Author Archive

Eric’s VC&G Christmas Medley

Monday, December 24th, 2007

Vintage Christmas[ Editor’s Note: I asked Eric Lambert, a VC&G contributor, to write something entertaining for Christmas in the vein of his Halloween Spam poem. Just yesterday he delivered, sending me an MP3 of modified holiday jingles with a computer twist. It’s a tad cheesy, yes, but it’s full of fun and spirit. Thanks, Eric! ]


Listen to Eric’s Christmas Medley by clicking
the gigantic shiny button below [Requires Flash].


Download the MP3 file here or read a full transcript after the break.

[ Continue reading Eric’s VC&G Christmas Medley » ]

The Horror of Spam: A Halloween Poem

Monday, October 30th, 2006

The Spam Raven[ Editor’s Note: Eric Lambert recently sent me this creepy computer-related poem which he wrote a few years ago. While not exclusively “vintage” in nature, I thought you guys might enjoy it in the spirit of Halloween. ]


The Spam
by Eric Lambert
With apologies to E.A. Poe

Once upon a midnight dreary, while I pondered, weak and weary,
Over many a quaint and curious inbox of forgotten mail,
While I nodded, nearly sleeping, suddenly there came a beeping,
As of new mail, quietly creeping, creeping straight across my LAN.
” ‘Tis some friendly greeting,” I hoped, “creeping straight across my LAN;
Only this, and not more spam.”

Ah, distinctly I remember, it was in the bleak December,
With each separate link light blinking as the somber night began
Eagerly I wished the morrow; vainly I had sought to borrow
From my books a way to block, to block, I say, the flow of spam,
And let the rare and useful message enter through the flow of spam
Creeping straight across my LAN.

And the strident blinking beeping of this email message creeping
Thrilled me—filled me with fantastic terrors never felt by man;
So that now, to still the beating of my heart, I stood repeating,
” ”Tis some valid email creeping, seeking solace on my LAN,
Some late message creeping, seeking solace softly on my LAN.
This it is, and not more spam.”

Presently my soul grew stronger; hesitating then no longer,
“So,” said I, “let’s just see what missive comes across my LAN”;
But the fact is, I was sleeping, and so softly it came creeping
Into my inbox, that I didn’t notice how the words of subject ran,
I did not see, I tell you true, that the subject words were not of man;
Random words, they were — of spam.

Long into the message peering, long I sat there, wondering, fearing
Doubting, dreaming dreams that never should be dreamt by man:
“Grow it longer! Grow it straighter! Don’t be afraid! Don’t be a hater!”;
And the only words there spoken were the tortured ‘Not more spam!’
This I whispered, and in echo murmured back ‘Yes, it’s spam,
Creeping straight across my LAN.’

Back into the aether turning, all my soul within me burning,
Soon again I mailed the spammer, saying ‘Send me no more spam.’
“Surely,” said I, “surely, this will keep my email inbox clear.
Let me see, then, what this mail is, creeping now onto my LAN.
Let my heart be still and see, just what’s this new mail on my LAN?
What the freak!? It’s just more spam.”

Then, methought, the air grew denser, perfumed from an old condenser
Run by demons whose packets thudded on the network floor.
“Filth,” I cried, “may God have mercy on your soul for this!”
“But I will not!” I yelled. “And I will curse the name of all who spam!
And I will not rest until my inbox has been cleared of all this spam!”
I swore as I watched my LAN.

And the spam-mail, never ceasing, still is creeping, slowly creeping
To my email box, on my server, on my LAN;
And their words have all the seeming of a demon’s that is dreaming.
And the link lights slowly blinking shine their light upon my floor;
And my inbox from out that shadow that comes creeping on my network
Shall be lifted—nevermore!

What Was the First Computer Game You Ever Played?

Wednesday, October 25th, 2006

Eric's First Computer GamesAbout a month ago, RedWolf posted a column about the first computer he ever used, and it started me thinking about my specialty: computer games. What was the first computer game, of any sort, that I played? I’ve spent some time thinking about it and sorting through the memories, and while I haven’t quite arrived at a definite answer, the list can be narrowed down to a handful of titles. They may not be the absolute earliest games I ever touched, but these are the ones that drew me into the whole sordid world of being a computer geek.

Oregon TrailI could take the easy way out, and claim that The Oregon Trail was it and end the discussion there. The Trail was introduced to my whole generation during the early years of elementary school, while we sat in a library full of Apple ][‘s and had a teacher drone on about how to insert a floppy into the drive and close the door. Every school I attended seemed to love having students play it during the “pioneer” section of Social Studies class, but it honestly didn’t make a great impression on me. It seemed boring, repetitious, and almost impossible to win. And while I, like all normal kids, enjoyed leaving my path westward littered with dead animals and broken limbs, it wasn’t a title I sought out on my own for entertainment. It was too much a part of school work to ever be much of a game.

[ Continue reading What Was the First Computer Game You Ever Played? » ]

Eric’s Look at Trippy Computer Games

Tuesday, September 19th, 2006

The ManholeBack in the good old days of computer gaming (we’re talking late-80’s to mid-90’s here, folks), one thing that could be said about the games market is that it was a crap shoot. Before the advent of the Internet, the few dead-tree review magazines couldn’t keep up with the number of newly-released titles, and computer game companies didn’t seem to take advertising very seriously. This meant that the chances of knowing the details of a game before purchasing it were pretty slim. Usually, all a gamer had to go on was the box copy, and whatever word-of-mouth could be picked up while hanging out at the local Babbage’s.

