SGDQ 2026 Begins Sunday

It’s one of those two times of year again. Games Done Quick, the bi-annual week-long charity speedrunning marathon, begins at 12:30 PM (“Noon Thirty”) Eastern Time on Sunday, July 5th, that’s tomorrow. The day after today, the 250th occurrence of that particular US holiday some people make a fuss about.

This one is SGDQ, where the S stands for Summer. If my recollection is accurate, AGDQ, the one that happens in January, is the home of Awful Block, speedruns while SGDQ hosts Silly Block. You can keep track of them by the first letter: AGDQ for Awful, SGDQ for Silly. Even so though there’s a lot of leakage between the two, and many of the games in Silly Block this time would fit in well in its Awful relative, including the infamous Snoopy game on Commodore 64, Mega Man for DOS and The Legend of Zelda: The Wand of Gamelon.

The schedule is here. A few games of interest, I think, are Castlevania: Symphony of the Night, Kirby Air Riders (only Air Ride mode though), No More Heroes, a couple of games from UFO 50, the SNES version of Ogre Battle, Sonic 3 & Knuckles, Paper Mario: The Thousand Year Door, Vs. Super Mario Bros, Earthbound Beginnings, What The Golf?, The Legend of Zelda: The Wind Waker Randomizer, Gauntlet and Castlevania both for NES, and a naneinf run of Balatro, among many others.

1960s Navy Training Film on Computers

Surprise! Today’s post is about a video from Periscope Films from sixty years ago on the fundamental building blocks of computers from way back then. Right off we’re told that computers no longer rely on primative things like electromechanical relays (gags) or vacuum tubes (wretches). NOW computers are made of TRANSITORS, and we truly are living in the future! (18 minutes)

The cool thing is, while they’re much faster now denser now, and faster, and we have much simpler ways of interacting with them, and storage, both chip and magnetic, hold much more data, and each of these things has improved by a factor of billions or even trillions, computers still basically operate on these same principles.

This video mostly concerns itself with explaining how basic computer circuts are made. It makes for fairly dry viewing if you don’t know anything about electronics or circuit diagrams, but maybe it’ll be interesting anyway, from a historical perspective.

Extra: Four Bluesky Image Posts, Sure

It’s a bit light, maybe, to be a day’s sole post, so I’m throwing this in as an extra. I was looking through my saved post list on Bluesky and found a few entertaining images that speak to me. Largely they say, “@!#?@!“, just like Q*bert does. Please enjoy, if you are capable of that. I won’t hold it against you if you aren’t. Links are provided so that you can follow these fine arteests/screenshooters/shitpostors.

From Nick C:

Where does Pac-Man, um, pack the stuff he eats? If soy sauce existed in Pac-World this would definitely happen, and Miru would play along, that enabler. Meanwhile Pac-Man’s blood pressure is 3,000/a million.

From Ammnontet (this is just image 1 of 2):

This is exactly what all creepypasta sounds like to me. I only enjoy media where nothing bad ever happens and at the end you’re handed a free puppy.

From “Steeeve Duffy,” who has many great comics, but whose name has too many e’s:

It’s easy to imagine the voices from the N64 game speaking the characters’ lines. Later games established that Peppy Hare is getting on in years, and I like to think that inspired his scruffy depiction here.

And from Deltarune, “New Video Game Advisor“:

Susie’s severed head has to put up with a lot. The way her right eye shows through her hair, anime-style, makes her look like a David Bowie-style glam rock star: Susie Stardust.

Ribbie: Real Baseball in 8-Bit Form

We still mourn the end of Blaseball, which sustained some people’s hunger for a sports-like communal experience during Covid lockdown, but can understand that without everyone staying at home it wasn’t possible to sustain it.

It’s not Blaseball, but kind of similar in a way, if you look at it sideways and with unfocused eyes, is Ribbie, which takes real baseball games, being played live, and presents them in a style not dissimilar to a video game. By its nature Ribbie is properly enjoyed while games are in progress, but there is a demo available that presents an archived match.

