blocking my escape route). As it's since been revealed that he is the spawn of a evil, dead god with a love of blood, Chugga's friends are extra careful when trying to pacify him, there's no telling when he could develop some godly powers and beat them all to death with their own torn off limbs.

The aim of the game now is proving Chugga innocent of the murders he actually went back home to commit. And maybe find out why Sarevok wears armour with spikes sticking out of it.

To Baldur's gate he must go to clear his name, but there is a bounty on his head and he'll be instantly arrested once he enters the city. To guard against this Chugga and friends cunningly disguise themselves as a party of mercenaries. The simple plans are always the best ones.

There follows a fraught investigation whereby Sarevok is found to be guilty of near enough all the crimes ever committed (the British police want to question him on where he was when Shergar disappeared). By collecting evidence (his abandoned diary), and questioning witnesses (his seriously pissed off other half), Chugga learns the shocking conclusion to all Sarevok's plans. And an even bigger revelation!

Firstly the plan. Sarevok is plotting to have the ruler's of Baldur's Gate assassinated, thereby becoming, after a few dodgy deals and whatnot, the ruler of the city. Once he crowns himself he plans to turn the world into a slaughterhouse, killing enough people to achieve his ultimate ambition.

Now the revelation. Sarevok is actually the spawn of a dead god. He's the spawn of the same dead god who spawned Chugga. He literally is Chugga's brother-from-another-mother!

Combining the plan and the revelation together it becomes very easy to see what Sarevok's ultimate ambition is. He wants to become a god. There's a throne up there just waiting for him.

Naturally Chugga can't let this happen, it wouldn't be very heroic of him after all. In a daring move he manages to gain access to Baldur's Gate's Ducal palace, expose Sarevok's plans, stop an assassination and prove his own innocence. Not a bad days work all things considered. As a reward for saving their lives the duke and duchess decide to offer Chugga no help at all in finally killing off Sarevok. Well that's a bit of a lie, they do use magic to track down his location, but that's it. More ungrateful bastards who want to use poor Chugga as a dogsbody. He definitely needs a union to sign up to.



There it is, the undercity, Sarevok's final location. Not much of a tourist destination.

So the final battle is upon them Sarevok and his minions vs Chugga and the need a bath gang. It's a titanic battle, with blood and traps and the squeaking of an enraged hamster. But finally and inevitably it's over, goodness and benign lunacy has won the day. There will be no new god in the heavens. Well not unless the sequel follows a different path anyhow!

And Sarevok never did give an explanation for that freaky armour of his!

*****

There we have it, a quick run through of Baldur's Gate explaining only the basics of the plot and probably confusing the hell out of anyone who hasn't played the game.