DK64 ABC, “K Rool: Diddy, Tiny, and Chunky Phase – 8xA”

 

Some frightening genius constructed a tool-assisted run of Donkey Kong 64 in which the A button is pressed as little as possible. This is equivalent of pole-vaulting without a pole. The A button controls functions like jumping and selecting items in menus. Jumping tends to be important in video games.

This is the final video in the series. It’s actually somewhat disappointing, given that it features 8 A button presses after keeping the total down to 38 for the entire rest of the game at 101% completion. I recommend the rest of the vids ahead of this one, but wanted to point out that its finally wrapped and you can watch the entire thing. A favored clip features a technique that would take an absurd number of hours if not sped up and completed by a computer. (Duplicated copies of items are shepherded into one room to generate huge amounts of lag so that damage knockback is prolonged and lends itself to greater distance. It’s elegant.)

There’s no point to this challenge and yet it means everything. Digital asceticism bringing us closer to deus ex machina.

Pitchfork, “Nintendo 64’s Hidden Musical Gems”

It’s upsetting to think that if I had focused more on critical writing or plied some NY internships a bit more, publications might be tapping me to write articles like this (or at least I’d feel confident enough in my talents that I’d write ’em on my own and shop ’em around). But nope! I’m stickin’ to jokes. At least I get to read the strong videogame music analysis that I’ve desired since I was approximately 11 years old.