A Thousand Words: Super Mario Land

Super Mario Land

I remember playing Super Mario Land when young and being extremely unimpressed. Of course, this was after I played the (well-done) port of the original Super Mario Bros on the Game Boy Color. So a part of me goes “of course a launch title for a very low-powered console is going to be bad in hindsight”. But another part of me wants to judge it by the standards of the time, when having Mario in a portable form at all was an amazing feat. Certainly the game wasn’t objectively bad enough to be a flop-it was an amazing seller.

And yet with full hindsight, it’s little more than a downscaled Super Mario Bros with weirder backgrounds that feels jerky and unsatisfying. The most obvious example is the physics-fireball, but the rest doesn’t feel as charming as the console games. This isn’t the fault of the weird aesthetic, which I don’t have any issues with. It’s just aged badly.

Review: Pale Horse 3

Pale Horse 3

Russell Greer’s Pale Horse 3 is the story of a B-52 in a 1980s World War III-published in 2020. So it’s another entry in the “alternate history World War III after Vietnam” genre which, as I’ve said many times, thought was too big but ended up being too small. Except this is in an even smaller field because it has nuclear weapons involved. But wait, unlike the apocalyptic For Alert Force, this falls back into limited plotnukes.

That quibble as to what tinier chuck of a tiny segment of fiction it falls into aside, how is the actual book?

The answer, I’m sad to say, is “not the best”. Given that this is only the author’s second novel, I’m not holding it against him, but the prose is still very clunky, the plot is kind of jumbled and a little slow with the backstory, and even the action gets a little too Herman Melville-y. Dale Brown at his finest this is not.

Besides the review of the book itself, this has a very bittersweet “closing the frontier” feeling for me. It’s one thing to know the “AHWW3AV” (how’s that for an acronym?) genre inside and outside, but quite another to literally read the literal last one on the current list. One reason I actually like having backlogs of books is because of the empty feeling when they’re finished, even if in a satisfying way.

Once the magic of figuring out the genre is gone, you’re left with a field that, like any other, has good, bad, and in this case middling entries. Conventional (or mostly conventional) World War III felt like something to explore. Something to help me mature when I saw how little it actually resembled the “Icelandic” picture I had in mind before. Something to start a whole blog about. Now it’s just another tag in this blog, and I’m really not sure how I feel about that.

Review: Zulu Hour

Zulu Hour

The second Kirov “Keyholders” spinoff, Zulu Hour takes a look at an alternate Battle of Isandlwana. Like the previous installment at Waterloo, this has an excuse plot that’s really forced and blatant even by Kirov standards. A pair of gambling time travelers use their time-keys to go back and try to change various historical battles for the sake of their rivalry. Don’t worry about the seemingly massive butterflies this would cause, because thanks to the mechanics of time travel, they can always “overwrite” it later.

Yeah, it’s that blatant. But this is the Kirov series, and using time travel to set up all kinds of alternate battles is the exact point of the series. Besides the battle itself and the time travelers trying to persuade Chelmsford and Cetshwayo, this also involves the Fairchild Group, another weird subplot in the series involving an oil heiress and her own personal Type 45 Destroyer. In past Kirovs, several people from that were timeshifted to… the Isandlwana site.

Once the fighting actually starts, what emerges may be one of the most legitimately good things Schettler has written. Maybe it’s just how a one-part spinoff simply has to be more concise than an eight-book series, or maybe it’s just the novelty. Yet it worked.

It could be a change of pace after seeing so many large-scope modern wargames. Or it could be that the late 19th Century is an area of warfare that I haven’t seen that much of, compared to the subject matter of the main series. Whatever it was, the action here felt and looked better than the norm for Kirov.

This long-foreshadowed book was a lot of fun. And the Kirov spinoff concept of just reenacting/changing historical battles via wargaming has a lot of possibilities. Those are taken advantage of here in an enjoyable book.

Review: Battle of the Three Seas

World War 1990: Battle of The Three Seas

It’s time to return to William Stroock, an author who I’ve previously slammed as the worst World War III writer ever. Has this been fair? And has his new Battle of the Three Seas improved on his previous entries?

