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

Wednesday, October 08, 2014

I Support #SportsNight2014

Something wonderful happened on Twitter last Friday night.

That something was #SportsNight2014.

If you follow my writer persona, you may have noticed me retweeting some of my favorites:


And speaking of Fifty Shades of Grey, did you know that I, too, have dabbled in Sports Night fan fiction? It's true! Oh, it was many years ago, when I was a tender and callow fellow, but I still love my crazy pitch for the 9/11 episode of Sports Night—shown below.

(I'm only going to reprint the relevant portions of my original blog post from nearly twelve years ago, since many of my opinions have matured since then—in particular, I've become much more bullish on fanfic.)

Here's what I dreamed up on January 28, 2003:

My girlfriend [now my wife :) -CKL] gave me the Sports Night DVD box set as a Christmas present, and we watched the pilot episode last night. I noticed several things that I had forgotten about the show. The most heartbreaking was the opening shot, which had been missing from the syndicated reruns: the World Trade Center towers glittering in the night. [Note: that omission may not have actually happened, but it's what I remembered at the time. -CKL]

Sports Night is set in the studios of a fictional cable television network, CSC, presumably located in the World Trade Center in Manhattan. (I don't think this is ever actually mentioned in the show, but let's run with it for now.) And presumably, Comedy Central cut out that opening shot after September 11, 2001. I don't blame them for doing it. The show only ran for two seasons, from 1998 to 2000, and it would be pretty depressing to think, while watching the reruns, that those characters had perished later, when the towers collapsed...

So here's the Sports Night fanfic-- no, let's call it the lost episode, the one that Aaron Sorkin never wrote-- that I'd like to read. It's the September 11th episode, which I'm sure he would have done if the show had still been on the air. He did one for The West Wing, and Sports Night is set in Manhattan. In the World Trade Center.

It wouldn't be a flashback episode. That would be too easy, too simple a tearjerker: look how happy we were before! No, I think Sorkin's smarter than that. It would be a "bottle show," just like the 9/11 episode of West Wing-- set in a single room, or at least only on the standing sets for the show. No location shooting. Just talking.

I imagine it's in a coffee shop near the WTC. Maybe next to Battery Park. It's just after noon on September 11, 2001. The towers have collapsed, but there's still dust in the air. The Sports Night staff began evacuating right after the first plane hit the north tower. They think everybody got out, but they've been separated. Only a few of them made it to this coffee shop. Isaac, Casey, Jeremy, Natalie, some of the tech crew. Dan, Dana, and the rest are somewhere else. Nobody wants to say "missing."

This is Casey's story. His show, and the network which aired it, had been in danger of folding just last year. And then a stranger in a bar told Dana about coaxial cable, and CSC was bought by a holding company named Quo Vadimus. The network and the show were both saved. Jeremy and Natalie got back together. Isaac had recovered from his stroke. Things were looking up.

That was last year. That was this morning. And now, less than four hours later, the Sports Nights studio is part of a pile of rubble in lower Manhattan, and the two most important people in Casey's life-- Dan and Dana-- are missing. But nobody wants to say "missing." They say, "They're not here," or "They're somewhere else," or "I don't know."

It's all about the words, of course. That's why I love Aaron Sorkin. It's all about the dialogue.

Eventually, Casey blows up and says it: "They're missing!" That sets people off. Jeremy rants about Islam and how Arabs hate Jews, until Isaac delivers a disarming insight on race relations drawn from his rich life experience. The techies, still in shock, supply infrequent commentary on the sporadic news coverage coming from the television. The TV breaks; they try to fix it. Comic relief.

Emergency workers show up looking for water. The teenage kid behind the counter insists on charging them full price for the bottled water-- over $100. Casey watches the conversation, then finally loses it when the rescue workers can't come up with the cash. (Phones are down; credit card authorizations won't go through.) He goes ballistic on the kid and nearly punches him until he realizes how scared and confused the kid is. He doesn't know what to do. He's just a kid. All he knows is what the manager tells him.

Casey pays for the bottled water and helps the workers carry it out. The TV's back on. People are talking. Natalie confesses to Jeremy that she's scared of what's happened, and what might happen next, but she's more scared of how much he hates the Palestinians, and she can't understand any of it. Dialogue ensues. People are trying to use their cell phones, with varying degrees of success.

