Friday, July 24, 2026
Domino Park
Sunday, January 25, 2026
Saturday, January 24, 2026
Monday, October 20, 2025
The Sorcerer (1965)
When I look at Frank Frazetta’s The Sorcerer, I’m reminded not of medieval alchemy or forbidden incantations, but of the kitchen tables of my youth. I'm reminded of Magic: The Gathering games played with friends in middle and high school. The flickering firelight in Frazetta’s painting feels like the same energy that burned in those long afternoons when we, too, were sorcerers.
In Magic, we conjured creatures, cast spells, and countered each other’s enchantments in a battle of intellect and imagination. We carried our cards everywhere — to school, to church, to each other’s homes — bound in rubber bands and packed like relics in our backpacks. Laying them out on a friend’s table was its own small ceremony. We traded, debated, and experimented with endless combinations of color and power. My decks were usually blue: the color of illusion and intellect, of control through subtlety. I loved the enchantments, the enduring spells that reshaped the battlefield slowly and methodically. There was art in that restraint, and satisfaction in building something that lasted beyond a single turn.
Looking back, those games were more than pastime, they were community. They taught us to imagine, to negotiate, to lose and forgive. They were a world we built together through shared rules and unspoken trust. Frazetta’s Sorcerer, with his raised hands and open book, embodies that same impulse: to summon something greater than oneself through ritual and collaboration. The monster he faces could be fear, uncertainty, or simply the raw energy of creation. What mattered was that he dared to call it forth.
Frazetta’s influence runs deep through the world of fantasy art and gaming. Long before Magic or Dungeons & Dragons, he gave form to our collective dreams of adventure. He created a language of dark towers, enchanted blades, and the eternal struggle between light and shadow. His work created a shared aesthetic imagination, one that still echoes in every illustrated card and rulebook. Each game, in its own way, is a continuation of that same act of summoning: calling a world into being, if only for the span of an afternoon.
What strikes me now, as a teacher, is how rare those moments have become. In a time before phones, we gathered in person to play. We sat for hours, talking, laughing, teasing, arguing, and when tempers flared, making up again. Those sessions were formative in ways I could not have understood then. They taught patience, empathy, and resilience. They taught us lessons that live on far beyond the game table.
Today, in my classroom, I try to create those same spaces of play. We keep decks of cards, dominos, and chess sets on hand. Between assignments, I’ll see students challenge each other across the table — sometimes tentative, sometimes fierce — but always engaged. I join them when I can, not just to play, but to share in that ancient ritual of human connection. There’s a kind of quiet beauty in it: the sound of shuffling cards, the clack of dominoes, the murmured laughter that fills the room.
Play, I’ve come to believe, is not a distraction from learning but one of its purest forms. It is through play that we learn to imagine, to strategize, to empathize. Through play we learn to be human. Games remind us that creativity is communal, that meaning is made together.
In Frazetta’s Sorcerer, the act of summoning becomes a metaphor for that same process. Each of us, in our own way, stands before the fire, calling forth imagination and daring to shape it. Whether it’s in a fantasy painting, a deck of cards, or a classroom full of students, the magic is not in the spell itself. The magic is in the gathering, the shared belief that something wondrous can happen if we only sit down together and play.
Thursday, July 3, 2025
Sunday, June 15, 2025
Atari Video Game Mass Grave
There’s something oddly poetic about standing outside a chain-link fence in the New Mexico desert, squinting through metal and dust at a slab of concrete that marks one of the most famous failures in tech history. The site was closed by the time we got there, which felt fitting somehow. Atari’s burial ground—sealed, silent, and half-forgotten—didn’t need us to walk its dirt to tell its story. It was already legend.
We stood on the other side like mourners at a gravesite, not of a man, but of a moment. This was the place where the dreams of early digital pioneers were literally bulldozed and buried—where unsold cartridges of E.T. the Extra-Terrestrial, Pac-Man, and a slew of other unwanted relics were dumped and entombed in 1983, victims of a crash that nearly ended video games before they began.
Most of what I know I learned from stories: how Atari, in a frenzy of hubris, rushed the development of E.T. in just five weeks; how millions of unsold games piled up in warehouses and came to symbolize the overreach of an industry chasing gold and striking dirt instead. So they hauled the shame to Alamogordo, crushed it, buried it, and tried to forget.
And for decades, people did forget—until the rumors wouldn’t stay buried. In 2014, a documentary crew led a dig to find out if the legend was true. It was. They unearthed the cartridges, warped and dusty, beneath layers of trash and time. The film (Atari: Game Over) captured the strange poetry of it all: a man who once coded the most mocked game in history watching it get pulled from the earth like an artifact.
Some of the games were reclaimed, preserved, and even sold—like relics from a digital Pompeii. What was once ridiculed became coveted. E.T. the Video Game found its place not just in landfills, but in museums. In collectors’ cases. In history books.
And that, I suppose, is how the story ends. The game that helped crash an industry was dug up, dusted off, and reimagined—not as a failure, but as a symbol. Not of what went wrong, but of how far we’ve come. E.T. the game became an icon, not because it was good, but because it mattered.
We took our photos through the fence and got back in the car. It wasn’t the most exciting stop on our trip, but maybe one of the most meaningful. Because buried failures have a way of coming back to life. Sometimes with a shovel. Sometimes with a story.
And sometimes, just by showing up at the fence—even when the place is closed.




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