Sundry Sunday: Eggpo Speedrun

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

To recap. Ten years ago, Disney hired the Brothers Chaps, creators of seminal Flash series Homestar Runner, to make for them a series of Flash shorts for Youtube and (I think?) broadcast as bumpers, called Two More Eggs.

At that time Matt and Mike Chapman already had a working relationship with Disney working on their shows Gravity Falls and Wander Over Yonder, and it was an opportunity to return to their roots making little shorts in Flash. The Two More Shorts are generally brilliant, and one subseries of them that fortuitously strays just inside the borders of our mandated focus is Eggpo, about two Goomba-like minion characters within a video game. We’ve covered five of the seven episodes so far; check out the Eggpo tag for all of them.

In Eggpo #6: Speedrun (2¼ minutes), our underling friends get invested in the success of a speedrunner blazing through their game.

Blippo+

Blippo+ is a game because it’s presented as a game, it was originally presented on the Playdate, and these days games are defined so maximally that anything could be a game. But there is no gameplay in Blippo+, unless you count the random times the signal drifts, a purely artificial event, and you have to adjust various sliders to make the picture clear again.

Blippo+ is more of a unique means of telling a story than a game. I’m brought to mind of Portal, not Valve’s 2007 weird kinetic puzzle-action game, but Activison’s 1986 even weirder storytelling experience, about exploring a planet-wide information system to discover what happened to its missing inhabitants. In both Blippo+ and (older) Portal, all the “gameplay” is in a system of presenting information to the viewer/reader.

There is a story that progresses through a series of updates. On the Playdate it was timelocked, so it was like it was passing in real time. In the new Steam and Switch versions, the story unfolds more at your own pace; after you’ve seen most of one set you can “download” the next “packette” of shows, but also go to previous packettes whenever you feel like it.

Trailer for Blippo+ (1¾ minutes)

I said shows, because Blippo+ presents itself as the television of a distant planet. I have avoided calling it an alien planet, because it’s really a lot like Earth, and while there’s definitely some unexpected elements (a scientist talks to long-dead inhabitants who are brains in jars) most of it you wouldn’t have been surprised to have seen on Earth TV in the early 90s. There’s a self-centered teen show, an exercise program, an entertainment news show that feels like it’s from the MTV of old, a show with a character much like Max Headroom, and many other callbacks to cable television of three decades past. There’s even a scrambled porn channel, although there’s really no porn behind it, other than “Tantric Computing,” which is but video clips of a lady’s hand lovingly fondling old-style computer mice and monitors.

There’s a show about two space-faring cowboys. A claymation kids show. The “Fighting Trillions” series of action movies, of which we only ever see trailers, narrated by a virtual soundlike of the late, great Gary Owens. (All of the shows have really great voice acting!) A D&D-themed trivia gameshow. The weird Julia Child-like cooking show Snacks Come Alive. And more. One of the shows is just different kinds of static. Another is info cards for local programming. The “Tips” channel is, wonderfully, just a sequence of error messages.

It’s all rounded off with a Preview Guide-style program listing channel, and a Ceefax-like information presentation service that’s somehow one of the most affecting parts of the whole package.

Each show, of about 20 in all, is only two minutes long. It’s easy to load it up and watch the entire contents of one or two of the channels, either intently or as background to other things.

It really needs to be experienced to get the idea across. This collection of first week clips on Youtube (11 minutes) that should demonstrate to you what it’s like.

Blippo+ (Playdate $10, Steam $15, Switch $15 currently on sale for $12)

Video Games 101 Tackles Ocarina of Time

The Legend of Zelda: Ocarina of Time has a reputation of being one of the “best” games ever made. Professor Brigands of VG101 recently spent around twelve hours making a video walkthrough of the whole thing, even finding every Heart Piece, and even every Gold Skulltula, despite the fact, as they say frequently, that the reward is in no way worth it. Each video is approximately three hours long; maybe you can have it playing in the background while doing other things.

First video (beginning to the end of the second dungeon + extras):

Second video (Jabu-Jabu’s Belly through to the end of the Forest Temple):

Third video (the Fire Temple, the Water Temple and the fetch quest to get Biggoron’s Sword):

Fourth video (The Shadow and Spirit Temples and the end):

Is that not enough? Rival channel U Can Beat Video Games has been churning through all of Final Fantasy VI (a.k.a. III, it’s complicated), having done five videos so far with one left to go, with videos ranging in length between 3⅓ to 4 hours: Part OnePart TwoPart ThreePart FourPart Five.

