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Suck.com, Gone for Good (For Good)

Posted January 11, 2019April 14, 2020 by Andy Baio

13 years ago, I wrote a post here called “Suck.com, Gone for Good” when the seminal webzine appeared to go offline in December 2005, redirected to a porn search portal.

Fans quickly rallied around it, with some scrambling to put up mirrors and archives, including Suck contributor Greg Knauss and the dearly-missed Aaron Swartz. A few days later, Lycos apparently changed their mind and pointed the domain back to its original server, where it managed to stay for 13 more years.

The site’s had near-death experiences in the past, including some downtime in 2015, but it’s somehow managed to stay online at its original domain for 23 years — more than 17 years after its last column on June 8, 2001.

Three weeks ago, on December 16, 2018, the ownership changed hands from Lycos to a private GoDaddy account. Shortly after that, the Suck.com domain started redirecting to this Weebly account with an “under construction” message.

Yesterday, I noticed the content changed, now displaying a series of sports-related polls, and the following greeting:

Welcome to Suck.com. All sports, all the time. Let your voice be heard! You tell us, does it suck or not?

I reached out to the new owners, but no response yet.

Assuming the domain was sold legitimately by Lycos, this permanently spells the end of Suck.com.

For retrospectives on Suck’s role in early web history, these links do a good job:

  • Josh Quittner’s 1996 Wired article about the site’s origins.
  • Keep Going’s “The Big Fish,” a 2005 retrospective about the impact of “the first great website”
  • Engadget’s Nicole Lee interviewed the Suck crew after their appearance at XOXO 2015.
  • The Internet History Podcast with Suck founders Carl Steadman and Joey Anuff, and the followup episode.
  • In 2016, The Atlantic’s Anna Wiener wrote about “the best magazine on the early web.”
  • In 2017, The History of the Web covered “The Web After Suck” in its second post.

If you’re feeling nostalgic, Suck, Again is an ongoing newsletter by Mark Macdonald that emails each column to you, 20 years to the day.

Sadly, every existing link to Suck’s articles and features are now broken, but of course, available in the Wayback Machine.

If you want to keep it alive for a while longer, add the line below to your hosts file and Suck.com links will still work for as long as Lycos keeps the server online.

209.202.254.90 suck.com

Or use Greg Knauss’s proxy, which is live once again at suck.eod.com.

Thanks to Carl Steadman, Joey Anuff, Heather Havrilesky, Tim Cavanaugh, Ana Marie Cox, Terry Colon, Owen Thomas, and every other Suckster for making something special we’re still talking about all these years later.

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Morph Cut Transitions on TV News

Posted December 13, 2018April 14, 2020 by Andy Baio

Yesterday, this clip from BBC News popped up on Twitter, in which a small child appears to materialize in the background of a woman-on-the-street interview.

WTF… does anyone else see the child teleport? pic.twitter.com/P0ju9J9cby

— @realTewkesburyBC (@TewkesburyLeak) December 12, 2018

If you watch the woman’s face at the same time the boy appears, you can see her expression morph into a smile.

This technique is known as a Morph Cut, a feature added to Adobe Premiere Pro in 2015, intended to smooth transitions in interview footage, removing unwanted pauses, stutters, and filler words (“like,” “um,” and “uh”) without hard splices and cuts.

The results, when used appropriately in interview footage without a changing background, can be nearly seamless.

It’s likely that BBC News used a morph cut in the clip above to tighten up the interview without changing its meaning. But it’s also ripe for abuse and fully capable of altering the meaning of an interview, and in many cases, undetectable.

I’ve known radio interviews were edited like this for years, but the BBC News clip is the first time I’ve seen the technique used in a video interview… or is it?

How many times have you watched footage that was subtly modified using off-the-shelf software, and never knew? Would you ever notice? Would you care?

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The “Arcade” Workprint, ’90s Cyber-Cinema Without Music or Sound Effects

Posted December 13, 2018April 14, 2020 by Andy Baio

As a connoisseur of crappy movies about technology, I’m a fan of Arcade, the 1993 B-movie where a bunch of kids get trapped inside a Lawnmower Man-esque virtual reality game by a rogue AI.

It’s very ’90s, with a cast including Seth Green, A.J. Langer from My So-Called Life, John de Lancie (aka “Q” from Star Trek: The Next Generation), and the kid who played “Ralphie” in A Christmas Story. It was written by the same screenwriter as Dark City and The Dark Knight trilogy, but you’d never know it.

This far-too-long trailer tells you everything you need to know.

Last March, AV Club wrote about the film.

Arcade’s vision of tomorrow is all black bodysuits and skateboards, spinning gyroscopes and gleaming silver skulls, as though it sprung to life from the bored margin doodles of some eight-grader’s math book. That aesthetic, combined with its tinny synth score and panicky PSAs about the corrupting influence of video games, lends Arcade a hint of techno-culture commentary, and thus it arguably holds the same appeal as that whole vaporwave craze that briefly fascinated the internet.

I’ve seen Arcade before, but what I haven’t seen is this bizarre copy I just stumbled across on YouTube, uploaded by an Italian movie distributor. (Their channel is a goldmine of obscure film.)

It was clearly unauthorized for distribution, with “Not for Commercial Use” and a large blurred watermark throughout.

But most notably, it’s missing all music and sound effects, with only the dialogue. This must be some sort of workprint or pre-release screener, never intended to be seen before, but I’m so glad it exists.

