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.

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

Richard Garriott Getting Ultima’s Copyrights Back

It’s been going around the gaming bigsites (PC Gamer, Time Extension, Kotaku, Eurogamer and others) that due to a quirk of US copyright law Richard Garriott, who begin the Ultima series in June 1981, may finally be getting back the rights to his now-ancient series from the corporate behemoth, Electronic Arts, that has long owned them.

The details of the story are that this only involves the copyrights, not the trademarks. But trademarks are different from copyrights, they must be continuously defended and expire if not utilized. Every so often Electronic Arts attempts to do something new with the Ultima name, but none of them usually turn out that successful. The sole remaining example of classic Ultima is the venerable MMORPG Ultima Online, older than World of Warcraft, even older than Everquest. It’s possible that EA could use its unbelievable continued existence as a pretext to keep hold of the Ultima trademark, but UO is incredibly ancient itself nowadays and doesn’t have the large userbase it once did.

I have no love for the monstrosity Electronic Arts has become, the memory of their enlightened early years under Trip Hawkins fading after decades of stagnating sports lines chained to big leagues licenses, and piles of brown and gray military shooters. They sit on countless classic computing properties, doing nothing with them while people who fondly remember them age and die off. Yet I choose to believe this isn’t out of spite, more that they can’t be assed to do anything with properties that aren’t gigantic sellers.

Ultima is one of the few cases where a piece of their gigantic lucite block of IP shows a crack that could be broken away. Richard Garriott has maintained his wealth from the time of Ultima’s success, and may have the resources to fund a revival. Whether it would be successful… I can’t say. Garriott has tried making multiple games since leaving behind Ultima with varying degrees of quality. His Tabula Rasa from NCSoft, from nearly 20 years ago, didn’t do well; I’m not apt to hold that against Garriott though, considering how badly they treated City of Heroes.

Every so often Richard Garriott comes up with some new concept, but truthfully it’s been a while since he’s made waves. I personally sat at a talk he gave at DragonCon a few years ago where confidently held forth on the direction that he saw gaming going, but then failed to go. I’ve tried Shroud of the Avatar: Forsaken Virtues recently, he was involved with it but has long since left it. I bounced off. I’d like to give him the benefit of the doubt, but Garriott’s most recent project involved NFTs, which seems like a huge danger sign.

My personal opinion is that Richard Garriott should immediately approach Digital Eclipse, developers of the terrific remake of Wizardry: Proving Grounds of the Mad Overlord, and together start making something along those lines. Richard, if you’re somehow reading this, please consider it! They do great work. Maybe something involving Ultima III, IV or VII? Any of those would be amazing and could open up this long-neglected series for a new generation of players.

Anyone else out there have personal experience with how amazing this game was?

I’ve heard that Garriott is going to be at DragonCon again this year. I plan on reporting on it on-site. Despite what you might think from what I wrote two paragraphs above I’m still rooting for him. Ultima is the most shamefully neglected classic RPG franchise out there right now, and I’m excited to think that it might make a comeback, no matter how unlikely that might seem right now. I didn’t think Wizardry could make a comeback either! Let’s all clutch our ankhs tightly and hope.

The CRPG Addict Plays The Original MUD

MUDs, and their sibling games MUCKs and MOOs, now almost forgotten except among a rapidly-aging userbase, used to be the biggest gaming draw on the internet. When MMORPGs became big, it was largely by using the lessons of MUDs and applying them to a 3D graphical world with action gameplay. Everquest (admit it, you haven’t heard that name for a while) and World of Warcraft would never have become big if it hadn’t been able to stand on the shoulder of MUDs. And now, with WoW’s memory receding in the minds of many users, I think it’s well time to go back and find out what the originals were all about.

The CRPG Addict has come around to reviewing the original Multi-User Dungeon, the first of many. Because PLATO predated so many networked computer games it wasn’t the first online multiplayer game, but it was one of the first that could be played by many people. The Addict links to an extensive Digital Antiquarian article from 2017 explaining MUD’s history.

That Antiquarian article is pretty amazing. In the original MUD, if you got enough experience points you could become a wizard, basically a moderator yourself. If you killed another player they had to start over from scratch, and you got 1/24th of their experience points. Other ways to gain points was to find treasure and drop it into the swamp. Once treasure was swamped it was gone until the next server reset, which only happened when nearly all the treasure was so disposed. While you could find and use weapons, there was a limited number of most of those in the game so most players had to be satisfied with basic stick weapons.

