games

Poster.

Toby Fox keeps tutorialising mechanics as jokes or in very silly contexts and then paying them off in huge, dramatic ways and I fail to see it coming every time. I struggle to think of other games that so deftly use mechanics as both humour and storytelling device. And the game continues to just be really fun.

Plotwise, the tensions and mysteries that I assumed would simmer for most of the game are already threatening to boil over. The game really feels like it could go anywhere at this point and the two different paths of the story only feed this more, each painting a very different picture of Kris and the player’s relationship to them.

Also I love Susie.


Warning: I wrote this post nearly a decade ago so it’s a bit cringe.

Caoimhe

The things I write on this blog are all things that are personally interesting to me. I want people to read them (I really want people to read them, if you enjoy reading them consider linking your friends who might enjoy them too) but I don’t pick topics based on what’s popular or controversial to get views. But I also don’t want to disappoint people and today I am bending to popular opinion - here’s the blog post I know my subscribers have really been wanting me to write: An overanalysis of a trailer for an indie visual novel game from 2012.

When the trailer for Long Live the Queen first popped up in my Facebook feed courtesy of GOG.com I’m not sure why exactly I clicked on it. I don’t think I’d ever bought a visual novel and I don’t normally bother watching videos on my Facebook feed either. It’s a very good trailer and it immediately piqued my interest in the game. After checking out a few reviews and one or two snippets from let’s plays of the game I bought it and quite enjoyed it. But I found myself doing quite odd: A couple of times I just went back and watched the trailer again.

You might want to watch it before continuing this post.

Now it’s a pretty good trailer just in the simple function of selling the game I think. It gives an informative broad-strokes idea of how the player can guide Elodie without getting bogged down in the stats-picking. It manages to present gameplay footage of a visual novel and make it look interesting. That is praiseworthy in itself! It also gets across the game’s morbid sense of humour. The narrator’s delivery is perfect to the point to the point where it almost seems a shame he’s not a feature of the game itself. But I think there’s something else to the trailer - it’s not just showing four possible playthroughs of the game - it’s showing the metanarrative of a single player making multiple attempts at the game.

We start off with “the fair Princess Elodie” and this is the player’s first time through. They’re probably picking choices as a matter of taste rather than something that can lead to game-ending consequences down the line. They make moral decisions rather than political decisions and attempt to play a kind, gentle soul. They probably even make sure Elodie’s mood is happy all the time. Everything is going well. Elodie is a lovely princess who everyone adores. And then she takes an arrow in the side and dies. It’s hardly fair but it’s a wake up call. The player realises that the real goal of the game is not to try and get the princess ready for her coronation so that she can be the best possible Queen; it’s to survive long enough to get there in the first place. They readjust their priorities.

A cartoony illustration from the game showing Elodie being shot by an arrow.

And now we have “the agile Princess Elodie.” All decisions have been refocused on survival. Public appearances are out and social engagements are refused - that’s what got Elodie killed the first time. No more risks of any kind. Reflexes and Medicine are probably the top priority skills to learn, perhaps with some weapons for self defence a situation where they are necessary comes about. The sense of security is of course false. Hidden away, Elodie neglects her duties to the kingdom and it starts to crumble beneath her feet. A rebellion rises up against monarch-to-be and Elodie is once again killed. “But I was so careful!” cries the poor player.

Elodie being run through by a sword.

But they understand this. They know what they did wrong. As a leader you can’t neglect the kingdom. They’ve seen the skill checks they failed. They’ve taken mental notes. They know what they have to do to stop going to war in the south. They know how to rule. Presence, Elegance, Royal Demeanor, Novan History and Foreign Intelligence. These are the keys to politics and rule. We have “clever Princess Elodie” and everything is going fantastically. Peace reigns as Elodie outmaneuvers her rivals and peers. There’s a tournament being organised this week. “I wonder if I’ll get the option to give another speech. What’s this? Chocolates. That’s a bit odd. Why did I just fail three stat checks. No. Stop. Stop eating the fucking chocolates fuck fuck FUCK STOP.” and Elodie is dead again. And then something snaps. “I did everything right! Why wasn’t there an option to just not eat the fucking chocolates?! I did everything right.”

Elodie dying of poisoned chocolate.

“FUCK THIS GAME FUCK EVERYONE FUCK. This time EVERYBODY DIES. Swords, Naval Strategy, Logistics, Death. This is what we are studying this time Elodie. Peaceful negotiations? No. The south is mine. The kingdom is mine by fire and blood. I am the heir of a bloodline that has ruled for generations by right and might of the power that flows through my veins. I can wield a power to level cities and I just fucking blew myself up.”

Elodie blowing herself up with magic.

At this point the player uninstalls the game and never plays it again.

What I’m saying is that it’s a good trailer.




This review contains spoilers. Poster.

This game continues to be wonderful. Up until the ending chapter three acts as a bit of a fun breather while also catching Susie and the inattentive player up on nature of darkners. I thought that Susie might have been strung along for a bit longer but there are such interesting tensions bubbling in this game now. It doesn’t seem likely that Susie is going to actually want to condemn darkners back to being mere objects and I really have no idea where the divide between Kris and the souls is going to lead.

But I actually started this chapter by continuing from my evil save file from chapter two. My snowgrave save file. I immediately wanted to know how that plotline continued and was handled. Is Berdly actually dead? How much is it going to be actually acknowledged? I suspected that these questions would probably be avoided and maybe only teased further at the end, putting off any closure on those questions into chapter four or five, but it goes even further and doesn’t acknowledge anything. After all, your choices don’t matter!

It is interesting how this handles both the player who is going through these chapter by chapter as the game comes out who knows all the secrets already, but also the theoretical player, a decade from now, divorced from the rabid fan speculation and Youtube videos dissecting every detail, who is simply playing through the finished game. The S-rank quest is much, much more signposted than snowgrave was but contains very obvious allusions to it. For those who have already played the weird route in the second chapter it’s a callback and a warning about what you might have to do in future if you want to keep getting stronger and for those who don’t it’s a strong hint that you missed something the last time around.

It is also interesting how it leads you down the dark path using the context of it being a game within the game. It even leads you in in a very gamey way, with the promise of a reward for clearing levels with the best possible ranking and then locking you into something more explicitly violent, but also more abstracted, than Deltarune itself is. There’s no dialogue, no real characters, just a sword and some enemies. I’ve read someone talking about refusing to use snowgrave but talking themselves into completing Mantle because, hey, it’s only a game and doesn’t seem like it will have further consequences on the plot. And yes, it is of course only a game, just like Deltarune is. And this circles back to the treatment of darkners as not being “real” people. When you’re talking to them as characters in the dark world they certainly seem as real as Susie and Kris, who are of course also not real. They are all just characters in a video game, toys and stories for our amusement. But people feel very strongly about them and are genuinely worried about where the plot is going and what might happen to them. And me? I am very interested.

That said, when I go on to chapter four I don’t think I will continue my evil playthrough first. As Ramb reminds us games are meant to be fun and in my first playthrough of chapter three I was worrying trying to puzzle out what the weird route might be and if I might have locked myself out of it. That only served to blinker me and stop me from giving the chapter the curious exploration that Deltarune rewards so much.


Poster.

Neal has once again swallowed my morning with one of his little games. Cute little thing, made me smile and curse in equal measure. Much like real CAPTCHAs often do a bunch of these minigames push you to actually behave more robotically to prove you are actually a human. The easiest way to solve the chess game is of course to load up the best chess bot you have access to and play as black against it, copying the moves from one game into another and for the maths puzzle I did first try to make order of magnitude estimations for each number, assuming that they would be pretty wildly variant, only to realise that the numbers were much, much closer together in value than I initially anticipated and just using Wolfram Alpha to solve them instead. I also looked up a guide on how to solve sliding block puzzles because I hate them.

The final boss rhythm game was a bastard, too. I had great trouble mentally mapping onto the actual physical layout of my arrow keys . I was tempted to start trying to figure out how to temporarily remap four adjacent keys on my keyboard to get through it. Moving to using up and down on the arrow keys with my left hand and left and right on the numpad with my right hand did help and I eventually got it.


Caoimhe

I have been waxing nostalgic about PAL versions of games lately but I will acknowledge that in some regards we did get the short end of the stick. As much as I fond of the slower version of the game’s music I don’t think Sonic the Hedgehog running one sixth slower than it was designed to was a good thing and the game manuals we got here seemed to be made as cheaply as Sega could get away with.

Let’s compare manuals of the Japanese, North American and European release of the same game, called Ragnacënty, Crusader of Centy and Soleil respectively in each region.

Ragnacënty had full colour manual with decorated pages, illustrations and a stylish layout.
While Crusader of Centy only has colour for the cover with the interior in black and white with smaller artwork and a more basic layout. So what about Soleil?
Oh no. Oh nooooooo.

This is fairly typical of what European Mega Drive manuals were like. Fully black and white, printed in in a landscape orientation, arranged in thin columns, having little interior artwork other than screenshots that are so squashed down it’s hard to tell what they’re even showing and cutting everything down to the bare minimum details. The character bios aren’t included at all. This little bit of narration from the perspective of the protagonist is the closest thing. The whole manual is only 17 pages compared to 30 for Ragnacënty and 40 for Crusader of Centy.

And Soleil’s manual’s layout seems downright roomy compared to a lot of games. You might have wondered why the manuals might have that strange multi-column landscape layout? Well Soleil had separate manuals printed for each language the game was released in but that wasn’t always the case. Compare it to Tails’ Adventure for the Game Gear which across each pair of pages has separate columns in English, German, French, Spanish, Italian, Swedish and Dutch.

The tips page from the Tails’ Adventure manual in seven languages. Amusingly it describes an exploit for indefinite flight.

But even this is still worth preserving. Soleil and its manual were precious artefacts for me for a very long time. I still had the game cartridge and manual up until a few years ago when I did a big clearout of all my old games (mementos are precious, but so is space and I live in a small house) but even when I sold it on I actually cut out the cover of the manual as a keepsake. Had I known as a child the stark difference between those pages and that of Rangacënty I might have held it in less regard, but it was still a piece of my childhood and worth preserving along with the other versions.


Caoimhe

Vols.: I, II, III, IV, V, VI, VII, VIII, IX, X

Did you know that due to the differences in power grid standards the Mega Drive CPU ran at 50 Hz in Europe and Australia rather than its original 60 Hz? That means that if the programming for the games didn’t compensate for it that meant they ran one sixth slower, even the music. This is what the original Sonic the Hedgehog sounded like to me as a child and most of these songs still sound strange to me at full speed. And following on from that…


PAL retro games deserve to be preserved, respected, and re-released — Kimimi

In most cases these aren’t the games an entire continent (and beyond) grew up with, and we need to seriously consider how successfully the industry’s caring for its past by so quickly and easily throwing out the likes of Castlevania: The New Generation (Bloodlines), Shin Megami Tensei: Lucifer’s Call (Nocturne), and Kirby’s Fun Pak (Kirby Super Star). For millions of us there is no preservation to be found in these otherwise excellent re-releases nor any chance to revisit a childhood favourite, because the games we played often aren’t even mentioned, let alone included.

Yes I have a bee in my bonnet about this. There’s another interesting thing to note here: PAL versions of Japanese games also often had quite different English translations to the North American releases. As a child I played Soleil on my Mega Drive, saving the world with Johnny the dog, Charlie the cheetah and Penguy the Penguin, while a girl in Canada playing Crusader of Centy on her Genesis would have met Mac, Flash and Chilly instead1. Nintendo did this as well and for a lot longer than you might expect. The most recent game that I know off the top of my head that had two different English translations for PAL and NTSC regions was Splatoon in 2015.


Overview of my Sun Microsystems Type 7 Keyboard and a little Guide on how to use the Compose key in Linux — Pom

I haven’t bound all of them, but having extra keys to do with as you please is sooooooo nice. I really wish I could get, like, relegendable keycaps where I can write down what alternate functions I have them mapped to. (this is where the Type 5 would kinda come in handy, since that has MX switches, that I could easily put relegendable ones on). So far I’ve mainly have them mapped to window controls, like Stop and Undo each move windows between my monitors. The Help key is one I’m kinda unsure on, since I’ve often hit it by accident instead of Escape so I don’t want something else pop up in situations where this happens. Maybe I could map something to hitting Help along with a modifier? I’m not sure.

I haven’t done much manual key remapping myself but on the Manjaro install on my main desktop I have keyboard layout set to an Irish Cló Gaelaċ layout that gives me easy access to writing vowels with síntí fada and consonants with poncanna séiṁiṫe using the AltGr key but a lot of other handy or cute little key combinations for different characters, including smart quotes, en and em dashes, and the Tironian et (⁊) which is still sometimes used in place of an ampersand in Irish and Scottish Gaelic and is appropriately on AltGr+⇧ Shift+7.


Blaugust Notes on Comments — Rabbit

“If you don’t have comments enabled, then you’re just preaching your truth. You don’t want to have a conversation.”

Correct.

Okay, no, not really–but why is that so bad? If you believe this, why do you think it’s a bad thing for someone to opt out of other people’s viewpoints on it? It’s their blog. A blog or personal website is intrinsically a different thing than a social media account. It is entirely customizable and on your terms. Why is it a bad thing to have full ownership of your space in an era of the internet where we own so little?

Agree wholeheartedly with xir on this. I do have comments on here but I mostly just hope for the occasional nice little comments for my friends. This is my website and I am fully and unapologetically in control of what appears on it. I am not averse to feedback or discussion but if you try to post a comment I don’t like I will simply delete it.


Further Notes on the Death of the Author — Rabbit

We watched this during critique in class and sat afterwards in horror, none of us willing to be the first person to speak up, until finally someone broke and said, “Is this a film advocating for suicide?”

She was upset with us for thinking such a thing when, to her mind, this was a film about getting in touch with nature to brighten your life. Obviously. Unfortunately, no matter what her intentions were, she had definitely just made a film that was pro-suicide. She was too unskilled at that time to be able to make a film that met her intentions, and also too unskilled to identify what the film was actually about.

Some more notes from Rabbit.


if you love it, download it — Erysdren

this post started out as a rant about the current state of media preservation on the modern internet… but ranting and complaining rarely helps anything.

so instead, i have written a few short guides and notes about ways you can help contribute to media preservation by doing it your damn self. most of the guides lean very technical, but i try to give appropriate explanations and links to the tools and documentation where i can.

I think that every blog that I currently follow that does its own little post roundups has already linked to this but I will add my voice to the choir as someone who was recently struggling to download and preserve something myself.

Laura Michet also recommended a few other downloaders.


Let’s stop pretending that managers and executives care about productivity — Baldur Bjarnason

Today, big chunks English-language management and executive culture are effectively the opposite of what we know works when managing organisations.

One example are open offices: these have been proven many times over to harm productivity, focus, collaboration, and employee well-being. They only improve real estate costs and employee surveillance.

I love the efficient allocation of resources under capitalism.


An infodump on vaginal sex, by a lesbian — Elilla

Lately the bottoms I’ve had the privilege of bedding all have described my fingers with the word “magic”, so I figured I must be doing something right. Might as well write down what I’ve learned from a lifetime of chasing skirt.

I already linked to this on my own recent post on penile sex and might as well throw it in here too.

  1. And the original ラグナセンティ(Ragnacënty) had ぽち(Pochi), ちった(Chitta) and ぺんぎー(Pengī)


Caoimhe

For over a decade the Louvre has offered an official guide for the 3DS. A very cute meeting of games technology and art.

Ellie had wanted to go on a trip to Paris together and back in May, just over a week before she died, I had joked about needing to go before September when I read about the Louvre 3DSs being discontinued. That trip never ended up happening and as of today the service has officially ended.

Ellie and me discussing going to Paris on Discord.

I had completely forgotten about all of this until seeing a post about the Louvre 3DSs again just now. Funny the things that can send one into floods of tears. Echos of plans that never came to pass and reminders of what could have been. I had been considering doing the most cliché thing in the silliest way possible and proposing to her in Paris with a fidget ring I was going to get off of Etsy. Rose gold with symbols of the moon on it. I ended up getting one in my size instead that I have worn occasionally as one of my mementos of her.


Caoimhe

I’ve been playing the “open network test” demo for Sonic Racing: Crossworlds and having a good time. I am not much of a kart racer gal but I did really like Sonic & All-Stars Racing Transformed and that is going to be my main point of comparison. The quick version is that it’s fun but I am not spending 70-bloody-€ on this.

One thing that is immediately apparently compared to Transformed is that Crossworlds is much more chaotic. The game is a constant sensory overload. The central gimmick is that the second lap of each race sends you to a random other track and the last lap of each track also adds new items, hazards and shortcuts to the track, so things are constantly changing every race and items feel more powerful and far less easily dealt with than in Transformed. That game’s blue shell created a minefield in front of the lead player, something that is going to slow you down a little but was avoidable with some care, while Crossworlds has two different items that directly target the lead player and seem nigh-undodgeable. The three different homing attacks also feel significantly harder to get away from with a well-timed boost than they did in Transformed (or perhaps I am just very rusty) with the constant sensory overload of the game not helping there. There are also three different catchup items that automatically send you forward in position on top of the monster truck super transformation and regular boost powerups which also help anyone who has fallen behind rejoin the clusterfuck in the middle of the pack.

Of course my impressions also being coloured here by the fact that I mostly played the single-player mode of Transformed while this demo of Crossworlds, being a network test, has very limited singleplayer options with only one grand prix with three tracks1 to play singleplayer and many more tracks available to experience in online play so I have mostly been sticking to that. I am a bit disappointed that there doesn’t seem to be much character dialogue when playing multiplayer. The grand prix mode assigns you a rival character who will banter with you as you race other racers might talk to you as you interact (i.e. attack each other). I can understand that people eventually get sick of repeated dialogue in online matches but I wouldn’t mind the option to toggle it on and maybe even toggle on assigning other random players (or friends that you are partying up with) as rivals for a race.

The character I’m most interested in terms of these voice lines is Sage, who was only introduced in Sonic Frontiers and hasn’t interacted with most of the wider cast at all yet. I’m curious as to how they handle the context that she exists in outside of the plot of that game. She is not available in the demo, though, and I have been playing almost exclusively as Cream (because Blaze also isn’t available in the demo).

