Review: Fire and Maneuver

Fire and Maneuver

The second entry in James Ronsone and Alex Aaronson’s 1981 World War III, Fire and Maneuver continues its predecessor’s excellent work. While it does not bring the most novelty to the subgenre in terms of its structure, in execution it does very well, hopping between viewpoints in a way that’s both smooth and fast. And it actually has an M47 Dragon being able to destroy something in a stretch of logic that works for story reasons.

Jokes about the Cold War’s worst ATGM aside, this is a good entry in a scarce genre. If I had to make one criticism, it’s that long, exact system designations are used a little more often than I found credible. But that’s a tiny nitpick and doesn’t detract from the experience.

A Thousand Words: Carrier Air Wing

Carrier Air Wing

Capcom’s 1990 Carrier Air Wing is a fairly standard side scrolling plane shooter. Except for one thing that elevated it massively in my eyes. That’s the surprisingly detailed and (in a visual sense) accurate depiction of military hardware. You can control either a Hornet, a Tomcat, or an Intruder (which is marked as an A-6F. Wonder if they knew of the never-was upgrade or if it was a happy coincidence because they chose the next letter after E.)

When I saw Tu-22 Blinders as enemies in the first level, I was in love. When I saw Yak-38s in a later stage, I was even more in love. This is quite possibly the most Fuldapocalyptic shmup there is, and I loved playing every second of it. Yes, there’s the sci-fi superweapons (such as a final boss that includes a Buran shuttle) but it’s otherwise very grounded-looking compared to other games of its time and nature.

This is basically a video game adaptation of a Mack Maloney novel. What’s not to like?

A Thousand Words: Progear

Progear

What do you get when you push an inherently limited genre as far as it can go? Probably something like Progear, a 2001 Capcom arcade “shmup”, the classic Gradius-type arcade game where you control a little spaceship moving around on a scrolling field. Only this “spaceship” is a World War I-type fighter plane, and the game has a very dieselpunk theme that I like. The graphics are very good, being (or at least looking like) beautiful sprites in an age of polygons.

The story is utter nonsense, and I have to wonder how much of it is due to iffy translations and how much is due to just limited information. Basically a group of young pilots have to fight off a conspiracy of posh Victorians led by a lion-man, and I’m not making that up. It feels like you only got ten seconds of a thirty-minute show and had to piece everything together from there. But this is a classic video game where such stuff was par for the course.

The gameplay is nothing to write home about, as it’s the same “fire away, use limited power ups, and try and dodge at least some of the impossibly large number of projectiles heading your way” formula. But that’s a fun formula for a reason. And whether by accident or design, one boss seemed to mock the formula. In a game where your ship faces right and only right, the boss tries to counter by…. moving to the left of the screen. Too bad you have homing missiles.

This is not a deep game, even by the standards of arcade classics. It’s not the most polished or fair game. But it is quite the fun game, and a sign of how far “handmade” graphics could go.

Review: A Dream Of Empire

A Dream Of Empire

A recent work of alternate history by someone with the pen name “Grey Wolf”, A Dream of Empire is about a war between 19th Century Britain and a surviving Byzantine/Eastern Roman Empire. There are lots of characters. And there are airships. Because this is an alternate history work set in the 1800s, there has to be airships.

This isn’t bad, but it feels a little overstuffed and shallow. It’s trying to be a “big war thriller” and a spy thriller, but that’s hard to do with something that’s one third the length of a normal book, much less a big and sweeping one. That’s the literary critique. The alternate history nerd critique is that a Byzantine Empire surviving, Victorian semi-steampunk, and airships are all genre archetypes, if not cliches.

You could do a lot worse for the very low purchase price than this book. But it could have also been a lot more and a lot better than what it actually was.

Review: Expedition Mars

Expedition Mars

Martin J. L. Turner’s Expedition Mars is an analysis of what a manned voyage to the red planet would take. It’s a very detailed analysis that includes a final hypothetical trip. It’s a very good and interesting book. The problem is that it’s not a very accessible book.

This is a very math heavy book full of calculations. There doesn’t even feel like an attempt at making it readable by someone not terribly knowledgeable in the field (ie me). It’s fine to make an apple instead of an orange, but if I don’t like apples (actually I do like real apples but that’s not the point), I’ll say it.

If you like a hardcore book on Mars exploration, I recommend it. But only if.

Review: Shanghaied on the Rio Grande

Shanghaied on the Rio Grande: A Novel of World War Three

Just looking at the suffix of this book made me go “I had to review this.” Granted, William Joiner’s Shanghaied on the Rio Grande is more like a short story. But it’s still a World War III invasion story. I thought the length of this would mean there was some kind of publishing mistake or the story was unfinished, but no. It’s wrapped up within its few pages.

