As the Cold War simmered between the United States and the Soviet Union, both nations proposed some pretty outlandish ideas—but one of the most mind-boggling was the once-classified plan to detonate a nuclear bomb on the moon before humans had ever stepped foot there.
After the U.S.S.R. made cosmic history by sending the world’s first artificial satellite, Sputnik, to space in 1957, the U.S. hoped to follow up with an unprecedented display of power. “Specific positive effects would accrue to the nation first performing such a feat,” according to a 1959 report that was declassified in 2000.
These bizarre plans might have remained under wraps to this day if not for Carl Sagan, celebrated astronomer, science popularizer, and pioneer in the hunt for extraterrestrials. Sagan, at the time a Ph.D. student at the University of Chicago, was recruited by Dutch astronomer Gerard Kuiper—the namesake of the Kuiper belt of icy objects that form a massive disk past Neptune’s orbit. The U.S. Air Force had enlisted scientists from the Armour Research Foundation (ARF) lab, based in Chicago, to spearhead what became known as Project A119.
“The main aim of the proposed detonation was a PR exercise and a show of one-upmanship. The Air Force wanted a mushroom cloud so large it would be visible on Earth,” Project A119 physicist Leonard Reiffel toldThe Observer in 2000. “The U.S. was lagging behind in the space race.”
Reiffel warned Project A119 planners of “a huge cost to science” by “destroying a pristine lunar environment.” In fact, the bomb’s crater might have disfigured the face of “the man in the moon.” But the brazen feat was technically feasible at the time, he noted, using an intercontinental ballistic nuclear missile—one equipped with a warhead roughly the size of the atomic bomb dropped on Hiroshima, or larger.
Sagan was tasked with determining whether researchers could “gather scientifically useful information by detonating nuclear weapons on the moon,” and he also explored the potential effects of radioactive fallout on the moon, according to the 1999 biography, Carl Sagan: A Life by Keay Davidson.
Ultimately, the U.S. Air Force put the kibosh on Project A119. The exact reasons remain unclear, but some theories suggest that the government wanted to avoid potential harm to Earthlings, or had concerns that the moon would become radioactively contaminated.
But stories of the aborted plan would live on thanks to Sagan, who shared details on the project in 1959 when applying for a graduate fellowship at the University of California, Berkeley—a slip noticed by Davidson when researching the book. Sagan’s friends “believe he never would have wilfully revealed classified information,” according to The Observer. Later on in his career, though, Sagan communicated the dire risks of nuclear war: It could “destroy the global civilization and conceivably … could end the few million year old experiment, human experiment, on the planet Earth,” he said in a 1987 speech.
Carl Sagan is famous for having cracked open the cosmos and made the mysteries of the universe accessible to the common person through clear and compelling storytelling. Among these astronomical accomplishments, it seems, is inadvertently disclosing the harrowing tale of a Cold War show of force that could’ve marred lunar exploration for generations to come.
Welcome! Glad you could join us for another Sunday edition of the Animation Obsessive newsletter. This is our slate:
1) Digital animation on film stock.
2) Animation newsbits.
With that, let’s go!
1 – The hybrid
Toy Story used to look different. It’s a little tricky to explain.
Back in 1995, CG animation was the topic in the industry, and Pixar was central to the hype. The studio had already shifted Disney to computers and won the first Oscar for a CG short (Tin Toy). Giant movies like Jurassic Park incorporated Pixar’s software.
The next step was Toy Story, billed as the first animated feature to go all-CG.1 Even after Pixar’s successes, that was a risk. Would a fully digital movie sell tickets?
It clearly worked out. Toy Story appeared 30 years ago this month — and its popularity created the animation world that exists now. A new process took over the business.