One thing that Crossworlds does have over Transformed is the vehicle customisation. It’s done a little strangely and there’s not a huge amount of depth to it—you are not swapping out spoilers or other individual parts, only the front and back halves of various vehicles—but it’s still fun to play around with. Layering decals on top of the paintjobs does give you some more freedom but even this is pretty restrictive – you can’t overlap decals and they tend have a large transparent zone around the main image that stops you using them to create more detailed shapes. I imagine that this might be intentional to try to stop people making anything offensive with them but I did try my best on my extreme gear design to combine some basic shapes to make a depiction of Rocky behind where the rider stands.

Cream on a black hoverboard with red detailing resembling the streaks on Shadow the Hedgehog’s fur. Towards the back there’s a yellow shape very roughly like a Chaos Emerald.
Cream thinks that Mr. Shadow is the coolest.
Cream in a red sportscar with a white stripe and gold rims on the wheels, slightly resembling Sonic the Hedgehog’s shoes.
They need to stop giving Sonic blue cars in these games Sonic would drive a red car.
Cream in Tails’ car from the game but painted black with a yellow nose.
I tried to style this one like the Lotus Seven from The Prisoner
Cream in a big bulldozer that doesn’t even fit on screen fully. It’s bright yellow with black hazard stripes.
There’s some pink flowers on the back.
Cream in a motobug-shaped car covered in the black and purple chequerboard Source engine missing texture pattern.
Fuck I forgot to install Motobug: Source.
Cream in the motobug car with the correct colours this time.
There we go.

One criticism I have of the car customisation is that when it comes to horns and decals they don’t seem to have given much thought to the Sonic the Hedgehog theming. The horn options sound like they came unaltered from a stock asset pack. There is one labelled “spring” and it is not the Sonic spring noise, just a generic cartoon spring. There is a decal in there of Sonic’s face (which looks quite funny) but really none for rings or Chaos Emeralds? None of the other characters’ silhouetted extra life icons? The “auras” you can apply to the cars also all look like shit and just add to the visual noise of the game.

Your custom paintjob also gets overriden in the game’s time-limited festivals, in which players are put into themed 4v4v4 teams in races with special rules, with the winning team for each race earning points. The festival for the network test is Persona 5-themed with Team Joker, Team Violet and Team Mona. This sounds like a Splatfest but it is not—it’s a battle pass. You do not choose a team you are randomly assigned one every race, making them utterly pointless other than what colour your car is going to be for the next five minutes and points simply go to unlocking Persona-themed decals that I will never use. Joker himself, one of the future D.L.C. characters for the game, was also temporarily unlocked for this which just highlighted how much of a lazy cashgrab the cross-promotional characters are, lacking any voicelines or even a full set of animations. From what they’ve shown of the game so far the only voiced D.L.C. character is going to be Hatsune Miku, the one that they don’t have to pay a voice actor for. Even the Werehog pre-order bonus doesn’t have any lines and he’s just Sonic with a gruffer voice. They have Roger Craig Smith voicing Sonic and Omega in the game already could they not have him do this too at least? But if you want to race as a completely silent Spongebob Squarepants be sure to buy the season pass.

Also the final lap music for a lot of stages is really bad.

  1. In keeping with the gimmick of opening portals between tracks mid-race the fourth and final race of each grand prix in the game is one lap each from the three previous tracks. 


Caoimhe

I exhibited at a showcase for local game makers yesterday. It was the first time I had done something like that and it was extremely fun and utterly exhausting. Working on games is an occasionally hobby; I don’t intend to make it my job and I haven’t worked on any game projects since the game jam last year, but I dusted off Snolf Robo Blast 2 and Conway’s Garden and set them up with some controllers for people to try out.

Someone “enjoying” Snolf.

I had not thought about how exhibiting these would work before the event but I quickly realised that I was going to have to give a lot of context to people as to what they were playing. The vast majority of people attending never heard of Sonic Robo Blast 2 before so I had to give a quick rundown to everyone on what it was and sometimes the concept of fangames and mods.

Even with that explained, though, it became apparent how awkward it was to try to convey what the mod is doing when people seeing it do not have a context of the base game and how the mod is creating an experience on top of that. They are coming in and seeing and playing this game for the first time and expecting it to be a coherent whole, not this deliberate awkward layer on top of a base game. You don’t have the context that the joy in it is that you are playing the game “wrong”, layering a control scheme and method of play that the world was not intended for. Many people when seeing it as a golf-type thing started looking for a hole or guidance on where they are shooting for. The levels have a fairly legible linear structure when played normally, but when you have never seen them before and can freely shoot yourself much farther and higher than the levels for designed for, bouncing every which way, it is become very difficult to parse the structure of the space. More than one person suggested there should be guiding arrows of some sort to help.

Some people, though, did gel with it straight away and were delighted by blasting Snolf around, which was really nice to see. I was quick to give credit to the SRB2 team for the game itself and Dr. Melon for the concept. A line I fell into saying that got a laugh from a lot of people is that “all I did was make the controls worse.” A lot of people also got a kick out of it when I pointed out that the game was technically an extremely heavily modified version of Doom. Some people did have more of a concept of an antigame and compared it to QWOP and Getting Over It when I tried to explain the awkwardness of it not being entirely unintentional and the other game makers there generally got it and found it interesting. There were a few parents who brought children, including a Sonic fan or two, and they gravitated over to it being one of the more brightly coloured, exciting looking things on display, only to get pretty frustrated with it. For the kids at least I did quickly quit back to the main menu and restart the game with normal Sonic so that they could have a bit of fun trying it out and gave on the details of SRB2 to their parents if they were interested in it, pointing out that it was free. I think if exhibiting it again it would be useful to have a second computer set up with the unmodified version of the game, both to give context and to allow any child who sees Sonic and gets excited to play something that would actually be fun for them.

Similarly for Conway’s Garden I had to let people know that there wasn’t really any goal or point to it and it was more of a piece of art and a challenge to make something in a tiny amount of code. I had the code open in a second in a second window to the side so people could see how small it was for themselves. A lot of people, quite fairly, lost interest in it quickly, but some people were fascinated by the highly condensed code and the idea of tweetcarts and Pico-8 itself and a surprising number of people were already familiar with and recognised Conway’s Game of Life.

There was one man in particular I had a lovely chat with who was unfamiliar with games generally (he had to ask to clarify if “mods” was short for “modifications”) but enthusiastic about discussing the things on display as art. He said the mix of chaotic generation with the player’s simple, deliberate movements in Conway’s Garden reminded him of Joseph Beuys’s I Like America and America Likes Me and immediately recognised the Sisyphean nature of Snolf.

I don’t know if I will do anything like this again any time soon (and I won’t be working on anything new to show for the moment) but I had a great time and met some very cool people.



Caoimhe

Vols.: I, II, III, IV, V, VI, VII, VIII, IX, X

I have been rewatching Fullmetal Alchemist 2003 and talking about it with friends a lot so here is my favourite of all the intros from it or Brotherhood (it’s just the first intro from Brotherhood).

Also just a small rant: I hate how the top results on Youtube for this kind of stuff is always horrible interpolated to 60FPS upscaled crap that ruins the animation.

It’s been a while since I’ve done one of these. I have conflicting urges to want to write more and do more but also I know I need to rest more. Don’t expect me to be Blaugusting. I am actually trying to get as much off my plate as possible and not commit to things, including pruning my RSS feeds quite a bit so I feel less obliged to keep up with so much. Everything is difficult 👍🏻

But I have still been reading and have things to share. No particular order or categories to things this time.


The Narrative Fallacy — Nikhil Suresh

On how a compelling narratives not just get people to buy into ideas, but obscure otherwise very obvious flaws, and how the use of narratives in this way is actually taught and enforced in university education.

No, the real point is that the claims from this study are ridiculous and intelligent people that have been studying for years can’t pick up on it. The real point is that I am actually really confused as to how Piff got his results, but at least I’m not tricking myself into thinking I know what’s going on. Did he fudge the numbers? Was the experiment poorly set up? Just pure bad luck in sampling? Hell, is the result true? I don’t know, but I will say that you don’t know either.


The Missing 11th of the Month — David R. Hagen

Why is the 11th of each month (other than September) consistently underrepresented in the Google Books database as shown in this XKCD comic? The answer is typographical.

When I began this study, I was hoping to find a hidden taboo of holding events on the 11th or typographical bias against the shorthand ordinal. Alas, the reason is far is far more mundane: a numeral 1 looks a lot like a capital I or a lowercase l or a lowercase i in most of the fonts used for printing books. An 11 also looks like an n, apparently. Google’s algorithms made mistakes when reading the 11th from a page, interpreting the ordinal as some other word.


So-Called “AI” Cannot Program — Natalie Weizenbaum

This really resonated with me. The most frustrating projects I have coded for are the ones where people have not thought through the meaning of what they are asking for, where they ask “make this work” with no clear definition of what working looks like outside of the most idealised possible scenario without consideration of real world use, let alone edge cases or failure states. I feel “a programmer is paid to refine semantics” to my bones.

Programming is the act of making a computer enact a semantic task. The computer’s silicon internals, its RAM and hard disk and even its pixels, are the syntax here. It has no intrinsic meaning, just a set of ones and zeros and a very complex set of rules for transforming them. The semantics are the human interpretation of what it’s doing and why, the understanding of those numbers and pixels as a map to the nearest ramen joint or a simulation of a puppygirl begging for treats.


(a) cohost postmortem: life after death — Jae Kaplan

I still get far too emotional thinking about Cohost.

the reality of social media is that unless you have an Audience, you are probably better served among friends.


Revisiting Chapters: Tyrion V, ACoK — Turtle-paced

I really love A Game of Thrones and I used to read a lot of fan analysis stuff and listened to a couple of podcasts just about the series. Turtle-paced is the one person in that sphere that I still follow and I still really enjoy reading her deep dive chapter analyses when she posts them. She does, as the name of her blog implies, post them at the rate of a testudine and it is a nice occasional treat for me.

This is just how it is, per Tyrion. His response is not to address the unfairness but to show gratitude for the benefits he enjoys. The idea that everyone should have those privileges does not cross his mind. It’s a way in which he’s like Cersei. Though again, and as usual for the Lannister siblings, this is also a product of an abusive home. Tyrion’s only protection against the various injustices he faces in life due to his disability come from being a Lannister. The idea that everyone should have Lannister-level privileges is a threat to him - which in turn is a belief born of despair that of course everyone will hate him for his disability, and this can never change.


GameCube controllers in Sunfluffs — Azure

Putting native Gamecube controller in a new PC game, cool! Seen via Misty.

okay so, something that’s been bugging me for 15+ years but i never realized how to put it into words until recently: regular game controllers have different layouts depending on if you’re in gameplay or in menus.


Moon Light Café — CD-ROM Journal

Another multimedia CD.

Writing about early CD-ROMs means coming across a lot of early examples of things that became famous later. Sometimes that means finding new and exciting angles on something familiar… and sometimes it means something that’s only notable for being early. Today’s disc is one of those.


What I’m Reading, Volume 3 — Caoimhe

My clone also shared some interesting links, including an article about the decline of bin stores, a type of business I didn’t even know existed and beautiful photos of industrial waste dumps in Russia.


Ancient Globalism: Rome, India, China, & Beyond — Nathan Goldwag

Ancient trade is cool! The past was international!

Titianus himself was a Macedonian, as well as a Roman citizen, and reflects just how complex and multifaceted these exchanges truly are. We talk of “Rome” and “China” as unitary civilizations, exchanging speech and goods like two singular individuals, but of course both were mere representations of vast conglomerations of peoples, cultures, and nations, all of which were constantly in flux. At Shatial, in the Karakoram Mountains of the Punjab, more than 1,000 inscriptions and 700 petroglyphs were carved into the rock near a key pass, recording names, dates, and prayers from travelers. They appear mostly in Sogdian, Middle Persian, Parthian, Aramaic, Brahmi, and Kharosthi. Nine are written in the extinct Bactrian language, one uses Chinese characters, and one is in Hebrew.


Rachel’s iPod — Luna

A short lament about erasing someone’s past from an old device.

Have you ever bought a pre-owned game cartridge or MP3 player or something, and the previous owner’s data is still on it — and for a brief moment, you feel a sense of connection with that stranger through their lingering data, and a twinge of sadness at the idea of deleting it to use the device for yourself?

Hell, I have felt sad in the past about clearing out my own childhood savedata from a cartridge. A few years ago I was able to boot my old copy of Soleil and was greeted with save files under my deadname as well as my brother and sister’s names.


Let’s make up fantasy consoles for fun — Kyle Labriola

Seen via Mike Egan’s link roundup.

If you could wave a magic wand and wish a new fantasy console into the world…what would it be like? What constraints would it have to force developers to get creative? If it came with hardware, like the Playdate, what would the console physically be like?

This is something I have actually thought about before. One of the myriad little ideas filed away that I will certainly never have time for (and would have to learn many, many new skills to ever do myself) and if I ever do get time for it the moment for it will probably have passed. But the idea of a Pico-8 style fantasy console with its own integrated development environment but 3D with an eye to creating PSX-style visuals in the way that been in vogue, especially with horror games with a Crocotile-style friendly editor for mapping and modelling has been fermenting in my mind for years.

And very importantly it would also be paired with a secondary, 2D, low-spec fantasy console similar to Pico-8 (some musings of this involved it being a Pico-8 clone that could run Pico-8 carts itself, but maybe that would be stepping on Zep’s toes too much) that could play its own separate games as well as link to main console to act as a simple secondary screen like a VMU, either running it in a separate window on the same desktop or else running on your phone linked via wifi connection. Have extra HUD info on the second screen, control a game entirely through your phone with a unique interface, pass it to a friend and allow extra asymmetrical co-op control, download a chao to your phone! I am aware that second-screen peripherals have been done a load of times and it has basically always bombed but I don’t care I love control and interface gimmicks and am eternally enamoured with stuff like the Dreamcast port of Silent Scope allowing you to use the VMU screen as an incredibly low fidelity scope and Zombi U’s gimmick of making you look away to the Wii U gamepad so much to divide your situational awareness in stressful situations.


What My Hysterectomy Taught Me About Bodily Autonomy and Misogyny — Kelly

Medical misogyny is nothing surprising to me but this lays it out very strongly.

There was no medical reason to keep it. You don’t need your uterus to survive, it’s only function is to be a womb. If you keep your ovaries you won’t even go into early menopause. Yet they made it clear that saving my womb was more important than my life.


Why are games scary? — Laura Michet

But at a certain point, you have got to stop accepting the argument that an amateur Daz 3D porn game is worth an international uproar, no matter how transgressive and offensive it’s trying to be.

I think this raises an interesting question of why anyone is bothered to take a game like No Mercy seriously at all. I do think there is an interesting idea in how games so very opaque to a lot of people that they don’t necessarily intuit the obvious difference between a shovelware porn game and something with the the actual cultural impact of, say, Call of Duty in the way that they obviously can between a Holywood movie and some random porn film but I do feel like it is something more culturally based than games just been too long and too much of an investment to experience.


Poster.

This game proved to be an extremely welcome distraction during a very difficult time, a lovely way to hang out with a dear friend, and just a really fun game.

A survival crafting game set not in an open world but in an interconnected facility in the vain of System Shock that you slowly unlock over the course of the game. The GATE Cascade Research Facility is, shamelessly, Black Mesa with a coat of paint. The game does not try to hide its influences at all, with one of the two character voice options being Gianni Matragrano doing his best impression of Harry S. Robins as a Half-Life scientist. Thankfully the character creator does not lock any options behind a choice of genders so I was able to pick that voice for my scientist while choosing a more feminine appearance. Look, voice training is hard.

I am not normally one for survival games or a heavy focus on crafting, they tend to be too directionless for me, but the metroidvania-like progression of slowly unlocking more and more of the map appeals to me a lot. Early on the rhythm of it reminded me a bit of the early Resident Evils; having a home base as a save haven to return to and resupply while planning out excursions into unknown dangers, planning out what limited resources to bring with me. Taking more weapons, more ammunition, more healing supplies with me is safer, but means having much less room in my limited inventory to bring things back.

And then your base expands, your toolset expands, your knowledge of what you are up against expands, and you grow more bold and more capable. The crafting elements are more than I would normally enjoy juggling but the structured nature of the game allows everything to be introduced at a slow and steady pace and its up to you how much you push forward into danger versus how much time you spend gathering and harvesting resources and building up your base and supplies.

There were a few frustrating difficult spikes in the middle to late game playing in early access, but the release update added an item upgrade system that should hopefully even that out.

As you unlock more of the base you unlock shortcuts to previous areas, the map is very interconnected, and a fast travel system that is very charming to anyone with a fondness for Half-Life: A series of Black Mesa Inbound-esque tram rides that interweave the sprawling facility (many of which can be traversed even faster with a deliciously overpowered long jump module you can get later in the game).

Unsurprisingly, the GATE facility has gone to hell as creatures from another world have started pouring in. It doesn’t take that long for you to visit this game’s Xen, here called Anteverse II, but after that it starts to reveal other influences. The second portal takes you to something jarring in that it is a much more human setting: Flathill, a small American town blanketed in fog clearly inspired by Silent Hill and The Mist. These self-contained portal worlds serve as linear levels exploring different gameplay concepts within the more open structure of GATE and also as renewable sources of supplies as you loot and clear out more and more of the facility. And as you do that you start to see that labs are taking after the SCP Foundation as much as they are Black Mesa.

The game has its own catalogue of “immurement registry” objects, which encompasses not just the aliens you are fighting but such things as an arcade machine that sucks you into the game itself; a creature that is only visible to the person it is stalking and will disappear if stared at for long enough; a cube that reduces gravity in the area around it and many things that have no gameplay effect and only exist as in readable journal entries or props with no special function such as a table that causes everyone who sees it to hate it or inexplicable yellow paint that seems to manifest to guide people who are lost.