Natalie's phone rings. It's Dana's number, but it gets disconnected. Casey returns, grabs the phone, tries to call Dana. Nothing. He wants to go out and look for them. Others remind him that they agreed to meet here, everyone knows where this place is, what if they come back while he's gone? As if to support their argument, another one of the techies-- maybe Will-- arrives, bloodied, dusty, limping, barely coherent.

Important note here: this isn't ER or Third Watch. No spurting blood, no camera flying around as a screaming victim gets pulled out of an ambulance. The show isn't about physical injury or damage. It's not about the pain. It's about how we deal with the pain. It's about how much we want to say, and how little we are able to say.

Someone will, of course, make a joke at some point about how similar the names "Dan" and "Dana" are. It will snowball into something ridiculous, possibly involving sex-change operations or maybe just wigs, and people will laugh themselves silly.

Everyone in the coffee shop watches President Bush on TV, speaking from Barksdale AFB, explaining how security measures are being taken and trying to articulate what nobody can. The phrase "cowardly acts" sparks some discussion.

The show ends with no sign of Dan or Dana.

That's an episode I'd like to see.

Savvy readers will recognize my "ripped from the headlines" repurposing of the actual incident in which a New York City Starbucks outlet charged 9/11 rescue workers $130 for three cases of water. If I actually scripted this thing, I'd use that as the thematic linchpin. Maybe I will use it, or a modified and not legally actionable retelling, somewhere else someday. (This is where you comment and tell me someone has already done it better than I ever could have.)

I like what Sorkin did on West Wing and what he's doing on Newsroom, but I LOVE what he did with The Social Network because it's the closest he's ever come to recapturing the magic of Sports Night. I do appreciate what he attempted to do with Studio 60 on the Sunset Strip, but it (like West Wing and Newsroom) got bogged down in dealing with the actual work being done in the workplace in question.

Sports Night and Social Network were able to soar because we (the audience) never had to care that much about actual sports or software engineering. The important thing was seeing how the characters dealt with their jobs. We needed to know that the work wasn't life-or-death every damn day, and we also needed a conceptual air-gap to buffer us from having to understand how live television production or dynamic web sites actually work. (To put it in terms of Pixar story rule #4: we care more about the "One day ___" part than the "Every day, ___" part.)

It's not about the job. It's always about the people.


Curtis

Tuesday, December 17, 2013

SnoutCast #200: What's Next

In which we reveal our podcasting plans for 2014, and look back on some great interviews from our first four years.


[ Download mp3 - 25 MB ]

01:10 - "bicentennial"
01:34 - Listener Mail: it's pronounced LEHD-beet-ur
02:56 - you, too, should listen to Patrick Stewart's one-man-show of A Christmas Carol
03:53 - SnoutCast Future
10:23 - SnoutCast Present
16:33 - SnoutCast Past (see below for links)
22:37 - go watch some GC Summit videos, kid
25:36 - The End

What Else?
  • SnoutCast 47 "Before Midnight" - Don Luskin (~40min)
  • SnoutCast 64 "Homicide: Life on the Farm - 10 Years Later" - Sean Gugler (~1hr)
  • SnoutCast 168, 169, 170 "The Coin Heist Report with Glenn Willen" - Glenn Willen (~30min each)
  • SnoutCast 86, 87, 88 "Alternate Reality Games" - Matthew Schuler & Sean Stacey (~30min each)
  • SnoutCast 53 "GC Summit 2011 Panel: MY FIRST GAME" - Dan Egnor, Justin Graham, Jan Chong, Dann Webster, and Trisha Lantznester (~50min)
  • Keep watching the skies; also, Puzzle Hunt Calendar

Tell us we're wrong on the Internet! E-mail podcast@snout.org or post a comment at www.snout.org/podcast.

Music: instrumentals from "Code Monkey" and "Chiron Beta Prime" by Jonathan Coulton

[ Subscribe to SnoutCast / iTunes link ]

Curtis DeeAnn

Friday, August 16, 2013

Friday Flash Fiction: "My Least Favorite Martian"

Read "My Least Favorite Martian" at 512 Words or Fewer

According to Wikipedia:
My Favorite Martian was produced at the same time as other situation comedies that featured characters who could do extraordinary things, as a parody of the standard family situation comedy. The show was an example of science fiction comedy, differing from Bewitched and I Dream of Jeannie in that the central character was a man, and in that he relied on science and advanced technology rather than magic.
I distinctly remember watching reruns of Bewitched, I Dream of Jeannie, Star Trek, and Space: 1999 while growing up. This probably explains a lot about who I am today.

