Bill Lyon on Ed Snider

With the passing of Philadelphia Flyers founder Ed Snider, many encomiums have flowed forth, among them one by Bill Lyon, writing, as ever, in the Inquirer, as he is wont to do during signal moments in Philadelphia sports history.

Ed Snider by Michael Allen Goldberg via a Creative Commons Attribution-Share Alike License on Flickr

In “Snider Brought Championships to Philadelphia” (Philadelphia Inquirer, April 11, 2016), Lyon encapsulates the qualities that made Ed Snider (or, rather, Mr. Snider, his legendary honorific despite his protestations) an outstanding figure in Philadelphia and the world of ice hockey:

Ed Snider, in many ways was the model of what you want in an owner. He was a man of great passion. He poured himself into his team and more than once yielded to volatility. Incensed by what from his Nero box was perceived to be an outlandish call, he would storm out, ruddy face turning fire engine red.

Ed Snider introduced the city to hockey, taught it, and was rewarded for his efforts by a select fan base, a fiercely loyal following that achieved cult status.

Ed Snider, above all, was a fan, of hockey and of the Flyers. He wanted, above all, for the Orange and Black to win, and while the decisions he made towards that end were not universally successful, there’s no denying his passion and desire for this team. For his team, for my team, for Philadelphia’s team.

Thank you, Mr. Snider.

(Image courtesy of Michael Allen Goldberg via a Creative Commons Attribution-Share Alike License on Flickr)

Doctor Who Project: The Krotons

Doctor Who Project: The Krotons

No one goes into the wasteland.

Imagine a warship, piloted by crystalline life-forms, that runs out of energy on a planet populated by a mentally undeveloped species. Because their ship is powered by mental energy, the crystalline life-forms must raise that primitive society to high intelligence over thousands of years in order to find suitable candidates to plug into the engine. Sounds smashing and just a bit sinister, yes? Well, not the Doctor Who version of the story, Robert Holmes’ “The Krotons” (Story Production Code WW).

Despite the relative strength of the concept, “The Krotons” just falls a bit flat in almost all aspects, from the uninspired design of the malevolent Krotons themselves through to the weak characterizations of the native Gonds and their internecine politics. Thrown in a bit of Keystone Kops near-misses between Zoe and the Doctor on one hand and Jamie on the other and the result is a workmanlike yet unremarkable four episode story that nevertheless hews to the overarching theme of the Second Doctor’s tenure: the importance of thinking for oneself rather than letting a machine do it for you.

Looks like (acid) rain.

The story starts agreeably enough, with the Doctor, Zoe, and Jamie arriving on a planet with two suns, necessitating the deployment of the Doctor’s “favorite umbrella” to ward off the heat. The TARDIS lands in a malodorous area of high sulfur content and interesting mineral deposits such as mica and tellurium, allowing the Doctor and Zoe to banter a bit about chemical compositions. And, pleasantly, it’s all foreshadowing, because the particular minerals play directly into the plot’s resolution. For, you see, if you know enough chemistry, you know that tellurium, from which the Krotons’ organic spaceship is conveniently made, is soluble in sulfuric acid, which the Doctor knows how to manufacture from the rocks at hand. It’s fairly clear how this one will end…

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Compu-Krushchev: Twilight Struggle Digital Edition (GMT Games/Playdek)

If you think it’s hard to get your friends to play your complicated wargames with you, try getting a computer to do it. Playdek and GMT Games have given it a try with their digital edition of Twilight Struggle, a card-driven conflict simulation of the Cold War, originally released in 2005, that just happens to be one of GMT’s very best sellers of all time and a cross-over hit with non-wargamers.

I’ve had a chance to spend some time with the early access version of the game, which I received by virtue of backing the game during its 2014 Kickstarter campaign. I’m certainly no pro at Twilight Struggle, but while I was able to win my first two games (via Final Scoring, once each as the USA and USSR), I was pleased with the amount of resistance the Artificial Intelligence put up. The designers have provided a nice look at their efforts to teach the game to the AI, and I found the AI’s unpredictability to be its greatest asset.

Usually, against my regular Twilight Struggle opponents, I have a rough sense of their thinking process and can broadly figure out what’s coming next. Against the AI, I had zero idea why, for instance, there were influence plays into Central and South America in Turn One. (They are regions that do not score until Turn Four at the earliest, making them low priorities.) That unpredictability nicely encapsulates the experience both governments had of not entirely understanding their opponent’s intentions during the Cold War, I suppose, and I needed to play, quite happily, a much different game than usual because of it. Further iterations of the AI can only increase its strength and gameplay.

The interface gave me more of a challenge than the AI, I must admit.

Early Access Twilight Struggle Digital Edition Interface

Twilight Struggle involves quite a bit of information for the player to keep track of, and to its credit, the interface keeps most of it accessible to the player at all times. The top row of information feels cramped, though, and for a player not familiar with all of the cards, the lack of immediate information about their powers could be off-putting. There’s a real mishmash of fonts as well that can be a bit jarring. I’d have preferred a cleaner, more consistent aesthetic, using the font from the cards themselves as often as possible. The interface feel is of a tablet/phone game—understandable, as that’s the target market here. The Mac/PC port plays well enough, particularly when taking advantage of the larger screen space allowed. Too, this is still early access software, so hopefully changes will be made to clean up the interface a bit.

Not a bad scoring play

Overall, my qualms about the presentation aside, it’s nice to have a version of Twilight Struggle playable on computer and against a computer opponent. Throw in the ability for online play and there’s the real possibility that, thanks to this digital edition, Twilight Struggle will remain one of my most played games of all time.