But not entirely new — not at first. There was something old about Toy Story’s tech, too, back in 1995. Pixar made the thing with computers, but it still needed to screen in theaters. And computers couldn’t really do that yet. From its early years, Pixar had relied on physical film stock. According to authors Bill Kinder and Bobbie O’Steen:
[Pixar’s Ed] Catmull recognized that his studio’s pixels needed to merge with that world-standard distribution freeway, 35 mm film. Computer chips were not fast enough, nor disks large enough, nor compression sophisticated enough to display even 30 minutes of standard-definition motion pictures. It was axiomatic that for a filmgoing audience to be going to a film, it would be a... film.2
Toy Story was a transitional project. Since Pixar couldn’t send digital data to theaters, every one of the movie’s frames was printed on analog film. When Toy Story originally hit home video, that 35 mm version was its source. Only years later, after technology advanced, did Pixar start doing digital transfers — cutting out the middleman. And Toy Story’s look changed with the era.3
Toy Story’s original release on 35 mm (top), and the version currently streaming on Disney+ (bottom). See the film’s trailer on 35 mm here.
While making Toy Story, Pixar’s team knew that the grain, softness, colors and contrasts of analog film weren’t visible on its monitors. They were different mediums.
So, to get the right look, the studio had to keep that final, physical output in mind. The digital colors were tailored with an awareness that they would change after printing. “Greens go dark really fast, while the reds stay pretty true,” said Toy Story’s art director, Ralph Eggleston. “Blues have to be less saturated to look fully saturated on film, while the oranges look really bad on computer screens, but look really great on film.”4
The team checked its work along the way. In the words of Pixar’s William Reeves:
During production, we’re working mostly from computer monitors. We’re rarely seeing the images on film. So, we have five or six extremely high-resolution monitors that have better color and picture quality. We put those in general work areas, so people can go and see how their work looks. Then, when we record, we try to calibrate to the film stock, so the image we have on the monitor looks the same as what we’ll get on film.
Behind the final images was a “painstaking transfer process,” according to the press. Leading it was David DiFrancesco, one of Pixar’s early MVPs, who began working with Ed Catmull before Pixar even existed. He broke ground in film printing — specifically, in putting digital images on analog film.5
He and his team in Pixar’s photoscience department used their expertise here. Their tools were “commercial grade” film printers, DiFrancesco noted: modified Solitaire Cine II machines. He’d invented more advanced stuff, but it wasn’t viable for a project of Toy Story’s size. Using the best equipment would’ve taken “several terabytes of data,” he said.
Their system was fairly straightforward. Every frame of Toy Story’s negative was exposed, three times, in front of a CRT screen that displayed the movie. “Since all film and video images are composed of combinations of red, green and blue light, the frame is separated into its discrete red, green and blue elements,” noted the studio. Exposures, filtered through each color, were layered to create each frame.6
It reportedly took nine hours to print 30 seconds of Toy Story. But it had to be done: it was the only way to screen the film.
Examples of green, blue and red exposures, and the final scene on 35 mm film. Courtesy of the Ultimate Toy Box DVD.
In 1999, Pixar made history again.
Its second feature, A Bug’s Life, reached theaters in 1998. Once more, the studio designed its visuals for analog film (see the trailer on 35 mm). Its people knew the ins-and-outs of this process, down to the amount of detail that film stock could accept and a projector could show. That’s partly how they got away with the movie’s tiny 2048×862 resolution, for example.7
Still, the team struggled with one thing: the dip in image quality when film got converted to home video. That’s how Toy Story was released, but there had to be a better way.
For the home version of A Bug’s Life, Pixar devised a method of “go[ing] from our digital image within our system … straight to video,” John Lasseter said. He called it “a real pure version of our movie straight from our computers.” A Bug’s Life became the first digital-to-digital transfer on DVD. Compared to the theatrical release, the look had changed. It was sharp and grainless, and the colors were kind of different.8
A digital transfer of Toy Story followed in the early 2000s. And it wasn’t quite the same movie that viewers had seen in the ‘90s. “The colors are vivid and lifelike, [and] not a hint of grain or artifacts can be found,” raved one reviewer. It was a crisp, blazingly bright, digital image now — totally different from the softness, texture and deep, muted warmth of physical film, on which Toy Story was created to be seen.
Toy Story on 35 mm (top) and the Disney+ edition (bottom)
Quickly, digital transfers became a standard thing. Among others by Pixar, The Incredibles puts off a very different vibe between its theatrical and later releases (see the 35 mm trailer for reference).9
Pixar wasn’t the only studio to make the leap, either. Disney did as well.