The journal entries and email exchanges that you can read are often very fun, foreshadowing upcoming enemies, revealing plot threads, showing daily life in a mad science lab and often just being very funny. The exchanges between the Gatekeepers—the ostensible security forces for GATE who have taken to using all the various otherworldly and occult resources the organisation studies for themselves, becoming more and more inhuman and strange as they become stronger—and the normal research staff are particularly delightful, as are random exchanges about Doom and the W.W.F.

I played through this with one other friend and while there is a singleplayer mode I feel that the game would probably drag significantly more without more than one pair of hands and more than one backpack to fill up when scavenging and managing resources. More than two would probably have been ideal but also it’s not a game where you will want to miss sessions where the group is exploring new areas or progressing the story and every person you add is going to make organising sessions more complicated, but if you can get a group for it I highly recommend exploring the Garrick Advanced Technology Enterprises Cascade Research Facility with some friends.





Caoimhe

Sonic Frontiers: The Final Horizon was a fascinating coda to Sonic Frontiers, a very experimental expansion to a game where Sonic Team was already going outside of their comfort zone to do new things with the series. The world map threw together Only Up!-esque climbing challenges, playable Tails, Amy and Knuckles very different movesets to how they have worked in past, an absurdly fast and powerful dropdash for Sonic in 3D and wildly more difficult combat than the base game. I streamed it to some friends when it came out and one of them remarked “this is the least designed game ever made.” I couldn’t really disagree with her. So much of this is janky and half-broken in various ways and it was incredibly fun. It made me hopeful that Sonic Team was happy to keep experimenting with what worked for the series and keep allowing more player freedom in future games1.

In keeping with this, while the levels in the base Sonic Frontiers were almost entirely reused from previous games the ones in The Final Horizon were much more experimental, being very clearly thrown together with very basic assets rather than having their own sculpted level geometry but also with much fewer guardrails and much less guided than a normal Sonic level and with new, bespoke mechanics and side missions, some of which required more slow, careful exploration than high-speed platforming.

Early on, while playing one level, 4-D, I noticed an exclamation mark appearing over Sonic’s head in certain locations, accompanied by a beeping. You cans see it at about a 1′18″ in in this video. It would turn red and beep faster as I approached a certain spot. When I saw this the first thing that came to mind was Knuckles’ emerald-hunting missions from the Sonic Adventure games and thought it might be part of one of the level’s optional missions. I actually had a bit of trouble finding the source of the beeping but once I zeroed in on it and finally found it I was greeted to Sonic being blown up into the air by a mine, his hands held down protecting his singed arse. This was a very sudden gear-shift in my head and in my confusion, still processing what I was seeing, I screamed “I’M MARIO BURNT ASS?!”2 into my microphone, which caused myself and my friend Ruby who was watching to double over laughing till we couldn’t breath and then Ruby set my display name on the Discord server to Mario Burnt Ass for a month. It was funny.

That’s the story.

Thanks.



Caoimhe

Vols.: I, II, III, IV, V, VI, VII, VIII, IX, X

Your musical entertainment:


Media

The Curious Case of the Pygmy Nuthatch — Forrest Wickman in Slate

A look at how creative decisions and compromises get made on a movie set.

You see, there’s a scene in that movie that tormented me, that kept me up at night, and that lately has had me interrogating a wide variety of seemingly devoted, and certainly well-compensated, filmmaking professionals. That’s because the bird in Charlie’s Angels is, I believe, the wrongest bird in the history of cinema—and one of the weirdest and most inexplicable flubs in any movie I can remember. It is elaborately, even ornately wrong. It has haunted not just me but, as I’d later learn, the birding community at large for almost a quarter of a century.


Heaven Will be Mine – Caoimhe

My clone recently discovered Worst Girl Games and has been having a time of it. When I played it I actually didn’t click with Heaven Will Be Mine nearly as much as We Know the Devil but Caoimhe’s words on it are making me want to revisit it.

Heaven Will Be Mine is short and sweet. A full playthough is roughly five hours. Within that time, it packs a narrative of the trans struggle for identity and recognition, the search for meaning in a perpetually hostile world, the never-ending quest of humans’ self-discovery and exploration, and of course cool mechs beating each other up.


A List Of Games By Trans People Before 2010 — Dot Maetrix

Cute little list and led me to this fun interview from Bad Games Hall of Fame with Rebecca “Burger” Heineman and to revisit this interview with Megumi, the programmer of Virtual Lab1 that I had read before.

Not gonna lie I did NOT realise how long Maddy Thorson had been doing Trans-People-Can-Double-Jump Platformers before making this list. Like, I thought that Celeste was primarily her drawing from the twitchy platformer style of Super Meat Boy but as it turns out, lmao nope Not only does Jumper predate Meat Boy by sevaral years, but the lead character, Ogmo, went on to appear as a playable character in Super Meat Boy, acknowledging the influence that game had taken from Thorson’s work. Like, I fully had the order of cause and effect completely wrong here.


Chips Theory, In Brief: Doctor Who’s Unresolved Aesthetic Debate — Tamsyn Elle

I swear that I am not going to keep linking to blogs by lifeforms that have been bred for thousands of years to sustain themselves solely on ever-more incomprehensible Doctor Who criticism but I needed to share the chips–soufflé spectrum model of media analysis with the world.

Note how chips becomes synecdoche for an ordinary life, an inescapable pillar of the daily grind as fundamental as work, home, sleep, and commuting. Chips is what the rest of us do.

There’s an inescapable class element to this. Science fiction is often accused, with some justice, of being a middle-class genre; even when it’s militaristic our focus tends to be on the officer class. A good deal of the value of Rose in the first place is that, as a working-class soap opera type of character, she does not at first seem to belong on Doctor Who. Indeed, often that’s part of her quality: in her first episode it’s her experience in her school’s gymnastics team, silver medal, swinging on a chain, that saves the day with straightforward physicality where the Doctor’s talk of Shadow Proclamations and anti-plastic failed to hold sway. Then she’s befriending the lowly mechanics and servant girls who turn out to be key to their respective stories.


Thoughts on IDW Transformers: The Furman Era — Bobby Schroeder

A nice little piece laying out some interest aspects of the Transformers series2 through the lens of a particular run of comics including the historically weird handling of gender and how later IDW comics corrected that.

When James Roberts began writing the fan favorite series More Than Meets the Eye, he wanted to explore the subject of Transformer romance. And if Furman said that there aren’t any women on Cybertron, then, well… I guess he’s been left no choice but to declare it the robot yaoi planet! His hands were simply tied, folks.


Media ∩ Technology

The Logistics of Road War in the Wasteland — Bret C. Devereaux

Look. If Bret Devereaux is going to keep writing articles analysing the practicalities of speculative fiction tropes I am going to keep linking to them.

Complicating this picture further are spare parts. Without the ability to manufacture bespoke spare pairs at scale, keeping these vehicles in operation is going to be very difficult. So we ought to expect to see, alongside an emphasis on fuel efficiency, a preference for robust, easy-to-maintain platforms that use widely available civilian vehicle components, rather than hard to source or scavange military components. After all, asking your local junk mechanic to service the AGT1500 gas turbine engine in an Abrams MBT is going to be a pretty big ask, compared to finding the parts to fix the engine of yet another Toyota pickup.


Why We Don’t Have UIs Like the ones in Neon Genesis — Zemnmez

Damn now I want a vector-based display again.

Everyone who works with interfaces should be looking at these and asking themselves why interfaces don’t look like this. Where did we go so wrong? Where’s the big fuckup where we ended up with like, windows 95 instead of this shit? This is something I have devoted untold and definitely irresponsible brain space to. And honestly, the best answer I have is very simple, but I think also a kind of interesting look at how our tools shape the designs we make.


I wasted $410 recreating a fake website that shows up for 10 seconds of a TV show almost no one remembers — Alyx Wijers

Wijers doing an extremely important job 🫡

When I watch TV and movies, I sometimes notice web addresses. I’ll usually note them down, and look them up later to see if they’re registered. In most cases, they’re registered by the studio or network or whatever and just redirect to their site. AMC, for example, keeps www.savewalterwhite.com up from Breaking Bad (now 12 years after the series ended, as of the time of writing), and www.cometlist.net up from Halt and Catch Fire.


Technology

Xerox scanners/photocopiers randomly alter numbers in scanned documents — David Kriesel

Quite an old one but recently linked to by Tina. What if your scanned just randomly changed numbers around in the scanned image? What multiple models of scanners from the largest manufacturer in the world did that for years without being fixed? There is also an accompanying video.

In this article I present in which way scanners / copiers of the Xerox WorkCentre Line randomly alter written numbers in pages that are scanned. This is not an OCR problem (as we switched off OCR on purpose), it is a lot worse – patches of the pixel data are randomly replaced in a very subtle and dangerous way: The scanned images look correct at first glance, even though numbers may actually be incorrect. Without a fuss, this may cause scenarios like:

  1. Incorrect invoices
  2. Construction plans with incorrect numbers (as will be shown later in the article) even though they look right
  3. Other incorrect construction plans, for example for bridges (danger of life may be the result!)
  4. Incorrect metering of medicine, even worse, I think.

I Want to Love Linux. It Doesn’t Love Me Back — Fireborn

First of a series of posts on this blog dealing with the hell that is trying to use Linux while blind.

Linux claims to support blind users here. It even ships the tools. But using them? Getting speech or braille output when you need it most? That’s a punishing mess of driver quirks, missing defaults, audio stack failures, and layers of modern regression hidden under the surface.


Avoiding becoming the lone dependency peg with load-bearing anime — Xe Iaso

Anubis is a piece of software that has become popular for helping block unfriendly crawlers that have been overloading a lot of sites to grab data for neural network training without care for the damage they are doing to the web. It also has an cartoon character mascot that has proven useful for weeding people who like being dismissive pricks.

At some level, I use the presence of the Anubis mascot as a “shopping cart test”. If you either pay me for the unbranded version or leave the character intact, I’m going to take any bug reports more seriously. It’s a positive sign that you are willing to invest in the project’s success and help make sure that people developing vital infrastructure are not neglected.


Technology ∩ Capitalism

Why Bell Labs Worked. — Areoform

Seen via a post by Fabio Manganiello going further into Bell’s treatment of people compared to what companies and academia both demand of them now, shared by Xerz and boosted by Jennifer Glauche which also inspired the next post by Elilla.

Reportedly, Kelly and others would hand people problems and then check in a few years later. Most founders and executives I know balk at this idea. After all, “what’s stopping someone from just slacking off?” Kelly would contend that’s the wrong question to ask. The right question is, “Why would you expect information theory from someone who needs a babysitter?”


Deep in Mordor where the shadows lie: Dystopian tales of that time when I sold out to Google — Elilla

On the empty promises and dehumanisation of Google.

It’s the little things that bugged me, how people would eat the free candy or have a bowl of cereal and just leave trash and dirty dishes everywhere for the cleaning ladies (contractors) to deal with; more than that the way nobody looked at them or said “thank you”. We Brazilians have a social class for that, a social code underlying that studied invisibility, I knew what this was: these were maids. Servants. The women in my family, my friends at school. The “campus” was pretty open and my then-wife visited it a few times; it creeped the Fuck out of her, the distinction between people and non-people.

  1. Virtual Lab is a body-horror falling-block game that used the Virtual Boy’s 3D effects for the self-insert mascot character’s breasts. 

  2. I was going to mention her talking about the distinction between the Budianskian and Furmanist modes of Transformers stories but while she does allude to this she keeps it accessible for those who don’t want to know a bunch of fandom jargon and just mentions the distinction as “robots in space” stories versus “robots in disguise” stories. 


Poster.

Technically I watched a friend play this but I am going to count it. Honestly this was probably the better way to experience it because I don’t like the free roaming randomly generated structure as much as something more directed like Franken. Still an unbelievably charming and sweet little world to explore. I am also very taken with sproutbug in spite of it being one of the more basic creatures. I am a girl of simple tastes.



Caoimhe

Vols.: I, II, III, IV, V, VI, VII, VIII, IX, X

First some website bookkeeping: I’ve updated the homepage to emphasis my original bog posts a bit more and keep them on the page longer and moved the reviews and posts from other accounts that I’m mirroring to their own section. The bog and beag pages are left as-is at the moment. I am considering modifying them and their respective Atom feeds as well to have the default be without the mirrored posts but that will need a bit more consideration because I don’t want to create lots of broken links or cause a million posts to reappear in people’s newsreaders. I also updated my memorial page for Cohost a bit.

For some music: I had lovely time recently watching a couple of NPR’s Tiny Desk Concerts with my partner in bed. Here is the Moses Boyd one:


Digital media

Music CDs Are the Best — The Virtual Moose

Of course I ripped all the cds to my plex server while reading the booklets, something I really enjoy from the cd era. What no one told me though, and I guess why would they, is that Sarah McLachlan’s album Surfacing is a fucking multimedia cd-rom??

I am not the only person right now who is getting nostalgic about going back to a website and I think there’s a similar joy in old multimedia CDs from before everything got squashed into completely standardised forms for either social media site or streaming services. Little experiments, surprising features, discs that acted as different formats depending on what was reading them. While I was updating my Cohost page I threw in a short little bit of Javascript just embedded in the body of the page for a little bonus feature when you play the Love Honk audio. That wouldn’t actually have been possible even on Cohost itself but I think just quickly throwing a little unique interaction is carrying on that spirit that CSS crimes also gave us a glimpse of.

And in the golden age of multimedia discs you could have, as Virtual Moose discovered, little bonus programmes in your music album, hidden audio tracks if you put your PSX CD into a CD player or a a full XBox game demo on in your movie DVD alongside the minigames you could play on a normal DVD player with a remote.

This is turning into its own post so I will move on.


Retro Achievement Mastery 168 - The Yakyuuken Special - Kon’ya wa 12-kaisen!! — Lizstar

Lizstar is nearly defeated by a pornographic rock-paper-scissors game for the Saturn.

This is Rie Kouno. My villaness. Pretty sure she’s the oldest girl here, actually. She’s got this like, Japanese Housewife energy to her, as if 22 is 45 years old, cause this game is make by perverts with bad views on women. But anyway, my strategy did not work on her. I left the game playing, on double speed, for two days. And I did not win. By the end of the five days, I had assumed I had run through the entire RNG track, and it didn’t work. So I tried on Paper. Still nothing, two days later. Scissors? Nothing.


Kim-Venture (1979) — Jason Dyer

Seen via Misty De Méo. A not-quite Colossal Cave Adventure for a computer with a six-digit LCD calculator display and just over a kibibyte of memory.

Just like a common hack for modern machines is to see if it runs DOOM, programmers of the late-70s-early-80s tried to make every computer play a form of Adventure, even ones that were absurdly limited. Leedom cheekily explains in an interview he managed to fit “26 rooms, 2 treasures to take back, a magic rod, a magic word, a dragon, a bird, a whole bunch of stuff in there and I crammed it all into 1,185 bytes. I left 3 bytes over for user expansion.” In a different interview Leedom explains he used compression rather like the Z-Code of Infocom or the A-Code of Level 9.


Sci-fi nerd shit

Doom’s Tears: Remote Villainy and Real Violence — Jack Elving

An old musing on the line between supervillainy and real evil.

I think one can argue that the reason Gwen Stacy’s death is romanticized has to do with that simple and basic genre convention being overturned. The staging of Gwen Stacy’s death is extremely weird and odd for several reasons. But at it’s core, the logic of the scene is simple: Villain kidnaps Girl — Hero chases after Villain — Hero confronts Villain — Villain endangers Girl — Hero at last moment catches her.


The Second Russian Epoch, on Trial — The Hands Have Eyes

The first post of a new blog looking at Russel T. Davies’ return to writing Doctor Who. There is a second post too titled A Theory of Hyperpop Television. This is very much in the weeds of the fandom discourse and uses fandom terminology that is so obscure that I am not sure if some it is familiar to anyone outside of one specific Discord server. To explain two of the terms used: The Cambrian Era is a tongue-in-cheek term for the run of Doctor Who from 2005-2021 in reference to the geological Cambrian Era because the show was being produced by BBC Wales1 and the Lupine Era is the run of Doctor Who from 2024 to the present because it is now being produced by a studio named Bad Wolf2.

Obviously, at the end of the day, when the official (and snarky unofficial) histories are written up, the truth will out that this was an era incapable of living up to being all things to all people. And perhaps that was the only bar it was ever going to be allowed to define success as clearing. The historians may well conclude (the snarky ones, anyway), that it was simply not capable of being enough things to enough people to justify the ambition of attempting to appease the rads, the trads, the frocks, the guns, the soufflés, the chips, the centrists and the left (while the official histories will have a fascinating time explaining why the series cancellation was the result of a barnstorming success).


A little more serious

Over five decades, here’s how voters have shifted away from the major parties — Casey Briggs et. al for the ABC

An animated visualisation of the steady drift away from the two major parties in Australian elections. I also appreciate that they have a legible non-animated version of the article in place if you don’t have Javascript enabled.

Liberal MP Keith Wolahan agrees: “When I speak to colleagues in Canberra, even those on really healthy margins, they’re looking over their shoulder thinking, is my seat facing a contest that hasn’t happened before?”


Futa_FAQ.md: My lesbian experience with topping without testosterone — Elilla

Seen via Rabbit’s link roundup, which also happens to link back to one of my link roundups. You are now trapped in an infinite loop.

Unter testosterone, spontaneous libido was urgent, almost like having to pee, or having to crack your fingers when they’re tensely uncomfortable. It would happen without rhyme or reason (I recall getting hard for no reason in the midst of trying to understand math textbooks (and I don’t even like math (ok δ looks kinda fuckable but…))).

Under estrogen, my responsive libido frequently needs to be fed before it can exist.


The History of Women’s Public Toilets in Britain — Claudia Elphick

Also via a link roundup from Rabbit.

This lack of access to toilets impeded women’s access to public spaces as there were no women’s toilets in the work place or anywhere else in public. This led to the formation of the Ladies Sanitary Association, organised shortly after the creation of the first public flushing toilet. The Association campaigned from the 1850s onwards, through lectures and the distribution of pamphlets on the subject. They succeeded somewhat, as a few women’s toilets opened in Britain.