Doctor Who Project: The Invasion

Doctor Who Project: The Invasion

Ah, shut up, you stupid machine!

On tuning in to “The Invasion” (Production Code VV), you could be forgiven for thinking you were watching ITV instead of the BBC. That moody, suspenseful, jangling music! The sense of dread and dark shadows caused by the angular camerawork! Is this Doctor Who or Danger Man? Only seeing Patrick Troughton instead of Patrick McGoohan puts the matter firmly to rest.

Patrick Who?

While writer Derrick Sherwin (working from a story by Cyberman creator Kit Pedler) grounds events firmly in the realm of Doctor Who, there can be little doubt that director Douglas Camfield kept abreast of his contemporaries’ work. The style breaks new ground for the show, bringing a more modern feel to the framing and pacing, and carrying on from his earlier work on “The Web of Fear.” Indeed, in many ways, “The Invasion” serves as a sequel of sorts to that show about Yeti in the London Underground, as the Doctor and his companions Jamie and Zoe arrive in contemporary London and seek out Professor Travers, himself a veteran of “The Abominable Snowmen” and “The Web of Fear,” for help in repairing some faulty TARDIS circuits.

Prior to reaching London, however, there’s a little matter with a missile. Upon materializing in orbit around the dark side of the moon, the TARDIS finds itself under attack and just barely escapes a missile fired at it from an unknown lunar base that has a spaceship guarding it. The TARDIS makes an emergency materialization on a farm in the English countryside, and, in the first of many curious non-sequiturs in this eight episode story, the focus turns directly to fixing those circuits, with no more worry paid to the source of the missile. The Doctor and friends hitch a ride to London from a truck driver, who quickly pulls off the road to hide. The TARDIS has arrived inside The Compound run by The Company, and when the driver realizes that they are not part of The Community, he endeavors to sneak them out. The weight given those words echoes, perhaps unintentionally, another ITV product, The Prisoner. There’s a very real sense of danger and the unexpected, rather new for Doctor Who, compounded by the driver being gunned down in a most violent fashion by toughs in dark glasses and motorcycle helmets after he has gotten the Doctor, Jamie, and Zoe out of harm’s way.

And then, in an exceedingly odd transition, we’re treated to a fashion show.

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Beer Notebook: Oskar Blues’ Death by Coconut

Oskar Blues' Death by CoconutI’m not a huge fan of concept beers, and far less a fan of “stunt” beers—lager with a chili pepper in it, I’m looking at you. Combining lots of ingredients with an eye towards producing a particular flavor usually falls flat with me. Indeed, I’m of the opinion that one of Germany’s greatest contributions to world civilization is the Rheinheitsgebot.

Nevertheless, I have a soft spot for chocolate beers, and Oskar Blues Brewery’s entry in the field, Death by Coconut, manages to draw out a strong yet subtle coconut flavor without overwhelming the palate. It tastes very much like a liquid Mounds bar, and that’s a fine result. The beer hews closely to the porter profile otherwise, with a slightly stronger alcohol content than normal (6.5% ABV) and a fine, lacy head. It drinks smoothly with very little bitterness in the aftertaste.

Sometimes chocolate beers can carry too much sweetness, but Death by Coconut avoids the “desert beer” category with a mellow sweetness and a light, thin mouthfeel. Still, one in a session feels like plenty, unlike, say a Young’s Double Chocolate Stout, which remains the pinnacle of session drinkable chocolate beers.

I secured a four-pack of Death by Coconut in late January, but it is apparently a seasonal beer, so if you see them on the shelf, pick one up before they’re gone. It’s worth seeking out, unlike most concept beers.

Doctor Who Project: The Mind Robber

Doctor Who Project: The Mind Robber

I have yet to see a robot that can climb.

Just when you thought you knew what was coming next on Doctor Who, the series proves it can still deliver surprises at tea time. Looking beyond the normal stable of writers—and the normal monster-and-threatened-base storyline—the producers brought in an outsider, Peter Ling, for the wholly unexpected “The Mind Robber” (Series Production Code UU), an extended rumination on the meaning of fiction and reality and the interplay between them. And, don’t worry, there are menacing robots, too. This is still late ’60s Doctor Who, after all.

The White Robots Attack!

The cliffhanger from the end of “The Dominators” sees the TARDIS about to be swallowed up by lava, but sadly, the fluid links simply can’t handle the load, and they begin to spew poisonous mercury vapor once more and prevent a normal departure. (Must have been an off-brand of mercury they loaded up with at the end of “The Wheel in Space.”) The only way out is by using the “emergency unit,” which the Doctor is hesitant to install, because “it moves the TARDIS out of the time-space dimension, out of reality.” Jamie forces the Doctor’s hand (literally, by smashing down on his hand and triggering the device) and off the TARDIS goes, to nowhere.

The Doctor wants nothing to do with nowhere and with nothingness, so he instructs his companions to stay in the TARDIS while he makes repairs in the Power Room. He’s positively spooked, in fact, jumping with fright when Zoe walks in during the repairs. Possibly this is due to her having changed into a sparkly jump suit, but more likely has to do with his nervousness at being outside the time-space continuum. Nothing good comes from nothingness. As he tells his pant-suited companion, “It’s only the unknown that worries me, Zoe.”

The TARDIS has been outside of time and space before, arguably in “The Edge of Destruction” and, more definitively, in “The Celestial Toymaker.” As in the latter story, there’s a force out there in the nothingness that tempts the Doctor and his companions out by manipulating the TARDIS scanner, this time showing images of their homes, Scotland (for Jamie) and the City (for Zoe). And no sooner do Zoe and Jamie succumb to the temptation than they find themselves in a Beckett play.

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