Like Toy Story, the Disney renaissance work of the ‘90s was transitional. The Lion King, Mulan and the rest existed as files in computer systems — and the idea was always to record them on analog film at the end. Early home releases were based on those 35 mm versions. Later releases, like the ones Disney streams today, were direct transfers of the digital data.
At times, especially in the colors, they’re almost unrecognizable. And the images feel less cohesive — like something’s missing that was supposed to bring all the elements together. These aren’t quite the same films that ruled the ‘90s.
Aladdin on 35 mm film (top) versus Blu-ray (bottom). See a clip from the film on 35 mm here.
The Lion King on 35 mm film (top) versus Blu-ray. See a clip from the film on 35 mm here.
Mulan on 35 mm film (top) versus Blu-ray. See the film’s trailer on 35 mm here.
For a number of years, there’s been talk in film-preservation circles about Toy Story and the Disney renaissance. This work sits in an odd place. The world was still pretty analog when the computer animation boom arrived: out of necessity, these projects became hybrids of new and old. What’s the right way to see digital movies that were designed for 35 mm film?
The studios themselves haven’t quite figured it out. On Disney+, the colors of Toy Story feel a bit raw — searing greens that were meant to darken on film, for example. Meanwhile, the newer Toy Story Blu-ray shares more in common with the original colors, but it’s still an altered, colder look.
When digital transfers first showed up, people were thrilled, including at Pixar. Movies became “crisper, clearer and more stunning on home video systems” than in theaters, some claimed.10 Even so, it’s a little disquieting to think that Toy Story, the film that built our current world, is barely available in the form that wowed audiences of the ‘90s. The same goes for many other movies from the transitional era.
The good news is that this conversation gets bigger all the time. In those film-preservation circles, a dedicated few are trying to save the old work. More and more comparison videos are popping up on YouTube. If you get the chance to see one of the old Disney or Pixar films on 35 mm, it’s always worthwhile.
These companies, ultimately, decide how Toy Story looks today. Still, for some, it’s nice to see the original version of the film again — the version Pixar originally intended to make. It’s evidence that the film did feeldifferent back then. The memories were real.
2 – Newsbits
I Am Frankelda continues its strong performance in Mexican theaters. Analyst Edgar Apanco reports that 658,000 people have gone to see it, surpassing the popular Chainsaw Man movie. Revenues are over $2.15 million and climbing — having fallen just 17% in week two, and an estimated 20% in week three.
In Japan, Goro Miyazaki revealed that his father is still going to Studio Ghibli to draw for a few hours each day.
An exhibition in Taiwanbrought the films of Karel Zeman to the country, reportedly for the first time. The Fabulous Baron Munchausen and Invention for Destruction are showing, among others.
In Nigeria, animator Gabriel Ugbodaga had a televised interview about his well-received film Vainglorious (watch) and the state of the country’s industry. “When it comes to 2D hand-drawn animation,” he said, “there’s a lot of talent in Nigeria.”
If you missed that Baahubali: The Eternal War teaser this week, see it here. It’s an Indian feature presented by S. S. Rajamouli (RRR).
In Germany, Werner Herzog’s animated film The Twilight Worldpicked up “€100,000 for production preparation support,” reports Cineuropa.
Infinity Castle will reach China next weekend, and forecasters believe it could earn a billion yuan (over $140 million) and become the highest-grossing anime film in the country.
Also happening in China next weekend: the latest edition of Feinaki Beijing Animation Week. The festival posted 55 trailers for its selections this year.
The Japanese journalist Atsushi Matsumoto is raising concerns that the anime boom of the 2020s could be a bubble. (Meanwhile, despite huge industry profits, analysis suggests that studio closures are set to rise for the third year in a row.)
In America, for those in New York, there’s an interesting series of stop-motion screenings at the Eastman Museum this month — including The Wolf House.
For details about Pixar’s switch to digital transfers, see the Star Tribune (December 14, 1999), the Los Angeles Times (April 12, 1999), Sound & Vision and this review from DVD Talk. All were valuable today, and the DVD Talk review was the source of the praise for Toy Story’s digital transfer later in the piece.
The quote comes from the “Rendering and Compositing” section on Toy Story’s Ultimate Toy Box release. A more detailed and technical breakdown of the process appeared in the foregoing Cinefantastique issue.