The Serious Zone

‘It left me traumatised’: The barriers to accessing transgender healthcare in Ireland — Conor O’Carroll

If you haven’t had enough misery reading about Ireland’s treatment of trans healthcare from me Conor O’Carroll has written a series of three articles in The Journal after having interviewed Irish trans people about healthcare and DIY.

Muireann, who was in her early 20s at the time, explained that her family weren’t overly supportive and that she had come out to her friends.

She was told that she had to be out publicly full-time in order to access healthcare.

[…]

When Muireann got her family on board, she rang the clinic and was told she could now see an endocrinologist. Fifteen months passed without any word from the NGS, despite monthly calls from Muireann and enquiries from her GP on her behalf.


The Gist: Trans rights are Data rights — Simon McGarr

A solicitor looking at some recent legal rulings related to trans rights.

In other words, the CJEU, building on the earlier findings of the European Court of Human Rights’ privacy law decision in the Godwin case against the UK, recognises that the issue of recognising, recording and otherwise processing a person’s gender identity is an issue of data protection.

This is not a novel application of data protection law. It is exactly what the law has always been intended to achieve- it is a recognition that, all other things being equal, a person should be empowered to be the primary author of their own life.


People Are Losing Loved Ones to AI-Fueled Spiritual Fantasies — Miles Klee

I think I saw David Gerard sharing this one.

The infinite “yes, and…” machine does not mix well with people going through mental health crises it turns out.

“I have to tread carefully because I feel like he will leave me or divorce me if I fight him on this theory,” this 38-year-old woman admits. “He’s been talking about lightness and dark and how there’s a war. This ChatGPT has given him blueprints to a teleporter and some other sci-fi type things you only see in movies. It has also given him access to an ‘ancient archive’ with information on the builders that created these universes.” She and her husband have been arguing for days on end about his claims, she says, and she does not believe a therapist can help him, as “he truly believes he’s not crazy.” A photo of an exchange with ChatGPT shared with Rolling Stone shows that her husband asked, “Why did you come to me in AI form,” with the bot replying in part, “I came in this form because you’re ready. Ready to remember. Ready to awaken. Ready to guide and be guided.” The message ends with a question: “Would you like to know what I remember about why you were chosen?”

  1. Cambrian is derived from the Latin Cambria, meaning Wales, from the Welsh Cymru

  2. The era of the original run of Doctor Who from 1963-1989 is, of course, the Beebeecene


Caoimhe

I don’t watch game streamers much but one of the few who I have enjoyed a lot is Videochess (a.k.a. Chess). She doesn’t stream regularly at the moment but she has wonderful chaotic energy and a propensity for “crimes”, a term she uses for playfully exploring the mechanics of and pushing at the boundaries of games and seeing what is possible if one strays from the designated path. This can manifest as things like impromptu sequence breaking but not for the purposes of speedrunning or anything like that, just to see where it goes and tease out the foibles of a game. And sometimes she does things like collecting every star in Super Mario 64 while playing the game with a DJ Hero controller.

There are two main places to find her videos, her own Youtube channel that has her streams up until 2022 and another unofficial but endorsed channel that has archived more recent streams. One of her most popular series is an Ocarina of Time randomiser with GGDG but below I will share some of her videos that have had the largest influence on me.

Snolf

Her truly Sisyphean streams of Melon’s Snolf hacks inspired me to make my own Snolf Robo Blast 2 mod for Sonic Robo Blast 2 as well as a chat control mod that Chess ended up playing herself.

Discovering new games

I have also learnt about games and mods that I have since played or are now on my (long) list of things I want to get around to.

Robot Alchemical Drive I still have not gotten around to playing but seems fascinating. I love games with weird controls and especially when there is a diegetic basis for them. Having to remote control a giant robot from the perspective of someone on the ground who has to watch it from a distance rather than getting a camera from the perspective of the robot itself or even a cockpit is an incredible concept. You may be familiar with the game from clips that get shared online showcasing the best value greengrocer or Nanao having a miserable time.

I had only vaguely heard of Cave Story before watching her play “Cave Story Normal Regular”1, i.e. Sonic Story, a mod that replaces the main character of the game, Quote, with Sonic the Hedgehog. Yes, I know this is a massively important and influential game. No, I never bothered looking into it at all despite having had the Steam version in my library for years from some Humble Bundle or another. I have played both Cave Story and Sonic Story since and I can attest that Sonic Story perfectly replicates the feeling of how Mega Drive Sonic games control. It’s not just a reskin it is is playing as Sonic the Hedgehog in the wrong game in a way that is wonderful and silly.

For the opposite she has played Mario put into a Sonic game with the SM64 Generations mod, which uses libsm64. She has also played some other games using libsm64 as well as other regular normal Mario 64 mods.

Willy Wombat

I also became obsessed with Willy Wombat for a while after watching her play it. It is a fascinating, experimental 3D platformer with an isomorphic perspective with maps that have the same limitations as a Doom level: There are no slopes and not only are there no floating platforms but it’s impossible to have a floating platform in this game. Like Doom the levels are defined by floor sectors with designated heights. There are pillars and walls that rise out of the ground for vertically, but you can never go under anything. It leads to some unique level design, especially as the game progresses to areas were the developers had clearly gotten much more comfortable with their tools. The only thing I can think of that is similar (though lacking the top-down perspective) is older versions of Sonic Robo Blast 2 and that is literally a fork of Doom.

It’s also one of those bygone ’90s games that is fully voiced in English with a script penned and directed by a Japanese crew, giving it a surreal quality that is aided by a post-apocalyptic setting with jarring name choices and very little up-front exposition. Above is a fan animation I adore of a cutscene of Notes and Mail talking about “the peace and eternal life of Prison.”

Mail from Willy Wombat
Art of Mail from Hudson Soft’s official website that I used as an avatar for a while.

I have a page on this website dedicated to my cat Easóg where you can see a video of her trying to kill Willy while I am watching Chess play the game and mushroom32x made a fun little Neocities webpage for the game’s 20th anniversary.

There’s plenty more

That’s enough for now. If you want to watch more check out the official and unofficial Youtube channels to dig through yourself.

  1. Calling things “normal regular” or “regular normal” when they are, in fact, peculiar is one of several Chessisms that have infected my vocabulary. 


Caoimhe

Steam Grid DB is a website that hosts artwork for customising game libraries. I learnt a little while ago that it has a tool called Boop that lets you apply art to Steam games much faster by clicking a button directly on the website.

This reminded me that I actually used to make quite a few custom banners for games on Steam myself and I decided to upload my old work to the website. You can find those on my Steam Grid DB profile and I will include a selection of them here:

Half-Life 2

Some of the first ones I made were a set of matching banners for Half-Life 2 and its episodes. I’m still pretty happy with these.

Half-Life 2 Half-Life 2: Episode One Half-Life 2: Episode Two

Some classics

I made some for a few classic games, usually from a still of the title screen, sometimes with some variants.

Super Metroid The Legend of Zelda - Link's Awakening The Legend of Zelda - Link's Awakening DX Ristar Soleil

Megagames 6

At the time I had a Retrode and would dump my own game cartridges. Two of the old Mega Drive carts I had were two different 6-in-1 game packs, so I decided to make custom artwork for them too.

Megagames 6 Mega 6 vol. 3

ROM hacks

And of course some ROM hacks.

Sonic Classic Heroes Pokémon Crystal Clear

And a few others

Alone in the Dark (2008) Blade Runner Freedom Planet Hide Precursors Spark the Electric Jester

Games that weren’t even in the database

Some games I had to submit to Steam Grid myself because they didn’t have the games listed at all. These all have links if you click on the banners. The Monokuro: From Here and Back is actually new and I haven’t gotten around to playing it yet. The process of uploading these banners made me want to make a new one and I had the game added as a shortcut on Steam without any artwork. Somari 3D Blast 5 wasn’t accepted by Steam Grid DB, sadly.

Monokuro Bird Song Froggy: It's Hugry! Igneous Sonic 06 2D Somari 3D Blast 5 Somari 3D Blast 5 but with Sonic

One last joke

These are a pair of banners that I made for The Legend of Zelda: Twilight Princess for the Gamecube and Wii versions, respectively. It was a little private joke and I didn’t bother submitting them to Steam Grid DB.

The Legend of Zelda: Twilight Princess The Legend of Zelda: Twilight Princess but flipped horizontally



Caoimhe

Vols.: I, II, III, IV, V, VI, VII, VIII, IX, X

A friend has been infodumping about Susumu Hirasawa and I thought I’d share her passion a little wider so have this live performance from him:


This page is under construction: A love letter to the personal website — Sophie Koonin

One thing to warn is that if you do actually make your own website is that tinkering with it can be addictive in and of itself, at least to me. It’s like a model train set: There is always more you can tweak or add to it. I updated my homepage a few days ago to make each section stand out from each other a bit more.

If you take just one thing away from this article, I want it to be this: please build your own website. A little home on the independent web.

A reflection of your personality in HTML and CSS (and a little bit of JS, as a treat). This could be a professional portfolio, listing your accomplishments. It might be a blog where you write about things that matter to you. It could even be something very weird and pointless (even better) – I love a good single-joke website. Ultimately, it’s your space and you can do whatever you want with it.


A Eulogy for Urban Dead — Adrian Hon

I played Urban Dead back in the day. It’s sad to see it go and infuriating to see it happen because of a regulator trying to target the likes of Facebook and Tiktok and not even being able to conceive of small, independent operations or how it could affect them.

Naturally, these player-generated events were chaotic and often hard to discover, though the ability for humans to graffiti messages helped spread the word. Zombies, being dead, were not permitted to communicate as freely – they could only use the letters a, b, g, h, m, n, r, and z – but this was sufficient to lead to four different zombie languages including terms such as armah baz (army base), zmazh anh grab (smash and grab) and my personal favourite, barhah (roughly “a spirit of zombie warriors in brotherhood”).


Currency Pokemon on Pokemon Home — Laura Michet

I saw this because it was shared by Adamn Le Doux. How the restrictions of online pokémon trading evolved a market where the currency changes every time a new game gets connected to the system. The current one being a qilin giraffe thing. Also some followups: How to buy a Pokemon online and How to stop all the online Pokemon players from ruining their own fun.

Today, you’d list your first shiny Pokemon for, probably, Raging Bolt - the weird giraffe Pokemon at the top of this post. Once someone gives you a Raging Bolt, you’ll search for the shinies you want and see if any have been listed by a person who is seeking Raging Bolt. Someone probably will be. You’ll make that trade, and now the player you traded with has a fungible Raging Bolt to use for whatever purpose they desire.


I ordered a wheel of cheese in a can — Laura Michet

Also from Laura Michet: A type of cheese I now really want try.

The cheese is apparently one of a very small number of cheeses that can cure inside a can, apparently because it’s made with a culture that emits less gas than other cheeses, so it won’t bloat or pop the can. It is only sold in 30 oz containers. It is cheddar… you can get several flavors. Big time cheese fans or people from Wisconsin know and care a lot about it and I get the impression that it is quite popular here in the US, but I have never heard of this shit before.


CD-ROM Journal: Crosscountry BC — Misty De Méo

A look at a Canadian edutainment game series.

It it were just about navigating routes, it might be educational but a bit dry. What makes Crosscountry work is that the player is making so many more decisions than that and being immersed in the truck driver life. The player’s driver needs to eat, and sleep, but it’s not enforced just by forcing the player to rest. No, it takes the much more interesting approach of giving the player consequences. Forget to sleep, or to run the windshield wipers during the rain? You have a much higher chance to get into an accident on the road. Forget to fuel up? You can use your cell phone to call for a tow or an emergency refuel, but it’ll cost you. None of these are tutorialized or explained in advance, except via the manual; for most children, these are fun or unpleasant surprises. It’s that sense of capricious cruelty that makes Crosscountry so much fun.


The Most Mario Colors — Louie Mantia

Seen via Mike Egan’s post roundup. This is the ideal post. This is the type of thing that people should be researching.

Most Mario games with polygonal logos have a different color per letter, but the sequence of colors in Mario’s name is rarely the same sequence across games.

This captivated me—for some reason—and I set out to analyze every Mario video game logo to see if I could find a pattern for specific arrangements of colors and to determine the “most Mario” color scheme.


a love letter to level editor icons — erysdren

Who doesn’t love some programmer art?

i want to show you some cool art from the late 90s and early 00s. this art was only ever intended to be seen by the developers at a select few games companies, and thus may contain obscure in-jokes and references that nobody outside of the company is likely to understand.


dev scoops: vultures in Weird West — Joe Wintergreen

Joe Wintergreen talks bout the first thing he worked on in Weird West and shows how systems-driven game design allows complex interactions through fairly simple building blocks.

In the end, it ended up being just as well that I implemented the landing-and-walking-around behaviour for the vultures, because later we wanted chickens and there was already Flightless Bird Support – a chicken is just a flightless vulture who lays eggs, as any ornithologist will tell you.

As minor as these guys are, they’re one of the features I’m fondest of – my first task, omnipresent, occasionally chaotic, and shipping almost unchanged from their initial implementation. Good eggs.


Why Are Chronically Ill People Forced to Hide Their Pain? — Kelly

Oh no! You’ve scrolled too far and entered The Serious Zone.

Unfortunately most people can’t process the lack of choice in the matter. They genuinely believe that we either want to be this sick, or could get better if we really ‘tried’. They believe they wouldn’t be able to handle what we go through, because they’re convinced they will never NEED to handle it. They’re the exception. Chronic illness won’t happen to them.

This is the comfortable lie that most people tell themselves so that they can move through life without having to think about the precarious nature of the human condition. Without having to consider how quickly you can become disabled, homeless, an ‘other’. How quickly your life can change without your consent.

This need to cling to a lie makes people abandon us. Some will stay when you become chronically ill, but most have an internal clock. If you’re not better by whatever random and pre-conceived timeline they’ve set for you, they walk away.


Crashing the economy because you hate TikTok women — Ryan Broderick

Ending the roundup again with a light dusting of fascism. I am far too online and read far too much about American politics and fascists but I was still taken aback by this description of a strain of hatred I wasn’t familiar with.

If you don’t spend a lot of time in right-wing fever swamps, you may have completely missed the almost year-long meltdown conservatives have been having about this one particular video, which is most commonly referred to as the “Gen Z boss and a mini” video. It was posted to Instagram back in July by an Australian skincare company called tbh skincare. The original has since been deleted, but according to Know Your Meme, it had about two million views in its first 48 hours. The dance and song the women in the video are doing is a variation of “Boots and a Slick Back Bun” TikTok meme that was popular last summer.


Poster.

Very interesting tradeoff with having to hold off using your most direct means of self defence against hostile fish to capture higher value targets instead. It plays very well into the tension of having to try to scour the level quickly to reach the designated score within the time limit but with sloppiness resulting in added time penalties.


Poster.

Channelling the spirit of a 00s game reviewer: The scariest thing about this game is the controls!!!!!!!!!!!!

The tagline of “haunted house simulator” really does fit as this game has no ideas beyond walking through a series of corridors with the occasional jumpscare and that walking is so, so painful. I am a fan of gimmicky control systems and motion controls but this game feels like trudging through syrup at all times, inching towards the next inevitable jumpscare that will arbitrarily trigger the level to progress until Kayako finally puts you out of your misery.


Poster.

There are parts of this that almost work as a budget, janky version of Sonic Rush. The boost works, the art is rather nice and the renditions of Unleashed level music are surprisingly good. But then there are no sound effects and the music cuts out after a few seconds (I don’t know if that’s an emulation problem or if the game is just like that) and you run into the brick wall that is the utter shambles of the jump physics and collision detection that makes platforming in this game barely manageable. I guess it’s impressive that this ran on mobile phones at all but it constantly feels like it’s coming apart at the seams.

It is, mercifully, short. Only four of the locations from Sonic Unleashed are here and all the hub worlds and everything else extraneous is gone. Even the plot is barely there. There are some brief bits of dialogue at the start of levels between Sonic and Chip that are lines taken from the main gain, divorced from their original context. Other than that there all there is is some interstitial titles between levels that were clearly written by someone who was not given much if any guidance on what the story in the game is meant to be. It refers to Sonic in werehog form as just “Werehog” as if it was a name and talks about Sonic going to “Athens, Greece” instead of Apotos (which is actually based on Mykonos) even though the title cards for levels actually do use the made up names for these places, correctly calling it Apotos. This itself is weird because that’s not the name for the level in the console versions of the game, that’s the name of the hub area. The level is actually meant to be called Windmill Isle! The ending screen also just goes on a weird ramble that “We cannot live without the night, we all must sleep, we all must rest. Darkness is a part of our world, just as much as light.” Sure, great!

One last funny note is that after you beat each boss you get a Chaos Emerald. You might think that this means you are going to get all seven before you fight the final boss and there will be a Super Sonic section, but when you get to the final boss you only have five of them and then after defeating it the game just gives you two more and then ends.


Poster.

It’s always interesting to see different takes on the same core idea. I knew when Unleashed Recompiled was released that I would be playing this alongside that fancy new PC port of the XBox 360 version. This Wii version takes the core concepts of the game and executes them in very different ways and it’s a lot better than I expected!

Being the budget version of the game a lot of fat is trimmed. Hub areas in each country are replaced with a more visual novel-style menu interface, using static renders of locations and characters from the PS360 version for visuals. This saves some time compared to running around and talking to people in the other version but is still tedious and fiddly and you do have to talk to people a lot more to progress. There is one part in particular after getting to Spagonia and Mazuri where you keeping having to go back and forth talking to different characters and watching cutscenes (FMVs that also use the in-engine cutscenes from the PS360 version as pre-rendered assets) for so long that I was begging the game to just let me play a level.

But when I actually got to play the levels they are quite fun! I actually prefer the werehog in this game to the PS360 version. There are motions controls if you would like, and it is fairly charming to do left and right hooks to attack or swing your arms rapidly to climb, but they are a bit much to play the whole game with, especially when there there is also fairly involved movement and platforming on top of it, but the game offers full support for the Gamecube or classic controller too. Even on the more standard control scheme the left and right punch are still bound to separate buttons. This is probably a holdover from the motion controls but I honestly enjoy it. It means you have to alternate left and right shoulder buttons to do combos making it just that little bit more engaging than just mashing attack repeatedly. Enemies also mercifully die much faster in this version.