For the first question, it’s a weird answer. It’s like talking about the New York Knicks or Jets. They’re still pro-level teams, and even a “bad” pro player is still among the greatest in the world. Being the 32nd-best team in the world is still an accomplishment. Similiarly, to write a long novel at all in a niche genre is a talent many don’t have, and Stroock has still gotten more basics right in the field than non-specialized authors have. (Research on military equipment, especially above small arms, is something frequently in very, very short supply). So yes, it has been unfair to simply denounce in fire-breathing terms.

Yet it’s still fair to consider the Knicks and Jets not the 32nd-best teams in the world, but the worst compared to their colleagues. They’re still bad by those (incredibly high) standards. And they’re not going against college/international teams-you judge them by who they’re up against. So, with a heavier heart, I still have to say that Stroock is one of the worse World War III specialist writers, and while this book has improved somewhat compared to the earlier ones, it’s not enough to shift the rankings that much.

The book is less one-sided in absolute terms than some of his previous books. It’s undeniably improved in prose quality. But it still has a jumbled structure with way too many viewpoint changes for its own good and writing that’s still too flat to really work. There are still bizarre subplots that don’t really add anything.

It’s ultimately just still too hard to find something in this book, or Stroock’s series as a whole, that does what another “conventional World War III” book doesn’t do better, be it characterization, tone, or technical plausibility. It might be better than a historical “sports nadir” team. But it’s still, in a now-obsolete baseball term, very much a “second-division” series.

Review: End Game

End Game

After five hits that ranged from “good” to “excellent”, the Jonathan Grave series finally gets a miss in End Game. Which is a shame, for it’s still an uncovered gem of a series. Now, five solid books is an excellent run, and even this on its own isn’t that bad. But it’s still weaker than what had come before.

Basically, the formula is there stronger than ever, which means that all the issues with it are also there and stronger than ever. What makes things far worse is a mundane plot and dull antagonists who just don’t seem fitting. That its super-protagonist gets involved at all feels off in a way that none of the previous other plots did. Those felt like challenges befitting someone of Grave’s abilities. Here, it feels weirdly like a 1990-2000s technothriller where the villains have to be propped up in a crude way. And the whole point of the small-unit action hero thriller is that it shouldn’t have to rely on such gimmicks.

So this is a disappointment. A readable disappointment, but still a definite disappointment. For authors who’ve proved their worth, the expectations often feel higher. And this didn’t meet them.

A Thousand Words: The Henry Stickmin Collection

The Henry Stickmin Collection

It’s fitting to ring in the new year with something that celebrates what Fuldapocalypse has become. Which is to say, a blog that relishes in reviewing the most goofy and out-there cheap thrillers imaginable. And I’ve recently been playing a game that epitomizes that.

Said game is The Henry Stickmin Collection, a remaster/remake of Newgrounds classics whose general type I knew fondly when I was younger. Since Flash has been officially abandoned by Adobe, this is a fitting tribute. Ok, maybe that sentence was weird. But so is this game, and I love it.

A combination of “choose your own adventure” and quicktime events, Henry Stickmin is exactly what you’d get if you had a teenager who played too many video games and Jon Land collaborate on an action-adventure story. In a combination of slapstick and really, really blatant video game references, you pull off daring capers-or fail miserably. A lot. So often. Thankfully you can just restart at the selection-event easily, which means there isn’t really any frustration in failure. In fact, I sometimes got disappointed when I actually succeeded on the first try.

As for the references themselves, most pass my personal test for references, which is to say that you could find them amusing even if you knew nothing of the setting they’re referencing. And there’s so many that even I didn’t get some of them. But there were many more that I did, and quite a few scenes that succeed in being funny even without any references whatsoever.

And there’s some parts of it that actually have a bit of real cleverness to them. Not just the gags, but the game structure. For instance, the final chapter has many different options that you can access based on the assumptions that you completed a certain set of paths beforehand. And every character, if you can right-click on them fast enough, has an accessible defined biography, which is a nice touch.

It’s been a while since I got a new video game that really grabbed me, but this did. It’s probably just a silly novelty, but it’s a very fun silly novelty. It feels almost tailored to my exact tastes. No wonder I’ve been playing a lot of it.