Curtis

Thursday, October 11, 2012

This is My Enterprise


Image from Wikipedia

United Federation of Planets, Starfleet, Constitution-class heavy cruiser refit, launched in 2273. This is the first starship I truly loved. This is my Enterprise.*

I was born four years after TOS went off the air (personal trivia: though I fastidiously searched out reruns, I didn't actually see "The Trouble with Tribbles" until years after I'd seen every other episode of the original seventy-nine). I'm sure I saw TMP when it opened, but the one that stuck with me was Wrath of Khan. Those red uniforms, the James Horner score, all the visual effects (especially the nebula sequence), and the production design (especially the starships)--that was my Trek.


There was more to come, but it would only succeed, not replace. I loved TNG; it was the first Trek I actually watched on television as it aired (I also missed TAS, for obvious reasons), starting in my first year of high school and ending in my junior year of college--but not really, because there was still DSN and then VOY, providing a solid fourteen years of continuity. (We're not going to talk about ENT. Just... no. But wow, apparently I was a really cranky blogger back in the early 2000s.)

I grew up with TNG, and Trek grew alongside me. I loved the expanded universe we got to see through those interconnected series, but it was a different aesthetic than the previous adventures, which had been all about one ship and one crew. I'll never forget seeing Khan when I was nine years old, being totally freaked out by the Ceti eels, not really understanding that Spock was dead (and allowing my father to convince me, on the way home from the movie, that my favorite character was "just unconscious"), and regardless of everything, wanting to live in that world, on that starship.


Image from BoardGameGeek

Different things about later Treks would captivate me--the insane detail of the TNG writers' tech manual (a photocopied version of which I found for sale at a convention), Picard's gravitas, Data's fine-tuned humor, DSN's sprawling politics, the EMH's sarcastic wit--but nothing caught my eye quite like the look of that TOS-movie-era Enterprise. And it still makes me nostalgic for that time, when I was also deep into comics and enthralled by the brazen narrative of the 1980s DC Trek books, which danced around canon and told unforgettable stories (go find a copy of The Mirror Universe Saga and tell me I'm wrong).

Even now, when someone utters the word "starship," or when I'm doodling in my notebook, the first image that comes to mind is from Star Trek. But it's not the classic TOS model, or the revolutionary Enterprise-D** (and certainly not the Abramsverse oddity). It's the NCC-1701-A refit, and it always will be.

This is my Enterprise.


a recent sketch



* Nitpickers will note that the images here actually depict the Enterprise-A, technically a different vessel--either the Ti-Ho or the Yorktown, depending on which non-canon source you believe--which Starfleet renamed to replace the ship destroyed toward the end of Search for Spock. But it's the exact same model, and just about everyone now uses the "A" designation to distinguish this design from the TOS Enterprise. Get over it.

** By the way, I can still tell at a glance whether I'm looking at the original six-foot model or the smaller, four-foot model built later to make motion control shots easier. I am a huge fucking nerd, and I'm okay with that.

Curtis

Thursday, May 10, 2012

Snout Games FTW (Part 4 of 4)

Last week, Mike Selinker's Wired article on "The 10 Greatest 'Games' Ever Played" mentioned 4 different Team Snout productions. Let me show you them.

Previous: Police Detectives!

8. FoBiK coffin

Here's the coffin being inspected on location, inside a self-storage space in Oakland, by GC member Jeff Allen. (Photo by Curtis C. Chen)



And here's a look at the electronics inside, built by GC member Cary Roberts. There was no actual power switch, so we had to take some reference photos to show which wires to connect to turn on the device. (Photo by Curtis C. Chen)



Two switches had to be closed to activate the audio playback: first, a spring-loaded sensor inside the coffin, requiring someone to rest their head inside the coffin (right on top of the speakers); and second, a contact in the hinge, so the lid actually had to be closed. By the time the last team went through, both switches had been broken and jammed into their "on" positions. That's okay--we heard that some teams refused to get in the coffin at all, but this way, they were still able to enjoy the puzzle.

The coffin itself was built by GC helper Todd Stansell, who took it home after The Game and used it as a coffee table until his wife got sick of it. It eventually ended up with our friend (and current GC member) Acorn Pooley, and periodically shows up as a prop in his annual Halloween haunted house.

For more information about FoBiK, check out our GC wrap-up site.

And that's it for this trip down memory lane! If you'd like to hear more about what happens behind the scenes at Game Control, tune into the SnoutCast every Tuesday morning.