Without a score or sound effects, every scene becomes pure cringe, bordering on the surreal, like those Silent Music Video remixes. Dubbed-in dialogue becomes incredibly obvious without other ambient audio in the mix, and awkward silences are everywhere.

The best/worst scenes in this version are with the evil AI, a character creatively named “Arcade,” in the game also named “Arcade.” Here are three example scenes.

It’s strange seeing a version of a movie that was never meant to be seen, and I can safely say I’ve never seen anything like it. The entire workprint is here — enjoy it if you can. (Content Warning: The film has subplots involving child abuse and a parent’s suicide.)

https://www.youtube.com/watch?v=FRMBCPwUn-s

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The Incredibly Unlikely Creation of Katamari Damacy

Posted December 11, 2018April 14, 2020 by Andy Baio

In October, Boss Fight Books published the latest in their eponymous series of books dedicated to video games, this one covering the creation and impact of Katamari Damacy.

The author, L. E. Hall, is a friend and local game designer, the creator of Portland’s first escape room and recently opened The Wandmaker’s House, an immersive photo and game pop-up that I loved. I was lucky enough to follow the development of the book from its announcement in 2016, to its printing and publishing in October.

I first heard about Katamari in February 2004 before its release in Japan, and was mega-hyped to seek it out at E3 in 2004, four months before its U.S. release. When I saw that lone cabinet tucked into the back of Namco’s booth, I fell in love instantly and named it Best of Show.

But having finished the book, it’s remarkable that Katamari got made at all.

Namco was creator Keita Takahashi’s first job in the game industry, and he very nearly wasn’t hired. In Hall’s book, Takahashi talked about how he was openly critical of Namco’s existing games, and said so during the interview process. The artists loved him, but the executives weren’t convinced.

“Actually, I found out the funny truth after I joined Namco, from an HR guy who I got along with,” Takahashi said. “I failed the last job interview for sure. Sounds like some executives didn’t like me. But one of the interviewers from the artist interview persuaded an executive who was his boss to hire me. So I asked him, ‘Why?’ He said, ‘You looked very unique, and I felt there was potential to make something fun with you.’”

When he came up with the concept for Katamari, his boss was on board, but there was no clear path for the art departmenrt to pitch games.

“I talked with [Mitsutoshi] Ozaki-san, my boss, about how we should move this idea forward to an actual internal production,” Takahashi said. “Usually game ideas were proposed from the game design department at Namco, but we both worked in the art department. Also, technically Ozaki-san was not my actual boss at that time. He had moved to another department, so I had to talk to my current boss about my idea first—but he was not a manager of game designers, he was a manager of artists. He seemed to not have a bad impression of my idea, but he couldn’t make a decision about the game itself.”

The game ended up getting made through Namco Digital Hollywood Game Lab, a “six-month course designed to help developers learn skills necessary for creating games for the PlayStation 2.”

Each successive prototype built excitement internally, but Takahashi had to continually fight for his singular vision, finally securing a budget to make the game.

Even after its Japanese release, Namco wasn’t planning an English translation or American release until Takahashi was asked to appear at the Experimental Gameplay Workshop at GDC 2003.

Hall writes:

Darius Kazemi was in that audience that day. He wrote that “the feeling in that room when Keita showed Katamari was just electric. It was amazing to see all these game developers, literally the best of the best in the world, in complete awe of this weird little game. At the end of the presentation, when he said there were no plans to port it to the US market, everyone was just devastated.” As Takahashi and the fans would soon learn, the excitement generated by that presentation was enough to move mountains.

The buzz from that appearance led to Namco bringing Katamari and its creator to E3 in 2004, where I played it for the first time. I bought it on its U.S. release day on September 22, 2004, and like so many other people, was delighted by a game that’s truly unique.

Through interviews and original research, Hall’s book explores the creation of the game and how its concept, visual design, gameplay, characters, and cult soundtrack all evolved. I particularly loved the sections on how Portland-based software developer Panic came to be the exclusive producer of Katamari merchandise, and the cultural context behind the King of All Cosmos’ transgression of traditionally masculine gender roles.

If you’re a fan of the original Katamari Damacy, this is a very good month for you. In addition to Hall’s book — which I wholeheartedly recommend buying direct or through Powell’s or Amazon — the original game was just re-released as Katamari Damacy REROLL for the Switch and PC, remastered in HD for the first time.

And while Panic’s no longer selling shirts, there’s a bunch of new Katamari merchandise newly available through Fangamer, including this double LP of the soundtrack on vinyl.

Keep rolling, little prince!

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Rocky Bergen’s Retro Computer Papercraft

Posted December 10, 2018April 14, 2020 by Andy Baio

Winnipeg-based artist and designer Rocky Bergen makes detailed papercraft of vintage computers, game systems, and electronics that you can print out, cut, and fold for yourself.

The most elaborate are his Commodore 64 models — complete with 1701 monitor, 1541 disk drive, VicModem, MPS 801 Printer. Upgrade it with some flashy cracktro screens and a couple bootleg floppies.

Not a Commodore fan? Rocky also recreated the Apple II, Amstrad CPC 464, GameCube, and Conion C-100F boombox.

With very slight alterations, these would make some pretty great Christmas ornaments. Print ’em out and get folding!

You can subscribe to Rocky’s blog, or follow him on Twitter or Instagram. Thanks, Rocky!

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