flipping the script on Scott Pilgrim means Ramona DESPERATELY wants to get with a guy that wears triforce tees and shorts and I think she's real for that
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playable quotes strange loop conference is finally out
very excited to share involvement in the Tenmile Playable Quotes project (as the Metroid II quote recorder). this is a cool as hell project and i haven't been able to stop thinking about how useful it could be since getting to try it out
https://youtu.be/z9JYOZWLMlo
go to https://tenmile.quote.games and https://m2.quote.games if you want to try for yourself. if you want, share some quotes of your favorite games in the comments. let's normalize the usage of this
but metroid is also about learning to do trick jumps from random animals who celebrate when you get it right, and about saving them even as the planet shudders under your feet
and metroid is about lowering your gun when you meet the last of a species who's only just hatched, and gently holding out your hand
and metroid is about accidentally calling the name of someone you care about, who you thought you'd lost, and finding out they've been with you the whole time
and about a little scribble of a child with their parents tucked into the corner of a grand mural
and about the gifts left behind by others because they may be gone before they get to meet you, but that won't stop them from helping you
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hey netizens! i'm not sure how many people are aware, but youtube's been slowly rolling out a new anti-adblock policy that can't be bypassed with the usual software like uBlock Origin and Pi-Hole out of the gate
BUT, if you're a uBlock Origin user (or use an adblocker with a similar cosmetics modifier), you can add these commands in the uBlock dashboard (under My Filters) to get rid of it!
An interpretation of the Dolphin on Steam situation.
As a reminder, Dolphin, the GameCube and Wii emulator, had announced a release of a Steam version using features from Steam like cloud save, Steam Deck native support and all.
A couple of days ago, Dolphin's Steam page was pulled down, then Dolphin's official blog mentioned a DMCA takedown, and PC Gamer reported on it, quoting the DMCA. Then we all went a bit crazy over this, then Delroth, a former Dolphin member, talked in a bit more detail, and debunked a misunderstanding.
You can still read this from Delroth here: https://mastodon.delroth.net/@delroth/110440301402516214
All in all, the situation was misinterpreted from all sides, and to sum it up, according to Delroth: Valve asked Nintendo about this, and Nintendo said they don't want this, and quoted the DMCA's set of laws. In fact, not only Delroth says this, a lawyer contacted by PC Gamer essentially says the same thing in the updated report here.
One more preface: I am NOT a lawyer, legal text is very hard to fully grasp, this is only my own interpretation of the situation, what I am about to say may be VERY VERY WRONG. Got it?
The Digital Millennium Copyright Act is a copyright law from 1998. It is made of several titles and acts. The first title contains the anti-circumvention part which we'll get to later. The second title contains the takedown process part.
DMCA Takedown
I'll get to the second title first:
To sum it up, this is the part where you can do a copyright infringement claim, a "notice and takedown" process. This process also includes the ability of a counterclaim.
NONE OF THIS HAPPENED ON DOLPHIN ON STEAM. Nintendo did not use this process. They just told Valve a reason, and it was Valve's decision alone that got the emulator removed, and they notified Dolphin of the reason.
I won't really debate much on this, it's not really interesting.
"Anti-circumvention"
Now, the anti-circumvention part, the meaty part. There's a lot of legal text, but I will translate to the best of my abilities to you, don't worry.
This is the part where I feel the least comfortable about, and again, this is an interpretation, but let's start again from that quote that I had (from PC Gamer, by the way):
the Dolphin emulator operates by incorporating these cryptographic keys without Nintendo’s authorization and decrypting the ROMs at or immediately before runtime. Thus, use of the Dolphin emulator unlawfully 'circumvent[s] a technological measure that effectively controls access to a work protected under' the Copyright Act.
The thing is... I only said that indeed, the Wii Common Key, required to decrypt everything, is included in Dolphin's source code. It's... not necessarily the problematic point of this, as I tried to read more into it, and I will go back to the Lockpick_RCM actual DMCA takedown.
Lockpick_RCM is a Switch tool that gets a set of keys from your Switch console and puts them into an easy to read file that could be used in conjunction with other Switch tools. They're required to decrypt pretty much everything about the Switch, from games to other packages.
The use of Lockpick with a modified Nintendo Switch console allows users to bypass Nintendo’s Technological Measures for video games
A thing you read a lot is "Technological Measures"... turns out this has a bit of a definition in 17 U.S.C. §1201... or rather, in that text itself, here's the very first thing you can read:
17 U.S.C. §1201 (a)(1)(A)
No person shall circumvent a technological measure that effectively controls access to a work protected under this title.
