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  • Posted 24 August 2026 by Natalie

    I probably should have read Computer Power and Human Reason years ago, when all this hype really started getting going. Honestly I should probably have read it in college when I was first getting into programming! But the next best time is now, so I borrowed: my mom's inscribed copy a few months ago (which to be fair she has also never read) and got started.

    A lot of the first few chapters is fairly straightforward for anyone who has a basic grounding in computer science. Weizenbaum[1] is walking an odd line where he's trying to explain concepts like "turing machines" and "assembly languages" to a lay audience without sacrificing either rigor or a relatively academic tone. I'm curious how well this works for someone who genuinely has no prior exposure to this material; to me, all of this is review of the basics of the field, and so ended up feeling a little boring.

    But then I got to this section which blew my socks clean off my feet (emphasis mine):

    The idea that a person can write a program that embodies anything he "thoroughly understands" is at least equally problematical. Understanding something always means understanding it at a certain level. An actuary uses some fairly sophisticated mathematical tools whose fundamentals he almost certainly doesn't understand or care anything about. Everyone who makes change uses arithmetic, but very few people know or care much about the beautiful axiomatic system on which arithmetic is based. In effect, we all constantly use subroutines whose input-output behavior we believe we know, but whose details we need not and rarely do think about. To understand something sufficiently well to be able to program it for a computer does not mean to understand it to its ultimate depth. There can be no such ultimate understanding in practical affairs. Programming is rather a test of understanding. In this respect it is like writing; often when we think we understand something and attempt to write about it, our very act of composition reveals our lack of understanding even to ourselves. Our pen writes the word "because" and suddenly stops. We thought we understood the "why" of something, but discover that we don't. We begin a sentence with "obviously," and then see that what we meant to write is not obvious at all. Sometimes we connect two clauses with the word "therefore," only to then see that our chain of reasoning is defective. Programming is like that. It is, after all, writing too. But in ordinary writing we sometimes obscure our lack of understanding, our failures in logic, by unwittingly appealing to the immense flexibility of natural language and to its inherent ambiguity. The very eloquence that natural language permits sometimes illuminates our words and seems (falsely, to be sure) to illuminate our undeserving logic just as brightly. An interpreter of programming-language texts, a computer, is immune to the seductive influence of mere eloquence. And words like "obviously" are not represented in the primitive vocabularies of…

    1. computer power and human reason
    2. so-called ai

  • Posted 23 August 2026 by Natalie

    mpklamerus
    mpklamerus posted 19 August 2026 on virtualmoose.org

    My Birthday Blog Challenge: Write About An Obscure Game

    It is my birthday today so I am issuing a blog challenge. That is something you are allowed to do on your birthday. My challenge is to write a blog post about an obscure game, whether it’s a video game, board game, tabletop rpg, LARP, whatever, that you just do not see folks talking about online or easily findable documentation. No Substacks! Also you will not be graded on how obscure it is, don’t worry. If someone sees your post and says “That’s not obscure!” then they can get punched in the face. It’s just for fun. Doesn’t have to be a positive post about the game either, maybe it wasn’t very good. I just think it would be nice to see more documentation online of games rarely discussed and maybe someone will discover a cool new game they never discovered before.

    …

    I decided to rise to this challenge by loading up the list of all games I've ever played on Backloggd, sorting it from least to most popular, and finding the first one for which I felt I had something worth saying that I hadn't already articulated on my old media journal. What I ended up finding was a game I'd played long before I ever thought of tracking my impressions of media. It's sadly now unplayable due to the creeping march of time, but its place in my history and memory is worth writing about all the same:

    nex3 BACKER
    reviewed Javaders
    ★★★½ Retired on Web browser

    This was one of a handful of games that my friends and I would play endlessly on the school library computers during lunch in middle school. It, more than anything in an actual cabinet, informed my taste for what "arcadey" games should be: fast-paced, easy to jump back into after a death, with just enough sense of progression and buildcraft to make each attempt feel a bit different than the one before.

