{"id":134756,"date":"2023-09-13T19:00:00","date_gmt":"2023-09-13T19:00:00","guid":{"rendered":"https:\/\/www.nintendolife.com\/#article-155235"},"modified":"2023-09-13T19:00:00","modified_gmt":"2023-09-13T19:00:00","slug":"feature-impossible-port-master-randy-linden-talks-jurassic-park-botw-and-his-favourite-ports","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2023\/09\/13\/feature-impossible-port-master-randy-linden-talks-jurassic-park-botw-and-his-favourite-ports\/","title":{"rendered":"Feature: &#8216;Impossible&#8217; Port Master Randy Linden Talks Jurassic Park, BOTW, And His Favourite Ports"},"content":{"rendered":"<div class=\"media_block\"><a href=\"https:\/\/images.nintendolife.com\/de1c327f452c8\/large.jpg\"><img decoding=\"async\" src=\"https:\/\/images.nintendolife.com\/de1c327f452c8\/small.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n<figure class=\"picture\"><a class=\"scanlines\" title=\"Randy Linden Limited Run\" href=\"https:\/\/images.nintendolife.com\/b0d674bdad515\/randy-linden-limited-run.large.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"lazy\" src=\"image\/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCA5MDAgNjc1Ij48L3N2Zz4=\" width=\"900\" height=\"675\" data-original=\"https:\/\/images.nintendolife.com\/b0d674bdad515\/randy-linden-limited-run.900x.jpg\" alt=\"Randy Linden Limited Run\"><\/a><figcaption class=\"caption\">Randy Linden (centre) and Alena Alambeigi (left) from Limited Run with the Nintendo Life PAX team \u2014 <em class=\"credit\">Image: Austin Voigt \/ Nintendo Life<\/em><\/figcaption><\/figure>\n<p>If there\u2019s one thing you should know about art, it\u2019s that changing it after a long time is really, really hard.<\/p>\n<p>Just look at <a href=\"https:\/\/www.nytimes.com\/2017\/11\/02\/magazine\/the-first-woman-to-translate-the-odyssey-into-english.html\">classicist Emily Wilson<\/a>, who in recent years became the first woman to ever translate Homer\u2019s ~3000-year-old epic, <strong>The Odyssey<\/strong>. It was a staggering work that seemingly garnered as much heel digging as it did critical praise. Then, sometimes, the original artist themselves gets to live out the controversy of adapting their own earlier work, as director Steven Spielberg did after altering scenes in one of his finest movies. \u201c<a href=\"https:\/\/variety.com\/2023\/film\/news\/steven-spielberg-regrets-editing-guns-et-censorship-1235594163\/\">That was a mistake<\/a>,\u201d he\u2019s said as recently as this year.<\/p>\n<p>But unlike passive mediums, interactive mediums, by contrast, <strong>force<\/strong> change, because, well, <em>will the thing even run on a different platform?<\/em><\/p>\n<figure class=\"picture right\"><a class=\"scanlines\" title=\"Jurassic Park Classic Collection Limited Run\" href=\"https:\/\/images.nintendolife.com\/700be185706a4\/jurassic-park-classic-collection-limited-run.large.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"lazy\" src=\"image\/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCAzMDAgMzMzIj48L3N2Zz4=\" width=\"300\" height=\"333\" data-original=\"https:\/\/images.nintendolife.com\/700be185706a4\/jurassic-park-classic-collection-limited-run.300x.jpg\" alt=\"Jurassic Park Classic Collection Limited Run\"><\/a><figcaption class=\"caption\"><em class=\"credit\">Image: Limited Run Games<\/em><\/figcaption><\/figure>\n<p>That unique challenge has long been the purview of <a href=\"https:\/\/twitter.com\/RandalLinden\">Randy Linden<\/a>, a video game industry veteran with accolades so distinguished, they\u2019d light up the back of a baseball card.<\/p>\n<p>For starters, Linden is responsible for Bleem!, a PlayStation emulator for the PC and Dreamcast that was so good, Sony became litigant; he somehow brought the literally animated world of <strong>Dragon\u2019s Lair<\/strong> to the 1985 Amiga system; he is most famous for bringing the bloodless version of <a href=\"https:\/\/www.nintendolife.com\/games\/snes\/doom\">Doom<\/a> to the Super Nintendo, a feat many still lovingly refer to as &#8216;impossible.&#8217; And all that is to hardly touch on things like his <a href=\"https:\/\/www.nintendolife.com\/news\/2022\/06\/unreleased-quake-prototype-for-game-boy-advance-discovered\">prototype of Quake running on the 2001 Gameboy Advance<\/a>, his work on the original 1985 Nintendo and Microsoft\u2019s 2010 motion-based Kinect device, and much more.