Whitewater Wipeout (Playdate S1 #1)

Release: February 19th, 2021

Developer: Chuhai Labs

An arcade-type game where you use the crank to try to keep your surfer on the waves as long as possible while doing tricks to score points. Really, that’s more or less it. Most of my interest in Whitewater Wipeout comes from the pause it gave me about what it means to be a system’s first game.

You get two games every week in Playdate’s ‘Season One’. This is likely the first one of the two you will play because it shows up first in the system menu. I mentioned in my last post that the Playdate feels like a Game Boy with its limited inputs and small monochrome display. For many, that system is synonymous with its pack-in game, Tetris. Easily understood and infinitely addictive, Tetris kicked the door open not only for people who didn’t have the time or living scenarios for console or arcade gaming, but people who didn’t even know videogames were something they’d like. There’s a generation of people for whom the medium begins and ends with Tetris. From cartridge one, the Game Boy’s place in history was assured.

Not every first pack-in game can change the world like Tetris, but I’d say it should function as something of a mission statement for its system; showcasing its strengths or what it brings to the medium. Sonic the Hedgehog deliberately and directly kicked sand in the face of a particular market competitor with graphics and speedy scrolling that their rivals Nintendidn’t have. Wii Sports was the ideal demonstration for how the Remote could intuitively remove the most obtuse roadblock for non-gamers, the controller. Whitewater Wipeout is here to tell me that… the Playdate has an analogue crank. Perhaps developer Chuhai Labs (incidentally, run by Giles Goddard of Star Fox development fame) didn’t know that their game would be the first thing most Playdate owners would play. Maybe they had no input in how the Season One schedule got rolled out. It’s a solidly built toy of a game that does one thing and just one thing very well, but it feels like a shortsighted first pick.

On first impression, I wrote a pretty dismissive and now-deleted tweet where I basically called it a tech demo, and I bounced off of it within 15 attempts to keep my dude on his board for more than a minute. While the crank felt great to spin, WW didn’t show me how it could be a gateway to exciting new or exclusive experiences, or like it was solving a problem I’d had with other systems. Had my Playdate not had firmware issues that required an assisted factory reset, I’d probably never have touched it again. I’m glad I did though, because somewhere around my thirtieth or so attempt, something clicked. Like the first time you don’t fall off your bicycle immediately, I was able to keep my surfer on water longer than a few seconds. I was in the pocket. The inertia was mine. I understood. The trick was to launch off waves and make sure that the board’s nose was pointing directly back down. It was a simpler, less potent version of that rush you get when the music starts playing for a few seconds consistently in QWOPI’m doing it! I’m doing it! I’m actually doing i– ah, well, I was, for a moment there. One more try… 


Soon enough, I was doing triple-360s like they were nothing, able to keep my surfer up as long as I was giving it my full attention. But to what end? Getting higher scores. The online leaderboard, predictably, has scores so astronomically high I wonder if the runs that they were earned on are counted in minutes or hours in duration. Tetris, too, is a high-score beater, but the mass appeal lies in the randomisation and the tangible sense of improvement, making bigger plans and gambles in anticipation of future blocks. That’s a very different form of reward from WW, where high-level performance feels like pulling off a string of sick fingerboard tricks. You’ll enjoy it as long as you find the momentum and rhythm of skillfully using the crank enjoyable. For me, that was about 90 minutes. For you, it could be less or a lifetime.

Playdate

In July 2021, I pre-ordered a Playdate, promptly forgot I did so, then moved to another country. We’ve all done it. I was finally able to pick it up this January. I set it up, charged it fully, and it crashed repeatedly, presumably in disbelief its neglect was at an end. Customer service was able to provide me with a utility program that reset the device, and I’ve had no problems since. After several rain checks, I was ready to go on my Playdate.

To catch you up, the Playdate is a bright yellow gaming handheld with an unlit black-and-white display. The system is about half the size of a modern smartphone. D-pad, two face buttons. So far, so Game Boy, but the big twist is an analogue crank. Think like the bit on a fishing rod that you use to reel a fish in (apologies for the technical jargon). Upon registering your system online, two games are automatically unlocked as part of a ‘Season One’ of games, with a further two made available each week. In addition, there’s an online store where more games can be bought, and the system is open-source, so games and homebrew can be sideloaded by USB.