Except, that is, for the digital versions of The Incredibles that select theaters were equipped to screen by 2004. See The New York Times (January 6, 2004).
EdReports, which describes itself as “Consumer Reports for school materials,” has rejected five different editions of Big Ideas Math textbooks, partly for failing to “develop conceptual understanding.” Meanwhile other curricula, like i-Ready, got perfect scores in part thanks to their treatment of “conceptual understanding.”
But what is conceptual understanding, and how do you develop it?
According to their documents, EdReports checks to see if texts include “brief conceptual problems with low computational difficulty,” for example:
11 + 6 = ___ + 2
Find a number greater than 3/5 and less than .75.
A fraction divided by a fraction is always/sometimes/never less than the original fraction
Curricula also need activities that focus on “concreterepresentations.” For example, the 7th Grade review of i-Ready specifically cites the following question in their glowing evaluation:
Neva plays a video game. On her first turn, she earns 3 points. On her second turn, she loses 3 points. The expression 3 + (-3) represents her score after the two turns. You can use integer chips to find the sum of 3 and -3.
a. The sum of any number and its opposite is 0. Another term for opposites is additive inverses. Since the sum of 1 and -1 is 0, 1 and -1 form a zero pair. Circle the zero pairs in the model.
b. How many points does Neva have after her second turn?
c. What is 3 + (-3)?
Alright.
The Big Ideas books apparently lack these wordy questions about semi-physical objects. And EdReports complains that in Big Ideas the “conceptual” questions (whatever those are) mainly arrive at the beginning of the lessons, whereas the practice questions are “primarily procedural.”
What does that mean?
EdReports cites all sorts of documents and rubrics. Some of these documents define conceptual understanding, others don’t, and sometimes the definitions clash. This is exactly what researchers Crooks and Alibali found when they reviewed academic papers (about a hundred) for definitions of conceptual knowledge—that “explicit definitions of conceptual knowledge are rare” and “often vague.”
With EdReports we have a relatively clear definition of conceptual understanding but…it’s not great. That video game question isn’t going to help students understand anything. And I have no idea what a “conceptual question” is. Conceptual questions are questions that…develop conceptual understanding? Augh! We’ve gone in a circle.
From iReady. It’s conceptual because eggs.
Fortunately, I think there’s a perfectly sensible definition of conceptual understanding. It’s precise with clear implications for teachers.
It goes like this: conceptual understanding is knowingtrue and useful generalizations about mathematics. Crooks and Alibali, along with other researchers, sometimes call these principles instead of generalizations, but it’s the same deal—we want students to know facts that apply to a wide variety of cases.1
Take something like 6 x 3, which kids often think of as six 3s. We might teach kids that 6 x 3 is the same as 3 x 6, so three 6s, which can help them complete the multiplication. Terrific! But we should be more ambitious. We should teach a generally true principle—you can always reverse the order when multiplying—so that they can apply that to any problem, even one like 200 x 3.
I find this an extremely useful guiding classroom principle—to always push for generalizations, facts that are always true. To illustrate, here a few ways this has cropped up in my recent teaching.
“Procedural” Practice Can Develop General Principles
The basic idea of combining like terms is fairly simple—we can always add/subtract like terms as we do numbers—but it needs to be applied in a huge variety of cases. The variety is the challenge.
Obviously there is a limit to how much you can gain from repetitive practice of only one case. But if practice carefully escalates while gradually adding new twists, you give students a chance to apply the general principle to disparate cases.
This only works if a clear principle has been articulated before the practice. If you do that, though, this kind of practice gives that generalization a workout.
The Teacher Can Articulate the Principle
There’s a sort of discovery-ish vibe associated with conceptual understanding. But there’s no reason that generally useful principles need to be invented by students.
I shared this pair of graphs (from Math Medic) of a function and its derivative in calculus today. (If you’re rusty on calc: the derivative graphs a function’s slopes.) Can you tell, from looking only at the derivative, where the original function is increasing? My students were all able to answer accurately that it’s the portion of the derivative that’s above 0.
Terrific. But when handed this graph a new derivative they weren’t able to find where the original was increasing.
