Three posts on the lingering memory of the space of ancient video games, and how the ordering of spatial experience – however simplistically and abstractly achieved – can persist in the mind for many decades. First up, Castlevania: Harmony of Dissonance (via MeFi, an early platform game set in a multi-levelled castle of extraordinary graphical variety. From here we move to a post entitled Mnemotechnics And Ultima Underworld II at RPS, and how successfully first person video games function as ‘memory palaces’. Finally, SCB’s own recollections of early(ish) game design, from geek to cultural mainstream, wherein small patches of hand-drawn pixellated surfaces are fondly recalled. All bring to mind Jim Rossignol’s This Gaming Life, which captured the cartographic qualities of the embedded, interlocking worlds of video games from its cover art onwards. Digital nostalgia is a growth industry, but in entrusting our memories to digital media we are losing the subtle impact of decay and degradation that mark our relationship with physical things.
Other things. A map of Silicon Roundabout (via Phil Gyford) / a collection of drawing templates / architect-designed viewpoints, a collection / Cllctr condenses visual memes into a patchwork of half-familiar images, unencumbered by text or links or rules. Sometimes the effect of this distillation is very arresting, such as the presentation of Corinne Vionnet’s painterly ‘Photo Opportunties‘ series (illustrated at top) / The Wonder Blog of Books (‘can’t put the smell online’) / Stolen Moments, a tumblr / A Perfect Commotion, a tumblr.