Would you like to play The Game? You're in luck: Team Snout is planning another event for this August in Portland, Oregon. Go to WarTron.NET for more details!

Curtis

Wednesday, May 09, 2012

Snout Games FTW (Part 3 of 4)

Last week, Mike Selinker's Wired article on "The 10 Greatest 'Games' Ever Played" mentioned 4 different Team Snout productions. Let me show you them.

Previous: Superheroes!

6. Homicide: Life on the Farm Nitinol

I don't have any photos of the finished clue, but here's GC member Jeff Allen working on the "jigs" we used to hold the pieces of memory wire in place during the baking process. We used an industrial oven to get high enough temperatures to "encode" the shapes we wanted, but we also needed other materials which would stand up to that much heat. I think the final build used steel wire to secure a bundle of Nitinol to each letter-shaped length of copper tubing (shown here being bent into shape by Jeff). (Photo by Curtis C. Chen)



You didn't actually have to set the wires on fire, and they didn't actually melt (though the plastic flags attached to the wires did, for at least a few teams). One team laid out their wires on top of their van's engine block, which generated enough heat to activate the Nitinol's shape memory.

Overall, we got a lot of great feedback, including one player who thought it was "[u]nbelievable stuff--that was so beyond my comprehension, it was like X-files shit." Given that this was the first Game we ever ran, and many things didn't go quite right, it was encouraging that this clue turned out so well.

ObSnoutCast: You can hear a team phone call from HLOTF and Jeff on working with Nitinol, plus a 10-years-later retrospective with GC member Sean Gugler!

For more information about the Homicide Game, check out our GC wrap-up site.

Next: Scary stuff!

Curtis

Tuesday, May 08, 2012

Snout Games FTW (Part 2 of 4)

Last week, Mike Selinker's Wired article on "The 10 Greatest 'Games' Ever Played" mentioned 4 different Team Snout productions. Let me show you them.

Previous: Wizards!

2. Justice Unlimited petitions

After a purposefully chaotic icebreaker activity at the start location, teams were issued clipboards with petitions calling for the banning of "dihydrogen monoxide" and told to canvass the area collecting signatures. No further instructions were provided. Many costumed teams wandered through Ghirardelli Square. (Photos by Karl Larson)





This clue/activity is also mentioned at the very top of the Wikipedia page for The Game, and I think it was memorable because it captured many of the magical, non-puzzle aspects which make The Game so much fun. The actual solution wasn't very complex--teams just had to find the right people, planted by Game Control, who would "sign" with the name of the next location. But it was an experience you probably wouldn't ever have outside of The Game.

The wrist-mounted computers weren't used for that first clue, but teams did have to enter most of their puzzle answers into the device, which would tell them where to go next. This Game also featured the Bat-Blinker gadget, which used the same persistence-of-vision display trick as the later Hogwarts wand.

For more information about the Justice Unlimited Game, check out our GC wrap-up site and Larry Hosken's "Operation Justice Unlimited" report.

Next: Police Detectives!

Curtis

Monday, May 07, 2012

Snout Games FTW (Part 1 of 4)

Last week, Mike Selinker's Wired post on "The 10 Greatest 'Games' Ever Played" made a bit of a splash within the Game community. (I was personally quite chuffed that 40% of the events he called out were Team Snout productions.)

Before the article went up, Mike posted on Facebook asking if anyone had photos from any of the events they'd be willing to share. I sent him a few pictures which Wired didn't use in the end, but since I had already spent the time digging them up, I figured I might as well do a show-and-tell here over the next few days.

Starting at the top of Mike's list...

1. Hogwarts wands

Here's Sean Gugler (late of Doctor When Game Control) testing the wand prototype. The cable is providing power, and sending data back to a laptop which records the wand motions. We had everyone on GC cast the same spells, so wand-maker Acorn could see how much variation and "slop" there was in different people's movements and adjust the recognition software accordingly. (Photo by Curtis C. Chen)



Here's Seth Golub of Team RadiKS (Relaxed Alchemical Dilettantes Investigating Kurious Spells) in wand class on Saturday, demonstrating the "Nope!" response which indicates an unrecognized spell. You can see the full reference for turning spell names (puzzle answers) into wand motions starting on page 43 of our Hogwarts textbook (5MB PDF download). (Photo by David Lindes)

Nope!