The wording "circumvent a technological measure" happens to have a definition tied to it:
17 U.S.C. §1201 (a)(3)
As used in this subsection—
(A) to “circumvent a technological measure” means to descramble a scrambled work, to decrypt an encrypted work, or otherwise to avoid, bypass, remove, deactivate, or impair a technological measure, without the authority of the copyright owner; and (B) a technological measure “effectively controls access to a work” if the measure, in the ordinary course of its operation, requires the application of information, or a process or a treatment, with the authority of the copyright owner, to gain access to the work.
It's a somewhat precise definition, actually, and purely relying on it... this makes pretty much everything Wii, 3DS, Wii U and Switch a very dangerous situation.
The "technological measure" also has a definition:
17 U.S.C. §1201 (a)(3)(B)
a technological measure “effectively controls access to a work” if the measure, in the ordinary course of its operation, requires the application of information, or a process or a treatment, with the authority of the copyright owner, to gain access to the work.
Basically it just means a DRM (Digital Rights Management) process of sorts.
A lot of people loves to talk about the previous lawsuits on emulators, but note that I never mentioned the emulation being the issue here.
Nintendo is NOT arguing, on a legal level anyway, that emulators are illegal by being one, their communication team does by stifling innovation in their public arguments.
According to 17 U.S.C. §1201 (a)(3)(A), just having encryption is enough to consider that they're protected, and just decrypting is already illegal... this affects a lot more than you think, it's not just Dolphin at this point, it seems we misunderstood a lot of things about the DMCA.
To sum it up more bluntly: I don't feel like the encryption key is the main argument, it's actually about what you do with it that they argue against.
So even if Dolphin removed the Wii Common Key, if they still include the decryption process, even if you provided the key yourself from your own system, EVEN your own Wii dumps, the argument here implies that since you're still decrypting the Wii dump data, this last part is argued to be illegal. This ain't right.
Now apply this to everything else, even if you decrypted the game beforehand so that Dolphin doesn't even decrypt anything, the problem would be moved to the dumper or the decrypter tool doing it. This applies to a lot of systems.
Considering the definition I showed earlier, this seems hard to argue against, however, notice that I never said anything as fact, and insisted that it is Nintendo's argument, legally speaking, I believe this is an important distinction to make.
Exceptions?
The law also explicitly defines exceptions to this, but please read carefully, because this is where I start to really interpret from here:
In 17 U.S.C. §1201 (a)(1)(B), my understanding is that when the protection itself prevents legitimate use, then you are allowed to break it. That said, and this is important: The later subparagraphs defines these paragraphs as something that CANNOT BE USED AS A DEFENSE. This is only there to shield the Library of Congress from any attack, and to allow them to research the various impacts that the protection does and determine rules. Their ruling is also explicitly not allowed to be used as a defense in the text.
After reading a lot of this, I only found one thing that, very honestly, I find quite unclear. Subsection (f) about Reverse Engineering, is particularly showing how much they're not well versed in computer science.
17 U.S.C. §1201 (f) basically says if you're trying to understand how the program works, you are allowed to circumvent the protection, under the idea that you're doing analysis, or...
17 U.S.C. §1201 (f)(2)
for the purpose of enabling interoperability of an independently created computer program with other programs, if such means are necessary to achieve such interoperability, to the extent that doing so does not constitute infringement under this title.
In the case of infringement, I believe this is about copyright in general, as the law suggests this does not affect copyright laws in any way.
So what is interoperability... well let's take the definition from there:
17 U.S.C. §1201 (f)(4)
For purposes of this subsection, the term “interoperability” means the ability of computer programs to exchange information, and of such programs mutually to use the information which has been exchanged.
So we're talking about the ability for a program to exchange information with the work, in this case, a game for example.
...what is this? Programs exchange information all the time. That's even the basis of a computer. Maybe there are other definitions, but frankly I can't be bothered to read even more legalese right now.
With just this, and not taking into account anything else, I feel like this allows emulators to work, they don't really modify the game, they try to run it within a sandbox, where a lot of information is exchanged to make sure the program runs as intended.
Oddly enough this would still make the ability to run those games on a modded Switch still illegal though, while emulators could be allowed to do this.
But make no mistake: This is not a legally tested argument. I need to repeat: This is an interpretation.