<\/p>\n<p>On the heels of the release of <a href=\"https:\/\/www.nintendolife.com\/games\/nintendo-switch\/jurassic_park_classic_games_collection\">Jurassic Park: Classic Games Collection<\/a>, which is being published by Limited Run and releasing for the Nintendo Switch, PlayStation 5, and Xbox Series X|S, Nintendo Life sat down with Linden to discuss the general public\u2019s perception of ports across various generations, his obsession with <a href=\"https:\/\/www.nintendolife.com\/games\/nintendo-switch\/legend_of_zelda_breath_of_the_wild\">Breath of the Wild<\/a>, and the philosophy behind what it means for anyone to translate somebody\u2019s else\u2019s work, when it\u2019s a video game.<\/p>\n<hr>\n<p><strong>Alan Lopez for Nintendo Life: In 2016, a developer named Panic Button created what many people at that time were calling an \u201cimpossible port\u201d of DOOM (2016), creating a fully playable version of that game for the portable Nintendo Switch console.<\/strong> <strong>My question to you: \u201cWhy do things never change?\u201d<\/strong><\/p>\n<p><strong>Randy Linden:<\/strong> That\u2019s a good question! Wow, why do things never change\u2026<\/p>\n<p>Well, programmers love the challenge. Speaking as a programmer\u2026creating an \u201cimpossible port,\u201d like I did when I created DOOM for the Super NES, is one of those challenges that you just know in the back of your mind, if you push hard enough, it\u2019s sort of like the little engine that could. You just have to keep pushing, and eventually you\u2019ll end up at the top of the peak.<\/p>\n<p><!-- cache: html:nintendolife.com\/ssl\/nintendo-switch\/related-articles:73981 @ 2023-09-14T03:31:14+01:00 --><\/p>\n<aside class=\"block object-related\"> <\/aside>\n<p><strong>You\u2019re talking of porting <em>itself<\/em> as a creative process. Yet translation in gaming is [often viewed as] just a tool for a different creator. Philosophically, I find that fascinating.<\/strong> <strong>What do you feel is the job of a port in relation to someone else\u2019s work?<\/strong><\/p>\n<p>That\u2019s a good question too [laughter]. I think that the job of a port is to faithfully reproduce the <em>intent<\/em> as much as possible of the original experience. Sometimes that might mean, say on newer systems that you can run on a different frame rate, when that <em>improves<\/em> the game, then I think that is a useful feature.<\/p>\n<p>But I think that the preservation of games in particular is a thing that is dangerously on the edge of being almost non-existent. It\u2019s important for ports and old retro games to be [preserved].<\/p>\n<p><strong>You\u2019re currently working with Limited Run on a Jurassic Park retro-collection re-release for modern systems. But what is your involvement with gaming preservation, in general?<\/strong><\/p>\n<p>I work on the <a href=\"https:\/\/limitedrungames.com\/pages\/carbon-engine\">Carbon Engine team<\/a>, which is a collection of emulators that we combine with older retro games, and then we produce physical versions of those games [to preserve them].<\/p>\n<p>So for example, the Jurassic Park collection is a whole series of Jurassic Park games across a wide variety of older systems, but it\u2019s playable now on Switch, on PlayStation and Xbox.<\/p>\n<aside class=\"object object-youtube\">\n<figure class=\"youtube\" data-videoid=\"5hiJCE-Zx4k\">[embedded content]<figcaption class=\"youtube-sub\">Subscribe to <a class=\"external\" rel=\"noopener\" href=\"https:\/\/www.youtube.com\/subscription_center?add_user=nintendolife\">Nintendo Life<\/a> on <span class=\"g-ytsubscribe\" data-channel=\"nintendolife\" data-layout=\"default\" data-count=\"default\"><a class=\"external\" rel=\"noopener\" href=\"https:\/\/www.youtube.com\/nintendolife\">YouTube<\/a><\/span><\/figcaption><\/figure>\n<\/aside>\n<p><strong>How does that literally work? Do you have to work with assets from the original creators?<\/strong><\/p>\n<p>That\u2019s exactly what we do. We reach out to the current [intellectual property] holders, [then] we do all the licensing and all the legal arrangements to make sure it\u2019s all taken care of, then we license and publish the game.<\/p>\n<p><strong>How hard is that?<\/strong><\/p>\n<p>A lot of work. I just have to work on the programming. [laughter]<\/p>\n<p><strong>Does [the legal process] dictate the projects you get to work on?<\/strong><\/p>\n<p>Yes, it does. Because sometimes we will want to work on a project\u2026and we\u2019ll reach out to the rights holders, and for whatever reason, the rights holders aren\u2019t interested in re-releasing a title at that time.<\/p>\n<p>And partially, I think it\u2019s because, these companies, especially very large, well-known companies with a lot of high-profile IP, are seeing a resurgence in retro games and retro-style games, and they are ready to explore it, but they\u2019re not quite ready to take that step yet.