And a couple of photos from the grand finale on Sunday, when every team had to cast the same spell simultaneously to defeat our villain. Not surprisingly, the bad guy turned out to be the Defence Against the Dark Arts teacher, played by Sean. (Photos by Team Snout)





For more information about the Hogwarts Game, check out Larry Hosken's "Hogwarts Inside Out" write-up and our GC wiki.

Next: Superheroes!

Curtis

Saturday, February 11, 2012

Yes, Mom, That IS Me

Herewith, an excerpt from I'm Feeling Lucky: The Confessions of Google Employee Number 59 by Douglas Edwards, page 354:


(I'm pretty sure this is the first time my name has appeared in an actual book from a major publisher. Top of the world, ma!)

You can read more about that recruiting campaign, including details on several of the puzzles, on MathWorld News: Mathematica's Google Aptitude. And though I didn't come up with the idea for the billboard, I am the guy who calculated the proper ten digits for the domain name (with a Python script, natch) and then leaned on Schwim to get the server deployed in time. I should also point out that many of the puzzles were contributed by other engineers who knew their math a lot better than I did.

Anyway, I'm Feeling Lucky (an impulse checkout from my last trip to the public library) was a nice trip down memory lane--Doug's employment at Google overlapped my time there by maybe two years, and I later worked with one of his successors in marketing, Dylan Casey, on another puzzle project. Given my personal connections to the subject matter, I'm not sure I can give an objective review of the book, but if you've ever wondered what life inside the Googleplex is like, this book will give you a taste. (Current Googler Larry Hosken is also a fan.)

Curtis

Tuesday, May 10, 2011

SnoutCast #64: "Homicide: Life on the Farm - 10 Years Later"

Team Snout ran our first weekend-long puzzle hunt a full decade ago, in May of 2001. This week, we have an extra-long chat with Sean Gugler about some of his contributions to that event and what we've learned (or not) since then.


[ Download mp3 - 53 MB ]

00:59 - "homicidal"
01:13 - Special Guest: Sean Gugler!
03:06 - Yup, it's really been ten whole years since HLOTF
05:03 - In which we don't know how much we don't know
06:45 - Whence "only GC thinks that's funny?" Also, a bad red herring.
08:26 - Being GC changes your perspective as a player
13:45 - Sean's Rubik's Cube clue
23:30 - Dispatch recording: "McBain says don't fuck up"
25:40 - (our wedding invitations were featured on Fluxx Love Stories)
26:02 - Sean's 98 Degrees CD clue
31:15 - Food clues, esp. packing peanuts and cinnamon cookies
32:50 - Dispatch recording: synonym cookies
35:09 - Sean's contributions to the Simon Says clue
42:28 - Scouting and photographing Dennis the Menace Playground
45:19 - Dispatch recording: nobody likes the "double-U"
47:22 - Sean's current project: the Doctor When Game!
51:37 - Learning to let go of what teams won't care about
56:16 - Upcoming events info at PuzzleHuntCalendar.com
57:45 - The End

Got a comment or question? E-mail podcast@snout.org or post at snout.org/podcast!

Music: instrumentals from "Code Monkey" and "The Future Soon" by Jonathan Coulton

[ Subscribe to SnoutCast / iTunes link ]

CKL DeeAnn Sean

Tuesday, February 22, 2011

SnoutCast #53: "GC Summit 2011 Panel: MY FIRST GAME"

And now, for your listening pleasure: a complete audio recording of the "My First Game" panel discussion (~40mins) from this year's Game Control Summit. Video will be online soon!

The panelists were:

[ Download mp3 - 45 MB ]

00:59 - "colloquial"
02:47 - "My First Game" panel discussion
03:08 - Introductions
07:00 - How did you find out about "The Game" and get involved?
16:15 - How did your expectations compare with the first event you played?
20:52 - Justin's show and tell: marble maze clue from Megahard (2000)
24:08 - (continuing with first-Game expectation vs. reality...)
29:23 - Dann's true confessions: broken bones in Justice Unlimited (2004)
32:49 - What has kept you playing and involved in the Game community?
46:47 - Upcoming Events: Iron Puzzler (2/26-27), DASH 3 (4/30)
48:10 - The End

Got a comment or question? E-mail podcast@snout.org or post at snout.org/podcast !

Music: instrumentals from "Code Monkey" and "A Talk with George" by Jonathan Coulton

[ Subscribe to SnoutCast / iTunes link ]

CKL DeeAnn

Tuesday, December 28, 2010

SnoutCast #47: "Before Midnight"

This week's guest: Don Luskin, one of the creators of "The Game" which directly inspired the movie Midnight Madness. See Puzzalot's history posts for more background, including newspaper clippings.