But despite these limitations, players managed. Wizards could crash the game easily (there was a command specifically for doing so!), so mostly they didn’t. Customs were decided on; it was improper to kill a player more than two levels below yours. The game continued, and players largely came up with their own solutions to social problems.

The CRPG Addict explains that the original MUD is still in operation at british-legends.com, and that you can even join him there to play today! Times are in his post.

The Last Year of Animal Crossing

I was just looking through Hunter S’s video on the holiday glitches of Gamecube Animal Crossing (11 minutes). By “holiday,” it means the winter holiday, and the various weird things that are possible during this season, like using snowballs to get pushed out of bounds into the ocean, getting a dummy item due to a data error when playing games with villages camping in igloos, and others.

I think the most interesting thing however has to do with GC’s Animal Crossing limits. Although the system clock extends out to 2099, the calendar of the game itself only supports dates up to 2030! When the date rolls on at midnight, December 31st 2030, the game will advance to 2031, apparently as normal, but on saving and reloading the year will become 2030 again.

The video was made two years ago in 2024. It’s now 2026, so you only have about four-and-a-half years to play Gamecube Animal Crossing in the intended way. All the AC games have date limits like this. The Switch version, New Horizons, is said to be able to even open save files from 2061 and later, so that’s one edge the Gamecube version has over it.

Early Web Links

If you’ve been reading us for a while, you’ll know that I have an inordinate fondness for the early days of this here World Wide Web. I have become disenchanted with social media, the infinite scroll, and not just Web 3.0, but even Web 2.0. React.js and other frameworks. Gimmie that good old HTML religion. You can have some CSS if you promise not to go crazy with it.

You might wonder how many of these websites can be left. It was just in April that the long-decaying webhosts Tripod and Angelfire finally and suddenly went dark. How many of these old pages remain? Well, going by the link count at Early Web Links, at least 12,000 of them.

There’s actually many more than that out there, but they’ve been neglected, abandoned by the money web. Good luck finding sites like these in Google, they’re much more apt to send you to Reddit or Youtube. All the big social media sites actively downrank sites with the temerity to include links in them, for if you follow them, you’ll be leaving the lucrative walled gardens of Facebook, or the fascist-supporting castle walls of “X the everything app.” The rise of more healthy social media like Mastodon and Bluesky is a counter to that, but they’re still dwarfed in size by the likes of Instagram and Threads.

If you want to find interesting, independent Web 1.0 sites like these, your best bet is a directory like Early Web Links. Despite the name not all of these sites are old ones, many are quite new. They’re “early web” links because the sites are done in the style of the oldweb, and presented from a link directory not dissimilar to the fertile environment that, decades ago, was the mulch that supported the roots of Yahoo and its improbably-lasting multimedia empire.

Of course, that was decades ago. If you’re looking to make a fortune now then these sites aren’t going to provide it to you. But what they can give you is honest, earnest enjoyment, not tied to an algorithm or funding billionaires. Go have a look! We’ll be here when you’re done.

Multilink Monday 6/15/26: Indie Web, Apple IIs & GenAI Backlash

We collect literally hundreds of links in compiling stuff to you, far more to give everything its own post. Here’s a scattershot collection of some of it, we hope that one or two of them might strike your discriminating fancy.

  • As often happens, I find out about something cool right as it ending, and so it is with Good Internet Magazine. However its archives are still up at the moment! There’s cool things to find there like Build The Web You Want To See. I found out about it from this post on brennan.day, which is announcing an upcoming site called Long Horizon.
  • Along those lines, for three years now Robert Birming has been organizing Junited on his blog, which is just an excuse for bloggers to link to each other. I think people should link things all the time, for any excuse, at the drop of the hat (that’s largely what I do over on Metafilter), but if some people need an excuse to do it for a month I can get behind it!
  • On that site I found an Indie Web webring. Remember webrings?
  • Returning to the subject of cool things ending, it didn’t get mentioned much in my online circles, but both Tripod and Angelfire, two of the biggest remaining free/low cost webhosts from the early days of the web, have called it quits. Parent company Lycos continues to soldier on, free of one more of those pesky legacy services they couldn’t be bothered to preserve. Bah.
  • a2central is a site about Apple II computing.
  • Juiced.GS is a quarterly Apple II magazine. My searches for issues of Softdisk has had me in an apple-y frame of mind lately.
  • One useful page on that site is a rundown of Apple II emulators.
  • On Mashable, Chris Taylor has a piece about the backlash against generative AI. I’m glad it’s being noticed how much people detest it! Let the anger flow through you! It’ll give you cool lightning powers!