There’s no rogue umpires, black holes or resurrected players, but it is an entertaining presentation. There is sound too, though off by default, so if you don’t want to experience games in deathly silence be sure to turn it on.

High-Level Minesweeper Tactics by Mine Bouy

Mine Bouy is a sporadically-posting Minesweeper enthusiast who posts interesting strategies sometimes, including one video about dealing with one of the most frustrating, yet sadly common, events in playing that game: “fifty-fifties,” or, situations where you have a choice of two spaces to reveal, and the chances that one will contain a mine losing you the game is ½ out of 1.

This situation may seem impossible to resolve, and it’s true that you have some chance of losing no matter how you deal with it. But there are sometimes ways to improve your odds and clear up the uncertainty without making a move that’s a 50% chance of losing. Mine Bouy calls this “breaking a 50/50.” (8 minutes)

Their strategy has to do with not picking one of the two questionable spots if you can help it. It relies on realizing that picking an adjacent spot with lower odds of failure may give you a chance to give you information that could reveal which spot has the mine. It trades even odds of exploding a mine with a greater chance that a spot is mine-free, and also revealing which of the 50/50 spots hides the boobytrap. Clever!

Two other helps linked from the video’s description are a browser-based Minesweeper analysis tool by MSCoach, which offers a no guessing mode that guarentees no 50/50s will be generated, and a Google Docs paper (by Scar) on the basics of 50/50s and the many forms they may take. You can play Minesweeper on the internet at Minesweeper Online, which also offers a no-guessing option.

Warp Point: A Webring for Gaming Things

All the OldWeb is NewWeb again. This is just to inform you of warppoint.games, a new directory and webring devoted to game-related content! Set Side B is listed there, and there’s a new link to it in our own sidebar.

There’s already a good number of links to explore, so take a look when you have a moment!

Sundry Sunday: Pizza Tower Music on Stepper Motors

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Submitted for your perusal: a version of classic game tune The Death That I Deservioli, the epic Lap 2 music from Pizza Tower that plays if you’re cocky enough to ignore the exit gate and be transported to the end of the level to escape again within the time remaining.

It’s a deserved-ioli popular piece of game music. Here, it’s played with stepper motors (3 minutes), in a cover written by Jonathan Kayne:

If you’re not familiar with the terrific Wario Land 4-inspired Pizza Tower, here’s the same piece from the game.

Youtuber Reviews Every Namco Museum Collection

Namco, now the merged entity Bandai-Namco for some reason I can’t fathom but oh well, has certainly gone back to the arcade collection well a lot of times. Many of their games are genuine pop cultural phenomena, either/both in their native Japan and in other countries. It was US sales that propelled Pac-Man into being perhaps the most enduring legacy of the golden era of arcade games.

It was for the original Playstation that Namco first started rereleasing home compilations of their classic-era arcade hits, in the six well-known and respected Namco Museum titles. But then their rereleases became rerereleases, and then, rerererereleases. So many collections, so many trips around the block, so many recreations, so so many. Going by the series’ Wikipedia page, the most recent entries have been for modern home consoles, the Evercade handheld retro console, and even a standalone unit.

I would despair of ever understanding all the Namco Museum releases, but for the tireless efforts of Mythic Resonance on Youtube. He has constructed an epic two hour review of every Namco Museum version, called The Namco Museum Museum! It took him over 2½ years to make! And as of this writing it only has 1.9K views, which I view as a darn shame, even if it is, right now, only nine hours old.

I don’t know how many of you have the stamina to watch all of an epic overview of these dozens of game collections, but some of you have got to be up for it, I’m sure. Good luck on retaining your sanity while weathering this massive onslaught of game information!

Nicole Express on Throwaway Arcade Games

Now here’s something fascinating I had not heard of before Nicole Express recently wrote about it. Because of a law in Japan it was (maybe still is?) illegal to sell an arcade cabinet without a game in it.

When the market for replacement cabinets opened up, targets for upgrade kits without gutting an old machine to host them, they still had to have some game in them, even if everyone knew its PCB would be just be taken out and thrown away. It was also a way to assure a game center owner that the cabinet worked as advertised, as it could immediately be plugged and tested.