ALSO: We're on vacation for the next two weeks. SnoutCast will return on January 18, 2011. Happy New Year!


[ Download mp3 - 37 MB ]

No show notes this week--just listen. It's good for you.

Music: instrumentals from "Code Monkey" and "A Talk with George" by Jonathan Coulton

[ Subscribe to SnoutCast / iTunes link ]

CKL DeeAnn Jasper

Tuesday, December 07, 2010

SnoutCast #44: "This Clue Is Not The Game"

To make up for our missing last week, here's an extra-flavor, extra-fun, extra-long episode to celebrate the return of DeeAnn. You're welcome.


[ Download mp3 - 51 MB ]

01:03 - "catholic"
02:29 - DeeAnn advances an unpopular viewpoint
03:03 - how is The Game like a wedding? (we seem to talk about this a lot)
05:46 - the Double Down sandwich exception
08:21 - free advice for first-time GCs
10:18 - "...unless you're making a turkey cake"
13:45 - how Team Snout GC sets goals and evaluates success
16:19 - let GC be GC
19:08 - puzzle quality is not a deal-breaker, Q.E.D.
20:47 - the super-importance of clear communications
24:23 - ("Cake of Arsenic" is the name of my Korn cover band)
28:30 - Listener Mail:
28:47 - ...from Brett, re: "Supplies!"
34:44 - ...from Alexandra, re: "The Muppet Movie Game Update"
39:17 - ...from Matt, re: "Ghost Patrol BANG Debriefing"
41:36 - sidebar: what is the plural of "shout out"?
42:58 - (this happens more often than you might imagine)
49:59 - Upcoming Events: Puzzled Pint (12/14, Portland), Iron Puzzler (?), GC Summit (?)
51:19 - (I'm sure someone will run an Inception Game at some point)
53:06 - wait for it...
55:05 - The End

Music: instrumentals from "Code Monkey" and "Chiron Beta Prime" by Jonathan Coulton

[ Subscribe to SnoutCast / iTunes link ]

CKL DeeAnn Jasper

Sunday, October 31, 2010

Postcards #48 and 49



Two wonderful homemade postcards from our good friend Loren. We do miss the Mountain View Farmer's Market. And In-N-Out. And randomly running into people we know while we're out and about. Little things mean a lot.

CKL

Wednesday, October 13, 2010

Postcard #23


Tony Choe is one of my oldest friends. We attended high school together, where we shared many experiences--from AP English classes to marching band to Latin conventions to... yeah, yeah, we were a couple of huge nerds. But you know what? We run shit now.

DeeAnn and I visited Tony and his wife Eunju during our 2008 road trip, before they had moved to their new house or announced Eunju's pregnancy. Their daughter, Adrienne, is now one year and a few months old, and she's growing up in a great place with excellent parents.

CKL

Monday, October 11, 2010

Postcard #21


From our globe-trotting friend Susan, who introduced us to the flying trapeze a few years ago. We don't get to hang out with her nearly often enough.

CKL

Thursday, October 07, 2010

Postcard #13


I went to high school with David Ozenne and Stephanie Haussmann. They were dating then, and they're now married with three children, all boys. They've been together for the better part of twenty years. I'm glad we've kept in touch.

CKL

Tuesday, July 06, 2010

Comic Book Report: Star Trek Archives Volume 1: Best of Peter David


This was an "impulse buy" at the library, found while browsing the comic books (which always appear to be shelved in the "teen" section, unless they're black-and-white indie titles--but that's another topic).

I think I actually own most of the original issues collected here, but this was much more convenient than digging through my parents' garage. The first story is the best; it's commonly known within Trek fandom as "Scotty's Story," and it is an unabashed tearjerker. Some say that Trek is best when it's not being Trek--i.e., when it's not telling a straight science fiction story, but simply using the setting as a backdrop and mining the well-established characters and relationships for drama--and this is a perfect example.

The other two stories in this collection are okay, but not great. The "Worthy" three-parter, co-written by Bill Mumy, strains credibility and falls pretty flat if you don't pick up on all the Lost in Space references. "Once a Hero" does a decent job of dramatizing the plight of the redshirt, but the TNG episode "Lower Decks" did it much better.

Buy the book: Powell's, Amazon (affiliate links)

CKL