It was my role to take a step back and articulate the generalization even more clearly. The principle is where the height of the derivative is positive, the function is increasing. “Is the function positive here? How about here?” I pointed at specific points of the derivative. After this students were able to tackle the question. They extended it in the natural way to negative values too. It was good that I said this directly after they got stuck—I wish I’d done it before then.
I sometimes think of this kind of teaching as a generalizing triangle. It’s a pattern that comes up often: teacher talk bumps up the abstraction and students connect it to new particulars.
Correct Explanations are Not Enough
Here is a good question from Transition to Algebra:
When I asked my 7th Graders to answer this, one student pointed out 100% correctly that since it’s four units up from E to D, the diagonal has to be longer than that.
I was about to move on, when I caught myself. I turned back to the kid. “So is the diagonal always going to be more than the vertical distance? Why would that be?”
I’m glad I pushed, because my students responded with two smart generally true answers:
Yes, the diagonal is always longer than the horizontal or vertical distance, because when going diagonally you’re going in two directions, not just one.
The Pythagorean Theorem says where the diagonal length is found by adding the squares of the horizontal and vertical distances, and that’s always going to be longer than just the vertical distance squared.
The point of an explanation isn’t just to eliminate doubt—it’s about connecting this particular situation to some generally true fact about the mathematical world.
Visuals are Only Good if They Suggest Principles
I was explaining to a student how to handle the equation 12 + 6x = 7x - 35. We had talked previously about mobiles, so I drew a quick picture:
“Maybe the -35 is like helium or anti-gravity or something.”
This is a useful move because it’s easy to use the mobile to come up with a true principle—you can remove equal things from both sides of a balanced equation. Our physical knowledge of balance and symmetry are to thank. But that’s only useful if you then leverage that into a true principle about equations, something abstract we have much less experience with. And you have to get rid of the mobile! It’s job is to suggest a generalization, then leave.
That integer chip thing earlier…what’s the principle? What are they getting at? Why do they get credit just for using a representation? What is the point of checking to see if textbooks do that?
***
And what about how this all feels, for a student?
Possibly my most frustrating school experience was a semester of Ancient Greek I took in college. Tos theos…I was seriously unprepared. Everyone else in the class had taken either Latin or Greek before; my grasp of English grammar is still on the shaky side. There were rules to memorize but it all felt random, isolated, disconnected to anything else I knew.
I was working with a young student recently on subtraction with borrowing. I’d show him how you could cross out the four and turn it into a fourteen by regrouping. The next question he’d cross out an eight and turn that into fourteen also. It was like that for twenty frustrating minutes. I was failing to help him see the general principle. How frustrating for him! Each subtraction was a brand new problem, unrelated to the one before.
But when it finally clicked…
We all want generalization. We want to see how it all fits together. We want to know how a particular idea flows from something bigger. We want to know how to do things—we also want to know things. We want the whole picture. And when we get it—whether we land on it on our own or someone makes us think of it with words or a picture or anything else—the feeling is terrific, like it all finally makes sense.
Open up any video game magazine, and you’ll find pages of high-quality artwork for just about every title that was coming out.
Have you ever wondered where that art came from? And where did it all go? We have the answers.
Years ago, we were donated the internal art archives from GamePro magazine. Whenever the staff at GamePro received artwork or screenshots from a game publisher, they backed it up on a CD and organized it in a set of binders for future reference.
As part of our preservation mission, we’ve been digitizing the GamePro press CDs and adding them to our digital archive. When we launched our library this year, we started with the first 100 GamePro CDs. Today, we’re expanding that to 200! The collection currently runs from 1995–1998. There’s another 500+ CDs to go, but we thought this would be a good opportunity to talk a little more about this project.
Getting these CDs into a usable state for our digital archive hasn’t been an easy or automatic process. In addition to digitizing and scanning the CDs, we also need to convert the files into a modern format you can view in your browser. We always keep the original disc images, but we also want to make their contents convenient to browse. As an example, we convert print-formatted CMYK images to RGB images in bulk using open-source command-line tools. It took a while to iron out that process, but we’re happy with the results so far.