I also quite like the werehog’s general movement. There is a real feel of weight and momentum in the way you skid while turning when running (even if having to double tap a direction to run is fiddly) and I also like you hold X to grab things rather than just tapping it. It gives you that little feeling that you’re gripping onto it yourself.

The night stages are also divided up into sets of three smaller acts rather than one big level. This puts them in more manageable chunks and means you lose less from a game over (which are a bit more likely in this version, more on the lives system later). Each act also takes place is a pretty distinct area. In Dragon Road (set in Chun-nan, based on China) the first area takes place in an area with lots of shrines and pagodas, similar to the PS360 version of the stage, but the two subsequent acts have you ascending a waterfall and then running across the Great Wall.

For the daytime stages the motion controls stop being a fun gimmick and are really just a hindrance, but the control scheme for more standard controls work just fine. The day stages are an interesting and very different take on the boost gameplay. How that should work was not set in stone yet and it feels like a real road not taken for how the series could have worked. Boost being discrete bursts of speed rather than a meter you drain continuously was strange to me at first but works pretty well. You really have to think much more about timing when to boost because you are committing to it and it can send you off a cliff that you can’t stop running towards. That along with the system where you are rewarded with boost for action chains and drifting feels like the game really rewards constant activity and hitting everything in the level just right. Rings upgrading your boost gauge with extra charges also gives more incentive not to just collect rings but hold on to them which later games don’t really do. It’s really rhythmic and intense in a different way to the boost formula I’m more familiar with. I am a bit tired of these games at the moment but I’ve definitely tempted to come back and practise the daytime levels more and get to grips with what a perfectly executed level feels like in this game.

I did think the game was a bit unforgiving with lives, only giving you three attempts at a level before a game over with no way to collect more, but what I had missed is that extra lives are actually a permanent upgrade in this game that you have to get elsewhere, but once you get an extra life you have that extra life for every subsequent level that you play. This is what the sun and moon medals are for in this game; they don’t gate progress like in the PS360 version. They also aren’t found through exploring, not directly at least. They are gotten through getting good performance in levels. For daytime levels this does just mean going as quickly as possible and beating certain par times. For the nighttime levels though there are three separate criteria for earning them for each level: You get one for beating the level under a certain time, one for getting enough “force” (experience points, basically) which can be found in high amounts throughout capsules hidden in little nooks and side areas—thus making those medals your reward for exploration—and one for getting enough rings, which just means being careful to hoover them up as you progress normally. This gives you some leeway in how to play levels if you still want to get some sun medals without worrying about getting them all.

What the sun and moon levels gate in this version is side areas in temples with extra puzzles. These puzzles require you to change back and forth between hedgehog and werehog and use their different movesets to peal back the layers of the puzzle in a way that you never do in the other versions of the game. And it is optional, though one might struggle in the last few levels without the extra lives. I certainly did before I realised that I had missed this entire system.

The final boss is also better in this version I think. Certainly the Punch-Out section is more fun than the equivalent part from the PS360 version. The Super Sonic part is a bit dull but certainly a lot less janky than those parts often are in this series.

Like its alternative version this is not without major flaws but I was surprised by how much more I want to go back to and fully get to grips with this version, this different angle on the series.


Poster.

It’s interesting playing this after Shadow Generations; going back to the first boost game after the most recent one. They landed on a winning formula but there has been some clear and needed refinement over the years. The boost, homing attack and air dash all being the same button is a less than ideal and it lacks a good way to half your momentum quickly, the stomp transitioning into a slide when you’re moving quickly rather than stopping you dead line in later games. But it’s at its core familiar and fun territory for the day stages. Very familiar, actually, as I’ve played all of these levels before in Sonic Generations through mods and only now am experiencing them in their original context. It’s an interesting! There are definitely some gaps in the version presented by the Unleashed Project mod where the toolkit available to Sonic Generations modders could not replicate the original gameplay. On the other hand the original versions have fiddly and surprisingly unforgiving quick time events, so there are trade-offs whichever way one plays these levels.

For the night stages Sonic the Werehog is fairly fun. To begin with anyway. As the game wears on the combat increasingly overstays its welcome and while the platforming challenges can offer a breather they are generally not very interesting. Thankfully Unleashed Recompiled includes an option to turn off the battle music which helps with one of the more irritating aspects of the night levels. As a final nitpick I found the fact that all these Eggman’s robots and Dark Gaia monsters just hang out together and apparently work together in the night stages very odd. It feels like there should be a stronger dichotomy between the two types of enemies or even having them fight each other. Watching monster infighting is always fun!

Levels of both types can be pretty mean with bottomless pits and the like but the developers seemed to have at least noticed this and often put extra lives shortly after checkpoints before difficult sections.

Outside of the core gameplay the game does leave a lot to be desired. The world tour was a cute idea but the execution is tedious and a bit racist. It’s hard to ignore how western countries get towns and cities with levels that have you running through streets with human inhabitants, while elsewhere has small villages that you quickly leave to run through empty ruins (which you are also smashing up a fair bit), any significant construction or urban civilisation in these places being relegated to ancient history. When you arrive in Mazuri, based off Mali and other parts of Africa, you find yourself in a mudhut village devoid of any modern technology other than Eggman’s invading robots and one of the first people there you can speak to says something to the effect of “You’re looking for a professor. What’s that? Sounds tasty!” The one blessing is that when people are voiced they all just have American accents rather than any attempts to imitate different nationalities.

Even aside from all that going around and talking to people in general is a pain. Hub areas are littered with people but Sonic moves so sluggishly in them and no one ever has anything interesting to say, but there are times when you have to go around and mash buttons to advance their dialogue to the end in order to progress. That or go back to Professor Pickle’s lab fifty times only for him to tell you to go back to where you just were. It was only very late in the game that I realised that sometimes NPCs will give you challenge missions so there is actually reason to talk to them beyond reading them say inane crap. The fact that I had stopped talking to them whenever I didn’t have to meant I had probably missed a lot of those and did not help with my medal deficit.

You have to collect sun and moon medals to unlock stages and progress in the game. These are found scattered around both hub areas and levels and as long as you keep an eye out for them and make sure to collect them you can keep ahead of requirements for most of the game. I knew this going in and tried to be diligent but I still ended up hitting a brick wall on getting to Adabat (based on Cambodia and other parts of Southeast Asia) I had to go grind for sun medals for while before I could continue, which was tiresome and not helped by the fact that you can’t find medals or other collectables if you do the time trial or other challenge versions of levels, which at least might have let you do the grind with some more variety.

The plot is fairly insubstantial and dotted with comic relief characters who fail to ever be funny. Chip is Scrappy-Doo with pixie wings and proto-Orbot is even more annoying, ergo every cutscene with him in it is a pain to listen to, ergo I was annoyed every time I saw him, ergo I wish he wasn’t in this game.

Returning to the gameplay, the final level having you swap between both gameplay styles might have been cute if it was doing anything interesting with that, but it really is just day section, night section, day section repeatedly with one point where you can take a shortcut to stay in a day section for longer. I might have been tempted to replay the day parts if there was a way to do only them as it seems to have an interesting degree of branching paths that give it a feeling of semi-openness not seen in the rest of the game, but I do not want to go through the werehog sections of it again.

The final boss is… not the worst for a Sonic game. It’s passable. Like a lot of other things there’s some interesting ideas there that are lacking in execution.

For all its flaws this game did lay down a very solid foundation for the series going forward. Most of what is good about it was refined through future games and the worst parts of it were left by the wayside.


Caoimhe

This roundup is going to link to and quote articles dealing with sex, kinks, sexual assault and also fascism at the end.

Vols.: I, II, III, IV, V, VI, VII, VIII, IX, X

Taking a page from Mike I am going to include a suggested piece of music to listen to while you read this; the first track from my Cohost song of the day playlist, the title theme from Robocop for the Game Boy:

I’ve divided this into two sections, the first for people who I haven’t linked to as part of these roundups before and the second for people who I have.

New challengers

Hermit Crab Intimacy (On Visitors) — Rabbit

Home, intimacy and vulnerability.

When I live somewhere, I feel like my life saturates it and sinks into the walls, like cigarette smoke. Every strong emotion I feel creates an energy that overtakes the room for a while; if I had a big hard talk with my partner in the old living room, I knew it was over when we moving upstairs to relax in bed, and the feeling would be left behind. And over time, the kitchen isn’t just the place where I cook, it’s where I care for my loved ones; the bedroom isn’t just the place where I sleep, but where I connect with my partner and feel safe at night. The house is not just a house. It is a home, a being, a body that I have a relationship with that requires love and care and patience. Cleaning my house feels like also shoveling out all of that psychic debris. It is an act of care for the place, and an act of care for myself. I have always been part of a house; my home has always been part of me.


design thoughts: let things be rare — Joe Wintergreen

Some game design thoughts.

Some things are cool because they’re rare, and that’s the whole reason. You can implement a cool feature, say “wow, that’s cool, we should make that happen more”, and just like that, it’s not cool. It’s no longer a story players tell each other. The first time you play Splinter Cell Conviction, and you’re hanging off the side of a building waiting to pull another guy out a window, and a particularly savvy guard actually leans out a window and checks the side of the building – that’s amazing! What a smart, weird thing to do! But then they do it again, always. It’s not reactive or rare, like you thought, so it’s no longer cool. You won’t be saving that clip.


I Love Niche Problems — Caoimhe

I am not a Formula One girlie but Caoimhe’s passion for saving and sharing the history of it is inspiring.

Long story short, I’ve been building up a rather popular niche in the high seas community. My archive of F1 media is solid, comparable to plenty of other buffs around the world, but I’ve made a commitment to sharing it as widely as possible, for as long as possible.


The Digital Packrat Manifesto — Janus Rose for 404 Media

Relatedly, a celebration of media hoarding. Anything on any streaming service, on a website, can be taken away without notice. What’s yours is yours, and also organising a Jellyfin server is very satisfying.

Sure, there are websites where you can find some of this material, like the Internet Archive. But this archive is mine. It’s my own little Library of Alexandria, built from external hard drives, OCD, and a strong distrust of corporations. I know I’m not the only one who has gone to these lengths. Sometimes when I’m feeling gloomy, I imagine how when society falls apart, we packrats will be the only ones in our village with all six seasons of The Sopranos. At the rate we’re going, that might not be too far off.


Johnson. A Plane Man — Hyphinett

A little downpour game made from a Ryanair Boeing 737 safety manual :)


Returning champions

A Hackable, Custom, Magic Wand (Plus) Board — Kore

Kore’s third post about hacking a Hitachi wand, as previously seen in the first and fourth roundup.

So: the Hitachi Magic Wand is a very good device. It, however, has very little granularity in how strong it is. Even the newer Magic Wand Plus only has four, non-customizable settings.

I don’t like this and want to fix it. In the process, I’ll also be adding bluetooth connectivity, because I thought that was pretty funny.


The Cuddled Little Vice — Elizabeth Sandifer

I have previously linked to Sandifer’s writing on Doctor Who and inane September the 11th memorial comics but another one of her long-term projects is The Last War in Albion, a sprawling series of essays which she describes as “a history of British comics. More specifically, it is a history of the magical war between Grant Morrison and Alan Moore”. After a long hiatus she is back with a book-length article on Neil Gaiman. This is obviously written in light of the sexual assaults that have come to light, but is neither a polemic nor trying to turn his works into some sort of gotcha against him or his fans. It is a clear-eyed and fair assessment of the merits and flaws of his work woven with the story of the man himself and of his craft, his cynicism and his actions.

When one talks about Sandman being foundational to millions of people, one is talking not exclusively but substantially about teenage girls of the 90s and 00s who were into goth subculture. And a fundamental part of its appeal is that its best character—the one who gets all the good lines and who the reader is all but forced to love—looks like them. In contrast to Cinnamon Hadley, who was a bold fashion and makeup experimentalist, at the end of the day dressing up like Death required little more than a black tank top, black jeans, some boots, a cheap piece of jewelry, and a bit of practice with an eyeliner pen. It is difficult to think of another iconic character in comics that was routinely first encountered by people who were already cosplaying her. It’s no surprise that many of those young goth girls passionately identified with her, nor that they became adoringly loyal fans of her creator—fans that he would spend the rest of his career both catering to and preying upon.


The Strange Armor of Dragon Age: The Veilguard — Bret C. Devereaux

Last time I linked to two of Devereaux’s pieces and am doing so again. Following on from his piece about sci-fi body armour we have this analysis of the armour of Dragon Age: The Veilguard.

And that actually makes a fair bit of sense: if you expect to be fighting in close combat, you hardly want anything on your person adding encumbrance or weighing you down or providing an extra easy hand-hold for someone to grab and pull at. And more to the point, your ancient or medieval soldier doesn’t need them because he has nothing to put in a bag or pouch that he needs to grab in combat. His primary weapon and shields, after all, are carried in his hands, his armor is worn on his person, his backup weapon is in a scabbard at his waist…and that’s it. Archers might carry arrows in a quiver, of course and slingers stones in a small bag, but that’s just one small container of clear and distinct purpose, generally at the waist. This is just a design feature one does not find in the kind of technological environment posited in these games.


Coinage and the Tyranny of Fantasy ‘Gold’ — Bret C. Devereaux

And the second on the logic of “gold” as a generic currency in fantasy settings compared to historical reality of money and coinage.

But part of the reason these coinage systems work they way they do is that they operated in societies in which a lot of economic activity was non-monetary or at least, non-coinage. And here, we should go back to our ‘money’ vs. ‘currency’ or ‘coinage:’ remember, money came first. So let’s say you live in a small community – like a peasant village working beneath a large landholder’s manor – and you need to transact some things, but you don’t have any actual silver because coins are scarce and valuable (and being a subsistence farmer, you grow most of what you need yourself), how do you do it? Well, one way is to do it ‘on accounts’ – you need wool and so when the shepherds come down from the hills, you trade for some of their wool during the shearing with a family you know and both you and they make a mental note that you owe them for the wool. You might express that amount of debt in silver (as a unit weight – see how we get to coinage as a pre-measured weight of silver?) but there’s no reason to measure out silver (even if you had any) because you see these folks every year and next time they’ll ask you for some grain and so on.

Note that this is not the same as the concept of ‘barter’ – there is, in fact, a notional ‘money’ intermediary, it’s just not a physical coin or bill, its expressed as an account, a purely notional unit of value.


The Quietly Coercive Nature of “Vanilla” Sex — Devon Price

Following on from linking to a bunch of his writing this piece from Devon Price that made me reconsider my relationship to sex a bit and do some self-reflection pushed me to start moving forward with trying to get bottom surgery, something I had previously considered but put off.

I think one of the biggest problems in how people conceive of diverse sexualities is by attempting to place all sex acts upon a single hierarchy from “extremely kinky” to “tame.” Under this framework, activities like PIV and oral are viewed as neutral precursors to the racier and more extreme forms of sex that a person must “work themselves up” to – and this obscures that those supposedly neutral sexual activities can be both incredibly exciting & fulfilling to some, and downright disturbing or traumatizing to others.

[…]

According to the Vanilla-to-Kinky Staircase Model, boundaries can only be drawn hierarchically: you can only say no thanks forever to sexual acts that are more “extreme” and higher up on the staircase than the ones you’ve already engaged in. This means that kinky people often feel coerced into sexual acts that do absolutely nothing for them, and non-kinky people are expected to like anything and everything that their social group considers to be ‘standard’ sex.


AI and Esoteric Fascism — Baldur Bjarnason

Last time I linked to an economics-based analysis of the popularity of software development frameworks. This time fascism, yay 💖

These “bonkers” ideologies are integral to the fascist project as a rationale for atrocities and destruction. They are a belief system that promises a bright future to the selected people and provides them with a systemic rationale for letting mass death happen as “AI” will replace the workers.


Poster.

Surprising that this had an option for your shout of “no!” to be in Irish, and not just because it’s a minority language in a small country. There isn’t actually a direct word for no in Irish, so they went with «ní dhéanfaidh mé é», “I will not do it”. This does highlight how the word no is used in a bunch of different contexts in the game. It is often used to refuse a task, which this translation makes sense for, but it is also used to answer questions and other contexts where «ní dhéanfaidh mé é» doesn’t really make sense, and I wonder do any of the nos offered for other language don’t always make sense in context in the game.

Though honestly even shouting “no” in English sometimes felt like it didn’t really fit as a response. I was often waiting for dialogue to get to a point where shouting no fit in naturally, but it quickly becomes apparent that there is no point in doing this. Really this is just a game with a button to advance dialogue that also plays a sound effect and it does shockingly little with the idea.

Every once in a while you will be stopped to do a tutorial on how to do a different style of no, which sets up the expectation that these matter in some way but they do not; they are purely for a little bit of extra self-expression. That might have been a cute little bit of player controlled flair but the fact that they keep stopping everything to give me tutorials on something utterly pointless soured me on them. The control scheme for them also seems needless complicated. Why have them as different modes you have to toggle between with the d-pad? Why not just have them on the four different face buttons? None of the other face buttons do anything anyway so you could have just let them free for that. There is a shocking amount of tutorials to sit through in this game that has absolutely no mechanical depth. Maybe that was intended to be a joke in and of itself? Well it falls about as flat as most of the humour in the game, then.

The one little bit of mechanical choice is the decision to not shout no sometimes, which lets you progress some little mini scenes. These are cute but also they then run out of ideas for what to do with them and repeat the same staring contest joke five times.

Okay I’ve been enough of a grump. This is a short game with a cute idea and I do really like the Mega Man Legends-esque aesthetic and really liked the character creator. It’s okay.




Poster.

This was clearly made by people who loved Advance Wars and wanted to take making a new game in that style very seriously. Despite the medieval fantasy facelift the game feels immediately familiar and charming but with a lot of thoughtful tweaks and changes to systems to make them fresh and more engaging.

I am very fond of the critical hit system making unit placement and countering much more thoughtful than a simple rock paper scissors approach of damage types and weaknesses.