<\/p>\n<p><strong>With Jurassic Park, for instance, very technically speaking, how do you receive the original code, and what do you do with it?<\/strong><\/p>\n<p>What we literally do is\u2026we\u2019ve got the Carbon Engine which is a set of emulators themselves, we\u2019ve got the individual ROMs \u2014 and for a lot of the ROMs we have to do modifications to the ROMs because the original developers or license holders no longer exist, and they have logos or copyright messages that we\u2019ll have to go in and patch by hand \u2014 and we combine all that with the Carbon engine, and that\u2019s how we sort of end up with the final product.<\/p>\n<blockquote class=\"right\">\n<p>The subset of people who are familiar with these systems that are 10, 20, 30 years old are really small.<\/p>\n<\/blockquote>\n<p><strong>Are you ever in communication with the original coders?<\/strong><\/p>\n<p>Sometimes we are, as a matter of fact. I <em>think<\/em> I can tell you that we are in contact with some of the original coders\u2026sometimes they reach out to us, often times we reach out to them\u2026<\/p>\n<p>For example, the coder of the game <a href=\"https:\/\/www.nintendolife.com\/games\/n64\/worms_armageddon\">Worms: Armageddon<\/a>, they\u2019re a company that no longer exists. We\u2019ve published it from many platforms, but one of them we didn\u2019t publish yet is the Super NES [version], but we\u2019ve recently been able to make that work.<\/p>\n<p><strong>What was that like?<\/strong><\/p>\n<p>It\u2019s crazy fun! [laughter] It\u2019s a lot of work, but as I said, programmers like a challenge.<\/p>\n<figure class=\"picture\"><a class=\"scanlines\" title=\"SNES\" href=\"https:\/\/images.nintendolife.com\/3829b148407b0\/snes.large.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"lazy\" src=\"image\/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCA5MDAgNjAwIj48L3N2Zz4=\" width=\"900\" height=\"600\" data-original=\"https:\/\/images.nintendolife.com\/3829b148407b0\/snes.900x.jpg\" alt=\"SNES\"><\/a><figcaption class=\"caption\"><em class=\"credit\">Image: Zion Grassl \/ Nintendo Life<\/em><\/figcaption><\/figure>\n<p><strong>What\u2019s it like to code in that specific restraint of the Super NES again?<\/strong><\/p>\n<p>It\u2019s a challenge. It takes an awful lot of history and knowledge, and a very specific skill set to be able to program especially on the older system, like the 8-bit Nintendo, or the Super Nintendo, Sega Genesis, Game Boy, Game Gear. That knowledge is something that typically isn\u2019t really passed down from generation to generation, because by the time a generation of consoles expires and is replaced, <em>everything<\/em> has changed. The hardware has changed, the software has changed\u2026so you really have to find someone who is knowledgeable about all of these older systems and their technology in order to be able to put together packages like the ones that we do.<\/p>\n<p><strong>How many people could there possibly be left that have (that) intimate knowledge?<\/strong><\/p>\n<p>There are a few. For example, Kevin Armstrong, who is one of (Limited Run\u2019s) programmers, and he\u2019s great with Nintendo, 8-bit, Game Boy, Game Boy Color.<\/p>\n<p>Dimitris Giannakis, you might know him as <a href=\"https:\/\/twitter.com\/ModernVintageG\">Modern Vintage Gamer<\/a>, he\u2019s great with a wide variety of systems. I\u2019m good with Amiga, Commodore systems, Nintendo 8-bit and 16-bit\u2026there\u2019s a wide range of people that work on the titles, but it\u2019s limited.<\/p>\n<p>In the grand scheme of things, when you think about the industry, as a whole, video games are a smaller industry. The subset of people who are familiar with these systems that are 10, 20, 30 years old are really small.<\/p>\n<p><strong>I\u2019ve been playing games, especially in the last few years, that I would describe as &#8216;obsessed with older source material&#8217;. Do you believe that constraints produce creativity?<\/strong><\/p>\n<p>Yes! Absolutely. One of the things that I think is driving the resurgence of older games is the playability, the fun factor, the uniqueness of the games. And a lot of that was driven by constraints.<\/p>\n<p>One well-known story is the design of Mario was driven specifically by the limitations of the graphics at the time. They wanted him to look the way that he does&#8230;<\/p>\n<p><strong>His mustache.<\/strong><\/p>\n<p>Precisely!<\/p>\n<figure class=\"picture\"><a class=\"scanlines\" title=\"Mustache\" href=\"https:\/\/images.nintendolife.com\/a62242b365d09\/mustache.large.