Besides artwork, these CDs could also contain press releases and pre-release screenshots, which help researchers understand how games were made. In some cases, these CDs have screenshots and art for games that never came out! Game researchers rely on magazines to learn about games that were canceled, but we can go a step further and give them access to the raw digital assets that those magazines used!
Our latest batch has high-resolution promotional artwork from classic games including Banjo-Kazooie, Metal Gear Solid, Final Fantasy VIII, Parasite Eve, Mega Man Legends, Soulcalibur, EverQuest, and much, much more! Click below for a full list.
Games featured on CDs 101–200
1080° Snowboarding
2Xtreme
A Bug’s Life
AirBoardin’ USA (unreleased in United States)
Akuji the Heartless
Alien: Resurrection
Aliens Versus Predator (1999)
Apocalypse
Area 51: Site 4
Armored Core: Project Phantasma
Army Men 3D
Assault: Retribution
Axis & Allies
Backstreet Billiards
Banjo-Kazooie
Battleship: The Classic Naval Warfare Game
Battlezone (1998)
Beast Wars: Transformers
Beavis & Butthead Do Hollywood (unreleased)
Big Air
Bio FREAKS
Body Harvest
Boggle
Bomberman World
Brave Fencer Musashi
Breath of Fire III
Brigandine
Brunswick Circuit Pro Bowling
Buck Bumble
Burning Rangers
Bushido Blade 2
Bust A Groove
Bust-A-Move 2
Bust-A-Move 4
C: The Contra Adventure
Capcom Arcade Collection
Cardinal Syn
Castlevania (Nintendo 64)
Centipede
Chopper Attack
Circuit Breakers
Civilization: Call to Power
Clock Tower II
Clue
Colony Wars
Colony Wars: Vengeance
Cool Boarders 3
Crash Bandicoot
Crash Bandicoot: Warped
Crime Killer
Croc: Legend of the Gobbos
Croc 2
Cruisin’ USA (Player’s Choice release)
CyberStrike 2
DBZ: Dead Ball Zone
Darkstalkers 3
Dead Unity (unreleased)
Dead in the Water
Deadlock II: Shrine Wars
Descent: Freespace – The Great War
Devil Dice
Diablo
Die Hard Trilogy
Dragonseeds
Drakan: Order of the Flame
Duke Nukem: Time to Kill
Eggs of Steel
Einhander
Elemental Gearbolt
EverQuest
Expert Pool
Extreme-G 2
F-1 World Grand Prix
FIFA 99
Fighters Edge brand
Fighting Force
Final Fantasy VIII
Flying Dragon
Formula 1 98
Fox Sports College Hoops ’99
Fox Sports Golf ’99
Fox Sports Soccer ’99
Fox Sports Hockey ’99 (unreleased)
Fox Sports Tennis ’99 (unreleased)
Freestyle Boardin’ ’99
Frogger
Future Cop: L.A.P.D.
G Darius
GT 64: Championship Edition
Game Boy Color hardware
Gauntlet Legends
Gex: Enter the Gecko / Gex 64: Enter the Gecko
Gex 3: Deep Cover Gecko
Giants: Citizens Kabuto
Girl Talk: The CD-ROM Game of Truth or Dare
Global Domination
Glover
GoldenEye 007 (Player’s Choice release)
Gran Turismo
Grand Prix Legends
Grand Theft Auto
Guardian’s Crusade
Guilty Gear
H.E.D.Z.: Head Extreme Destruction Zone
HardBall 6
Harley-Davidson & L.A. Riders
Harvest Moon GB
Iggy’s Reckin’ Balls
Independence Day
Jackie Chan Stuntmaster
Jane’s Combat Simulations: F-15
Jeff Gordon XS Racing
Jeopardy!
Jersey Devil
Judge Dredd
Jumping Flash 2
Kartia
Knockout Kings
Kobe Bryant’s NBA Courtside (Player’s Choice release)
Kula World
Legacy of Kain: Soul Reaver
Legend of the River King 64 (unreleased in United States)
Legend of the River King GB
Lemmings & Oh No! More Lemmings! (GBC)
Lode Runner: The Legend Returns
Lufia III: Ruins Chasers (unreleased)
Lunar: Silver Star Story
MLB ’99
MLB Pennant Race
Madden NFL 99
Magic Knight Rayearth
Major League Baseball Featuring Ken Griffey Jr.