Nintendo’s Pre-NES Video Games

Switchaboo on Youtube had a look at video gamethings Nintendo made in the era before people habitually left the spaces out from between words. (14 minutes)

I didn’t know that Nintendo’s first foray into consoles was making a custom controller for the Odyssey (not the Odyssey 2, the Odyssey), and distributed it in Japan. But I do know that Nintendo’s history extends far back before video games, to making Hanafuda and traditional playing cards, and still makes them to this day, along with Mah Jong, Shogi and Go equipment.

ConwayLife.com

The field of electronic entertainment, our self-selected area of exploration, is vast. On one end you have visceral creations that we don’t even bother with, games that are mostly about pointing at people in a virtual world and shooting them. On the other, we have esoteric creations of pure mathematics like Conway’s Game of Life.

How well-known would you consider Conway’s Life to be? By one measure it’s incredibly obscure, in that if you ask a random person on the street if they know about it they’ll probably at best think you’re talking about Hasbro’s Game of Life, a simple board game where players pilot colored pegs riding in a tiny plastic car down a winding road from birth to retirement, a buffet of unexamined assumptions with a long history which itself may be worthy of exploration here itself some day.

But by another yardstick, few games are more well-known than Conway’s Life. It was created 55 years ago, in 1970, by British mathematician John Horton Conway, meaning it’s Older than Pong. It’s not technically just a computer game, but its explorations have grown so huge that practically everyone who cares simulates it on a computer.

When I say it’s a creation of pure mathematics, please don’t be scared off, because it’s really simple to understand. It was a popular subject of Martin Gardner’s Mathematical Recreations columns in Scientific American.

Imagine an infinite grid, a pocket universe that’s like an Excel spreadsheet that goes on forever. Each cell can contain a counter, which is considered “alive,” or nothing, which is considered “dead,” or just empty. From there, you use a simple process to simulate this universe.

You don’t have to worry about physics or gravity or free will. Instead, every counter on the grid with less than two neighbors dies (is removed) due to loneliness; every counter with more than three dies due to overcrowding; and on every empty space with exactly three neighbors is birthed a new counter. By “neighbors,” I mean on one of the eight spaces around it. By “birthed,” I note that reproduction in the world of Life is genderless and trinary.

So that’s how to do it. But why would you? It’s because despite its simplicity, Life patterns grow by unexpected and interesting processes. It’s a case of emergent complexity; like how DNA molecules ultimately produce living creatures in our world, simple origins create hugely complex results. That similarity of complexity to our universe is why it’s called a “game of life.”

A better introduction can be found at this page at Cornell University. It’s a type of cellular automation, a wider field with many game design implications. You could consider classical roguelikes to be a type of cellular automation, although not nearly as simple, or as elegant. Within the world of Conway’s Life there are Gliders, Oscillators, Wicks, Puffers, Guns, Methuselahs, Spaceships and more. While there aren’t physics as we consider them, there is a “speed of light.”

The website ConwayLife.com, created probably some time in 2009, is one of those many websites out there that invisibly hosts active communities that big media sites routinely ignore, the kind of thing that Set Side B carries both a banner and a deep affection for. There was a time where sites like this were a major focus of the World Wide Web, and it still is, even if the wider world fails to notice it. ConwayLife.com hosts a simulator on its homepage, a wiki of concepts, an active forum, a well-populated list of links, and even a Discord.

Please, those of you who read this, try to move your interest in the direction of exploring this strange but fascinating phenomena. Maybe it’ll bounce off of you, but maybe it won’t.

Restoring an Arcade Vs. Castlevania Machine

If you know where to look, there are many arcade machine restoration videos on Youtube, whole channels devoted to them. This Halloween-themed video from Electric Starship Arcade is only one of them. It’s mostly about the process of fixing up the cabinet and has very little gameplay, but it does end with a fun sequence where they dress up someone as a vampire and, driven in a hearse, bring him out in a coffin to introduce it! (40 minutes) And if you watch it, it’ll haunt your view history, and influence Youtube into recommending more restoration videos to you, in a suitably spooky fashion. Ooooooo!