    It's a damn shame that this isn't playable anymore (I tried both applet-to-WASM plugins to running appletviewer from an old JDK), because I'd love to revisit some of the design decisions with older eyes. Instead, I'll have to make do with decades-old memories of power-ups changing shot shape and damage. In retrospect none of this is that different than any of its contemporary STGs, a genre which I wasn't even totally unfamiliar with at the time—I certainly had access to at least one cab on occasion, although I can't remember which game it held.

    But Javaders had the crucial difference of being freely available on the web, even if it was much rougher around the edges, so I could throw myself against it again and again. This too is crucial to the arcade experience, as UFO 50 taught me (or perhaps re-taught me after I forgot the lesson I'd first learned from Javaders itself). The game is as much the progression through one's own skill as it is the progression through the game-space, or rather it's the dialectical relationship between the two. I don't remember for sure, but I think I did see the end of this game back in the day. I certainly put in the time on this game and came away with a fondness for it that's lasted all these years.

    Reviewed on Aug 23, 2026
    1. nat reviews
    2. javaders

  • Using the StoryGraph

    Posted 23 August 2026 by Natalie

    I've moved all my book reviews, both archival and ongoing, onto the StoryGraph (link also available in the header along with my other media review accounts). If you want to see what I think about books, go give it a follow; if I recognize you, I'll follow you back. As with my other reviews, I'll only be cross-posting the ones I think are particularly good, so you'll have to go to the source if you want to see everything.

    I've been searching for a really good book tracking website for a long time, and StoryGraph is good enough. I used Goodreads for a number of years, despite finding its Amazon ownership intensely distasteful, because at the time I started tracking books it was the only option with any amount of traction. In addition to (and possibly because of) its position in the evil empire of booksellers, it didn't seem to have developed a single new feature since 2013. In particular, it had no way to look through one's own books by genre or do other cross-referencing tasks that are a major part of what makes these sites valuable to me.

    About a year ago, I migrated everything to BookWyrm on a friend's suggestion. It solved the Amazon issue handily, but was a step back on almost every other front. The UI is so bad that it actively discouraged me from tracking books as I read them; it's ridden with subtle differences between different ways of marking books as reading or read or writing reviews that do or don't show up as separate posts on its inexplicable Fediverse backend, and the frontend itself offers no affordances for basic things like indicating that it's processing a request you made. Its database is itself deeply messy, often with half a dozen versions of a single book with none being marked as canonical and no clear path to helping the admins unify them. On top of all that, it provided exactly none of the features I felt Goodreads was missing, if anything making it harder to organize and cross-reference a collection.

    StoryGraph improves on all of these issues. It's not Amazon, and in fact explicitly marketed around the fact that it's better than Goodreads which gives me at least a faint hope that whoever runs it would find it politically infeasible to sell out too badly. Its interface is silly in places (it's possible to rate a book up to 5.75 stars due to idiosynratic the way it handles intermediate scores) but entirely functional. And its collection view allows enough cross-referencing to satisfy my general needs.

    The thing I don't entirely understand is this: Letterboxd has existed for fifteen years now. It's well-known, it's widely referenced, and it's excellent from a UI standpoint. Its ability to collate and cross-reference films is smooth and universal: every film links its director, its year, and its cast and crew, and clicking on any of these brings you to a standard "film list" view that covers all…

    1. web

  • Posted 22 August 2026 by Natalie

    Hatkirby
    Hatkirby posted 24 July 2026 on www.fourisland.com

    How Frog Game Allows You To Modify Map Data

    Two adjacent overworld screens. There are two trees in the center.

    It might look like two trees, but it's actually one. The borders of a top-down map are the same logical space as the borders in the adjacent maps, so those two trees actually represent the same object. It would be a finnicky edge case for the game to have to write two terrain edits to memory specifically when this tree gets destroyed. Instead, both trees are assigned the same global coordinates:

    • Left tree is on map (14, 2) at tile (9, 3). Global coordinates are (14 * 9 + 9, 2 * 7 + 3) = (135, 17).
    • Right tree is on map (15, 2) at tile (0, 3). Global coordinates are (15 * 9 + 0, 2 * 7 + 3) = (135, 17).