Mario Kart 64 (Player’s Choice release)
Marvel Super Heroes vs. Street Fighter
Marvel vs. Capcom: Clash of Super Heroes
Master of Monsters: Disciples of Gaia
Mastermind
MediEvil
Mega Man Legends
Messiah
Metal Gear Solid
Micro Machines 64 Turbo
Micro Machines V3
Milo’s Astro Lanes
Mission: Impossible
Monkey Hero
Monopoly (1995, Windows)
Monopoly (1997, PlayStation)
Monopoly: Star Wars
Monopoly: World Cup France 98 Edition
Monster Truck Madness
Mortal Kombat 4
Mortal Kombat 4 (GBC)
Moto Racer 2
Motorhead
Mr. Potato Head Activity Pack
My Little Pony: Friendship Gardens
N2O: Nitrous Oxide
NASCAR 99
NBA Jam 99
NBA Live 99
NBA ShootOut
NBA ShootOut 99 (unreleased)
NCAA Football 99
NCAA Football GameBreaker
NCAA GameBreaker 99
NCAA March Madness 98
NFL Blitz
NFL Blitz (GBC)
NFL FaceOff
NFL GameDay
NFL GameDay 97
NFL GameDay 99
NFL Quarterback Club 99
NFL Xtreme
NHL 99
NHL Breakaway 99
NHL FaceOff
NHL FaceOff 99
Namco Museum Vol. 4
Need for Speed III: Hot Pursuit
Ninja: Shadow of Darkness
O.D.T.
Oddworld: Abe’s Exoddus
Off Road Challenge (Nintendo 64)
Operation
Outburst
Panzer Dragoon Saga
Parasite Eve
Penny Racers
Pitfall 3D: Beyond the Jungle
Pocket Fighter
Poy Poy 2
Pro 18 World Tour Golf
Psybadek
Punky Skunk
Quake II mods and multiplayer services
Queen: The Eye
Quest 64
R/C Stunt Copter
Rally Cross 2
Rampage World Tour (GBC)
Rayman 2: The Great Escape
Reboot
Redline
Reel Fishing
Risk: The Game of Global Domination
Rival Schools
Road Rash 3-D
Rogue Trip: Vacation 2012
Rosco McQueen: Firefighter Extreme
Rugrats game, unidentified
Running Wild
Rush 2: Extreme Racing USA
S.C.A.R.S.
San Francisco Rush: Extreme Racing
San Francisco Rush: The Rock – Alcatraz Edition
Scrabble
Sega Dreamcast hardware
Shaolin
SharkLink for GameShark
Shining Force III
Shogo: Mobile Armor Division
Silent Hill
Silhouette Mirage
Skullmonkeys
Slave Zero
Small Soldiers
Small Soldiers: Squad Commander
Smart Games Puzzle Challenge 2
Smart Games Puzzle Challenge 3
Sonic Adventure
Sorry!
Soul of the Samurai
Soulcalibur
Soviet Strike
Space Station Silicon Valley
Speed Tribes
Spice World
Spyro the Dragon
Star Fox 64 (Player’s Choice release)
Star Wars Customizable Card Game
Star Wars: Millennium Falcon CD-ROM Playset
Star Wars: Rebellion
Star Wars: Shadows of the Empire (Player’s Choice release)
Somewhere around 2016, the smartest people I knew started saying increasingly stupid things.
These were folks who could parse dense academic papers, who understood reason, who were entirely capable of holding two competing ideas in their heads without their brains short-circuiting.
But something changed.
One friend became “convinced” that every major news story was manufactured consent. Another started treating political disagreement as evidence of moral corruption. A third began using the word "liberal" as if it was a personality disorder rather than loose coalitions of sometimes contradictory beliefs.
The common thread: their extreme positions got them more of what they wanted. The friend who saw conspiracies everywhere built a following. Then an audience. Then a 7-figure income stream. The one who tribalized every issue found a ready-made community that validated every prior. Etc, etc.
The incentive gradient was clear: sanity was expensive, and extremism paid dividends.