Lawsuits literally work with lawyers interpreting information and the laws, and argue. The whole idea of laws being unclear is not necessarily a fault, it's specifically why lawyers exist.
Why now? And what now?
Honestly, as much as Nintendo argued, for the time being, they have not shown any intention to take down Dolphin as a whole.
They could just argue as a scare tactic to prevent Dolphin to reach an even more mainstream status. I doubt Nintendo didn't know about Dolphin for that long.
Until I see an actual DMCA takedown, or worse against Dolphin itself, I'm going to assume Dolphin will stay up for a long time.
Removing the Wii Common Key from Dolphin will not change the situation, as it is the whole decryption process that the argument is about.
Whether Citra, Cemu, Yuzu and Ryujinx could have included the keys or not, the argument would still be the same here.
TL;DR of the complicated part
About the takedown itself:
Valve asked Nintendo about Dolphin on Steam, and they argued that Dolphin is illegal because it decrypts Wii games, and Valve, on their own accord, took down Dolphin from Steam from this.
(Note: GameCube does not use encryption and cannot be impacted by this.)
An actual lawyer also takes this as a warning from Nintendo to Valve according to PC Gamer.
About the argument that Nintendo used against Dolphin:
Encryption Keys are NOT the main point of contention, because...
The encryption itself, as a whole, is argued by Nintendo to be a protection measure.
This means that decrypting the game outside of the intended way by the copyright owner (Nintendo, on a Nintendo Switch) is argued to be illegal by default.
The law, as in how I interpret it, goes in that sense, but for some reason you are allowed to make an additional program that can "interoperate" with the protected works in question and explicitly is allowed to break the protection. This is a vague part, and could be used in defense of Dolphin, potentially.
The final answer can only be answered in a courtroom.
i'm tired of watching design critiques of super metroid call some of the secrets frustrating because not every wall you have to bomb has a crack in it mostly at the Boss Keys episode from GMTK where he cites the hole to the gravity suit. the hole that doesn't have a crack but pretty clearly has some empty space below it that you can get down into, and has a place to the right of it on the map with visible blue doors (which is acknowledged but not cited as adequate) like you can't call zero mission too handholdy and then criticize super metroid for having some slightly better hidden secrets than others and then there's the reddit post that gets angry at super for hiding things in the elevator rooms. honestly if anything be mad at modern games that borrow this design for not borrowing that as well. i remember being distinctly annoyed that there wasn't enough hidden in weird places in axiom verge and the coolest secrets in that game were the ones where i shot a wall or used the trenchcoat in a weird place expecting there to be something and then there actually was something and of course david jaffe ragequitting dread because of this exact kind of thing (and accusing metroid fans of being "blinded by nostalgia") lead a bunch of capital g gamers wrong because if the god of war director says something and uses the word "design" it must be some kind of revelatory shit because the god of war lead designer can't be wrong
[3:31 AM]this is why i don't trust gaming with a word like "metroidvania" to make everyone just Get It. with "search-action" it's literally in the name. your action is in service of searching the world and searching leads to new action
[3:34 AM]it's also why i don't really like how i just found out that dread has a tutorial that literally just tells you to shoot everything if you get stuck i don't know if that was taken out of context or something and i'm sure it's got the good design everyone says it does but an official metroid game telling the player straight up to shoot all the walls when i kept seeing super criticized for supposedly being shoot all the walls does not help with proving that this design is good actually (it is)
[3:37 AM]all this is to say of course that super metroid is a flawless masterpiece even if i'm not entirely sure if the existence of the entire Maridia area was a hallucination induced by lack of sleep
the ultimate super metroid rant
or: why super metroid's secret design is actually better than most modern search-action games (in my opinion)
==WARNING==
this rant is long and meandering because it's adapted and barely edited from a discord essay i typed late at night after getting mad at unfair criticism of super metroid
i'm tired of watching design critiques of super metroid call some of the secrets frustrating because not every wall you have to bomb has a crack in it
mostly at the Boss Keys episode from GMTK where he cites the hole to the gravity suit. the hole that doesn't have a crack but pretty clearly has some empty space below it that you can get down into, and has a place to the right of it on the map with visible blue doors (which is acknowledged but not cited as adequate)
like you can't call zero mission too handholdy and then criticize super metroid for having some slightly better hidden secrets than others and then there's the reddit post that gets angry at super for hiding things in the elevator rooms. honestly if anything be mad at modern games that borrow this design for not borrowing that as well. i remember being distinctly annoyed that there wasn't enough hidden in weird places in axiom verge and the coolest secrets in that game were the ones where i shot a wall or used the trenchcoat in a weird place expecting there to be something and then there actually was something