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"lazy\" src=\"image\/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCA5MDAgNTA3Ij48L3N2Zz4=\" width=\"900\" height=\"507\" data-original=\"https:\/\/images.nintendolife.com\/a62242b365d09\/mustache.900x.jpg\" alt=\"Mustache\"><\/a><figcaption class=\"caption\">Video gaming&#8217;s most notorious pixels \u2014 <em class=\"credit\">Image: Nintendo Life<\/em><\/figcaption><\/figure>\n<p><strong>What are you working on beyond Jurassic Park?<\/strong><\/p>\n<p>I can tell you that I\u2019m working on Jurassic Park, and other games that use the Carbon engine, but I can\u2019t name either of them. [laughter] Both of them are from separate, very well-known companies with excellent IP.<\/p>\n<blockquote class=\"left\">\n<p>My suspicion is that we are headed towards a point that the systems themselves become less relevant.<\/p>\n<\/blockquote>\n<p><strong>Do you have input on the projects you pursue?<\/strong><\/p>\n<p>I do\u2026I\u2019m one of those programmers that are driven by the technical challenge. Those are the games and the projects that excite me.<\/p>\n<p><strong>We\u2019ve been talking about retro games when we talk about these constraints. At the top of the interview though, I mentioned a modern example [of porting limitations]. I would describe the vast majority of dialogue around modern-day constraints and porting to be net-negative. For example, Nintendo creates hardware that isn\u2019t always intended to push technical limitations (but rather) foster physical experiences, and [that is frustrating] to port to and from.<\/strong><\/p>\n<p><strong>Do you have any opinions on that push and pull, and its effect on the ability to port modern-day games?<\/strong><\/p>\n<p>My suspicion is that we are headed towards a point that the systems themselves become less relevant. That there is a common ground, sort of like we have with DVDs or Blu-rays, that you can buy a player from a manufacturer and it doesn\u2019t matter where the manufacturer is from. I <em>hope<\/em> that\u2019s where we\u2019re going. Because while I think there was a point in history\u2026 it was really the infancy of the industry that was pushing the industry. \u201cThis particular hardware can do things that some other hardware couldn\u2019t.\u201d<\/p>\n<p>Now we\u2019re reaching the point where all the systems are generally powerful enough that they can in many cases do the same thing on each of the systems. So why not approach it from a different perspective and [create] an industry standard? I\u2019m not convinced that cloud gaming is necessarily where things should be headed, but I do think that having a commonality across the systems would make it more possible to have more people enjoy things.<\/p>\n<p><strong>My perception from covering Nintendo for so long is that they are not interested in technology, as much as interface.<\/strong><\/p>\n<p>And experience! I would say that Nintendo really nails <em>experience.<\/em> Which isn\u2019t to say that Microsoft or Sony or any other company doesn\u2019t, per se. But I do know when I pick up a Nintendo game, that it will truly be polished to perfection.<\/p>\n<p>One of the last games that I played was Breath of the Wild. I loved it. I played it for 120 hours. But I\u2019m not a gamer! I\u2019m a programmer! [laughter]<\/p>\n<p><strong>I don\u2019t think anyone believes you.<\/strong><\/p>\n<p>It\u2019s true! Many people don\u2019t believe me! [laughter] But I don\u2019t play many games. What I enjoy more than the games themselves is the technical achievements. But what I know about Nintendo is that it\u2019s not about style versus substance, Nintendo has both style <em>and<\/em> substance. They\u2019ve managed to really get that mix.<\/p>\n<figure class=\"picture\"><a class=\"scanlines\" title=\"Zelda: Breath of the Wild\" href=\"https:\/\/images.nintendolife.com\/4c11fe8a4bc5d\/zelda-breath-of-the-wild.large.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"lazy\" src=\"image\/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCA5MDAgNTA2Ij48L3N2Zz4=\" width=\"900\" height=\"506\" data-original=\"https:\/\/images.nintendolife.com\/4c11fe8a4bc5d\/zelda-breath-of-the-wild.900x.jpg\" alt=\"Zelda: Breath of the Wild\"><\/a><figcaption class=\"caption\">&#8220;You peel back one layer, and there\u2019s another layer, and another layer, and another layer&#8230;&#8221; \u2014 <em class=\"credit\">Image: Nintendo<\/em><\/figcaption><\/figure>\n<p><strong>Well, specifically Breath of the Wild is a technical achievement as much as it is anything. It\u2019s also technically a port from the Wii U.