The Null Device

2008/4/8

As the Olympic torch continues its worldwide tour, surrounded by aggressive Chinese guards and hounded persistently by human-rights protesters, some have called for the protesters to shut up and keep politics out of sport. They would do well to read up about the history of the whole Olympic torch ceremony, which originated not in ancient Greece but in Nazi Germany:

He sold to Josef Goebbels – in charge of media coverage of the Games – the idea that 3,422 young Aryan runners should carry burning torches along the 3,422km route from the Temple of Hera on Mount Olympus to the stadium in Berlin. It was his idea that the flame should be lit under the supervision of a High Priestess, using mirrors to concentrate the sun's rays, and passed from torch to torch along the way, so that when it arrived in the Berlin stadium it would have a quasi-sacred purity.
The concept could hardly fail to appeal to the Nazis, who loved pagan mythology, and saw ancient Greece as an Aryan forerunner of the Third Reich. The ancient Greeks believed that fire was of divine origin, and kept perpetual flames burning in their temples.
But the ancient Games were proclaimed by messengers wearing olive crowns, a symbol of the sacred truce which guaranteed that athletes could travel to and from Olympus safely. There were no torch relays associated with the ancient Olympics until Hitler.
The route from Olympus to Berlin conveniently passed through Bulgaria, Yugoslavia, Hungary, Austria, and Czechoslovakia - countries where the Nazis wanted to extend their influence. Before long, all would be under German military occupation. In Hungary, the flame was serenaded by gypsy musicians who would later be rounded up and sent to death camps.

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Stephen Fry, who when he's not performing comedy is the Guardian's gadget columnist, is away, so in his stead, they've gotten Charlie Brooker to list his favourite video games of all time (or, at least, the first installment thereof):

Asteroids (1979, Atari) Of all the early monochrome classics, Asteroids was my favourite, because it's truly bleak. Rather than aliens or robots, your enemies are unthinking lumps of rock that are hurtling through space. Twirling somewhere in the middle of this cluttered void is your tiny, heartbreakingly fragile spaceship, armed only with a feeble electric peashooter. If Asteroids has a message, it's this: you are insignificant, the universe doesn't care about you, and you are definitely going to die. Brilliant.
Jet Set Willy (1984, Software Projects) Back in the day, you needed only a single programmer to create a game - and since said programmers were often geeked-out stoners, said games were often weird. Jet Set Willy's blend of flying pigs, in-jokes, Python and Freak Brothers references encapsulates the homebrew quirkiness of the cottage industry software scene of the early 80s. We shall not see their like again.
The Sentinel (1986, Firebird) You played a nomadic consciousness that had to absorb parts of the 3D landscape, then transfer itself inside a series of motionless avatars in order to travel - your goal being to ascend the highest peak before the ominous Sentinel stared you to death with his huge, cycloptic eye. In other words, it makes sense only when you play it.
(I vaguely remember that on the Commodore 64. Mostly in the context of it being somewhat unsatisfying to play. I imagine that, recontextualised as an interactive art installation or similar, it could perhaps have been more fulfilling.)
Kato Chan And Ken Chan (1988, Hudson Soft) An import-only title for the PC Engine (a tiny Japanese console), Chan And Chan was a below-average platform game - but one that revolved, startlingly, around shitting, farting and pissing. The point at which I first grasped the illicit joy of off-kilter Japanese imports. (Also for the PC Engine: Toilet Kids, a shoot-em-up in which you fired turds at flying penises.)

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