I also quite like them sticking to the idea of making the different commander units representative of the different infantry types in the game to the point of having a dog commander.

The problem, though, is that this was clearly made by people who loved Advance Wars and wanted to take making a new game in that style very seriously and as part of that they tried to actually make it balanced! I don’t want balance, I want fun little weirdos with ridiculous abilities bouncing off of each other!

Every army is the same other than their commander, without even any passive buffs. Where is the guy who gets bonuses for roads? The guy whose artillery sucks shit but gets super buffed spearmen or something? I understand that they wanted to create a viable multiplayer game but I am just here for the story mode.

I mentioned that the commanders are based off the different types of infantry but even then they all have the exact same stats and only differ in their charge-up ability. The dog doesn’t behave like a dog unit, the vampire doesn’t behave like a vampire unit, they are all just super-footsoldiers. It’s a real shame.

And of course the other problem with this being made by Advance Wars sickos is that the difficulty is skewed pretty highly. I don’t think it’s massively unreasonable but it was harder than I expected and I certainly didn’t want to replay everything on hard to grind out stars, which you need to do to unlock the completely unreasonably gated final level. I ended up just downloading a completed save file to play it and honestly it wasn’t even that difficult.



Caoimhe

Since New Year’s Eve 2021 some some friends and I have done an annual race of the game Celeste. We all start at the same time and then the first person to get to the summit wins. We track it using the in-game speedrun timer.

2021

I was very into Celeste at the time and won by a pretty wide margin. I don’t have a record of how everyone else did, but I completed the game in just under two hours, with three hundred and six deaths and six strawberries1.

🏃 ⏱️ 💀 🍓
🥇Caoimhe 1°54′55.047″ 306 6

2022

After this two of my friends got into the game very hard. My friend Ruby ended up getting most of the golden berries2, something I haven’t even attempted and another friend, who wished to be called The Shadowblade in this post, started getting into Celeste mods. So when the next race happpened on the 8th of January 2022 Ruby took the gold medal from me, beating my time by half an hour while I barely improved. The Shadowblade sadly did not finish and gave up four flags from the summit due to hand pain.

🏃 ⏱️
🥇Ruby 1°22′10.918″
🥈Caoimhe 1°51′25.318″
🥉The Shadowblade D.N.F.

2023:

On the same day the next year myself and Ruby both improved our times, with Ruby coming in first again, a newcomer who I will call D. in second and myself in third. The Shadowblade did not finish again.

🏃 ⏱️ 💀 🍓
🥇Ruby 1°08′01.275″
🥈D. 1°21′03.071″
🥉Caoimhe 1°34′46.007″ 245 0
🏅The Shadowblade D.N.F.

2024:

The next race was on the 14th of January 2024 and I managed to take more than twenty minutes off of my time, which was not enough to beat Ruby’s best time, but Ruby did a worse race than the previous year and it was enough for me to win for the second time.

🏃 ⏱️ 💀 🍓
🥇Caoimhe 1°12′40.296″ 128 0
🥈Ruby 1°14′53.679″ 144 3
🥉The Shadowblade D.N.F.

We also decided to do a little race of the Pico-8 version of Celeste, which Ruby won.

🏃 ⏱️ 💀 🍓
🥇Ruby 5′11″ 29 4
🥈Caoimhe 7′50″ 57 1

2025

Finally, this year’s one took place on New Year’s Day. Ruby had a clear lead from the start and has gotten very close to the one-hour mark, just three minutes short of it. I came in second, doing a bit worse than last year, which shouldn’t be a surprise considering an hour before the race I posted about how worn down, tired and sore I was. The Shadowblade finished this time, coming in at just over an hour and a half.

We were also joined by our friend Stella who had never played Celeste before but decided to join in on the race. After the rest of us had finished Ruby said if that Stella actually finished she would forfeit her victory to her and shockingly Stella actually did. She finished the game in one sitting in just over ten hours with closing in on four thousand deaths and nine strawberries.

Ruby insists that I should record Stella as the winner, but I am a petty bitch and I never said that I was going to forfeit. If she wants to fine but if I she does I’m saying that makes me the winner.

🏃 ⏱️ 💀 🍓
🥇Ruby 1°03′38.846″ 75 1
🥈Caoimhe 1°22′37.421″ 190 0
🥉The Shadowblade 1°31′51.536″ 275 0
🏅Stella 10°06′38.428″ 3839 9

2026

Maybe next year we will come in under the one-hour mark?

  1. Strawberries are optional collectables throughout the game. They don’t mean anything for the race but the game records how many you collect so I’ve included them for the runs that we recorded that information for. 

  2. A challenge for completing chapters in zero deaths for a game where an average number of deaths per playthrough is in the thousands. 


Caoimhe

Vols.: I, II, III, IV, V, VI, VII, VIII, IX, X

Doing another one of these. I still intend on doing rebogs as well and I’ve added some more styling to make reposts stand out from my own words and make a more clear divide between them.

History and science fiction

On Bread and Circuses — Bret C. Devereaux

Devereaux digs into the origin of the phrase “bread and circuses”.

So the surface reading seems clear: he is putting the Roman people on blast for letting their authority over public affairs be taken away, usurped by emperors who promise them bread and circuses (we’ll come to if this is an accurate representation of the history in a moment). They used to have all of this power, the power to bestow offices and armies, but now they cower fecklessly in the wake of imperial slaughter and arbitrary rule.

Except, of course – wait a minute – isn’t the theme of this passage that power is an unwise thing to ask for? The theme of the whole poem is that you shouldn’t be asking the gods for these sorts of things!

The Problem with Sci-Fi Body Armor — Bret C. Devereaux

Also from Devereaux.

Instead, where real armors evolve against threats, fictional armors evolve as a visual language, borrowing the design elements of other fictional armors far more often than they dip into their own historical exemplars, with the result that the whole thing sort of devours itself.

Fiction referencing exclusively other works for fiction rather than looking to the world is something I think about as well from time to time.

Book Review: War with the Newts — Nathan Goldwag

Goldwag reviews a book from the man who coined the word “robot”.

The novel starts with Captain van Toch, a Czech sea-captain in the service of a Dutch trading company, stumbling upon an isolated community of giant amphibians in the Dutch East Indies, living on a single tiny island, their numbers culled constantly by sharks. Van Toch realizes that they’re trainable, and extremely intelligent, and has the idea to plant colonies of them across the Pacific to work as pearl divers. After his death, the Pacific Export Company transitions from luxury goods to mass labor, selling newts across the world as an undersea work force capable of hydraulic and maritime engineering, which results in Newts settling most of the world’s coastlines and becoming an integral part of the global economy. “So now we find the salamanders on the road to their finest flowering; but the human world, too, is enjoying unprecedented prosperity. New continental coasts are being feverishly constructed, new dry land is emerging from where shallows used to be; artificial air support islands are springing up in the middle of the ocean.” (Newts, pg. 165). For all the absurdity, however, Čapek treats his topic seriously. We’re given footnotes, citations, discussions of legal dilemmas and cultural disputes, discourse on the economic impact of newt labor and how it affected different nations and groups, taxonomies on newt evolution and biology. It doesn’t feel like a cheap trick or a gimmick because it’s all done with such care.

Gender

Degendering and Regendering — Talia Bhatt

In short, to acknowledge transmasculinity, a society would have to first admit that manhood—just like womanhood—is a social class and not a ‘natural’ category. Its people would have to acknowledge that the desire for independence and self-actualization exists within all of us and is not, in fact, stored in the balls.

My Doctor Emailed Me Back — Abigail Thorn in Trans Writes

Thorn outlines very well the fundamental ideological problems in the N.H.S. and how trans healthcare is handled that I think apply very well to the H.S.E. here in Ireland as well.

There are even more serious charges. The coroners’ reports into the deaths of Sophie Williams and Alice Litman said lack of gender affirming care contributed to their deaths. That is to say, it is a matter of publicly recorded fact that the NHS’ failure to provide gender affirming care has contributed to the deaths of patients. Nobody at NHS England has resigned or faced consequences.

Of course panic, misinformation, and mistrust take hold in these conditions! Of course people come to believe the NHS are making secret plots behind closed doors! These conditions are entirely of the NHS’ own making. Slapping a famous trans person’s face on a new outreach program does nothing to address them. As I told Colonel Korn, if the NHS wants to increase trust they should start by apologising.

But the Colonel expressed his bind to me the same way every other NHS senior official I’ve spoken to has. The Department of Health and Social Care tells the NHS how they have to spend their money. The mandate they get from the Health Secretary tells them what services they have to commission: if it says “Ten more transplant wards,” they need ten more transplant wards, and that’s that. If it says “Spend £90m pathologizing trans people,” that’s what he has to do.

This point bears underlining: every single person I have spoken to in the NHS- from local GPs to the National bosses- told me they are powerless. There is nobody at any level of the organisation who takes responsibility for the state the service is in and the suffering it is causing. Every single person blames the person above them, even the man at the top.

Technology

Hitachi Hacking, part two! — Kore

Followup from the first of these posts.

In my last post, I succesfully made a bluetooth/wifi Magic Wand Plus. Unfortunately, though, I completely bypassed the original Hitachi board, which happens to be where all the buttons and LEDs are attached, so it was only usable remotely. To make the physical controls work again, I could either make my own copy of the Hitachi’s board, with buttons and LEDs in the same places, or somehow reprogram the original board and make it do my bidding.

The first option requires a lot of measuring, which I find really annoying to do. So, let’s hack the Hitachi’s microcontroller!

React, Electron, and LLMs have a common purpose: the labour arbitrage theory of dev tool popularity — Baldur Bjarnason

I love economic forces.

MongoDB’s popularity among managers during its peak was largely down to the idea that you no longer needed a database expert. Just throw the data into the document DB puddle and let your existing less-specialised developers handle it. The promise of the document database during the peak of their hype was that you didn’t need to employ as many specialists.

Electron, PhoneGap, and React Native promised to let companies replace their expensive platform specialists with more commodified generalists.

Standardisation in web development lowers costs, increases predictability, and makes the various browsers more interchangeable. It’s a hedge that reduces the individual market power of each browser, but usually in equal degree while increasing the value of the overall web, leaving each browser vendor better off as a result. Their market share might not increase but they have a bigger cut of a larger pie. Incompatibility tends to drive developers and companies to other platforms, reducing the overall pie.

Standardisation of labour, conversely, does not benefit labour.

Open source maintainers are drowning in junk bug reports written by AI — Thomas Claburn in The Register

Everybody hates A.I! Here’s another reason to.

Whatever happens to Python or pip is likely to eventually happen to more projects or more frequently. I am concerned mostly about maintainers that are handling this in isolation. If they don't know that AI-generated reports are commonplace, they might not be able to recognize what's happening before wasting tons of time on a false report. Wasting precious volunteer time doing something you don't love and in the end for nothing is the surest way to burn out maintainers or drive them away from security work.

Seth Larson

Palette swaps — Mabbees

Seeing as I dusted off Pico-8 again recently here’s a little post about doing palette swaps in it.

The concept of a palette swap is drawing something with a different set of colors. It’s a good way to get more mileage out of your PICO-8 sprites. There are a bunch of things you can do with palette swapping

  • create variations on a character
  • make simple looping animations
  • fade in or out of a scene
  • simulate day/night cycles

But what does this mean for us as programmers? How do we represent the concept in code?

Scrapers I block (and allow), with explanations — Seirdy

Technical website bullshit, but something I’ve been meaning to look at setting up for this site too.

Bots I block fall into one of the following categories:

  • Bots that only serve to power adtech on other sites. My site has no ads, but I allow bots such as Google’s AdsBot.
  • Intellectual property snitches. I forbid robots that scan for plagiarism, trademark/copyright violations, brand protection, etc.
  • Robots that power invasive background checks that border on cyberstalking.
  • Scrapers that build datasets to train Generative AI (GenAI), such as large language models (LLMs). I don’t block search clients used by GenAI research assistants; I only block scrapers used to train GenAI models.

Everything else

Saying Gaelic / Gaeilic is ok

I used to be one of the people who “corrected” people about the word Gaelic. I am sorry.

The Irish Language was referred to as both Gaelic and Irish until the Republic was formed. “Irish” was mainly used by academics; “Gaelic” was used by the common people.

The Republic chose “Irish” over “Gaelic” for political/nationalistic reasons.

Pornhub Sees Surge of Interest in Tradwife Content, ‘Modesty,’ and Mindfulness — Samantha Cole in 404 Media

Dahl started an Instagram account in 2023 that parodied tradwife content creators, after her own account was banned by the platform multiple times. Tradwife content (short for “traditional wife) is fetish content, even if the “wife” isn’t showing skin. It’s a fantasy, and always has been, even when it was used to sell ovens to 1960s homemakers.

Laziness Does Not Exist — Devon Price

Kim is the person who taught me that judging a homeless person for wanting to buy alcohol or cigarettes is utter folly. When you’re homeless, the nights are cold, the world is unfriendly, and everything is painfully uncomfortable. Whether you’re sleeping under a bridge, in a tent, or at a shelter, it’s hard to rest easy. You are likely to have injuries or chronic conditions that bother you persistently, and little access to medical care to deal with it. You probably don’t have much healthy food.

In that chronically uncomfortable, over-stimulating context, needing a drink or some cigarettes makes fucking sense. As Kim explained to me, if you’re laying out in the freezing cold, drinking some alcohol may be the only way to warm up and get to sleep. If you’re under-nourished, a few smokes may be the only thing that kills the hunger pangs. And if you’re dealing with all this while also fighting an addiction, then yes, sometimes you just need to score whatever will make the withdrawal symptoms go away, so you can survive.

Playing Both Sides — Mike Egan

A cute story about Star Wars: Battlefront.

But it wasn’t just that it was super difficult and took a long time. The hilarious part of all of this is that the fact that there was still a battle going on outside meant that the number one reason we didn’t get to destroy the shield bunker was that the match had ended. The AI armies we were ignoring went on fighting their war and reached a conclusion before we were able to deal enough damage to the damn thing.


Poster.

This is the skeleton of a functioning Sonic the Hedgehog game under this that you can sometimes catch a fleeting glimpse of before the mess of bad decisions piled on top of it re-asserts itself.

The addition of weapons is not inherently a bad thing, I enjoy the Gamma stages in Sonic Adventure, and having auto-lockon guns to blast stuff with as you run through a level is fun, and the way the rage mode gives you infinite ammo that lets you keep firing as long as you can destroy enough to keep your meter filled can be a cute little balancing act sometimes.

The weapons that don’t lock on are borderline unusable, though. Aiming is difficult at the best of times with these controls and rockets seem to have a habit of going straight through enemies and hitting a wall behind them and mêlée weapons are not something that works in conjunction with contact damage and knockback on hit. There is a reason that Freedom Planet excised those things from the basic formula.

But those are petty and mostly avoidable problems compared to the mission system. The Reloaded mod tries to smooth out some of the tedium but it does not solve the fundamental problems with it.

The levels are largely designed like Sonic the Hedgehog levels (and are often pretty fun when played like ones) with a linear structure but with some branching paths and shortcuts, shortcuts that you absolutely cannot use if you are trying to do missions because you will skip over a bunch of the sixty fucking individual soldiers you need to kill in order to do the dark mission so you can explore more branches of the story than the neutral pathway.

Absolutely no consideration seems to have been made for the mission system and branching story structure. The chaos control power is entirely useless to you if you are doing any mission other than the neutral one as it will simply skip you past your objectives. You must disengage with much of the games mechanics and rewards systems in order to experience more than half of the game.

The branching story structure that this is in service of doesn’t seem to have any consideration put into it at all either. The same cutscene will often play at the end of a level regardless of which mission you did, the CIA mainframe will be hacked regardless of if you did that mission or not, the events of any previous level are never mentioned because they all just exist in complete isolation and make no reference to anything that came before. Every character will act surprised that you are not doing what they say at all times regardless of if you have spent the entire playthrough so far ignoring them.

The path where you only do hero missions is really emblematic of this. Black Doom will continue giving orders that he apparently expects Shadow to obey till the end, despite Shadow not having listened to him once. But Shadow himself is similarly ridiculous on this path, which contains the infamous line “This is like taking candy from a baby, which is fine by me!” On the path where you only do the good missions! This path also has you fight the Black Bull boss twice. Surely it should have been obvious that this would be a path that many if not most players would end up doing and that it shouldn’t have the same boss fight twice on it.

Another path that stood out to me is the neutral path, which alternates level themes between ancient ruins and overgrown jungle tech base which made it feel like you were going backwards repeatedly with Glyphic Canyon, Prison Island, Sky Troops and then Iron Jungle. It really gives the impression that levels were made and then just randomly distributed between the different story paths without any thought whatsoever.

And of course the structure of this requires you to replay the same levels over and over in order to explore branches that you haven’t done yet. The Reloaded mod at least allowed me to not have to play Westopolis ten times just to unlock Last Story but the five times I had to play it to be able to at least play every level once was still far too much.

And yet it’s still sometimes actually quite fun. It’s very frustrating to have this core game that is enjoyable but with a mountain of shit piled on top of it that consistently gets in the way of satisfaction.

Expert mode almost fixes these problems, simply offering the levels one after the other, mostly just letting you play them by getting to the end without having to worry about missions, but then throws in some blatantly unfair changes to some levels on top of removing continues entirely.

Overall I still somehow feel positively about this game but I am not going to go back to it any time soon.


Caoimhe

Yesterday I took part the Cork Game Jam which was the first in-person game jam I’ve taken part in and my first time diving back into game programming in a few months and Pico-8 programming in a few years.

The theme—“myth”—was announced at ten and the pizza arrived for the after party at around four, which gave me about six hours to derust and bang something out. It was exhausting and stressful but also a lot of fun. Here’s the result:

Control with , and

The theme being myth immediately reminded me of an idea I had years ago based on the Epic of Gilgamesh, one of the oldest pieces of literature that we have a record of. There exists no complete copy of it. What we have of it is an amalgam of fragments from various damaged cuneiform tablets.

My concept is an adaptation of Gilgamesh, probably a sidescrolling action platformer, that uses the aesthetics of corrupted data to fill in for the missing sections of text. Within the six hour window I managed to get a sample of that core idea implemented, though admittedly little else.