Buying a game could be a gamble, pure and simple. Sure, Origin was a safe bet for action or role-playing, and Sierra was the uncontested king of the adventure genre, but so many smaller companies were trying to make it big that it was impossible to know exactly what would be on the shelf on any given day. Sometimes, a search though the $5 rack would reveal an unlikely-sounding game written by two guys in a smelly basement, only to be unmasked later as a true gem of programming skill. More often, a slick-looking box with beautiful images and promising descriptions would turn out, when unboxed at home, to fall somewhere between maddeningly dull and outright unplayable (I’m looking at you, Rocket Jockey). But rarely, very rarely, a game would crop up that would cause an immediate and almost-universal reaction among gamers: “What were those guys smoking, and where can I get some?”

[ Continue reading Eric’s Look at Trippy Computer Games » ]

Eric’s Look at Recycled PC Game Ideas

Wednesday, August 23rd, 2006

Recycled Game Ideas[ In this article, I’m testing a new image preview method. You can see a larger version of most images by hovering your mouse cursor over an image. Please let me know if you encounter any problems with this. — The Editor ]

Breakthrough technology. Innovative gameplay. Revolutionary features. It seems that every new game claims to incorporate some aspect that players have never seen before. From a marketing standpoint, that’s understandable. We all want value for our money, and what better hook is there than offering a fresh experience? What better enticement is there than a style of game we’ve never seen before?

Wolfenstein 3D and Doom reshaped the gaming market almost overnight by giving players a chance to step into the skin of their character. When Diablo first hit the shelves, one of its biggest selling points was the nearly-unlimited replayability afforded by its randomly-generated maps and quests. And Neverwinter Nights boasts one of the strongest online communities around, due in part to the extremely powerful editing tools that allow users to create adventures every bit as polished as what the game shipped with.

These titles are all examples of truly unique, one-of-a-kind ideas dominating, and changing, the gaming world. Or at least, they would be, if the ideas behind them really were unique. But how many gamers remember titles like Ultima Underworld, Castle of the Winds, Mordor, and Shattered Light?

[ Continue reading Eric’s Look at Recycled PC Game Ideas » ]

Old-School PC Copy Protection Schemes

Tuesday, August 8th, 2006

Finest Hour[This is Eric Lambert’s second submission to VC&G, with contributions and editing by RedWolf.]

Nothing seems to make headlines more these days than war and copyright infractions. Whether it has to do with movies, music, or games, “piracy” is now a household word, and media providers are searching for ways to reduce it and make money off of it at the same time. Hollywood’s Broadcast Flag. Sony’s rootkit debacle. Starforce. So much time, effort, and public goodwill has been wasted on the quest to prevent people from copying things.

Don't Copy That FloppyAll right. Did I scare off the casual passers-by yet? Because this isn’t a crusade to rail against the evils of modern copy-protection. No, I just needed a legitimate sounding opening to introduce what I really want to talk about: old-school copy protection. We’re talking “Don’t Copy That Floppy” here, folks — back in the days when men were men and boys had to learn how to handle boot floppies and extended memory.

Don't Copy That FloppyThe early copy protection schemes were much more analog than digital, and tended to fall into two categories: code wheels and manual lookups. That’s right, they used documents and devices that were physically separate from the program. While the games themselves were easy to duplicate, copy protection (C.P.) implementations weren’t. Moving parts, dark-colored pages, esoteric information scattered throughout a manual all meant that photocopying (when possible) could be prohibitively expensive. And without a world-wide publicly available Internet, digital scans and brute-force cracking programs were almost unheard of. For the most part, the C.P. methods were an effective low-tech solution to a high-tech problem.

So let’s take a look at a couple of them and revel in their oh-so-simple glory.

[ Continue reading Old-School PC Copy Protection Schemes » ]

Eric’s Collecting Adventures: Multilevel Shareware eBay Haul

Tuesday, August 1st, 2006

Eric's Shareware Haul[ Eric Lambert is the owner of an impressively large collection of PC software. I’m happy to welcome him to VC&G with his first contribution. — RW ]

Imagine my delight this week when a job lot of vintage games I won on eBay came with seven — count ’em, s-e-v-e-n — Softkey Titanium Seal shareware games still in their original packaging. Such forgettable classics as VGA Slots and Stellar Defense II and… hold on a sec, what’s this? Wolfenstein 3-D? The great-granddaddy of the FPS? Sure enough, my eyes did not deceive me, Wolfenstein 3D Shareware, complete with the laughably generic subtitle “Escape from Multilevel Castle Maze.” Reading the description on the back of the package, I try to remember that when this was hanging on a hook at Babbage’s, people probably had no idea what to expect from it. The genre was, for the most part, still in its infancy, and the technology was cutting-edge. The warning at the end is classic: “This game is not for the faint of heart.” I wonder if the guy who wrote that copy ever went on to play Carmageddon, Postal, or GTA 3.

Eric's Shareware HaulNow look at all the hit games also available from Titanium Seal. There’s…um…I guess Duke Nukem II kind of led into Duke Nukem 3D and the whole Quake revolution in shooters, but really, Wolfenstein was the big hit of the bunch, propelling id Software into its Doom phase. How many of the folks at SoftKey do you suppose gave Wolfenstein a second glance at the time? How many people involved in its publication had any idea of the impact it would have on gaming? How many careers do you think that one title launched? More than enough to make up for all the lost bets on the other titles? I remember playing some of them, and they were great games, but they never took off like Wolfenstein did. This Multilevel Castle Maze did what nobody really could have predicted — it revolutionized not only the way we play games, but the industry as a whole. It opened up new technologies, new styles of play, and a whole new level of marketing, an influence we can see in the online distribution models (like Steam) that are currently increasing in popularity.

And all for $5.99 (US). What a bargain!