    …

    • #projects
    • #kaeru
    • #video games

    Hatkirby has been writing a very intriguing series of posts on reverse-engineering For Frog the Bell Tolls, a lovely and underappreciated gem of the Game Boy's library. This is actually just the most recent post; you can read the whole series here (start at the bottom and work your way up). This has a lot in common with my own currently-on-hold reverse engineering projects, and it's interesting to see a lot of the same problems tackled for a very different piece of software with very different tools for working with it.

    1. for frog the bell tolls

  • A definitive ranking of poison swamps in From Software games

    Posted 17 August 2026 by Natalie

    [This is a repost of this post I originally made on Cohost on 4 October 2022.]

    Assembled with the assistance of Zandra and Val. These swamps will be judged on two axes:

    • Fun: How enjoyable it is to play through the swamp as a zone in a video game.

    • Swampiness: How effectively the swamps invoke a feeling of depression and despair.

    Of these, Swampiness is of course the most important, but fun is certainly not a negligible factor. So we begin, in order from least to greatest.

    #8: Harvest Valley (Dark Souls 2)

    Visit foggy Harvest Valley

    Fun: C+
    Swampiness: F

    A decent area to walk around in. Full of sexy ladies and big strong men who will suplex you given half a chance. Neat to explore, not too difficult to survive, kind of bullshit in a couple ways but not too bad. However, it's not a fucking swamp. It's just a bunch of poison gas in a mine! It's only even in here because Dark Souls 2 doesn't have any better candidates. Poor show, DS2, poor show.

    #7: Bodhisattva Valley Floor (Sekiro)

    Bodhisattva Valley, home of the world-famous Monkey Booze!

    Fun: C-
    Swampiness: C-

    This poison swamp is too damn small. It's just a skinny little slip of muck that's both totally optional for finishing the game and easy to grapple across even if you do want to grab the stuff inside. It gets a few extra swampiness points for how demoralizing the elder monkeys are, but they're not even really an intrinsic feature of the swamp. Sekiro may be my favorite FromSoft game, but it's got a crummy swamp.

    #6: Nightmare Frontier (Bloodborne)

    Dreaming of you in the Nightmare Frontier

    Fun: C
    Swampiness: B

    I really hate how this place looks, all yellow and gray and impossible to navigate because everything looks the god damn same. That said, it's easily the swampiest swamp so far, with good and proper mandatory sequences of wading through gruk while trying not to get wrecked by enemies. It's even got some nice goodies hidden within its swampiest nooks. But the real triumph of this area is the presence of the swampiest character in the series: Patches the Spider! His presence alone bumps this up half a letter grade.

    #5: Swamp of Sorrow (Demon's Souls)

    Swamp of Sorrow... Wish I weren't here!

    Fun: D
    Swampiness: S

    Now we're getting to the good stuff. This swamp absolutely reeks, but in the best way. The all-encompassing misery of trying to navigate this area and getting the shit ripped out of you over and over by goblins and phantoms lowers its fun score and thus overall ranking, but its sheer griminess demands a terrified awe.

    #4: Farron Keep (Dark Souls 3)

    we ghru to love Farron Keep

    Fun: C+
    Swampiness: B

    There's nothing tremendously remarkable about Farron Keep, but it ticks all the boxes. It's got the nasty juice we love to hate, and plenty of it. It's got tasks to keep you moving, enemies to fuck you up, and treats to…

    1. demon's souls
    2. dark souls
    3. dark souls 2
    4. dark souls 3
    5. sekiro
    6. bloodborne
    7. elden ring
    8. from software
    9. cohost repost

  • Posted 17 August 2026 by Natalie

    nex3 BACKER
    reviewed Marathon
    ★★★★★ Playing on Windows PC

    I've never seriously played an MMORPG. I played maybe an hour of World of Warcraft during its heyday at a friend's urging, but found it immediately boring. Nor am I much for shooters, especially in a competitive context; I played a bit of Halo and Halo 2 multiplayer when they were the biggest thing in video games, and enjoyed myself, but I never got good and I certainly didn't feel the drive to hone my skills on the grindstone of Xbox Live.

    But I've been playing Marathon. I'm still playing Marathon. I would have written this very review months earlier, except that I was too busy playing Marathon.