But games cost money to develop and need parts to implement, so these games have to be really simple. So there arose a micro-genre of games, usually a simplified remix of something from the cabinet manufacturer’s back catalog, using ancient processors, minuscule ROM and RAM, and the simplest means of driving the video signal possible, to fulfill this tiny and strange market need.

Sega’s Dottori-kun (image from linked site).

Nicole so far covers three such games: Sega’s Dottori-kun is a remake of their classic arcade game Head-On (remade before by Atari as Dodge ’em), a simple dot-eater where the player’s surrogate is a car that can only drive around a track one way. Taito’s Mini Vaders is a series of Space Invaders challenge boards, but with no enemy shots or sound. And most recently Konami’s Target Panic is a kind of fast reaction target shooting game, but using a joystick instead of a light gun.

Dottori-kun, a silent blue-and-white remake of a 1979 arcade game, was, via Sega’s Aero City cabinet line, a game they were publishing the year that also saw the release of their Super Scaler extravaganza G-LOC.

G-LOC, Dottori-kun’s sibling. (Image from Mobygames)

Nicole goes into detail about each of these games, possibly the most attention any of them has gotten outside of their creation, including their internals. She really knows her stuff, and dives into the implementation of each game. All three run on Z80s or variants. Only one of the three games, Mini Vaders, accepts coins. All three articles make for fascinating reading, at least to my fevered mind, so please click through

The Famicom/NES PPU’s Pass-Through Graphics Capability

It’s not well known (but is becoming better known) that the NES’s PPU graphics chip has an unutilized feature. It has a way to pipe graphics into it from another PPU, giving the two chips a combined output. The Famicom and NES both ground out the pins that would allow using this interesting feature, making it impossible to use without desoldering and some other changes, but Youtuber decrazyo performed the necessary modifications (5 minutes) and thus made a system capable of hardware parallax scrolling, 128 sprites with up to 16 per scanline, and additional color flexibility.

The existence of this feature implies that the PPU was intended for greater things at some point in its development. A lot of the limitations of classic hardware end up being due to economic and complexity tradeoffs prevalent at the time of their making. I find it intriguing to imagine the PPU’s chip designers anticipating a future where it could have been daisy-chained like this.

Gamefinds: Games Don’t Have To Be Good To Be Good

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

sylvie’s Games Don’t Have To Be Good To Be Good is an interesting little browser game where the point is figuring out how to play, then what to do. It’s really short! You can probably finish it in five minutes.

The description calls it a manifesto, and I can see that, and also agree with it. (And it’s an entry in Manifestø Jam 2026 too.) My belief about game worth is that there can be a hundred things wrong with a game, and everyone can agree that they’re wrong, but if there’s one really really good thing about it, just one powerful elemental spark of awesome, if it’s strong enough, it can make all the “wrong” things meaningless.

It’s points to one of the great problems with game journalism as it’s currently practiced. The traditional lists of flaws, the reporting of how “smooth” it is, of how realistic the polygons are and the other excuses a reviewer gives not to play something, none of those things matter. Not if the game has something really good going for it, and to obsess over trivialities will blind you to many worthwhile things.

It’s why it took forever to get the gaming press to notice roguelikes! The genre of classic roguelikes feels like it was designed to be a koan, a seemingly-impossible question that prompts thought, meditation and eventually enlightenment. Classic roguelikes (or as I’m coming to call them, true roguelikes) look entirely unlike everything magazines and websites told players they were supposed like. They rejected everything that being good meant. So why are they fun? Please contemplate that with me now. Ooommmm….

Coming back to Games Don’t Have To etc., it does push the boundaries of enjoyability a bit, but overcoming its purposeful vagueness turns out to be a puzzle to solve. And you can do it! Please give it a try. It might not be an all-time classic, but it’s an enjoyable use of five minutes. See if you agree.

Games Don’t Have To Be Good To Be Good, by sylvie (itch.io, web, $0)