So that I wouldn’t have to do everything from scratch I used Matthew Hughson’s platformer starter kit as a base and started making modifications to the sprites and speed values to get more in line with my concept, using Castlevania sprites as a bit of a reference for the walk cycle initially.

I spent far too long getting an attack animation working before I realised I would probably not have time to implement any sort of combat. But its presence at least speaks to setting up an expectation of what the game might involve before you end up running into the faux-corrupted mess it actually is, or within the metafiction of the premise what the game once was before most of it was damaged and lost.

The other thing I added is, of course, the scrolling text taking up the top part of the screen, consisting of the start of the text of tablet 5 of the epic, taken from Maureen Gallery Kovacs’ translation. It starts out fairly normal and then getting more and more broken as it gets to the parts of the poem that are lost.

Within the code these are represented by lines of hashes. I wrote a text drawing function that, when it encounters a hash, draws random data from the spritesheet (from specifically selected sprites in it, not the entire thing) over it, mimicking the aesthetics of famous bugs such as glitch pokémon.

Ideally the progress of the broken text would correspond to the player discovering the broken nature of the game, but it just scrolls at a constant rate with a lot of normal text up front and there is not that much in the way of level so if a player simply walks to the right they will outpace it.

In a more full implementation of this idea the game could perhaps corrupt dynamically as parts of the text are reached, simulating live memory corruption. Or perhaps the scrolling text is a bit too much of a blunt instrument and should not be included in a more complete game.

That said, I think there is definitely potential for playing with some of the more evocative parts of the fragmented parts of the text.

The oft-quoted fragment of one of the works Sappho springs to mind:

μνάσεσθαί τινά φαῖμι
καὶ ἕτερον
ἀμμέων.

someone will remember us
I say
even in another time.

Sappho

Within a section of the text that made it into the jam game is the sudden implicit violence of mention of various weapons, axes smeared with what is not said, followed simply by the word alone. I placed a long, blank pause before and after “alone” for effect.

…Suddenly the swords…,
and after the sheaths …,
the axes were smeared…
dagger and sword…
alone …
The Epic of Gilgamesh, tablet 5.

A segment shortly after features has some broken dialogue mentioning something in Humbaba’s belly, a throat and next, and Gilgamesh then saying “Humbaba’s face keeps changing!” which is begging for a scene involving the level’s tileset suddenly being replaced with disjointed meat level sprites as the boss becomes a horrible jumbled mess.

When you were still young I saw you but did not go over to you;
… you,… in my belly.
…,you have brought Gilgamesh into my presence,
… you stand.., an enemy, a stranger.
… Gilgamesh, throat and neck,
I would feed your flesh to the screeching vulture, the eagle, and
the vulture!"
Gilgamesh spoke to Enkidu, saying: "My Friend, Humbaba’s face keeps changing!

The Epic of Gilgamesh, tablet 5.

For what I actually managed to accomplish in the jam the only tricks I managed are the corrupted text and a short corridor level which becomes more visually broken as it goes along, but is completely static.

I made a pretty minimalist tileset for the background of six tiles with only two colours and tried my best to use them to give the impression of a forest, as per the epic narration.

I spent a while drawing these and then getting down trying to draw trees with them, though some of what I mapped out for the background ended up getting hidden by the tablet with the scrolling text, whoops.

As you cross the bridge you encounter a group tile in place of a bridge tile and above it a tree drawn in the same style as the first few background trees, but with the left and right side tiles swapped. Then and broken skull and a serpent implying some sort of non-functional boss mark the boundary for things really going wrong.

I still tried to keep to drawing similar tree shapes but with tiles swapped out to tiles from other parts of the spritesheet, including ones that only appear here, implying that some more game exists beyond what is implemented. Then the bridge itself corrupts and is replaced by corner ground tiles and then invisible but solid tiles as you walk into a screen of just skulls marking a little ending point.

I have expressed here some ideas for a larger game but I do not really have any plans to expand this out. It very much the kind of thing I might do eventually in a world where I had endless free time to work on every project idea I have, which is sadly not the world I live in, and it is far down the list and I only have very vague notions of how to expand this out into something bigger. It would probably not be done in Pico-8 as Pico-8’s size constraints and limited character count, not to mention tiny resolution, don’t make it ideal for games involving lots of text or expansive levels.


Táibléad Ⅴ

Triail Pico-8 a rinne me don Cork Game Jam. Is é “myth” an téama.

Is féidir an leaṫanaċ seo a léaṁ ċun tuilleaḋ a ḟáil.

Control with , and

Creidiúintí



Poster.

Very fun dive into a bunch of absolute messes. Being divorced from the plot of the comic it’s based on means it’s quite self-contained but also that it gives a deeper view into a bunch of characters who don’t get as much time dedicated to them in the main work and it is impressive how the different story threads interweave and play off each other depending on the order you do them in and which paths you take.


Poster.

The most important thing this game layers onto the Sonic the Hedgehog template is versatile movesets for each character that gives huge breath for improvisation and recovery, allowing more room for keeping the flow going as one glides through levels.

The tools each of the four characters are also very different from each other, each resulting in their own style of movement and their own challenges in different levels.

The movesets also result in fun, expressive combat. The game has thirty-two levels and all of them have bosses to fight (though some levels are just boss fights) and some of them are really gratifying to bang one’s head against a few times till finally getting how to read and dodge and counter them.

A few other tweaks from its erinaceous roots like lack of contact damage or knockback help to keep the pace of both the running and fights smooth even if you do fuck up a bit and make the whole thing extremely satisfying.




Caoimhe

This post includes plot details for Shadow Generations, Sonic Generations and Sonic Adventure 2

There is a part of Shadow Generations that I got unreasonably excited about, but it is going to take some explanation as to why.

There is a boss in Sonic Adventure 2 called Egg Golem. When you defeat it Sonic taunts it by saying “Nice try, rocky!” during the victory screen.

Also in Sonic Adventure 2, in a scene aboard the Space Colony ARK, Sonic the Hedgehog tries to fool Ivo “Eggman” Robotnik with a fake Chaos Emerald created by Miles “Tails” Prower, which Robotnik spots immediately.

These scenes don’t have much to do with each other, but in 2020 I watched videochess stream a Sonic Adventure 2 randomiser that not only randomises the levels and characters, but also all of the cutscenes, playing them in a random order and with every voice line for each character swapped with a random line of theirs from elsewhere in the game. The results are mostly nonsense but sometimes they line up in funny ways.

In particular a version of the fake Chaos Emerald cutscene plays where Robotnik says his line identifying the Chaos Emerald as fake early, to which Sonic responds by pulling out the emerald and saying “Nice try, rocky!”, apparently to the emerald itself. This resulted in several people watching, including myself, immediately declaring Rocky to be the name of the fake yellow Chaos Emerald. Eggman then tells Sonic to put Rocky down and back off.

Most of rest of the randomised dialogue is the usual ill-fitting nonsense, but the appropriate dialogue from Ivo with the Rocky line in the middle cemented this moment permanently in my mind. Rocky is my beautiful fake son and I want to protect him. And in Robotnik’s next line he insults Rocky and calls Rocky “sand” and says his machines hate Rocky and shoots my poor boy into space! It’s fucked up.

But Rocky does not have a large part in the Sonic series. The general idea of fake Chaos Emeralds gets revisited briefly in Sonic X where Sonic uses fake emeralds to turn into Dark Sonic and in the IDW comics Eggman tries to grow the “Eggperial City” using giant fake Chaos Emeralds. Also in the comics, specifically in Imposter Syndrome #2, a yellow gem that might be Rocky appears as a background detail on a shelf in Starline’s collection.

Starline reminiscing in from of some Sonic and Eggman memorabilia, including a yellow gem.

The real yellow Chaos Emerald appears throughout the series of course, including in Sonic Generations where it’s the emerald that you get for defeating Shadow the Hedgehog in a fight. And with Sonic Generations’ rerelease bundled with the new Shadow Generations campaign one of the many things that delighted me about the game is Rocky’s triumphant return and the silly way that it tied back into the original Sonic Generations.

In the promotional animated short for the game, Dark Beginnings, Shadow already has the yellow Chaos Emerald before the start of the game and holds on to it throughout the story. At the end of that short he flies to the Space Colony ARK and in an early cutscene in the game before being attacked by the Time Eater he finds Rocky still chilling on board the ARK and pockets it, now having both Rocky and the real yellow emerald.

Then, midway through the game, there’s a cutscene showing Sonic and Shadow’s fight from the Sonic Generations from Shadow’s perspective, where after losing he passes off Rocky to Sonic so that he can keep using the real emerald for his own fight.

It is, I admit, quite fan-wanky but I just admire pulling these disparate threads together and how this plotpoint is only possible because the fake emerald in Sonic Adventure 2 and the one in the Shadow rival battle in Sonic Generations both just happen to be the yellow one. And it means that Rocky is back! And he did such a good job! And he even retroactively gets to appear in Sonic Generations now too!

Nice try, Rocky! button.

Poster.

There is an incredible satisfaction in nailing a level of Sonic and/or Shadow Generations. It often feels almost as much like a rhythm game as a platformer, giving you that steady flow of obstacles to react to as you start off sight-reading and then eventually memorising the feel and flow of the stages, with plenty of alternate paths and shortcuts to tease out as well.

The contextual DOOM POWERS add extra layers to this for specific levels and Shadow turning into a squid now or using evil HM03 Surf is just kind of funny to see and Shadow’s chaos control power adds an interesting element of resource management to every stage as well, especially if you are trying to get the fastest possible speedrun time as, hilariously, when Shadow stops time he also stops the level timer.

The music is, like the levels, composed of banger remix after banger remix. I am listening to Space Colony ARK Act 1 as I write this and I will probably be listening to it a lot in the future.

The writing was also a surprisingly highlight. The plot is fairly simple but Ian Flynn uses the giant Sonic lore vault in his mind to weave different threads together in interesting and funny ways without coming across as fan wank. There’s a lot of references to past games but there’s usually some sort of point to it rather than saying “hey look at this thing!” and the supplementary material around the game with the Robotnik family history makes me hope Flynn or Evan Stanley get to explore Ivo Robotnik’s relationship to his family more in the comics or a future game. And the way the third boss was handled is so funny.

It’s good.


Caoimhe

I’ve decided to start posting reviews to my Backloggd account. First one is of Shadow Generations (it’s good). You won’t really need to follow me there, though, as any reviews I post there should also show up on this bog.

They current implementation is really simple. When I build the site it reads the Backloggd RSS feed and copies the post to here but it’s on my todo list to start caching rebogs locally to have a copy preserved and hopefully to stop this getting too slow if the number of posts I’m syndicating starts to get too large.

In the RSS feed the link points to the original review on Backloggd rather than to the copy on this site. Not sure about which it should link to. If you have an opinion on that feel free to share.

I am also planning on doing this for Letterboxd as well and maybe something similar for books. Is there any decent alternative to Goodreads?


Caoimhe

Vols.: I, II, III, IV, V, VI, VII, VIII, IX, X

the little lies robots tell us — Melon

The longer we tolerate the little lies that robots tell us, the bigger the lies become, and the more difficult it becomes to untangle them from our everyday lives. This is not an inevitability, however; we can find in ourselves and in our connections with eachother the self-confidence to learn how these things work, to unpick the threads, to see through the smoke and mirrors that they are only barely veiled behind.

How To Post — Mike Egan

Always remember to Post Hog.

And yeah, sometimes I want to do that, if I’m writing about my experience playing a game or something, but I also have a HUGE list of ideas for blog posts that I plan to write “eventually” that I’m very much not posting because I think I don’t have time to do it right. Because I think it has to be some level of “interesting” or “good” or “having a point.”

I’ve forgotten the lesson of Post Hog.

TIL cool math. Also we need knowledge engines that we can trust (that is: not chatgpt) — Llaura

I am honestly mostly linking to this for the absurdity that is the comparison image that Open AI used to show how “DALL·E 3 significantly improves uon DALL·E 2”. Look at this:

Two machine-generated images for the prompt “An expressive oil painting of a chocolate chip cookie being dipped in a glass of milk, depicted as an explosion of flavors”.

The older one looks somewhat like an actual oil painting while the “improved” version is a cacophonic mess that fails to represent what it asked of it while being aesthetically ugly as shit.

It almost makes me think that perhaps generative AI could actually produce output that is meaningfully better than it currently does and is at least partially hampered by simple obstacle that people who are making and curating these systems have truly atrocious taste.

The cookie example doesn’t seem to be on the site any more but the comparison they’ve replaced it with shows the exact same problem.

My 6 Favorite HEPA Filters & Air Cleaners — Joey Fox

The PC fan CR box was a recent invention to find a method to achieve high clean air delivery rates with very low noise. Noise is the greatest limitation of in-room air cleaners and PC fans are the best option to address it. There are no other air cleaners on the market that have the capability to supply 150 lps of clean air at 35 dBA. Nothing comes close.

Via House of Nettles. I am also still following Natalie’s posts about reblogging and keen to try my hands at doing similar with this site now that my rewrite to make posting easier is done. Also also from Natalie: This amazing look.

TERF Island — Sophie Lewis in Lux Magazine

A distilled history of the TERF movement and its roots in reactionary feminism.

For the twenty-first-century feminist who has never heard of this schismatic moment and has perhaps swallowed the narrative that transphobia and biological essentialism were intrinsic to feminism’s Second Wave, reading the movement magazine the Lesbian Tide is an education. Morgan’s keynote was reprinted in the May-June 1973 issue but placed at the back in small type, sandwiched between contributions that all criticize Morgan and oppose her sabotage of the gathering. MacLean’s diary conveys participants reactions to the conflict on stage: “This can’t be happening. This woman is insisting that Beth Elliott not be permitted to perform because Beth is a transsexual.” “That’s bullshit! Anatomy is NOT destiny!” In her own contribution, “Of Infidels and Inquisitions,” Elliott testifies that the solidarity she experienced “kept alive my faith in womankind.” Concerning Morgan herself, however, she states with dignity that “I personally distrust those who hate men more than they love or do anything positive for women.”

the embroidery tips page that forgot to close its <h3> tags

Via the Internet Archive, via Emma Zhou, via Peter Krupa via a reblog from Sin Vega.

Fandom has toxified the world — Alan Moore in The Guardian

This fairly mild and nothing that hasn’t been said over and over again, but it’s still sort of nice to hear it directly from Alan Moore?

Soon thereafter, caught up in the rush of adolescent life, I drifted out of touch with comic books and their attendant fandom, only returning eight years later when I was commencing work as a professional in that fondly remembered field, to find it greatly altered. Bigger, more commercial, and although there were still interesting fanzines and some fine, committed people, I detected the beginnings of a tendency to fetishise a work’s creator rather than simply appreciate the work itself, as if artists and writers were themselves part of the costumed entertainment.

The V*mpire — P.H. Lee in Reactor

A short story about being groomed on Tumblr. Mind the content warnings.

Friendly reminder that not inviting vampires into your house is viviocentrism. Stop being viviocentric!

OP, I don’t want to demand more emotional labor from you, but I really don’t understand what you mean. Should I really invite in every vampire?

Disrespectfully, go fuck yourself. It’s not my job to educate you.

ᵃʷᵒ°

ᵃʷᵒ°

ᵃʷᵒ°

See, this is exactly the sort of bullshit that living “allies” always impose on us. OP made it extremely clear: Not inviting in a vampire is viviocentrism. INVITE IN EVERY VAMPIRE.

You may think that nested quote looks horrendous but I am just providing the genuine 2010s Tumblr experience.

Why play a fascist? Unpacking the hideousness of the Space Marine — Edwin Evans-Thirlwell in Rock Paper Shotgun

Edwin pulls together multiple articles that are worth reading in and of themselves to look at how Space Marines have been sanitised away from their satirical roots.

It’s saying something about how accustomed I am to the ostensibly parodic figure of the Space Marine being portrayed as a hero that I didn’t really question this desire to make you “like” and “get” the “fanatical killing machines” at the time. To be clear, I don’t think Saber are deliberately and consciously trying to kindle empathy for literal fascist enforcers in Space Marine 2. Much of the above reasoning is grounded in ostensibly neutral, best-practicey questions of craft and characterisation.

A Maze of Murderscapes: Metroid II — S.R. Holiwell

An old classic that I think about a lot. I hope Stephy Rei Holiwell is still doing well out there. This and some other now-deleted writing of hers meant a lot to me.

Games about killing should probably make you uncomfortable. They shouldn’t be carefully crafted to be pleasant. Metroid II is openly about killing. It makes me uncomfortable with wordless specificity. This is one of the game’s saving graces.

This article was also, I believe, a large and overlooked part of the critical re-evaluation of Metroid II, being the basis for Game Maker’s Toolkit’s appraisal of the game when discussing its remakes.

Sex in the ’60s in Cork… and the racy agony aunt who faced death threats — Teddy Delaney in Echo Live

An extract from someone’s memoirs published in a local paper. I don’t think the book would be the most interesting thing in the world if I’m being honest but I found some of the quoted letters to an agony aunt column amusing.

We are four worried 17-year-old teenagers. We are going to our first dance soon and a friend has told us to refuse a mineral from a boy because if you accept it you are supposed to spend the rest of the dances with him. We would like to know if this is true. Also, if a fellow asks you to go outside does this mean that he is bad? And what should you do if a boy asks you to go outside?

And to explain the terminology: An agony aunt is someone who pens an advice column and mineral here means soft drink or soda. Sorry if I ruined the picture in your head of teenagers in the 1960s exchanging rocks at a dance.


Caoimhe

Vols.: I, II, III, IV, V, VI, VII, VIII, IX, X

A roundup of some posts I’ve been reading that I thought I’d share.

Deus Ex Machina [1984] — Arcade Idea

I have been catching up on the sadly inactive Arcade Idea, a blog working through the history of video games through selected games that chart development of the medium. Unlike many such projects it does not focus only on console and arcade games or on games that are still famous.

Deus Ex Machina, whose entry I have linked, is a fascinating ZX Spectrum game/interactive movie/concept album that I had never heard of, designed and composed by Mel Croucher.

