This collection of emulated handheld games,
tabletop machines, and even board games stretch from the 1970s well
into the 1990s. They are attempts to make portable, digital versions of
the LCD, VFD and LED-based machines that sold, often cheaply, at toy
stores and booths over the decades.
We have done our best to add instructions and in some cases link to
scanned versions of the original manuals for these games. They range
from notably simplistic efforts to truly complicated, many-buttoned
affairs that are truly difficult to learn, much less master.
Not every FPS can be as grounded and reasonable as gunning down a
million demons. The success of Doom saw developers trying just about
every conceivable shooter concept that each new engine could render,
from distant worlds to odysseys into breakfast and bible stories. We got
Star Wars. We got Duke Nukem. But we also got some strange, strange
games as Doom became the template of the day.
Here’s 10 of our
favourite weird and wonderful shooters from the 90s, up to the dawn of
the 2000s for good measure. And no, there’s no Redneck Rampage or its
ilk. Trying to be funny is never as funny as the games that pull it off
without meaning to, or are just plain strange.
AlphaGo recently played against 9-dan professional Go player Lee Sedol. The AI won
the first three games against the human opponent, achieving victory in
the best-of-five tournament. With this challenge accomplished, the
DeepMind team is looking for new problems to use as a testbed for the
system. Demis Hassabis, co-founder of DeepMind, expressed interest in StarCraft as a challenge.
Building expert-level AI for StarCraft: Brood War remains an
unsolved research challenge. The best performing bots achieve a D+
rating on ICCup, which is impressive given the level of play on this
system, but still far from the skill of even the B-team members
on professional teams. I started the AIIDE StarCraft AI Competition
in 2010 with the goal of getting more researchers to evaluate their
bots against each other and the challenge of evaluating bots against
human players. The competition is
now organized as an annual event, with a man-versus-machine exhibition.
The best performing bots still have a long way to go to defeat expert
players.
“The most important thing to know about this game is what’s called the frame rule. Starting from power on, every 21 [frames], the game checks to see if you’ve completed the current level so that it can load the next one.”
46:35: “We’re inside this pot, and this pot doesn’t have a destination assigned to it when you drop down it ’cause you’re not supposed to be able to drop down it. It just so happens that Ganon’s room is room 0, so if you don’t have a room assigned to it, you’re going to room 0, and that’s Ganon.”
When I was very young, games were magic. Plugging the brains of a Missile Command cartridge into the body of an Atari 2600 and turning it on seemed to create a soul that I could see onscreen and touch through the controller. In some sense the game seemed alive and not fully knowable to me. There were secrets hidden within. I remember my father excitedly showing me how if you did just the right thing, a thing that defied the logic of the game itself (not scoring points, wasting missiles), initials would appear, the mark of the game’s creator.
Over time, my sense of a living soul in games faded. Games seemed to lay themselves bare, wanting to banish any sense of true mystery, wanting everything they had to offer to be apparent and visible and easily found by the player. Technology became mundane to me rather than magical. The sense of a soul, or of a real world being created, TRON-like, in the circuits of a computer or game console evaporated. When I did encounter “secrets” in a game, I was usually just dismayed by their banality and complete absence of magic or mystery. Often they were secrets in plain sight, marked on maps or indicated in other ways, their meaning spelled out so that players wouldn’t be confused or mystified. But sometimes I want to be mystified. Rather than letting me feel like I was glimpsing something raw and real, “secrets” like this made me feel like I was being kept at arm’s length, like there was nothing but a facade to engage with.
This is what speedrunning does for me. It gives life back to video games. Speedrunning reveals to me just how little I know and understand about the games that I thought I knew and understood so well, games like Super Mario Bros. and The Legend of Zelda: A Link to the Past. There’s an intimacy to it, a breaking past the surface. Speedrunning reveals to me that almost every game is full of secrets; not the kinds of secrets that designers place in games for players to find, but secrets that the designers don’t even know about or intend, secrets that are the game’s own, things borne out of the process of its creation. Through speedrunning, these games continue to live and be explored; there are still mysteries to be discovered. There may be a new Super Mario Bros. world record by the end of February, they said at AGDQ last week.
When I watch a speedrun, I have that same sense of wonder that I did as a child, which comes from the feeling that somewhere in the code of a game resides something that is almost alive, a glowing core that we can observe and try to understand and maybe, in some sense, touch.
“No no no,” and he smiled, “that wouldn’t be a ‘The Great
Secret.’” The team of “counterterrorists” threw a couple grenades and
started firing, peering around corners and strafing.
“Then who is playing as Israel and Lebanon?”
“IDF,” Halil pitched his screen to the rushing counterterrorist
team, “and Hezbollah,” he tilted in the direction of the virtual AK
fire. “This is my ‘Middle East Peace Plan.’” He said the phrase
derisively, putting on his best American accent.