and of course david jaffe getting mad at dread because of this exact kind of thing (and accusing metroid fans of being "blinded by nostalgia") lead a bunch of capital g gamers wrong because if the god of war director says something and uses the word "design" it must be some kind of revelatory shit because the god of war lead designer can't be wrong
this is why i don't trust gaming with a word like "metroidvania" to make everyone just Get It. with "search-action" it's literally in the name. your action is in service of searching the world and searching leads to new action
it's also why i don't really like how i just found out that dread has a tutorial that literally just tells you to shoot everything if you get stuck i don't know if that was taken out of context or something and i'm sure it's got the good design everyone says it does but an official metroid game telling the player straight up to shoot all the walls when i kept seeing super criticized for supposedly being shoot all the walls does not help with proving that this design is good actually (it is)
all this is to say of course that super metroid is a flawless masterpiece even if i'm not entirely sure if the existence of the entire Maridia area was a hallucination induced by lack of sleep
especially given that the bombs/super bomb will generally reveal all secrets in a room and the scan visor will do the same without using ammunition on top of the "obtuse" secrets actually being pretty clearly hinted at if you get used to its world design (which you should over your time there) there's really no excuse to get mad at it for not putting a crack in everything that can be bombed
by the time you're at the gravity suit the game has done a lot to try and make you aware that there are going to be places shown on the map that you'll have to explore with the bombs and stuff to find. hell the very first area has a wall that you have to bomb through to get to a hallway that leads down to brinstar
a wall that isn't really marked, it's a little distinguished from the rest of the area so i figured i'd have to go in there eventually but just in case you really don't get it the map room makes it pretty clear especially since it's right near the end of your currently available backtrack route
but no one complains about that wall, just about when you have to do a similar thing again hours later in the game after the wrecked ship
i have yet to find a design critique that agrees with me meaning either i'm being too forgiving of an old game with flawed design or i'm one of very few that's figured out a very often misunderstood part of it
also seems people complain about dread because it locks you out of backtracking until you use a new ability?
you know, that thing that's probably the coolest part of how super metroid wordlessly teaches the player without falling into a boring linear path?
actually nerrel's review of axiom verge mentions something that might be relevant, and it's something i noticed when i played it and in hindsight with a lot of classic games
it's that defeating bosses in classic and classic-styled games tends to mostly be about figuring out how to approach the attack, whether it's selecting the right weapon or finding a platform to shoot from or learning a dodge pattern. once you know those the fight is usually pretty easy, so the bosses become more figuring out how to use what you have and the room you're in to fight most effectively and aren't really "damage sponges" so much as "just strong enough to make it risky to fight suboptimally"
there's skill involved if it involves jumping precisely between platforms or hitting a small weak point but especially in axiom verge those weak points are very easy to hit once you've found the right place to fire from
i don't really play much modern shit but it feels like a lot of that has to make compromises for the player not having reached whatever level in a skill tree or something. it's why Control felt so refreshing compared to the usual open-world "liberate these outposts shooting the same generic enemies" or "climb these towers shooting the same generic enemies" i had tried before
there's a satisfaction to clearing out propaganda and police stations in just cause but it's mostly an aesthetic one, and the more tangible gameplay satisfaction to unlocking more of the map screen in watch_dogs is mostly just "cool i have specific points of interest to go to now" with no real hints at them before other than i've already done similar things in other areas of the map
i consider those things the open-world "boss battles" because they're harder than the main enemy encounters and those tend to save the actual big bosses for main storyline progression moments. the dynamics of those big bosses depend entirely on how much the designers cared but most modern bosses are just not that memorable to me. i remember the car chase after the EDM DJ in watch_dogs more than the actual final boss
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Scott Pilgrim anime. awesome, i'm a big fan of the series. i hope it gets the themes across better this time
i feel like there are lots of little things that it could change to overall be the best version and convey everything properly
the movie was too compressed to really get the theme across properly and the comic was written in an edgier time especially in the indie rock and indie comics scene