Review: Target Response

Target Response

Somehow my mind said “you know what you really need to read next? Another ‘William W. Johnstone’s’ book.” And thus I decided to try and roll the boulder up the hill yet again with Target Response. I mean, maybe it could be a serviceable cheap thriller? Maybe one of the anonymous, carefully-hidden authors behind what’s become a house name worked well this time?

Or not. But really, what did I expect?

There’s two barely connected plots that only stay together by virtue of sharing a common villain and “theme” of the Dog Team assassins being targeted for death by said villains. The first is a paint-by-numbers set piece in Nigeria that takes up the opening act. This at least doesn’t have very far to sink. But the second is another Dog Team member back home having to fight off a literal family of assassins, and it’s something that a better thriller writer could have done just so much better. The potential is lost and it falls flat, like the writing.

The writing style is extremely sparse and flat. It’s meant as a basic reading thriller, but comes across as just rote and artificial-which makes sense given what the series is. And yet I couldn’t help but think that in some ways this was actually, at least in context, better than many of the “rival” later Gold Eagles. The weapon descriptions aren’t quite as blocky and overstuffed. And while the plot is just as erratic and wrapped-up too quickly, there’s less outright obvious padding.

Now, there are so many more deserving books by both big and small name authors that I’d recommend over these literary clunkers. They still share the same basic and deep flaws. And as I said in the last Dog Team book review, going from “distinctively, memorably bad” to “forgettably mediocre” in many ways works against it. So this is kind of like saying one old-design, tiny cheap subcompact car is “better” than another old, cheap subcompact car. But I still need to give a bit of credit where it’s due.

Review: Magic Ops

Magic Ops

The book Magic Ops by T.R. Cameron, Michael Anderle, and Martha Carr is a secret agent urban fantasy action thriller. If this sounds like a big jumble, it is. And it’s a lightweight book even by cheap thriller standards. But there’s nothing wrong with that.

The action works surprisingly well. There’s a few wince-inducing moments like agents “shooting to subdue”, but other than that it feels good and manages to integrate the supernatural elements in a non-jarring way. The non-action parts of this still flow well also.

This is sort of a “51%” book, but it’s a good kind of 51% book. It’s never really slow or dull, and even if it rarely goes above “adequate”, it also more importantly never goes below it either. This and how it succeeds at bringing its different genres together when it could have failed makes me recommend it.

Review: The Thran

The Thran

J. Robert King’s The Thran is meant as a backstory novel in the setting of Magic: The Gathering. It tells the story of the ancient civilization that only existed in ruins by the time of The Brothers War, and the rise to power of Yawgmoth and Phyrexia. This setting, with its fusion of magic and technology (of course there are airships), and especially the twisted technomagical nightmare of Phyrexia itself, is my favorite part of Magic.

The setting and premise is good, as is its antagonist’s/evil main character’s portrayal, but this book desperately needed a better author. Lynn Abbey did Phyrexia’s nightmare justice in Planeswalker. King does not. Not only is the depiction of the human Yawgmoth merging with the plane done in a very “straightforward” manner, but he even “unplugs” and returns to being normal throughout the book afterward, as if the author didn’t feel like writing cosmic-level fantasy.

Which is a shame because not only is the setting good, but the alternate possibilities are there too. The Thran Empire was not exactly a paradise, and Glacian, the withering master technologist, comes across as someone who’d make for a great blue mana-themed villain in his own right, obsessed with building the better mousetrap at any cost. It’s potential that King simply couldn’t realize. So this feels like something only lore completionists would really like, which I feel was probably always the case.

Review: Enemy Of My Enemy

Enemy Of My Enemy

It’s been a long wait, but Peter Nealen’s Brannigan’s Blackhearts have finally returned in Enemy Of My Enemy, the latest installment in the series. The crew heads down into the Caucasus on a mission that’s dubious and ultra-risky even by their standards, and the result is a typically solid thriller. By now I know the structure used in the series, but that doesn’t make it a bad thing.

What’s interesting is that I’ve read this series so long that my tastes have shifted against its trends multiple times. When it was doing a giant multi-book arc, I’d gotten a little annoyed that it had abandoned light, easy standalone pieces. Now that it’s back to standalone books, I’ve gotten a little annoyed that it’s moved past big, ambitious arcs. But these are only small annoyances. They’re understandable and the works underneath are still excellent.