This reads like a teenager with little knowledge of the military or geopolitics who read far too many 1980s adventure novels writing a fanfic of those. I do not mean this in a negative term. The Chinese seize control of the American nuclear arsenal and walk in, dominating and trying to force Americans to become Buddhists (seriously). Opposing them are heroic Texans, one of whom is named Billy Bob (also, seriously). The story wraps up incredibly quickly (as in two pages) once the Americans get their nukes back and rout the Chinese.

Is this stupid and offensive to Texans and Chinese alike? Yes. But is it fun? Also yes.

Review: The Fury

The Fury

John Farris’ psychic horror thriller The Fury is an extremely 1970s novel. The horror story of psychic heiress Gillian Bellaver and the Sandza family consisting of father/agent Peter and psychic son Robin, it manages to have both the good and bad of its genre in full, making it a very “mean 51%” book.

The Fury has genuinely atmospheric tension, excellent body horror, and a serviceable plot that anyone who’s seen Carrie and/or Scanners can get into. It also has horrendously purple smut scenes and incredible pretentiousness. For every “good icky” scene like horror powers manifesting, there’s a “bad icky” scene like-well, pretty much all of the “naughty” there is.

Beyond that, it just has too much missed potential. There’s an entire metaphysical world described past the immediate characters that reminds me of the Warp from Warhammer 40,000, but instead of exploring that and the emergence of superhumans, Farris spends way too much time on middling action and not-so-middling character scenes.

Still, this is unique enough and good enough that I’d at least recommend giving it a shot. I can see different readers having different tolerances for its weaknesses.

A Thousand Words: Power Slap

Power Slap

A show devoted to a “sport” that is as bizarre as it is dangerous, Power Slap is the brainchild of Ultimate Fighting Championship head Dana White. While White is no ones idea of an ethical person, but this is a low even for him. You might think that slapfighting is some silly, wimpy gimmick. That would be wrong. Expect maybe the silly part. You might also think that slapfighting is some kind of boxing but with open hands. That would be extra-wrong.

Slapfighting goes like this: The combatants stand on either side of a short table. Starting with the winner of a coin flip, they take turns being the attacker and victim. The attacker does an open-hand powerful slap. The victim…. holds their hands behind their back, and it’s a foul if they so much as flinch slightly.

Yes, this is a sport that literally forbids any kind of defense. There’s a reason why even people active in boxing and mixed martial arts have been scorching this for its danger. More than one commentator has argued, and I agree, that it feels like a way to prove the detractors of early MMA right. It’s nothing but hitting until one person falls down (or the round ends).

I love mixed martial arts. But this is an offshoot I do not. It feels like trying to skip straight to the highlight reel knockouts without grasping that the reason why those knockouts are so impressive is that they’re earned in a way that hitting a literally defenseless opponent is not. Or maybe it’s just Dana White being weird. Wouldn’t be the first time him or another promoter acted that way.

Review: Secret Luftwaffe Projects

Secret Luftwaffe Projects

Through diligent research and the uncovering of the original drawings and plans, Walter Meyer sheds some light in Secret Luftwaffe Projects. As a basic guide to the Luftwaffe wunderwaffe napkinwaffe, this is excellent. It also doesn’t pretend to be anything that it’s not, and doesn’t extrapolate or make wild claims.

But what it is is (deliberately) broad, shallow, and focused entirely on the basics. Each wunderplane gets a very short description of its role and a sheet of its (intended) stats. There’s no context or even reasonable speculation, but this isn’t the kind of book for this. It’s an encyclopedia of planes that never were, and in that role succeeds beautifully, complementing rather than competing with other books on the same subject.

And besides, it’s very fun to see all the crazy contraptions one after another. I recommend this book to any aviation enthusiast or anyone interested in the bizarre, because a lot of the planes here are just weird. But what did you expect?

A Thousand Words: Mega Man

Mega Man

Mega Man and Street Fighter are two of Capcom’s legendary franchises. Perhaps fittingly, they followed the same pattern: Breaking out with a rightfully praised and successful second installment after a less-than-ideal first one. And in both cases, the way they were clunky were the same: The very basics of what would make them so great were there, but they were incredibly rough around the edges.

Mega Man 1 thus has everything the later games have: Platforming, shooting, and defeating bosses to use their weapons. And in 1987, there wasn’t that much of a comparison. The problem is the second game two years later utterly obliterated it in terms of usability, difficulty, ease of play-everything, basically.

So in Mega Man 1, you have only six Robot Masters compared to the eight of pretty much every later game. But the game is overloaded with the kind of “cheap difficulty” even by the standards of the time. Spikes explain this very good. In later Mega Man games, falling into spikes kills you instantly-but if you were knocked onto them by an enemy and still had your brief recovery frames, then you had a small chance to escape if you jumped right away. Not so here-if you come into contact with spikes, goodbye.

There’s also no real good starting boss/level, and in true 1980s game fashion, the game is unwinnable unless you get a “secret” item in one stage. You could do worse for other vintage platformers, but you could also do a lot better. Like, say, one of the nine direct sequels.