i don't know how to properly word my thoughts on it and will probably someday make a massive video essay that explains my reading of it fully, but for now
the whole thing with how a bunch of people took scott pilgrim as a role model missing the point entirely sucks. a lot. and it seems like some people are already outright dismissing the thought that the anime could fix that outright because of that, but i think that happened because of fumbled writing that didn't get the point across as sharply as it could have been
Seconds had a point to make and it made that point incredibly well so obviously the writer is better at writing now and returning to scott pilgrim can sharpen its themes and maybe comment on its unintended legacy
so my gf wrote a #opensource GUI to make using ffmpeg's photosensitivity filter easier, for filtering videos for safer viewing by photosensitive epileptics https://github.com/neomodulo/ffmpeg-photosensitivity-gui pull requests welcome, help with planned features appreciated #photosensitivity #epilepsy
so my gf wrote a #opensource GUI to make using ffmpeg's photosensitivity filter easier, for filtering videos for safer viewing by photosensitive epileptics https://github.com/neomodulo/ffmpeg-photosensitivity-gui pull requests welcome, help with planned features appreciated #photosensitivity #epilepsy
there was this one specific piece of art i saw back in october 2022 that i was really averse to because i didn't like psychological horror at the time
but now i want to find it and i can't
mainly because of twitter's 3200 tweet API limit. i know who retweeted it and i remember an accurate description of what it was, but i don't remember the text that accompanied it (if any) or the account that originally posted it
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HD collection, remastered collection, 4K re-release, whatever. they all suck. you know what would really rock? "SD Collections" - re-releases of old games running at their original resolutions, with all the effort that would be put into redrawing and upscaling the graphics used to make a competent, close to authentic CRT filter.
kid icarus uprising would not work as a Switch port
or: kid icarus uprising had a perfect control scheme and reviewers were just whiners: a defense of non-dual-analogue controls. (this is my first longform tumblr post, please be nice)
i am one hundred percent serious. the touchscreen controls are pretty much irreplaceable in how it plays and the entire game would need a redesign from the ground up to account for the dual-stick port people seem to want for a re-release or port. it would be like if a third Sin & Punishment came out without IR controls, a damning demonstration of why dual analog is not an all-purpose control scheme.
to lean further into this example, Treasure initially balanced Star Successor around GameCube controls only for playtesters to fucking breeze through it with the Wii Remote (source 1). the game had to be rebalanced for the amount of precision and quick reaction the IR controls allow for. the way the touchscreen moves the cursor in Uprising is the same deal with a further complication: the ground sections.
on the ground, you flick the screen and the momentum carries the camera in the turning, but because of that you also still control the cursor 100% independent of the camera in a way dual-stick just doesn't let you do.
it is fundamental to how good Uprising feels to play. it is Sin & Punishment as a third-person combination shooter/hack and slash. earlier examples of similar controls existed like Metroid Prime Hunters and Moon (both on the original DS) but the addition of momentum and the ability to flick the screen to change camera direction is a groundbreaking shift in third-person shooter controls. it's hard to go back to another one without noticing how much less precise it feels than Uprising.
one more example. remember the Splatoon Global Testfire and how reviewers initially hated the gyro controls (sources 2 and 3)? look at Splatoon now. nearly everyone loves the gyro controls because it's a step up in accuracy and responsiveness that dual-stick just cannot provide. i fully believe Kid Icarus Uprising, given successors, would have been the same deal; criticized for its innovative control scheme at first, but eventually praised for pushing the industry forward with an improvement on traditional control schemes.
what i'm getting at here is that a modern port of Kid Icarus Uprising would have to be majorly reworked to even balance properly for dual-stick controls (essentially the reverse of the Sin & Punishment Star Successor situation). i don't know how it would be reworked exactly or if it would play nearly as well as its original version, but it is a game that deserves far more credit than it gets for its control scheme.
final note: as much as i love Uprising's control scheme, some criticisms of it are absolutely valid. it's not exactly the best for ergonomics and dual-stick should absolutely be an option in whatever upcoming remake, reimagining or port may or may not happen. that said, i believe the control scheme gets a lot of undue hate and not enough recognition for the ways which it innovates with game control, and is unfairly maligned as being limited by the touchscreen instead of praised for the ways which it uses the touchscreen to try something new and promising.
Nerrel's "Motion Control and the Rejection of Progress" https://youtu.be/binPB4YbWmM
this hilarious in hindsight old gamespot review of Alien Resurrection (PS1), paragraph three https://www.gamespot.com/reviews/alien-resurrection-review/1900-2637344/