Amoeblog

(In which Job introduces the character Ryan.)

Posted by Job O Brother, February 21, 2010 06:56pm | Post a Comment

Ryan "Mouth-hole" Cassano

This weekend I played host to a friend of mine, Ryan “Mouth-hole” Cassano, who was visiting from my beloved home town of Nevada City, California. He had come to investigate 1980’s video arcade games and literature concerning it for some future enterprise that I’m not at liberty to divulge but involves alcohol, supermodels, and rooms of plastic balls.

He met me after my hard but spiritually fulfilling shift at Amoeba Music Hollywood, waiting out the last few minutes of my shift by browsing the clearance section of soundtracks, where he found two items that made him squeal like a flame-covered, 500 pound, chocolate gorilla who sounded like a happy little girl: the soundtrack to the film Kill the Moonlight (which features some very early work by Beck), and to the documentary King of Kong: Fistful of Quarters.

The latter was serendipitous, as it was related to his arcade quest. In fact, he was traveling with a copy of that very film and insisted I watch it with him. I told him he wasn’t the boss of me and I can do whatever I want and I hate I hate him I hate him, then we drove back to my place for a home-cooked dinner of gimlets.
Just like Ma used to make!

I introduced him to the refined art of Tom of Finland, who’s work is so lovingly collected in my Taschen art book. He found it deeply educational and oftentimes frightening. Imagine my embarrassment when, half way through flipping through the book, I realized it was a souvenir photo album of my trip to the Anne Frank House! A common mistake, sure, but no less silly.

Puzzler: Can you tell which one is which?

After half an hour of explaining to him the difference between gay sex and the methodical genocide of six million people, we decided to go to bed.

Chip off the old tune - chip music for the masses - apologies for the strained, non sequitur, idiomatic headline...

Posted by Eric Brightwell, November 28, 2009 01:13pm | Post a Comment
Trailer for Blip Festival: Reformat the Planet

Chiptunes (or chip music) is a genre of electronic music made using (now) old video game and computer hardware. The limitations of 8-bit technology present considerable challenges that require surprising creative solutions. Kōji Kondō, pretty much the Mozart of the scene, composed the score for Super Mario Brothers that shows how brilliant the music can be. Using a remarkably tiny sonic palette he managed to create a catchy electro-Afro-Cuban melody that could be looped over and over without driving the gamer completely insane, even in shameful, febrile, all night gaming sessions. When the DJ Jubilee-led Take Fo' Superstars used it in "Do the Mario," it was amazingly still fresh. Witness:



The roots of chiptunes date back to the 1970s. In the first part of the decade, video games like Pong used sound effects sparingly. With the introduction of the Atari 2600 and the Apple II in 1977, video games and computers began to use music more extensively. Then Asteroids debuted in 1978 and ushered in video games' golden age with distinctive bleeps, blops and white noise.

A Few More Thoughts on Technology and Realism: Pac-Man and Surrogates Trailer

Posted by Charles Reece, August 9, 2009 10:16pm | Post a Comment
pac-man game  pac-man skeleton death

I gave up playing video games when I encountered the second button. I was alright with jumping, but combination moves and shit like that tended to take me out of the formal (as in Platonic) perfection of a Pac-Man or Space Invaders. If I want gritty (as in non-Platonic) realism, I'll read Bukowski, or watch a Cassavetes film. I've since played a few of these realistic "moving" games where one drives through a simulated real city, running into other cars or over innocent bystanders (other variations of this game type have the player as a superhero, vigilante, soldier, or cute creature on some ostensible quest -- e.g., killing zombies -- but they're more about just moving through a virtual environment). The only thing they add to the endless struggle (at least, ideally) of a little round guy eating dots is more detail -- the ontology remains unchanged. Pac Man already had the truth of its and the player's existence written into its elegant design. That is, it said everything that needed to be said: keep playing, desire can now be quantified by the score; the goal never changes, nor will you ever get closer to it, no matter how fast things start moving.

Speaking of existence being reduced to the score, the reknowned junkie William S. Burroughs once narrated a video game based on the writings of Edgar Allen Poe called The Dark Eye. Looks interesting, although I hear it bombed:


But back to the yellow fellow: Speed, color scheme and fruit are pretty much the only differences in its levels. The game's "progression" is a matter of pseudoindividuation: slight variation to keep the player committed to/distracted from/entertained by the standardization. The techno-realism of a Grand Theft Auto only adds more complex layers of novelty to Pac-Man, bogging the player down with data (more places to visit, more visual detail, more complex controls), keeping him or her lost in the details. If Pac Man was sortcronenberg existenz poster of an existential map, the purpose of which was to lead us temporarily away from life's troubles, the more realistic derivations seem to be moving us in the direction of cyberpunk dystopias, where the map (virtual reality) is just as convoluted as the mapped (old-fashioned reality), eventually rendering any distinction seemingly useless, like in David Cronenberg's eXistenZ. Most games now have to supply the player with a map, so can the possibility of getting lost "in there" be that far off? And isn't that the fantasy behind realism, to get lost within the simulated reality, to not be able to distinguish the depiction from the depicted? If reality can't be controlled, substitute its image, which (supposedly) can, or, to appropriate Theodor Adorno once again:

Reality becomes its own ideology through the spell cast by its faithful duplication. -- "The Schema of Mass Culture"

I remember a bunch of criticism directed towards the blandness of Cronenberg's design for the gaming environment in his film, that it looked too plain. However, I took his point to be Adorno's: that no matter how much a game (or movie, or any other art) allows us to fantasize about being in control over our surroundings, someone else is doing the programming that sets the rules. The technologically enhanced realism furthers the fantasy, while ultimately decreasing our (the players') control on reality. The endgame of this fantasy -- where reality itself becomes its own simulation for our avatars to play in -- is the conceit of the new Bruce Willis vehicle, Surrogates (adaped from a comic book):


An intriguing idea, even if the execution looks like standard Hollywood sci-fi cheese. I guess what I've been angling for is this: If one of our primary fantasies is being in control, then it would seem that its logical, utlimate, fantastic realm would not look like some weird alien world, or an abstract dimension of colors and shapes (such as Pac-Man or TRON), but exactly like the one we know, only without any of the risks and vicissitudes of the real deal. That's why with all the technological innovations in film production, with a near boundless samuel r delanypotential to create increasingly bizarre (ir)realities, the fantasy genre (in which I'd put science fiction, cartoons and whatever else I've been talking about lately) has been getting more realistic. Barring the occasional fetishist, I suspect most people would have sex with a simulated human on Star Trek's holodeck, not some sentient squid creature. Rather than expanding, or questioning, the predisposed ideas wrapped up in our common conception of reality as a good fantastic yarn can do (e.g., pick one of Samuel R. Delany's books), the realistic capabilities of technology are limiting the possibilities of imagination, of counterfactual situations, to think outside the box, when it makes the fantasy look like reality.

Asteroids in animation, games, movies & television

Posted by Eric Brightwell, July 30, 2009 04:26pm | Post a Comment
Asteroids have capitivated the imagination ever since rocks first looked into the heavens and asked, "Are we alone?" The entertainment industry has shown asteroid fields to be a place to hone your space navigation skills and target shooting and rogue asteroids as hell-bent on destroying humankind. As far as threats go, to me the gigantic, silent, soulless killing machines arouse a similar fear to that inspired by sharks. And now, as announced in the Hollywood Reporter earlier this month, Universal has acquired the rights to the classic Atari game and plans on adapting it into film. Matt Lopez (Race to Witch Mountain and Bedtime Stories) pitched the idea and found himself at the center of a bidding war between four studios. From Wing Commander and Double Dragon to House of the Dead and Hitman, films adapted from video games are generally quite good.

asteroid size comparison chart

Although the chart above shows the existence of many real life asteroids, the entertainment industry almost always portrays fictional or just un-named space rocks.
 
ASTEROIDS IN COMPUTER & VIDEO GAMES

Asteroids 1978 Atari  Descent computer game  The Dig computer game 
Final Fantasy IV  Homeworld  Orion Conspiracy

Werewolves in Film, DVDs, Games and Music

Posted by Eric Brightwell, January 26, 2009 04:00pm | Post a Comment
Growling Wolf Closeup

Whilst werewolves have been the subjects of films at least as early as 1913's The Werewolf, werewolf movies has always played second fiddle to vampire movies. Heck, maybe even third fiddle, with zombies probably having overtaken them. Werewolf films are therefore like the Dr. Pepper to Zombies' Pepsi and Vampires' Coke. The Rodney Dangerfield of monsters. And yet werewolves' history, both in cinema and reality, is indelibly intertwined with other, more popular monsters. Historically, werewolves were even viewed as likely candidates for vampirism after death. And in films they have a long history of grudge matches with their undead enemies. In the past, it was usually Dracula himself vs. The Wolf Man in a series of B-movies. Now, vampires and werewolves are often depicted as members of different races of beings with ancient hatreds that play out less in the horror genre than the fantasy.

Snarling wolf in profile

Why don't werewolves get more love? Where did it all go wrong? Maybe it's just because, for the most part, great werewolf films are few and far between -- most of the early ones, which may be the genre's Vampyr or Nosferatu, are lost. Maybe it's because werewolf films are always introducing more and more mythology to the canon, shaping and shifting our perceptions of werewolves as cunning and secretive in the silent era, to rampaging maniacs in the '40s, to Vampire hating proles in modern, dark fantasy. Beyond film, vampires have captured the black hearts of the dispossessed and pasty goth subculture in a way werewolves never have. I mean, Peter Murphy didn't sing, "Lon Chaney Jr.'s Dead." I, for one, have always identified with werewolves more than any other monster. I'm not sure why, but I think there's more to it than them being the underdogs... or wolves as it were. Plus, once (after going to bed in upstairs), I awoke in the early morning on the ground outdoors... unclothed... with bloody bits of skin under my nails and no memory of how I got there.

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