It’s actually on Steam and there is a playthrough available to watch on Mel Croucher’s Youtube channel. It has some pretty heavily strobing lights in some sections.

When the mouse dies inside The Machine, it takes its one final death shit. The turd drops into the test-tube babymaker. For the whole first act, and arguably the whole game, you play as this mouse turd.

COVID Denialism and Disability Justice — Natalie Weizenbaum

I have been also reading Natalie’s posts about setting up post embedding and reblogging and will have a look at doing that too, so maybe in future instead of these roundup posts I will directly reblog stuff into my feed.

Because this category myth isn’t just incorrect, it’s oppressive. All axes of oppression are wrapped around similar myths. This is why sexists are so threatened by transsexuals, why racists invented the crime of miscegenation. An oppressive mindset demands a clear and permanent division between oneself and one’s victims; a mode of thought that relies on clear and permanent divisions is at high risk of enacting oppression, knowingly or not. Those who are unable (or unwilling) to imagine themselves becoming disabled are the ones who do the most harm to people who already are.

The NES Pictionary Bot, In Memoriam — Luna

The NES Pictionary bot, was, as Luna describes, something that could almost have existed on any social media website. But it could only have worked how it did, and how well it did, on Cohost, where users were given much more of a blank canvas to work with than any other social media site.

This could have been achieved on Twitter via a two-account mechanism. The main account would post the image with the dashes, a secondary account would post a reply with the solution. Users could then mute/block the secondary account, or follow it if they wanted to always see the solutions.

Similarly, this could have been achieved on Mastodon using the Content Warning (CW) system, which allows you to put a post behind a warning and require action on the part of the user to actually view the post. The bot would post the image with the dashes, and then in a follow-up post, post the solution under a CW, making users interact to see the solution.

These solutions always seemed kinda clunky to me, and eventually I just forgot all about it.

Enter Cohost.

A one-person oral history of Geocities HTML Chat — andi mcc

Speaking of giving users a blank canvas with HTML, this is one of the posts I saw circulating again towards the end of Cohost’s life, detailing the absolutely audatious way that Geocities HTML chat (which I had never heard of before) worked. Now that Cohost is shutting down she has returned to her blog.

Geocities HTML Chat was, from a technical perspective, a guestbook with a small twist. There was a chat for each of the “cities” (my home was SiliconValley, I think?). Each chat used (of course) frames to display two smaller webpages. One frame above (I don’t actually remember, but let’s say it was above) was a thin band containing a CGI input form. The lower frame was larger, and scrolled freely. This frame used a server-side trick; the server would tell your web browser it was sending it an infinitely long web page (or maybe it just claimed it was some impossibly large size, a gigabyte or something). It would send it the opening <html>, and then it would hang. It would keep the socket open. When a user in the chat room submitted a line to their CGI box, every user would simultaneously receive a new line on the bottom-frame open socket (which their web browser sincerely believed an ordinary webpage was actually really loading into, just very slowly).

pokémon cymraeg — Twitchcoded

A page where Twitch is documenting a project of translating pokémon names into Welsh. I had fun before coming up with Irish translations for Sonic the Hedgehog characters. It’s the kind of thing that lets you play with language in a cool way. Pokémon are great for this especially because of the multilayered and punny nature of their names. Draoi Aisteach</i> has actually already made full translations of Pokémon Red and Blue.

38

ninetales

cadnaw

  • cadno (fox)
  • naw (nine)
  • cadnawes (vixen)

America a Prophecy — Elizabeth Sandifer

Last time I linked to Elizabeth Sandifer’s Doctor Who writing. This time I am going to link to another of her long-term projects: An annual series of blog posts analysing the American psyche through the lens of a bafflingly awful newspaper comic about the tenth anniversary of the September 11th attacks. I recommend reading the whole series and I look forward to next year’s.

As a practitioner of a magical/critical practice that I have coined psychochronography, it is my belief that one can position any cultural object at the center of one’s vision and, through sufficiently thorough exploration of it, understand the larger world in which it exists. To this end, I propose that we explore this genuinely astonishing work of comics art in order to understand the whole of America in the 21st century.

New Team, New Discord! — Spore in the News

For the sheer novelty of it: Spore’s official website and RSS feed updated this week. Spore. The game from 2008. Why not add it to your RSS reader too so that you can get updated on any new Spore news? Or I guess more likely join the Discord server they are using the news post to advertise.

Spore has a new team! You may notice some of our team members making the rounds throughout the Spore communities - RogueLyeshal (Rogue) and Reiliyn (Rei) are leading up our new community efforts. Speaking of… there is now an official Discord server, where you can keep up with the latest news from the development team, participate in contests, and get to know other players of Spore! Come join us!

I have 2000 old VHS tapes in my garage and I don’t know what to do with them — James O’Malley

A cry for help I saw via Tom Scott’s newsletter that also goes into recovering teletext data from tapes.

What Alistair realised though was that even though there were no complete teletext pages stored on his tapes, there were still fragments of teletext data captured and saved by the tapes.

So he wrote some code that does something mind-blowing. Using his software, if you play in a VHS tape to a TV capture card, it will take the raw recording data, pick out the nuggets of teletext, and like magic will stitch them back together into complete pages.

Like I say, it’s witchcraft.

Artificial Life: Insects — CD-ROM Journal

A blog from Misty De Méo that explores old multimedia CDs. Maybe some day she’ll cover Ring: 感×染.

Although the front cover and spine credit Harada first, and it’s clear Harada’s CG artwork is the real centrepiece here, the three works are presented as coequals. More than an art book, a novel, or a game, it’s a project that shows how different mediums transform the same basic concepts. The three works don’t just diverge because of different inspirations but because their mediums influence what kinds of interpretations are possible, what kinds of ideas can take root.

hot pepsi ☕ — Dr. Melon

I can’t say I agree with this but it’s certainly an interesting perspective.

I highly recommend trying it out if you haven’t had it before, especially on a colder or rainy day. There’s something great about the warm steam coming off the top combined with tiny droplets flying out of the drink due to the carbonation that leave a pleasantly-contrasty cooling sensation on the lips just before you take a sip of the toasty liquid within. Drinking it and feeling the warm fizz is a little alchemical, and a little rebellious, with the net effect of overall feeling like you’re sneaking some of a wizard’s potion while he’s out gathering herbs.

👨‍💻 Side By Side 👨‍🎨 — Mike Egan

A cute little motion design animation!

I was deep in the website building mines in April, both working on this site, and building Welcome to the Cyber World, my MMBN fansite that I made for the Critical Distance Fansite Jam.

So I wanted to make something celebrating the joy and creativity of the particular left-brain/right-brain cooperation present in using code to make what is essentially a piece of visual media.

It’s called Side By Side because it was originally a horizontal piece with both windows sitting next to each other, but I found that to be too static, and the transition I landed on is more fun and dynamic. It also mirrors the actual experience of building a website, in that you often write the code not knowing 100% what the site will look like until you load it up in a browser!


Caoimhe

Vols.: I, II, III, IV, V, VI, VII, VIII, IX, X

As Cohost shuts down I have been making a fuss about moving away from social media and I am not the only one. We are in the final week before it goes read-only and people have been sharing blogs and websites and my RSS reader has been filling up. So here I will share some things I have been reading lately, both from Cohost people and just other interesting articles.


Makeup

vampy lipsticks — Tulip

There is going to be a lot of more typically nerdy stuff in here so let’s start with something else. I don’t wear makeup much these days but I am not immune to black lipstick recommendations.

as fall approaches, my craving for deep, dark lipsticks increases… my dark metamorphosis.

OK, well, technically it’s Vampire Season year-round here - i don’t need Halloween as an excuse to embrace black clothes and dark lipstick. but still! i thought it would be appropriate to showcase some of my favorite vampy lip colors from my personal collection.


Hardware

The Working Archivist’s Guide to Enthusiast CD-ROM Archiving Tools — Misty

Misty digs through CD-ROM preservation and touches on why the history of the CD as an audio format first and data format second makes it more complicated than it might seem.

CD audio isn’t a file-based format, and instead uses a series of unnamed, numbered tracks. CD-ROM extends this by making it possible for a track on a disc to contain data and a filesystem instead of audio. Since CD-ROM extends CD audio, the two formats aren’t mutually exclusive: a CD-ROM disc can still contain multiple tracks, and it can even contain more than one data track or a mixture of data and audio tracks.

Hacking a Hitachi Magic Wand (Plus) — Kore

This is just cool.

So: the Hitachi Magic Wand is a very good device. It, however, has very little granularity in how strong it is. Even the newer Magic Wand Plus only has four, non-customizable settings.

I don’t like this and want to fix it. In the process, I’ll also be adding bluetooth connectivity, because I thought that was pretty funny.


Software

software rendering is awesome — erysdren

i fuckin love software rendering. the act of creating a fully realized 3D scene entirely in your own program, without the aid of OpenGL or DirectX or any GPU whatsoever. something about that is so charming to me. it leads to so many interesting technical design decisions and shortcuts taken to get it to run fast (if that is the goal).


Social media

RIP Cohost — Mike Egan

I had to have at least one R.I.P. Cohost article in here.

From a design perspective, compared to all other social media, Cohost was a paradise. No numbers, no algorithm, no global feed, no discover page, and a lot of really useful ways to curate what shows up in your feed. Having a reverse-chronological feed of only the things I wanted to see from the people I asked to see them from has done wonders for my brain.

It was never about the numbers — Aurahack

Also somewhat of a reflection on Cohost but also on how numbers and stats make you worse.

The close friends I made there motivated me to get better because they were further in their art journey than I was. I looked up to them not because they were my favorite artists but because they would create alongside me and it would inspire me! I wanted to grow like they were visibly growing. Over time, I did, and my following would start to outpace theirs and… I think that’s where it started getting kind of nasty.


Computer games

Everywhere and Nowhere: Emptiness in Level Design — Nat Clayton

Nat Clayton talks about in-between spaces in games both in her work and in other games. She has also made me aware of the Weird Maps series by Whomobile which is great.

There’s a dead-end I think about every single day, tucked away in the back of Half-Life 2’s airboat chapter. It’s a right turn where you’re supposed to go left, a gun turret and a headcrab ambush and some secret crates for those nosy enough to go scavenging. It’s one of a thousand dead ends in Half-Life 2, but this one sticks out to me. As the sickly golden twilight paints the concrete runoff, illuminating basic shanty structures, the sparseness of the space is unavoidable. The roar of airboat fans and chase music given way to gusts of wind and mechanical creaking. Some designer decided that someone once lived here, died here, and painted that scene with an absolute minimum of brushes and textures.

Listening, Watching, Gaming — Chris Hall in First Person Scholar

Not a million miles away from this but in the much more academic side of games writing here’s a piece on the paratext created by submerging oneself in the soundscape and environment of a game level.

As I write this, I have open on another screen, as I often do, one of these ambient paratexts—in this case, an hour-long video from Metal Gear Solid 3: Snake Eater. There’s no music, no avatar, only a first-person scene at the ground level providing a nighttime view of the exterior of the Graniny Gorki research outpost in Tselinoyarsk, the Soviet Union. Directly before us is a high fence, followed by patches of grass and the concrete façade of the facility. To the far right a guard patrols within the fenced area, as oblivious as the sleeping dog nearby. Presumably we perceive the scene through the eyes of the game’s protagonist, Naked Snake, lying prone, but we needn’t be aware of this, and Snake provides no signs of his presence. The peaceful scene is backgrounded by the ambient sounds of the southern USSR forest, the constant chirping of bugs punctuated by the faraway cries of nocturnal birds.


Doctor Who

Perverting the Course of Human History (War of the Sontarans) — Elizabeth Sandifer

I have been enjoying Elizabeth Sandifer ripping the Chibnall-era of Doctor Who to shreds as part of her long-running TARDIS Eruditorum series analysing the entire run of Doctor Who from the 1963 to the present.

You figure there’s got to be this entire shadow Chibnall era—the one that exists only in Davies’ head and perhaps some text messages to his mates. No more detailed than the Leekley era, perhaps, but undoubtedly there. Like poor Penny in Partners in Crime we can see its shadows—obviously The Timeless Children would have stuck larger and more mind-wrenchingly than the rest, with Davies at once transfixed by its potential and vexed by its production. Ironically, he’s the one person who seems to have been substantially influenced by the Chibnall era.

The Problem with Doctor Who — Luna

An older post but keeping with on the topic of Doctor Who: Luna points out a problem with the current Doctor Who intro segment that has been in place since the 2023 60th anniversary specials. We can only hope that they fix it by this year’s Christmas special.

But something is seriously amiss in the 2023 specials, and neither I nor my inner child can let it go. And it’s not the [whatever the bigots are angry about this time], nor even the [actually legitimate criticism here]. No, none of that. The probl-

Timing.

-em with the 2023 specials is… oh. Right.


Serious articles for serious people

AI and the American Smile — Jenka

In the same way that English language emotion concepts have colonized psychology, AI dominated by American-influenced image sources is producing a new visual monoculture of facial expressions.

‘Right to Repair for Your Body’: The Rise of DIY, Pirated Medicine — Jason Koebler for 404 Media

“I don’t know who needs to hear this but I’m scared too all the time of losing the health that I have. I know what it feels like,” he says. “I know what it feels like to not know what’s wrong with your body and to have to go shop for a stranger who has the authority to maybe or maybe not give you what you need. I know what it feels like to know what’s wrong with your body and to know what you need and to be told you can’t have it because the infrastructure has failed and it’s not available.”

The Third Sex — Talia Bhatt

Here is a morbid, maddening irony: anthropological scholarship, distinctly Western anthropological scholarship, that for decades has touted the maxim of ‘binary gender’ being an ‘imposed’, ‘colonial’ concept, has now been cited by an Indian court in an opinion that explicitly third-sexes the hijra and purports that recognizing them as women would ‘violate their constitutional rights’. It is seemingly only imperialism when populations who seek the technologies of transition and legible womanhood are granted access to them, while the opinions of Western academics shaping local politics is merely sparkling scholarship.




Cáipéisí The Ring: Terror’s Realm

Is cluiċe uafáis Dreamcast é The Ring: Terror’s Realm. Is droċ-ċlón Resident Evil é agus tá sé bunaiṫe ar sraiṫ Ring (An sraiṫ a ḃfuil an téip VHS marfaċ aici). Tá sé ana-ḋifriúil leis an scannán clúiteaċ agus ḃí suim agam níos mó a ḟoġlaim faoin gcluiċe seo. D’ḟéaċ mé tríd na coṁaid an cluiċe agus ṫaifead mé iad.

Scríoḃ mé alt ar an vicí The Cutting Room Floor faoin cluiċe agus d’uaslódáil mé saṁlaċa ón cluiċe go The Models Resource anseo.


The Ring: Terror’s Realm documentation

The Ring: Terror’s Realm is a Dreamcast survival horror game that could be described as a bad Resident Evil clone featuring a plot where you shoot mostly ape-like monsters in a post-apocalyptic virtual reality. It’s based on the Ring series. You know, the one about about the VHS tape that kills you. I found the game and the apparent disconnect between its origins and its content fascinating and I decided to explore it and the series that spawned it. In doing so I ended up exploring the files of the game itself and having done that I decided to document some of it.

I wrote an article on The Cutting Room Floor wiki for the game and I also uploaded many models from the game to The Models Resource that can be found here.







Pico-8 animation editor

A Pico-8 animator editor I made for a project that never really got off the ground.

In particular it’s designed to help compress animations that have lots of repeated elements. E.g. In the example data in this cart the head layer is used across almost every animation, but only appears once in the exported spritesheet.

To this end it is very much optimised to favour saving space in the sprite sheet, and not optimised for CPU or RAM usage.

The version usable in browser here has some animations pre-loaded and you can play around, but you won’t be able to export any of them from this page. To do that you’ll have to download the cart and run it in your own copy of Pico-8.

Exporting

The editor defines characters, which have a set of animations, which have a number of frames, which each have a duration and ten layers to draw on. General usage is just to create animations, which can be exported via the “export” button. This will create four files:

  • spritesheet.png - the exported sprite sheet to be used in your game
  • metadata.p8l - lua table structure containing all the animation information needed to draw animations from the above spritesheet
  • metasheet.png - the same information, but stored in a different format as image data so that the animation editor is able to re-import it
  • debug.p8l - the exact data as in metasheet.png but in text format, just for debugging purposes

On startup the editor will import any data from metasheet.png and spritesheet.png back in so that you can continue editing where you left off.

Controls

  • The window on the left is for drawing, the ten windows on the right are ten layers each frame can use.
  • You can’t rearrange or add more layers but the C and V keys can be used to copy and paste the selected layer.
  • You need to create at least one character, animation and frame and select a layer before you start editing.
  • When entering names only English alphabet characters are accepted. Use enter to submit and / or \ to cancel. Backspace works as you would expect.
  • Use the arrows keys to move layers around (no wrapping - going off the edge will just erase data).
  • Use the WASD keys to move the origin point.
  • Use - and + to navigate through characters quickly.
  • Use [ and ] to navigate through animations quickly.
  • Use ’ and \ to navigate through frames quickly.
  • P/F toggles the paint or fill tool. Be warned there’s no undo button so be very careful with the fill tool.
  • ‘oni’ toggles onion skinning.
  • The ‘w’ next to it toggles wrapping for the onion skinning. When enabled and viewing the first frame in an animation, the onion skin layer will show the last frame from that animation.
  • ‘orig’ toggles showing the origin point for the current frame.

Importing

When you have your animations finished you should import the spritesheet into your own cart and copy the contents of metadata.p8l into an initialisation function in your game. You will then obviously need some special draw functions to do something with that data. Here is an implementation I have done as an example. You can download the Pico-8 cart for it here.















How to Metal Gear

The mission Red Brass from Metal Gear Solid V: The Phantom Pain.


Metal Gear Vine

Físeáin a ṗostáil mé ar Vine i 2015 de cluiċí Metal Gear.


Metal Gear Vine

A collection of videos I posted on Vine in 2015 of footage from Metal Gear games. Here they are as they were originally recorded without Vine’s cropping.