A Thousand Words: Red Ape Family

Red Ape Family

NFTs, or “Non-Fungible Tokens”, were one of the most shameless fads of all time. Unlike previous market bubbles like tulip bulbs or Death of Superman comic books, these offered no practical value. In fact, what they even are is hard to explain. The closest normal person equivalent is a receipt.

So normal cryptocurrencies are “fungible” in the sense that as long as they’re in circulation, one dollar bill is functionally the same as another. Non-fungible means distinct, like say, an explicit receipt. Why would you spend a million dollars on a receipt for a transaction of a picture of a badly drawn monkey? The answer is a combination of get-rich suckers and wash trading (despite the name, not directly money laundering).

But I digress. So Red Ape Family, about a family of bored red apes who steal a drive full of the most valuable NFTs and go to Mars, is…. to call it a toy commercial would be an insult to toy commercials. More like a get rich quick infomercial made by someone with no talent whose sense of humor was a single episode of later Family Guy.

The existence of this is more interesting than any of the “gags” itself.

Review: Labyrinth

Labyrinth

An early Jon Land novel that somehow escaped my eye until now, Labyrinth has every note I know him for. There’s a super conspiracy with super weapons to take over the world, infighting within said super-conspiracy, and a crazy plot that ends in a crazier set piece (this one involves old warbird propeller planes).

This by Jon Land’s standards isn’t the best simply because it’s too conventional. If this was my first Land book I’d probably have loved it more, but I know he can do goofier (and thus better) in hindsight. Oh well.

What really brought down general aviation

I was looking at histories and such concerning the post-WW2 decline of general aviation in America. Most of the stated reasons center around costs, regulation, lawsuits, and changing demographics. None of these I’m denying were factors, even major ones. But I came across something that was very eye-opening and was not mentioned in most of the usual ones.

That was the decline in its practicality. One amusing side-part of the “flying car” discourse is that in a way, in the early postwar period, flying cars in the way we think of them kind of existed. See, in the early postwar period, as long as you could afford something that still always cost at least the equivalent of six figures today just for the airframe (ie you were a rich professional), flying in your own aircraft over the Depression-adjacent countryside was frequently the quickest and most convenient way to get from point A to point B. Whether it was for the luxury of a getaway or the necessity of business travel, there was a practical use.

Later on this eroded with two big things, which I shall provide graphical illustrations of.

Yep, better roads and better, cheaper, and more accessible commercial air travel. Which meant a lesser actual need for private planes, which naturally had giant ripple effects. At the very least it’s an underappreciated piece of the pie.

The A Button Challenge

Mario was originally known as “Jumpman” in the first releases of Donkey Kong. Super Mario Bros. defined the platformer. What I’m trying to say is that Mario jumps. Until now.

For 20+ years, an array of gamers dug deep into the code of Super Mario 64 to see in how few A presses (jumping) they could beat the game. Last year, a successful run with zero presses was finally accomplished.

Numerous stars and even entire levels had to be skipped entirely as they required jumping. The centerpiece that enabled the final “A”-less run to be performed involved playing on Wii Virtual Console and using an emulator/porting glitch that had platforms in the Bowser in the Fire Sea stage moving sloooooowly upwards over time. The game had to be run for three real-time days to let them get into place.

Yet in the greatest human accomplishment since the moon landing, the A Button Challenge was finally completed.

Review: Speedrunning

Speedrunning: Interviews With The Quickest Gamers

David Snyder in Speedrunning tackles the titular way of playing video games. It looks good on paper, interviewing numerous champion speedrunners and explaining how the basics work. The problem is its format and layout. It’s like trying to play Dark Souls on a drum set, and he doesn’t quite manage it.

So this first consists of explanations of speedrunning, which are a little cookie-cutter but still essentially accurate for an absolute beginning. Then Snyder gets to interviewing speedrunners, which isn’t really the best way to go about it. I might be a little stereotypical, but speedrunners are a group not generally known for their wit or sociability. More importantly and specifically, the interview subjects go straight into huge technical details which contrast with the basics given elsewhere in the book. I don’t blame them, but I blame Snyder for not integrating it better.

A bigger problem is that it’s using text to describe a visual medium. There’s no shortage of speedrun history/explanation videos , and almost all of the record speedruns themselves can be easily seen. Reading a book about it simply can’t compare, even if Snyder was a lot better. So that’s why I can’t recommend this.

A Thousand Words: NARC

NARC

The 1988 Williams arcade game NARC is probably the most 1980s piece of interactive media developed. Playing as super-cops in biker helmets Max Force and Hit Man, you blast your way through a drug empire of hobos, dealers, weed-growing Rambos, prostitute-kidnapping clowns, henchmen who couldn’t decide if they wanted to dress like mobsters or construction workers, and attack dogs, ruled by a giant biomechanical head-worm. None of that is exaggerated or false.

There is nothing subtle or easy about this game. It’s meant to have you win solely by pushing in quarters. (Who’s the addiction inducing dealer now?) But it is fun and is well, incredibly 1980s.

Melancholy Halloween

Happy Halloween from the zombie sorceresses.

It feels a little melancholy regarding this blog. Like I’m just losing more will to post on it. But it doesn’t feel like writers block. It feels like I’ve honestly accomplished what I set out to do here.

In any event, I’ll be busy writing (hopefully) my next book in the coming month, so possibly expect even less activity here.

Donks

There is a type of car called the “Donk”. Usually but not always a large vintage car in its base, anything with four wheels can theoretically be “donkified”. It apparently started with hip-hop musicians in the American South, but the concept is universal.

A donk can be considered the inverse of a lowrider, in that it’s a “high-rider”. The car, usually ornate, is given very large wheels with thin tires and has its suspension raised as high as possible, the springs stiffened both for prestige and to ensure the chassis doesn’t bump the wheels.

Donks look good. But don’t expect them to handle like a formula one racer.

Review: Initial D Volume 1

Initial D Volume 1

Note: The specific thing I reviewed was Initial D omnibus Volume 1 which is actually the first two manga volumes in one book. But whatever.

Reading the legendary racing series in original manga form made me think that… the anime kind of superannuated it. Ok, I already knew what happened from seeing the anime (spoiler alert: Takumi wins), and while the manga has some distinct diffferences (like the order of races), it’s not all that different. Certainly not different enough to be easily better or worse. This isn’t a “behind every good 1970s movie is a bad 1970s book” type of deal.

But it’s pretty self-explanatory how much better in motion picture form a car racing series works. Having one large panel (even if well-drawn) of two cars at a turn with a huge comic “VROOOM!” sound effect just isn’t the same as watching two cars (even if they’re from PS1/N64-era CGI) zip around the same turn. I don’t blame Shigeno for anything. It’s just the format is a lot inherently less capable.