    It's a surprise that I like this so much. Even my girlfriend who loves trying to push me out of my video game comfort zone almost as much as she loves Marathon (both the 90s and 2020s incarnations) didn't bother encouraging me to play it. But I had a gap in my gaming schedule and an itch to play something with a sense of both action and progression, so I gave it a shot and was blown away by what I found.

    Marathon clearly isn't an MMO. There's no persistent game world, even in the Destiny "shared-world" sense, and the game progression is entirely based on the items you bring back from short-lived runs. But my more controversial contention is that Marathon isn't entirely a shooter, either.

    Certainly, for those drawn to FPS team fights, this game delivers in spades. I'm told by aficionados of the genre that the guns have "the Bungie sauce". The character-shooter-style shells all play distinctly while remaining balanced among each other. The level design allows for hugely diverse engagements with lots of opportunities to play the map for advantage rather than relying on raw aim fundamentals.

    But even here I'm betraying my own biases, because my aim fundamentals are still weak. This game has been driving me to get better, because no part of it is fully separable from the whole, but I've got a lot of practice to do before I can go toe-to-toe with people who have been playing Overwatch and Fortnite and Apex for years. The places I make up the difference, and which keep drawing me into the game even 800 hours in, are those in which you can shift the focus away from raw shooting and towards the rest of the game.

    Here is Marathon's fundamental brilliance (and possibly that of the nascent extraction shooter genre as a whole): by making the fundamental goal retaining and accumulating loot, which is distinct from but in dialog with fighting other people, it produces complex and intense emergent experiences of a sort I rarely see in games.

    As an example, Marathon is the most effective survival horror game I've ever played in terms of making me actually emotionally afraid. As much as I love the mechanical genius of Resident Evil or the writing of Silent Hill 2, neither of them made me feel terror. Playing Marathon, hiding in the tunnels with the loot I stole from a real human team, listening to their footsteps over my head as they search for me, knowing that all that stood between me and my demise was my own ability to outthink and outmaneuver them—then, I felt terror.

    As another example, Marathon is a game about knowing the terrain. I was in a firefight through a doorway, accompanied by two teammates who were no more confident at raw gunplay than I. We'd fought to a standstill, and I told them to hold the door and keep the enemy's attention. I crept through a vent, knowing it would lead me to a platform just above the other team, where I rained gunfire upon them, breaking the stalemate and yielding us a victory against superior fighters with better gear. This is a game about playing smart, and on my best days, I can be smart.

    To play Marathon is to play a hundred different games at once. It's an FPS, sure, but it's also survival horror, it's stealth action, it's a puzzle game, it's a game about navigation, it's a game about psychogeography, and on rare occasions it's even a game about making friends. The game is carefully structured so that stories unfold as part of the play, and I find that as fascinating to witness as an art form as it is fun to engage in as a player.

    I don't know how much longer this game will be around. The industry doesn't seem to be doing well, Bungie is certainly not thriving under its Sony overlords, and Marathon will never be the money fountain that Destiny was in its heyday (even Destiny for all its success is now officially over). I'm just glad I'm getting to experience this while it's here, while the lobbies are still filled with players, before this beautiful moment fades into memory and lore.

    Reviewed on Aug 3, 2026
    1. nat reviews
    2. backloggd
    3. marathon

  • Posted 15 August 2026 by Natalie

    Sorely disappointed that the canon that dogs in the Swan Boy universe are in fact just small humans, as established in the third comic:

    Branson Reese
    Branson Reese posted 30 April 2018 on swanboy.com

    Swan Boy Texts His Mom

    His mom is a Dalmatian, sure.

    ...has now been definitively disavowed in today's comic:

    Branson Reese
    Branson Reese posted 14 August 2026 on swanboy.com

    Saddam Hussein Hole Rebirth: Shannon

    This oughta clear all those furry confusion questions the strip gets RIGHT up.

    Note the decidedly canine dogs in the first panel:

    I always thought this gag was quite charming and kept looking forward to it coming back one day, but alas, today my hopes are dashed.