It’s a great bit of furniture. Whack the purple cover on it, put it on a table, and someone will ask you about it very quickly indeed. While there’s no backlight, the LCD screen is much like that of an e-reader. You’ll need an external light source, but you shouldn’t be having to crane your body around to keep away glare like we did back in The Good Old Days. I’m not sure what the resolution is exactly, but if you’ve got your reading glasses on, some games are able to pack in some surprising amounts of detail and remain legible. Unsurprisingly for something that was developed with the involvement of Teenage Engineering, the single speaker has a real punch on it when turned up, but you know what? Even this thing has a headphone jack on it. Everything should still have headphones jacks on them. Machines that don’t output sound should have headphone jacks. I will never not be angry about smartphones that don’t have one. It’s a lovely looking bit of kit, though it’s probably not going to worry your Switch or Steam Deck for things to play. What can you play on it, though?

This was originally going to be a Twitter thread going through the games, but I thought this system and these games do deserve at least a little bit better than the kneejerk reactions to media I usually toss out on there, so here we go. All the dignity that blog posts can afford. Join me, won’t you? Yes.

Shrine Offerings #2

Break? I’ve been here the whole time! This one’s been on the stove since… well, the last Shrine Offering. I can now guarantee these will not be coming out with any regularity, but I don’t think that’s bad news. This video was ready over a week ago (and was even 2-ish minutes longer), but getting it through the YouTube copyright checking took a further ten or so tries. Re-edit, re-render, re-upload, re-fail. At some point I’ll write in more detail about how that actually impacted the final thing for better and worse. Suffice to say, playing copyright claim whack-a-mole is not part of my idea of creative fulfilment or time well spent. Anyway, I’m really itching to get back on the deck-builders, so you’ll be hearing from me sooner rather than later. In the meantime, enjoy!

Coin Crypt 10th Anniversary Developer Interview with Greg Lobanov

Coin Crypt, which was the first entry in my Roguelike Deck-building Game chronology, turns 10 years old today. I’m delighted to present an interview I had with its developer, Greg Lobanov (Chicory: A Colorful Tale, Wandersong) on November 9th. I’m no natural-born interviewer, but Greg gave insightful answers, and I’m proud that how meaningful this was to both of us comes across as strongly as it does.

Shrine Offerings #1 / Year One

Shrunken Shrine, in the sense of it being my ongoing online presence, has been going on for a year now. There’s no special significance to me having chosen Halloween, besides liking it as a time of year.

This first anniversary was a nice little motivator to get my first YouTube video in roughly 15 years out the door. It is amateurish. I put a lot of effort into it, I learned a lot, and will continue to learn more. If you have the patience to sit through these little thoughts on some media, I’d like to know if you like the anthology format or if you think these would work better as short standalone videos. I like them together like this – sort of a grab bag of films, websites, poems, paintings, games and writings that may never be unified in a loose context like this ever again.

So, how was this year? A good start. The Roguelike Deck-builder History has been a little inconsistent in terms of regularity, but honestly, there’s only so much of a genre you can take before you want to dip into something else. The key point is, it’s still ongoing and has lasted longer than a lot of other things I’ve given up on, and I think it’s pretty unique.

The year has suggested that I’m a lot less addicted to social media than I thought I was. I can’t even be bothered to open Twitter in the downtime I get that I usually associate with its usage anymore, and I was never much of an Instagram person in the first place, so that’s just relegated to interesting drinks as and when I come across them. Tumblr, pffffffuhgeddabahdit.

With the completion of the video and the accumulation of posts on the blog, a sense of creative fulfilment has slowly begun to re-enter my life. If you’re reading this, there’s an extremely high chance I know you personally, and you had some hand in helping me get all this done. I can’t thank you enough for your love, patience, support and knowledge. I can’t explain how important this is to me, because it has been a long fight with myself and my circumstances to do even this much, but I’m feeling optimistic and looking forward to what else may be here by this time next year. A lot of Slay the Spire knock-offs, I’m guessing!