<\/strong><\/p>\n<p>That\u2019s exactly it. It\u2019s a technical achievement, particularly on that platform. And the game is incredibly fun. I liken it to an onion, where you peel back one layer, and there\u2019s another layer, and another layer, and another layer, and you realize that there\u2019s more than the average player might ever perceive.<\/p>\n<p><strong>You worked on Kinect, correct?<\/strong><\/p>\n<p>I did. I worked on Kinect.<\/p>\n<p><strong>So speaking to that experience, do you envision a future where you might ever be called upon to port Wii or Kinnect games?<\/strong><\/p>\n<p>Um\u2026.that\u2019s possible? That\u2019s possible!<\/p>\n<p><strong>Because that [motion-based] interface currently seems to be relatively exclusive to that era, at this point, and I wonder what will happen [to those games] in the future.<\/strong><\/p>\n<blockquote class=\"right\">\n<p>Nintendo really nails <em><strong>experience<\/strong>.<\/em><\/p>\n<\/blockquote>\n<p>Although the Switch has a gyro, and an accelerometer, and that is a perfect example of how a game like Breath of the Wild can use that technology [for] puzzles that\u2026were infuriating to me at first, until I realized that I could use the separate controller, and that was so much easier than flipping my Switch around.<\/p>\n<p>I think that VR and augmented reality are unique and great technologies, and when they are more accessible, like putting on a pair of simple glasses, I think\u2026when we reach that point, I do see things like Kinnect-style games becoming more important.<\/p>\n<p><strong>One final question: What are your favorite ports?<\/strong><\/p>\n<p>What are my favorite ports\u2026<\/p>\n<p><strong>It\u2019s kind of a strange question, but I feel like if anyone has a strong opinion on this\u2026<\/strong><\/p>\n<p><a href=\"https:\/\/www.pushsquare.com\/games\/ps3\/secret_of_monkey_island_special_edition\" class=\"external\">The Secret of Monkey Island: Special Edition<\/a>. I love the Lucasarts games. Another that I really like is the <a href=\"https:\/\/www.nintendolife.com\/games\/nintendo-switch\/atari_50_the_anniversary_celebration\">Atari 50<\/a> collection, which is not so much a single port but a collection of 50 games. I\u2019m old enough that some of my favorite games were brand new at the time, like <strong>Centipede<\/strong>, <strong>Xevious<\/strong>, <strong>Tempest<\/strong>, <strong>Zaxxon<\/strong>\u2026those I think are my absolute favorites.<\/p>\n<figure class=\"picture\"><a class=\"scanlines\" title=\"Secret of Monkey Island Special Edition\" href=\"https:\/\/images.nintendolife.com\/8a8ba81814baa\/secret-of-monkey-island-special-edition.large.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"lazy\" src=\"image\/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCA5MDAgNTYzIj48L3N2Zz4=\" width=\"900\" height=\"563\" data-original=\"https:\/\/images.nintendolife.com\/8a8ba81814baa\/secret-of-monkey-island-special-edition.900x.jpg\" alt=\"Secret of Monkey Island Special Edition\"><\/a><figcaption class=\"caption\">Not just any port. Sadly (and surprisingly), the 2010 Monkey Island port is not available on Switch yet \u2014 <em class=\"credit\">Image: Disney<\/em><\/figcaption><\/figure>\n<hr>\n<p><em>This interview has been lightly edited for clarity.<\/em><\/p>\n<p><em>Our thanks to Randy for talking with us. The Jurassic Park Classic Games Collection is up now for pre-order on <a href=\"https:\/\/limitedrungames.com\/products\/jurassic-park-classic-games-collection-switch\">Limited Run&#8217;s website<\/a>.<br \/><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Randy Linden (centre) and Alena Alambeigi (left) from Limited Run with the Nintendo Life PAX team \u2014 Image: Austin Voigt \/ Nintendo Life If there\u2019s one thing you should know about art, it\u2019s that changing it after a long time is really, really hard. Just look at classicist Emily Wilson, who in recent years became [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[27],"tags":[],"class_list":["post-134756","post","type-post","status-publish","format-standard","hentry","category-nintendo-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/134756","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=134756"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/134756\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=134756"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=134756"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=134756"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}