    1. swan boy

  • Posted 15 August 2026 by Natalie

    Diego Nicolás Argüello
    Diego Nicolás Argüello posted 7 August 2026 on thisweekinvideogames.com

    ¡Objeción! The Trials and Tribulations of Translating Ace Attorney for Latin America

    All of a sudden, the team of four was sitting in front of over 780,000 words. Any project of this magnitude would be daunting, to say the least. But Ace Attorney presented a unique series of challenges. After all, the visual novel series starring a rookie attorney and an absurdly large character cast is known for pun names, excess of jokes originally translated from Japanese, and subtle word mentions that become key pieces of evidence during trials. Over the following year, the team lived and breathed Ace Attorney.

    [...]

    “We decided that, inside the courthouse, they would treat each other formally, because that’s the facade they have. But that formality doesn’t exist outside the courthouse. It’s impossible to maintain the relationship with ‘usted’ because they already knew each other from when they were kids,” Morales says.

    [...]

    An overachiever sentiment led the group to try and keep most of them, but there were some significant lines drawn. When it came to transphobic and fatphobic jokes, of which there are plenty, the team proposed Capcom to censor or remove them altogether, touting the line between the games being a product of their time and considering modern sensibilities.

    via Dante Dante

    This post has so many interesting tidbits in it!!! I had a lot of fun reading through it, even though I've really only played the first game in the series. I strongly recommend giving it a read.

    1. language
    2. phoenix wright

  • Posted 12 August 2026 by Natalie

    can't wait for English to redevelop the tu/vous distinction and then lose it again so the only second person pronoun is "y'all"

    1. language

  • Get You an RSS Reader that Displays Tags

    Posted 10 August 2026 by Natalie

    I'm sure all of you have already read my Apologia for RSS (the very first post on this blog!) and I'm sure you're all reading this in an RSS reader you've chosen for one reason or another. But does your RSS reader show you everything a post contains, or is it hiding the deepest, juiciest quips and chatter from you?

    I've been on Tumblr since its heyday back in 2011, and it's now the only social media I can really say I use regularly[1]. One of the aspects of its culture I appreciate tremendously is the concept of "chatting in the tags". Tags in Tumblr are snippets of text attached to both posts and reblogs, but only the original instance. If you reblog a post, that reblog doesn't include the tags of whoever you reblogged it from.

    Although tags were presumably intended primarily for cross-referencing posts on the same topic, Tumblr culture has adopted them as a way of writing sotto voce commentary on posts, visible only to people who are following you specifically without escaping into the larger network. Sometimes people use this to be funny, sometimes to relay anecdotes, sometimes to be catty. Universally, it gives a window into the personality of the person you chose to follow, above and beyond just their curatorial decisions about what to post.

    Even on one's own posts, tag chatter provides a means of adding a bit of commentary that's tangential to the post itself, of a different tone, or a little more personal than they want escaping into the wider network.

    One of Tumblr's virtues, and in fact one of the main reasons I still use it at all, is that it provides RSS feeds for every user. These are the main way I read the website at all! What's more, these feeds actually contain that user's tags. For the technically-minded among you, the feed entry looks like this:

    <item>
      <title>
        gonna be a lover for a minute, reblog and put in the tags the last movie that you LOVED like&hellip;
      </title>
      <description>
        <p><a class="tumblr_blog" href="https://perfectday1972.tumblr.com/post/792148193180827649/gonna-be-a-lover-for-a-minute-reblog-and-put-in">perfectday1972</a>:</p><blockquote><p>gonna be a lover for a minute, reblog and put in the tags the last movie that you LOVED like intensely loved like 5 stars on letterboxd LOVED</p></blockquote>
      </description>
      <link>https://www.tumblr.com/nex3/824507509470625792</link>
      <guid>https://www.tumblr.com/nex3/824507509470625792</guid>
      <pubDate>Sun, 09 Aug 2026 14:40:35 -0700</pubDate>
      <category>PlayTime</category>
      <category>although todayhat was a rewatch</category>
      <category>most recent new one was Chimes at Midnight</category>
    </item>

    Those <category> elements are the tags. Neat! But totally useless in practice unless a reader actually displays them.

    My…

    1. if you can see this in your RSS reader, it supports tags!
    2. I'm so proud of you
    3. you are a scholar among fools
    4. if you're just seeing this on my website... that's fine. that's fine too
    5. rss
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