Come On, Let's Go.
4Jan/100

Picked the Daises Fine

So, it's a new year. 2010. Officially the Future. We celebrated just as I described previously; although, unfortunately, our brains and bodies are far too battered by age to have actually made it til sunrise. I'm slowly beginning to consider this a positive. The nights we partied past dawn were also the nights we'd arise, in zombie-like drunken hazes, and found it necessary to roll a perimeter of bodies onto their sides or stomachs to prevent the dreaded Teenage Jimi Hendrix.

I'd love to say that 2010 is a new direction for Come On, Let's Go, but considering the umbilical stump has barely fallen off the thing, I don't find it necessary. However, if you, dear reader, have any suggestions, drop a comment. It doesn't matter what the suggestion is about, but I'd love to hear it.

Anyhow, my personal philosophy maintains that the year is to be started in a useless (and painful) daze, with only one potential direction to go: up. So here's a linkdump.

  • Nintendo8 lets you play NES games online. No need to install or download anything – it all runs right in your browser (assuming you Java stuff is up to date.) If you haven't played Nintendo games since your childhood, have a peek at how obscenely fucking hard these things were. Seriously.
  • Saturday Morning Breakfast Cereal and Terminus are two great webcomics. They're both written by individuals with a yen for science, science fiction and irony as black as the hearts of their readers. The former is free-form while the latter is single-panel style (you know, like The Family Circus. Yes. That's right. Terminus is exactly like The Family Circus.) I doubt I should even be making this point, but there's plenty of sex and violence in both. There are no overarching plots, no character development, just good old-fashioned laffs.
  • Browser Pong will be exactly what it sounds like when you see it. Beforehand, it is not what you think it is. Disable popups.
  • Vintage Ad Browser, on the other hand, is exactly what is sounds like through-and-through. Which is fantastic. Make sure to check out the random function.

Finally, remember: if you have a free moment, make sure to...


via Vintage Ad Browser

23Dec/092

Jump, Jump!

Do yourself a favor and go play some Canabalt. It’ll be the best single-button game you’ve played today. Maybe this week. Or, if you’re anything like me (riddled by NADD and fond of pixel art,) you’ll think it is the greatest single-button casual game ever made.

I found out about this little gem thanks to BoingBoing’s rundown of best indie/iPhone games of 2009. The premise is simple enough: scurry across the rooftops, avoiding loose furniture and busting through buildings via plate glass windows.

You have one button. It jumps. Hit it lightly and you do a little hop. Hit it harder and you perform a leap. The further you go without hitting an object, the faster your little guy zooms across buildings and the further your leaps become. There’s a number of different sorts of obstacles to avoid (I won’t spoil them for you,) and as you speed up, avoiding them becomes harder and harder.

There are several things I really, really enjoy about this game. First: the aesthetic. You might not notice it the first few times around, but the ambience is full of detailed pixel-art. Your character’s legs wiggle in the air during jumps – fall from a far enough height, and he hits the ground with a roll. Doves (white pigeons?) litter the buildings and gracefully fly away as you hop on their rooftop. Giant robots destroy the distant background and zoom overhead, shaking the stage. It is a huge amount of work for such a simple game. And “simple” is a fantastic thing: you die, hit Jump and you’re back to the beginning, running. The buildings and obstacles are randomly generated, as well, so there’s no memorization, only reflex. There’s no ending, either, which is a bonus in a game like this: you’re not chasing any sort of goal except a high score.

Go, play!

16Dec/090

haute_couture.jpg

I make all my fashion choices via mail-order advertisements in Computer Gaming World ca. 1981

Super Bonus: Download the first 100 issues of CGW (1981-1992) here

Real posts return next week.

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30Nov/091

There Goes Another Novel

I've taken ill these last two days, so original content will have to be put on hold at least for a while. Considering today was spent intermittently napping and checking Google Reader, here are some fun links:

These two have been around a while, but they're always a blast. Strange Sisters and Gay on the Range collect covers of 1960s lesbian and gay pulp novels, respectively. They go anywhere from nostalgic and sentimental, to adorably campy, to just plain weird. There's also a few in disguise; purporting to be exposes ("Gay" slang dictionary for novelty purposes only) or "dramatizations" of vile, villainous and, dare I say, immoral acts of homosexuality. Now you'll have to pardon me, my newest shipment of completely straight physique magazines just arrived.

BoingBoing did a story on Cactus, a 24-year-old Swede who seems to release a new video game every third breath. Air Pirates resembles what I would have preferred last night's fever dreams to look like. If you don't feel like clickin' around or watching videos, here is the direct link to the download portion of his website. Cactus Arcade, a collection of seventeen (seventeen!) of his games is the brass ring.

New York Shitty presents Victoria Belanger's photos of a hamster inside a tiny recreation of the 4 train.

...and it is back to convalescing for me. Before I go, however, I'd like to remind all of you to keep track of the upcoming elections. Gay On The Range has declared a dark-horse candidate, so let's all remember to vote for...

7Nov/090

Growing Up 2600: Brooklyn Style

Today is a very special day, dear readers.

My friend Andrew, proprietor of the always-awesome Armagideon Time and COLG's biggest inspiration (both style-wise and getting-up-off-my-ass-and-actually-making-AND-regularly-updating-a-blog-wise) has let me publicly embarrass myself on his home turf.

So click through and read...



Growing Up 2600: Brooklyn Style.