We talk a lot about polarization as if it were a disease that infected society, but we’re missing a key data point: polarization is a growth hack, and it works.
It delivers results.
When you pick a side and commit to it wholly and without reservation, you get things that moderate positions cannot provide. You get certainty in an uncertain world. You get a community that will defend you. You get a simple heuristic for navigating complex issues.
Above all: you get engagement, attention and influence.
The writer who says "this issue has nuance and I can see valid concerns on multiple sides" gets a pat on the head and zero retweets. The influencer who says "everyone who disagrees with me on this is either evil or stupid" gets quote-tweeted into visibility and gains followers who appreciate their approximation of clarity.
The returns on reasonableness have almost entirely collapsed.
Which begs the question: why resist? If extremism delivers what people want, maybe we should just let it run its course and stop clutching our pearls?
The problem is what happens when everyone optimizes for the same short-term wins.
You end up in a world where changing your mind becomes impossible because you've built your entire identity around being right. Where admitting uncertainty is social suicide. Where every conversation is a performance for your tribe rather than an actual exchange of ideas. You lose the ability to solve problems that don't fit neatly into your ideological framework, which turns out to be most important problems.
Someone who goes all-in on ideological purity might start with a few strong opinions. Then those opinions attract an audience. That audience expects consistency. Any deviation gets punished. So they double down. They have to keep escalating to maintain their position, finding new heresies to denounce, new lines to draw. They've locked themselves into a trajectory they can't escape without losing everything they've built.
They're prisoners of their own brand.
Scale this up and you get a society where nobody can back down, where every disagreement = existential, where we've lost the ability to make tradeoffs // acknowledge complexity.
The incentives push us toward positions that feel good but make us collectively stupider.
And you can't opt out by just accepting your side lost.
You're stuck in stupid-world too.
So how do you actually stay sane?
Start by diversifying your information diet in ways that feel actively uncomfortable. The goal isn't to agree with everything you read. You'll still think most of it is wrong. But exposing yourself to articulate versions of positions you oppose does something valuable: it makes you realize that intelligent people can disagree with you without being monsters or morons. This sounds obvious when written out, but your social media feed has spent years training you to believe otherwise.
Second, practice distinguishing between stakes and truth. Just because an issue matters doesn't mean every claim about it is correct, and just because you've picked a side doesn't mean you have to defend every argument your side makes. The tribal logic says you have to accept the whole package, but that logic is selling you certainty you haven't earned.
Third, find (or at least, look for) communities that reward humility, not tribal loyalty. These are rare, but they exist. They're the group chats where someone can say "I changed my mind about this" without being treated like a traitor. They're the forums where "I don't know" is an acceptable answer. They're the relationships where you can test ideas without performing for an audience. You cannot be reasonable in isolation. You need a small group of people who value truth-seeking over status games, and you need to invest in those relationships deliberately.
That all sounds hard.
Is it worth it?
That’s an individual choice.
You'll lose: reach, influence, certainty, the comfort of being part of something larger than yourself.
You'll gain: the ability to think clearly, the capacity to update your beliefs when evidence changes, relationships based on something other than shared enemies, and the possibility of being right in ways that matter.
These trades won't feel equivalent. The losses are immediate and visceral. The gains are distant and abstract. When you refuse to join the mob, you feel it right away. When you maintain your ability to think independently, the benefits accrue slowly over years.
The discount rate on sanity is brutal.
But consider the alternative.
The people I knew who went all-in on extremism got what they wanted in the short term. Some built audiences. Some found communities. Some gained certainty. Most of ‘em made bank. But they're trapped by their earlier positions. They can't update without admitting they were wrong, and admitting they were wrong would cost them their community. They've optimized themselves into a local maximum they can't escape. They won the game by its current rules and lost something harder to quantify.
The world will keep offering you bad trades, will keep rewarding positions you know are too simple to be true. Every day you'll watch people cash in their nuance for influence. Every day you'll be tempted to do the same. The only defense is to remember that some things compound differently than others.
Extremism gives you a fast start and a ceiling.
Sanity gives you a slow start and no limit to how far you can grow.
Remember: the world only rewards insanity because we're measuring the wrong timeframe.