2Nov/090

There is Time Now

As far as generalized statements go, people tend to have hobbies. Amateur taxidermy, the Society for Creative Anachronism, and arts and culture blogging all fit in that special category. The category that lets you know you’ve really accomplished something that doesn’t immediately involve formal schooling or your current occupation.

…and then there are the individuals, g’bless ‘em, who take precious time, Herculean effort (assuming Hercules’ thirteenth labor involved the Nintendo Entertainment System) and specialized software to see how quickly they can beat a videogame. You’ve probably seen (or attempted!) speedruns in the past. During our early teenage years, my cousin and I spent an afternoon attempting to beat the first level of Sonic the Hedgehog in under a minute. We had a blast doing it and watching the super-extra-humungo-bonus rack up after getting in at 0:5X felt like getting the gold in the Lazy Sunday Olympics. These sorts of amateur affairs are not at all what I am speakign (writing?) about. Dig on this and note the fluidity. Nearly every move is flawless and any idle time is used for to attain goals that aren’t central to advancing the level, but look damn cool (e.g.: the chained 1ups):

If you’re interested in the more technical details, Wikipedia has a rundown of all the different sorts of tool-assisted speedruns. And, as usual, YouTube is an infinite repository of them.

22Oct/093

He Could Not Stop For Death

Many of us played some iteration of Super Mario as a kid. Growing up with a utilitarian single mother, I was usually a console or two behind the curve; I got my Atari 2600 when the first commercials for the SNES were airing. I used to go to friends' places to play the NES games before before my eighth birthday, when I received a Nintendo and a copy of Super Mario Bros. 3 of my own. Later, my mom's boyfriend's son would occasionally bring by his SNES and I'd get my dose of Super Mario World (along with, be still my quivering thumbs, Street Fighter II.) By the time I got a hand-me-down Sega Genesis, my cousins received a Nintendo 64 as a birthday present, and my visits (they lived in the Baltimore suburbs) became marathon sessions of Super Mario 64. I had the honor of being the first one to catch that godforsaken yellow bunny in the dungeon.

This isn't about me, though. This is about some crazy son-of-a-bitch who made an AI bot that plays Super Mario World by itself. Well, not Super Mario World exactly, but Markus Persson's Infinite Mario. Using Super Mario World sprites, it randomly builds a level to play through. A competition was held using a modified version of this engine. Using the A* search algorithm (link contains math I do not even pretend to understand) Robin Baumgarten created the following piece of work:

Did you see that at 0:45? Yes. Incredible. The functioning is simple: the AI either goes left or right, with an option to increase or decrease speed. Mario can either shoot a fireball or jump. And, yet, from those few instructions, we get a ...work of art. Well, I'm overstating it a bit, but it is beautiful. Especially if you spent your childhood years watching Mario die, having a fit of rage, turning the console off, realizing there's nothing on TV except a rerun Charles in Charge, and deciding to give that godforsaken plumber another go.

20Oct/091

Going to Happen to You Again

Last week’s post on Paul Robertson started as a wholly different animal: I wanted to explore music videos that resemble 8-/16-bit era video games. Consider this post a sort of tangential addendum.

We’ll start off with Syrano’s Ficelle. Syrano’s entire fanbase seems to lay in France; I’m not even sure how to legally obtain one of his albums in the United States (although, I have to admit, I have not looked very hard.) His instrumentation draws upon the during-and-post-Edith-Piaf chanson tradition melding it with simplistic electronica and hip-hop. Unfortunately, I have no idea what the lyrics are, and Google seems to be of no help right now. Fortunately, a few years ago, I asked a French (Canadian) friend of mine what exactly was going on in the song and I was told the plot matches the music video: a girl overcoming an eating disorder. The video’s style is classic platformer – the way each level ends is a direct reference to Super Mario Bros. 3. What really delighted me was a non-traditional addition that isn’t immediately noticeable, but serves to reinforce the content: note the degradation of the character model as she falls deeper and deeper into the disorder. We could have only wished that such attention to character-based atmospheric detail (not related to power-ups) was an industry standard in those days.

The other video I wanted to show off is Xiu Xiu’s Boy Soprano. Xiu Xiu are a …difficult… band to get one’s head around and even more difficult to enjoy. The vocalist does not make an attempt to appeal to General Audiences (whether he attempts to actively repel them is a different story.) The emotion he puts into singing is raw enough to rip your own nerves to match his. I could make (and probably will – STAY TUNED) an entire post on them, but I’ve found the best way to explain the music itself is with a formula:

Step One: Spend most of your life living a life of moderate means in New York City.
Step Two: Move to suburban Los Angele, car-less and broke.
Step Three: Despair at the utter, utter emptiness of all within and without.
Step Four: Walk into your town’s biggest cultural center (the indoor mall) through the parking lot and blast Xiu Xiu on your portable media player. Suddenly, every nails-on-chalkboard cringe you get from the music makes sense.

Sorry, got off track for a second. The video hits the same nerves as the music: pointless violence and Dadaist dialogue abound. The visual style is an interesting merger. There’s a definite deliberate choppiness to it that stems from lazy graphic piggybacking on Mortal Kombat’s successful use of digitized photos instead of drawn sprites. On the other hand, it also resembles the attempts to add reality to the platform genre through realistic scaling and movement that started with Prince of Persia and continued with games like Flashback and Out of this World/Another World. Halfway through, the game turns into a horizontal shooter that shows some definitely love (or at, at least, a good amount of research) for the genre.


(Controller image thanks to reintji)